Not entirely your fault, as I'm having a hard time getting at what you are trying to accomplish. So, you want users to be able to have an item, and change properties of that item (similar to Tinkers' Construct perhaps from a code point of view?).
If you want a full overview of what I am trying to do you can read the README.md of this:
I have a magic based crafting material and there are no "mod defined item" but a user can design a pick or a shovel and have those designs interact like the regular item would. The items might also have magic based enhancements depending on how they were designed.
The Meaning of Life, the Universe, and Everything.
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Excellant tutorials!!!! I've finished the Volume 3(1.7) and would like to move on to the item/block tutorials. Can I go to the older volume or the 1.8 volume and do those with my 1.7 project? or... do I wait for the 1.7 version to be released?
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I was a little unsure on the v3 1.7 tut regarding where to create the helpers and proxies packages. Are they in the src/main/java where the mod package is or within the mod package as a sub package?
I was a little unsure on the v3 1.7 tut regarding where to create the helpers and proxies packages. Are they in the src/main/java where the mod package is or within the mod package as a sub package?
You should have a "main" package, where all your other packages derive from. For example, if you had a main package named com.gatekeeper258.yourmod, the .proxies and .helpers packages would extend from the main package (com.gatekeeper258.yourmod.proxies).
I have a magic based crafting material and there are no "mod defined item" but a user can design a pick or a shovel and have those designs interact like the regular item would. The items might also have magic based enhancements depending on how they were designed.
Ah, I see a bit better now. This really, to me, sounds like something Tinkers' Construct is doing, from the perspective of creating designable items. I'd say take a look at their source code to see if that is similar to what you are doing.
Ah, I see a bit better now. This really, to me, sounds like something Tinkers' Construct is doing, from the perspective of creating designable items. I'd say take a look at their source code to see if that is similar to what you are doing.
Their code is very complicated and messy with forgotten comments everywhere, I wouldn't trust them.
Do you have any recommendations for code I could look at?
You should still check out their code to see if you can understand. This project isn't like any other mod, so you'd need to know how to program this yourself.
You should still check out their code to see if you can understand. This project isn't like any other mod, so you'd need to know how to program this yourself.
I have a fairly solid programming base so I'm not too worried about getting the program to function how I want, once I have an understanding of how the classes interact.
For example: a player using a pick to mine a block, how much of this interaction happens on the server vs on the client, if the pick has NBT information that is player specific how does that fit in to the interaction?
That is the kind of stuff that I am having trouble find clear information about.
Rollback Post to RevisionRollBack
"If It Is To Be It Is Up To Me" simple quote and I don't know where it comes from but I enjoy it.
Current Mod: Armerger | Light Drafter
I have a fairly solid programming base so I'm not too worried about getting the program to function how I want, once I have an understanding of how the classes interact.
For example: a player using a pick to mine a block, how much of this interaction happens on the server vs on the client, if the pick has NBT information that is player specific how does that fit in to the interaction?
That is the kind of stuff that I am having trouble find clear information about.
You can check the game's (and Forge's in this case) source code. I think it's in build > tmp > recompSrc.
Hey guys. I need your helps again. I just start with simple codding. I learned How to add block. How to change texture etc.. But I couldnt add some actions like in plugin. For example I made plugin that player can use emerland to call meteor rain in plugin. But I wanted to add circle or etc. on the area that player call meteaor rain. So I try to add new block by forge modding. After that I'll be able to call block that has texture like magic circle. I thouht like that but I Couldnt call that block by id. I couldnt give id to block.
Not that it is difficult to just go back to the the first page and find the link but you should post the link to the tutorial in the comment when you announce it as finished.
Thanks for making all these tutorials, they are very helpful.
Rollback Post to RevisionRollBack
"If It Is To Be It Is Up To Me" simple quote and I don't know where it comes from but I enjoy it.
Current Mod: Armerger | Light Drafter
Not that it is difficult to just go back to the the first page and find the link but you should post the link to the tutorial in the comment when you announce it as finished.
Thanks for making all these tutorials, they are very helpful.
Hey guys. I need your helps again. I just start with simple codding. I learned How to add block. How to change texture etc.. But I couldnt add some actions like in plugin. For example I made plugin that player can use emerland to call meteor rain in plugin. But I wanted to add circle or etc. on the area that player call meteaor rain. So I try to add new block by forge modding. After that I'll be able to call block that has texture like magic circle. I thouht like that but I Couldnt call that block by id. I couldnt give id to block.
So 2 solutaions.
1-How can I add action to mod.
2- How can I add ID to block.
Your English seriously isn't great, I doubt anyone really understood you.
If you learned simple coding, you shouldn't find yourself handling events soon.
The ID of the block is automatically added by Forge.
A great tutorial but i am having some issues I am doing the
(./gradlew setupDecompWorkspace and ./gradlew eclipse) part from tutorial #1 and i can get the gradlew eclipse part to work but I cant get the setupDecompWorkspace to work, every time i put it in it does this:
FAILURE: Build failed with an exception.
*What went wrong;
Execution failed for task ':makeStart'.
> Unable to find a javac compiler;
com.sun.tools.javac.Main is not on the classpath.
Perhaps JAVA_HOME does not point to the JDK.
It is currently set to "C:\Program Files (86)\Java\jre1.8.0_45'
A great tutorial but i am having some issues I am doing the
(./gradlew setupDecompWorkspace and ./gradlew eclipse) part from tutorial #1 and i can get the gradlew eclipse part to work but I cant get the setupDecompWorkspace to work, every time i put it in it does this:
FAILURE: Build failed with an exception.
*What went wrong;
Execution failed for task ':makeStart'.
> Unable to find a javac compiler;
com.sun.tools.javac.Main is not on the classpath.
Perhaps JAVA_HOME does not point to the JDK.
It is currently set to "C:\Program Files (86)\Java\jre1.8.0_45'
Change the directory to where the forge files are. For example, you should be in the directory of: Desktop/Modding\ Workspace/YourMod.
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Curse PremiumIf you want a full overview of what I am trying to do you can read the README.md of this:
https://github.com/UberAffe/Light-Drafter
Also a sample interface the user would use to design an item:
https://drive.google.com/file/d/1gDzW4b0XtLeaIZu1VYLbsNaCFulk4Hlu7w/view?usp=sharing
TL;DR
I have a magic based crafting material and there are no "mod defined item" but a user can design a pick or a shovel and have those designs interact like the regular item would. The items might also have magic based enhancements depending on how they were designed.
Current Mod: Armerger | Light Drafter
Excellant tutorials!!!! I've finished the Volume 3(1.7) and would like to move on to the item/block tutorials. Can I go to the older volume or the 1.8 volume and do those with my 1.7 project? or... do I wait for the 1.7 version to be released?
I was a little unsure on the v3 1.7 tut regarding where to create the helpers and proxies packages. Are they in the src/main/java where the mod package is or within the mod package as a sub package?
You should have a "main" package, where all your other packages derive from. For example, if you had a main package named com.gatekeeper258.yourmod, the .proxies and .helpers packages would extend from the main package (com.gatekeeper258.yourmod.proxies).
Ah, I see a bit better now. This really, to me, sounds like something Tinkers' Construct is doing, from the perspective of creating designable items. I'd say take a look at their source code to see if that is similar to what you are doing.
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Curse PremiumTheir code is very complicated and messy with forgotten comments everywhere, I wouldn't trust them.
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Curse PremiumDo you have any recommendations for code I could look at?
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Curse PremiumYou should still check out their code to see if you can understand. This project isn't like any other mod, so you'd need to know how to program this yourself.
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Curse PremiumI have a fairly solid programming base so I'm not too worried about getting the program to function how I want, once I have an understanding of how the classes interact.
For example: a player using a pick to mine a block, how much of this interaction happens on the server vs on the client, if the pick has NBT information that is player specific how does that fit in to the interaction?
That is the kind of stuff that I am having trouble find clear information about.
Current Mod: Armerger | Light Drafter
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Curse PremiumYou can check the game's (and Forge's in this case) source code. I think it's in build > tmp > recompSrc.
Hey guys. I need your helps again. I just start with simple codding. I learned How to add block. How to change texture etc.. But I couldnt add some actions like in plugin. For example I made plugin that player can use emerland to call meteor rain in plugin. But I wanted to add circle or etc. on the area that player call meteaor rain. So I try to add new block by forge modding. After that I'll be able to call block that has texture like magic circle. I thouht like that but I Couldnt call that block by id. I couldnt give id to block.
So 2 solutaions.
1-How can I add action to mod.
2- How can I add ID to block.
Basic Item tutorial has been finished.
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Curse PremiumNot that it is difficult to just go back to the the first page and find the link but you should post the link to the tutorial in the comment when you announce it as finished.
Thanks for making all these tutorials, they are very helpful.
Current Mod: Armerger | Light Drafter
No problem, and thanks for the tip
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Curse PremiumYour English seriously isn't great, I doubt anyone really understood you.
If you learned simple coding, you shouldn't find yourself handling events soon.
The ID of the block is automatically added by Forge.
And Blocks!
A great tutorial but i am having some issues I am doing the
(./gradlew setupDecompWorkspace and ./gradlew eclipse) part from tutorial #1 and i can get the gradlew eclipse part to work but I cant get the setupDecompWorkspace to work, every time i put it in it does this:
FAILURE: Build failed with an exception.
*What went wrong;
Execution failed for task ':makeStart'.
> Unable to find a javac compiler;
com.sun.tools.javac.Main is not on the classpath.
Perhaps JAVA_HOME does not point to the JDK.
It is currently set to "C:\Program Files (86)\Java\jre1.8.0_45'
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Curse PremiumYou need to the "jdk" not the jre:
http://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html
Current Mod: Armerger | Light Drafter
I did everything in Part 1 correctly (at least, to my knowledge), and it gave me the stuff in the photo at the end... plus tons and tons of jars.