Hello, I am Tiki. The creator of Advanced Lootable Weapons (Wiki Here)(Github here). This mod is an all new highly configurable, weapon-based mod designed around the idea that the player should be in control of the experience. Advanced Lootable Weapons achieves this with a config file that lets the players change all of the following:
Config Options:
Enable/Disable resources that aren't real!
Enable/Disable custom reach on weapons!
Enable/Disable all 15 types of weapons, individually!
Change the base damage of weapon!
Enable/Disable weight-based armor!
Enable/Disable armor giving bonus health!
Enable/Disable chestplates increasing the players damage!
Change the armor bonus health multiplier!
Change the armor bonus damage multiplier!
Change the base damage that each material does!
Change the base durability for each material!
Change the base durability for each armor material!
Change the base toughness of each armor material!
And more to come!
On top of a highly customizable experience, Advanced Lootable Weapons offers a whole new way to craft weapons!
This process involves using ingots to make tool heads and handles, that all need to be kept hot using the Forge then slowly shaped over an anvil with your Forge Hammer, and finally welded together to create your weapon!
Advanced Lootable Weapons adds 11 new materials: Kobold Steel, Copper, Silver, Bronze, Platinum, Steel, Shadow Platinum, Frost Steel, Obsidian(weapons), Crystallite, and Dusksteel on top of the 15 new weapon types: Dagger, Kabutowari, Talwar, Rapier, Cleaver, Mace, Staff, Longsword, Kodachi, Battleaxe, Zweihander, Nodachi, Sabre, Makhaira, and Spear which can all be additionally made with iron and wood! This means there are up to195 different, unique weapons to try out!
Keep in mind that this is all pre-release! Some things can and will change!
Note: The team is currently looking for more staff! We are in need of 1 more programmer, maybe a discord moderator, and any new ideas/feedback are very welcome either here or in our discord!
Hello, My name is Tiki and for the past ~2 months, I've been developing a mod called Advanced Lootable Weapons. The mod is based heavily around adding super customizable weapons and armors that are balanced around vanilla gameplay but allows players and modpack makers alike to create their own experience no matter how modded the game is! The mod also includes a unique way of forging weapons, that features processes very similar to real life!
Here is what I am looking for:
1 Developer
~16 years or older
~Experience with entity AI is a huge bonus
1-2 Resource Artists
~16 years or older
~experience creating textures for minecraft
If you're interested or want more details about the mod, just add me on discord: Tiki#5162 or reply to this post!
That is because GUI's are client side only. You won't be able to change anything server-side from a gui without passing a packet or some other workaround
First of all, Thank you for helping me out, but does it mean that I just need to replace the TileEntity with the CommandBlockTileEntity and import the required .class? The way I did it is not working, it always fails at compiling the code... Do you know what this exactly means?
Thank you!
-BissNik
No. This does not mean you need to replace your TileEntity code, but instead run a check to make sure that it's a command block, then cast the TileEntity to a TileEntityCommandBlock after your check, then from there you're able to reference the CommandBlockLogic class using the method getCommandBlock. From there you can fetch the command I believe
The tag "Command" isn't wrong, but you're fetching it from the wrong place. Assuming you're working with 1.16, you need to get the command blocks tile entity reference to the class CommandBlockLogic to get the proper output that you're looking for.
in the registry handler class send the block item registry to follow your block class and it will use the texture in the blocks section in resources
what he means is that, in code, to create the inventory texture, you create a new ItemBlock and a new Block. ItemBlock takes a block as a parameter, like so:
new ItemBlock(<any variable with the Block data type>)
This creates the block you see in the inventory, and will grab the texture from whatever Block variable you entered into the ItemBlock parameter.
the short answer is you probably wouldn't be able to. The long answer is, to port a mod, you not only need to know the basics of java and minecraft programming, but it would be extra difficult if you don't know what the code you're looking at is supposed to be doing.
I need some people who would be willing to make textures for me. My mod is called Advanced Lootable Weapons and currently adds 15 different weapon types, some new materials, new blocks, and plans to add more weapons and features in the future.
I currently need quite a few textures, but that would decrease significantly over time.
If you're interested or want more details, respond here or add me on discord @ Tiki#5162
You're making this much more complicated than it needs to be. You can use Attribute Modifiers to complete what you need. Not sure if this is the best way to do this, but I declared a public static final IAttribute that equals a new RangedAttribute((IAttribute)null, "generic.reachDistance", 5.0D, 0.0D, 1024.0D
Then, just declare a public static final UUID for it and grab a random UUID from the internet
after that, it's as simple as using
builder.put(<Your main class . your attack range IAttribute variable name>, new AttributeModifier(<your attack range UUID variable name>, "Weapon modifier", (double)<the amount of bonus range you want here>, AttributeModifier.Operation.ADDITION));
I believe this should work, but I'm not 100% as I'm on 1.12 just glancing at 1.16 code for reference
Just found out how to properly handle buttons, so for anyone who needs this, use enchantItem(EntityPlayer playerIn, int id) to handle the button click server side in your container code, then in your GUI code, use this.mc.playerController.sendEnchantPacket(this.container.windowId, <buttonId here>)
In my mod, I have the player punch an anvil with a forge hammer and it opens a gui and container. From there you can click buttons to decide what type of weapon to make. This is SUPPOSED to replace the old item with the new item specific to said weapon, but it creates a ghost item instead. When I try to interact with the ghost item in any way it disappears and the item that was supposed to get changed re-appears. I've tried changing the inventory(code here: https://pastebin.com/C5nkbZzK).
I set what item to create through the GuiScreenEvent.ActionPerformedEvent.Post forge event right now, but previously have tried setting it through the actionPerformed function in the gui.
I am currently working on a modpack called The Sao Experience, which gives the player the peak minecraft experience combined with the sword art online concepts. To accurately do this, I'll need to create one large mod that includes many new weapons of different types. If anyone who has done programming for minecraft in the past is interested, you don't need much experience. People who are familiar with texturing items would also be a huge help!
Either respond with your discord name and tag or add me on discord at Tiki#5162
I'm not any sort of pro coder or anything of the sort but I would make its class extend the horse class then change what happens when players hit it(instead of running, make it attack). then I think the dog's entity might actually change when it's tamed so I think you'd have to create a new class for a tamed version that could also extend the horse but I'd look at the code for the tamed dog and see what makes it follow the player and that sort of thing. Sorry if this doesn't help much!
0
Hello, I am Tiki. The creator of Advanced Lootable Weapons (Wiki Here)(Github here). This mod is an all new highly configurable, weapon-based mod designed around the idea that the player should be in control of the experience. Advanced Lootable Weapons achieves this with a config file that lets the players change all of the following:
Config Options:
Enable/Disable resources that aren't real!
Enable/Disable custom reach on weapons!
Enable/Disable all 15 types of weapons, individually!
Change the base damage of weapon!
Enable/Disable weight-based armor!
Enable/Disable armor giving bonus health!
Enable/Disable chestplates increasing the players damage!
Change the armor bonus health multiplier!
Change the armor bonus damage multiplier!
Change the base damage that each material does!
Change the base durability for each material!
Change the base durability for each armor material!
Change the base toughness of each armor material!
And more to come!
On top of a highly customizable experience, Advanced Lootable Weapons offers a whole new way to craft weapons!
This process involves using ingots to make tool heads and handles, that all need to be kept hot using the Forge then slowly shaped over an anvil with your Forge Hammer, and finally welded together to create your weapon!
Advanced Lootable Weapons adds 11 new materials: Kobold Steel, Copper, Silver, Bronze, Platinum, Steel, Shadow Platinum, Frost Steel, Obsidian(weapons), Crystallite, and Dusksteel on top of the 15 new weapon types: Dagger, Kabutowari, Talwar, Rapier, Cleaver, Mace, Staff, Longsword, Kodachi, Battleaxe, Zweihander, Nodachi, Sabre, Makhaira, and Spear which can all be additionally made with iron and wood! This means there are up to195 different, unique weapons to try out!
Keep in mind that this is all pre-release! Some things can and will change!
Join our community discord for dev updates on features, art, and releases! Advanced Lootable Weapons Discord
Note: The team is currently looking for more staff! We are in need of 1 more programmer, maybe a discord moderator, and any new ideas/feedback are very welcome either here or in our discord!
0
Hello, My name is Tiki and for the past ~2 months, I've been developing a mod called Advanced Lootable Weapons. The mod is based heavily around adding super customizable weapons and armors that are balanced around vanilla gameplay but allows players and modpack makers alike to create their own experience no matter how modded the game is! The mod also includes a unique way of forging weapons, that features processes very similar to real life!
Here is what I am looking for:
1 Developer
~16 years or older
~Experience with entity AI is a huge bonus
1-2 Resource Artists
~16 years or older
~experience creating textures for minecraft
If you're interested or want more details about the mod, just add me on discord: Tiki#5162 or reply to this post!
0
That is because GUI's are client side only. You won't be able to change anything server-side from a gui without passing a packet or some other workaround
0
No. This does not mean you need to replace your TileEntity code, but instead run a check to make sure that it's a command block, then cast the TileEntity to a TileEntityCommandBlock after your check, then from there you're able to reference the CommandBlockLogic class using the method getCommandBlock. From there you can fetch the command I believe
0
The tag "Command" isn't wrong, but you're fetching it from the wrong place. Assuming you're working with 1.16, you need to get the command blocks tile entity reference to the class CommandBlockLogic to get the proper output that you're looking for.
0
what he means is that, in code, to create the inventory texture, you create a new ItemBlock and a new Block. ItemBlock takes a block as a parameter, like so:
new ItemBlock(<any variable with the Block data type>)
This creates the block you see in the inventory, and will grab the texture from whatever Block variable you entered into the ItemBlock parameter.
0
instead of mcp.client.start try GradleStart
Also not sure why, but whatever you ran before the second picture has an error in the main class, which is a problem if it was minecraft.
0
the short answer is you probably wouldn't be able to. The long answer is, to port a mod, you not only need to know the basics of java and minecraft programming, but it would be extra difficult if you don't know what the code you're looking at is supposed to be doing.
0
Hello,
I need some people who would be willing to make textures for me. My mod is called Advanced Lootable Weapons and currently adds 15 different weapon types, some new materials, new blocks, and plans to add more weapons and features in the future.
I currently need quite a few textures, but that would decrease significantly over time.
If you're interested or want more details, respond here or add me on discord @ Tiki#5162
Thank you!
0
set the repair item when you register the armor material, by adding
.setRepairItem(new ItemStack(mod_items.ALUMINUM_INGOT));
0
You're making this much more complicated than it needs to be. You can use Attribute Modifiers to complete what you need. Not sure if this is the best way to do this, but I declared a public static final IAttribute that equals a new RangedAttribute((IAttribute)null, "generic.reachDistance", 5.0D, 0.0D, 1024.0D
Then, just declare a public static final UUID for it and grab a random UUID from the internet
after that, it's as simple as using
builder.put(<Your main class . your attack range IAttribute variable name>, new AttributeModifier(<your attack range UUID variable name>, "Weapon modifier", (double)<the amount of bonus range you want here>, AttributeModifier.Operation.ADDITION));
I believe this should work, but I'm not 100% as I'm on 1.12 just glancing at 1.16 code for reference
0
Just found out how to properly handle buttons, so for anyone who needs this, use enchantItem(EntityPlayer playerIn, int id) to handle the button click server side in your container code, then in your GUI code, use this.mc.playerController.sendEnchantPacket(this.container.windowId, <buttonId here>)
0
In my mod, I have the player punch an anvil with a forge hammer and it opens a gui and container. From there you can click buttons to decide what type of weapon to make. This is SUPPOSED to replace the old item with the new item specific to said weapon, but it creates a ghost item instead. When I try to interact with the ghost item in any way it disappears and the item that was supposed to get changed re-appears. I've tried changing the inventory(code here: https://pastebin.com/C5nkbZzK).
I set what item to create through the GuiScreenEvent.ActionPerformedEvent.Post forge event right now, but previously have tried setting it through the actionPerformed function in the gui.
0
Hello All!
I am currently working on a modpack called The Sao Experience, which gives the player the peak minecraft experience combined with the sword art online concepts. To accurately do this, I'll need to create one large mod that includes many new weapons of different types. If anyone who has done programming for minecraft in the past is interested, you don't need much experience. People who are familiar with texturing items would also be a huge help!
Either respond with your discord name and tag or add me on discord at Tiki#5162
Thank you in advance,
~Tiki
0
I'm not any sort of pro coder or anything of the sort but I would make its class extend the horse class then change what happens when players hit it(instead of running, make it attack). then I think the dog's entity might actually change when it's tamed so I think you'd have to create a new class for a tamed version that could also extend the horse but I'd look at the code for the tamed dog and see what makes it follow the player and that sort of thing. Sorry if this doesn't help much!