Hey, I'm planning on creating a mod based on updating the biomes in Minecraft, specifically the ones featured in the Minecon Community Polls that lost (Dessert, Swamp, Badlands, etc). I think I can do the coding, but what I need help on is the textures for blocks, items and mobs. I'm looking for someone who can make textures accurate to the ones shown in the animated biome videos, while also being able to come up with their own spin on how the blocks/items would look that weren't shown (ie: mangrove and beobab saplings). I would really appreciate the help with having textures for the mod.
Here's the mod your looking for. Simple googling can help because a lot of mods that add future features into past minecraft versions already exist (and have existed for years).
I'm making a mod based on the Minecon Biome Enhancement polls and implementing the features that lost the poll. I'm starting off with the new log blocks. So I made a block that extends BlockLog similar to how minecraft creates their log blocks. My block works, but I realized that Because the model is unique, the block looks weird when rotated. I was wondering if anyone had any suggestions so I can place the block in 4 different rotations. Like I want to make it so that the bottom of the log connects to the side of the block that you place it on.
Hate me for being in 1.8, but I plan to add fluids to my mod then update to 1.10. (I feel like the transition would be easier than 1.7 -> 1.10) But my question is how do I create a custom fluid. I'd imagine that its similar to 1.7, but more specifically I was looking for a tutorial of some sort to help me. Its easier for me to view changes rather than being told what they are.
i was thinking about adding some custom methods for getting blocks and items etc and only calling them in my code, then would only need to edit them for changed? what do you guys/girls think?
That's exactly what I do. I have one class for metadata and one class for single blocks/items. It works well if you have a really monotone mod that's a lot of repeated code. Rather than giving bricks, storage blocks, and stone their own individual classes, I have them all use the same class and just use different names. It works well.
heres my chunk provider code. But its basically just the normal minecraft code, I personally don't see a reason to change what already works.
As for any good tutorials for updating to 1.11, idk. All I know is that a lot of the code has changed, which is why I personally plan to slowly update my mod from 1.7 to 1.8, 1.9, etc until I get to 1.11. that way there are fewer changes between each individual update rather than tons of changes from 1.7 to 1.11.
The WorldChunkManagerChocolate.myGenBiomes field is null for some reason. I suggest setting a breakpoint in the WorldChunkManagerChocolate(long, WorldType, String) constructor (after the this() call) and stepping through the code to see where the null comes from.
In future, please post code with syntax highlighting. To get syntax highlighting on Gist, give each file the appropriate extension (.java for Java code).
I also recommend updating straight to 1.11.2, 1.8 is quite old and not really supported by Forge any more.
There don't appear to be any errors in the constructor. everything has a checkmark. However it does error at line 145 saying that the par1 does equal null. Although I guess we already know that. the problem is why does it equal null. As far as I can tell for some odd reason the genLayer isn't getting filled because both myGenBiomes and myBiomeIndexLayer are both null. But I don't know why that is, I should be putting a genlayer into both of them.
Im updating a custom dimension from 1.7.10 to 1.8, and for the most part things haven't changed. It should be working, but for some reason it keeps throwing this error at me, I'd really appreciate help. I know it wants me to look at my dimension's WorldChunkManager, and that its erroring at the list of biomes to spawn, but I'm not sure why.
Hmmm, looks like I'll need to do a lot of reading on machines. It seems that every mod that adds machines has custom tile entity classes and what not. seems complicated, but I'll figure things out eventually. Thanks.
You wouldn't happen to know any tutorials for having a tank for my tile entity? I'd like it to be able to hold fluids. or atleast certain types of fluid.
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Hey, I'm planning on creating a mod based on updating the biomes in Minecraft, specifically the ones featured in the Minecon Community Polls that lost (Dessert, Swamp, Badlands, etc). I think I can do the coding, but what I need help on is the textures for blocks, items and mobs. I'm looking for someone who can make textures accurate to the ones shown in the animated biome videos, while also being able to come up with their own spin on how the blocks/items would look that weren't shown (ie: mangrove and beobab saplings). I would really appreciate the help with having textures for the mod.
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Here's the mod your looking for. Simple googling can help because a lot of mods that add future features into past minecraft versions already exist (and have existed for years).
https://www.curseforge.com/minecraft/mc-mods/future-mc
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Nvm, I figured it out by using the Enum facing property
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I'm making a mod based on the Minecon Biome Enhancement polls and implementing the features that lost the poll. I'm starting off with the new log blocks. So I made a block that extends BlockLog similar to how minecraft creates their log blocks. My block works, but I realized that Because the model is unique, the block looks weird when rotated. I was wondering if anyone had any suggestions so I can place the block in 4 different rotations. Like I want to make it so that the bottom of the log connects to the side of the block that you place it on.
BlockModLog.java
logs.json
palm_log.json
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Here's a mod that adds all future features of minecraft to 1.12.2. https://www.curseforge.com/minecraft/mc-mods/future-mc
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Hate me for being in 1.8, but I plan to add fluids to my mod then update to 1.10. (I feel like the transition would be easier than 1.7 -> 1.10) But my question is how do I create a custom fluid. I'd imagine that its similar to 1.7, but more specifically I was looking for a tutorial of some sort to help me. Its easier for me to view changes rather than being told what they are.
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Alright, thanks for the advice.
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For some odd reason my big mushroom world gen simply isn't working. It should spawn in the mushroom blocks, instead it spawn in the actual mushrooms.
WorldGenBigChocoShroom
HugeChocoShroomBlock
ChocoShroom
BlockRegistry
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Yea, heres an example of what I do.
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That's exactly what I do. I have one class for metadata and one class for single blocks/items. It works well if you have a really monotone mod that's a lot of repeated code. Rather than giving bricks, storage blocks, and stone their own individual classes, I have them all use the same class and just use different names. It works well.
0
heres my chunk provider code. But its basically just the normal minecraft code, I personally don't see a reason to change what already works.
As for any good tutorials for updating to 1.11, idk. All I know is that a lot of the code has changed, which is why I personally plan to slowly update my mod from 1.7 to 1.8, 1.9, etc until I get to 1.11. that way there are fewer changes between each individual update rather than tons of changes from 1.7 to 1.11.
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There don't appear to be any errors in the constructor. everything has a checkmark. However it does error at line 145 saying that the par1 does equal null. Although I guess we already know that. the problem is why does it equal null. As far as I can tell for some odd reason the genLayer isn't getting filled because both myGenBiomes and myBiomeIndexLayer are both null. But I don't know why that is, I should be putting a genlayer into both of them.
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Im updating a custom dimension from 1.7.10 to 1.8, and for the most part things haven't changed. It should be working, but for some reason it keeps throwing this error at me, I'd really appreciate help. I know it wants me to look at my dimension's WorldChunkManager, and that its erroring at the list of biomes to spawn, but I'm not sure why.
WorldChunkManager
GenLayer
GenLayerBiomes
BiomeGenChocolateBase
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Hmmm, looks like I'll need to do a lot of reading on machines. It seems that every mod that adds machines has custom tile entity classes and what not. seems complicated, but I'll figure things out eventually. Thanks.
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You wouldn't happen to know any tutorials for having a tank for my tile entity? I'd like it to be able to hold fluids. or atleast certain types of fluid.