• 1

    posted a message on Biome Islands World Generation.

    A while ago I came up with a concept that they add a new world type. In this world type, they would generate medium to large islands each containing a beach surrounding the entire island, and a single other biome (such as a jungle) in the middle of the island. That way players can travel the oceans looking to colonize other islands and would be able to more easily start their own private islands. Now I say the islands could be medium to large because honestly, I don't like building on small ones. I like them to be big enough to build small cities on. Each island would have a beach and a randomly chosen biome in the center of the island. That way if someone wants a jungle island, they can search for one, and if someone on the same world wants a forest island, they will not have to search far for one to. Anyway what do you think of the concept?

    Posted in: Suggestions
  • 0

    posted a message on Would it be OK to use official textures for my mod?

    I want to copy some of the files from the Reference Libraries and use them to make my own mod. I just don't want to run into any legal trouble. Thanks.


    EDIT: What If I got them from the jar file in the versions folder?

    Posted in: Modification Development
  • 0

    posted a message on How to add items like spawn eggs into crafting recipes?

    Ok so is there any way to make spawn eggs craftable? What if I made my own custom crafting table?

    Posted in: Modification Development
  • 0

    posted a message on How to make json files for a block model created using java?

    I have a block using TileEntitySpecialRenderer and a block model with the following code:

    package com.kenneth.kenneths_mod.init.blocks.windmill;
    
    import net.minecraft.client.model.ModelBase;
    import net.minecraft.client.model.ModelRenderer;
    
    public class WindmillBlockModel extends ModelBase {
    	//Create the components to the windmill block:
        public ModelRenderer MainBlock;
        public ModelRenderer Rotor;
        public ModelRenderer Blade1;
        public ModelRenderer Blade2;
        public ModelRenderer Blade3;
        public ModelRenderer BladeFan1;
        public ModelRenderer BladeFan2;
        public ModelRenderer BladeFan3;
        //Create the windmill block:
        public WindmillBlockModel () {
        	
            this.textureWidth = 260;
            this.textureHeight = 100;
            
            this.BladeFan1 = new ModelRenderer(this, 0, 40);
            this.BladeFan1.setRotationPoint(8.0F, 8.0F, -8.0F);
            this.BladeFan1.addBox(20.0F, -18.0F, 0.0F, 108, 16, 1, 0.0F);
            
            this.BladeFan2 = new ModelRenderer(this, 0, 40);
            this.BladeFan2.setRotationPoint(8.0F, 8.0F, -8.0F);
            this.BladeFan2.addBox(20.0F, -18.0F, 0.0F, 108, 16, 1, 0.0F);
            
            this.BladeFan3 = new ModelRenderer(this, 0, 40);
            this.BladeFan3.setRotationPoint(8.0F, 8.0F, -8.0F);
            this.BladeFan3.addBox(20.0F, -18.0F, 0.0F, 108, 16, 1, 0.0F);
            
            this.Blade1 = new ModelRenderer(this, 0, 32);
            this.Blade1.setRotationPoint(8.0F, 8.0F, -8.0F);
            this.Blade1.addBox(0.0F, -2.0F, 0.0F, 128, 4, 1, 0.0F);
            
            this.Blade2 = new ModelRenderer(this, 0, 32);
            this.Blade2.setRotationPoint(8.0F, 8.0F, -8.0F);
            this.Blade2.addBox(0.0F, -2.0F, 0.0F, 128, 4, 1, 0.0F);
            
            this.Blade3 = new ModelRenderer(this, 0, 32);
            this.Blade3.setRotationPoint(8.0F, 8.0F, -8.0F);
            this.Blade3.addBox(0.0F, -2.0F, 0.0F, 128, 4, 1, 0.0F);
            
            this.Rotor = new ModelRenderer(this, 64, 0);
            this.Rotor.setRotationPoint(8.0F, 8.0F, 0.0F);
            this.Rotor.addBox(-2.0F, -2.0F, -16.0F, 4, 4, 16, 0.0F);
            
            this.MainBlock = new ModelRenderer(this, 0, 0);
            this.MainBlock.setRotationPoint(8.0F, 8.0F, 8.0F);
            this.MainBlock.addBox(-8.0F, -8.0F, -8.0F, 16, 16, 16, 0.0F);
        }
        public void renderAll() {
        	//Render the parts to the windmill block:
        	this.BladeFan1.render((float) 0.0625);
        	this.BladeFan2.render((float) 0.0625);
            this.BladeFan3.render((float) 0.0625);
            this.Blade1.render((float) 0.0625);
            this.Blade2.render((float) 0.0625);
            this.Blade3.render((float) 0.0625);
            this.Rotor.render((float) 0.0625);
            this.MainBlock.render((float) 0.0625);
            
            //Set the rotations to the windmill blade components:
            this.Blade1.rotateAngleZ = this.Rotor.rotateAngleZ;
            this.Blade2.rotateAngleZ = this.Rotor.rotateAngleZ + 90;
            this.Blade3.rotateAngleZ = this.Rotor.rotateAngleZ + 180;
            this.BladeFan1.rotateAngleZ = this.Rotor.rotateAngleZ;
            this.BladeFan1.rotateAngleX = 50;
            this.BladeFan2.rotateAngleZ = this.Rotor.rotateAngleZ + 90;
            this.BladeFan2.rotateAngleX = 50;
            this.BladeFan3.rotateAngleZ = this.Rotor.rotateAngleZ + 180;
            this.BladeFan3.rotateAngleX = 50;
        }
    }
    



    I'm just wondering what the blockstate, model and item json files would look like. Thanks in advanced.

    Posted in: Modification Development
  • 0

    posted a message on How to add items like spawn eggs into crafting recipes?

    There are several items in the game that have variants of the same item such as spawn eggs and coal and charcoal. My problem is adding items like these into crafting recipes. How do I do this?

    Posted in: Modification Development
  • 0

    posted a message on Why are my half slabs uncraftable?

    In case it helps here is my block init class:


    public class BlockInit {
    	
    	public static Block windmill_block;
    	
    	public static Block gravel_path;
    	public static GravelPathSlab gravel_path_half_slab;
    	public static GravelPathSlab gravel_path_double_slab;
    	
    	public static Block thatch_block;
    	public static Block thatch_slope;
    	public static ThatchSlab thatch_half_slab;
    	public static ThatchSlab thatch_double_slab;
    	
    	//Initialize blocks:
    	public static void init () {
    		
    		windmill_block = new WindmillBlock ("windmill_block");
    		
    		gravel_path = new BlockBase("gravel_path", SoundType.GROUND, Material.GROUND, 0.6f, 3.0f, "shovel", 0);
    		gravel_path_half_slab = new GravelPathSlab.Half("gravel_path_half_slab", SoundType.GROUND, gravel_path_half_slab, 0.6f, 3.0f, "shovel", 0, Material.GROUND);
    		gravel_path_double_slab = new GravelPathSlab.Double("gravel_path_double_slab", SoundType.GROUND, gravel_path_double_slab, 0.6f, 3.0f, "shovel", 0, Material.GROUND);
    		
    		thatch_block = new BlockBase("thatch_block", SoundType.PLANT, Material.PLANTS, 0.5f, 2.5f, "axe", 0);
    		thatch_slope = new StairsBase("thatch_slope", SoundType.PLANT, 0.5f, 2.5f, "axe", 0, thatch_block.getDefaultState());
    		thatch_half_slab = new ThatchSlab.Half("thatch_half_slab", SoundType.PLANT, thatch_half_slab, 0.5f, 2.5f, "axe", 0, Material.PLANTS);
    		thatch_double_slab = new ThatchSlab.Double("thatch_double_slab", SoundType.PLANT, thatch_double_slab, 0.5f, 2.5f, "axe", 0, Material.PLANTS);
    		
    	}
    	//Register blocks:
    	public static void register () {
    		
    		registerBlock(windmill_block, Main.blocksTab);
    		
    		registerBlock(gravel_path, Main.blocksTab);
    		registerBlock(gravel_path_half_slab, Main.blocksTab, new ItemSlab(gravel_path_half_slab, gravel_path_half_slab, gravel_path_double_slab));
    		ForgeRegistries.BLOCKS.register(gravel_path_double_slab);
    		
    		registerBlock(thatch_block, Main.blocksTab);
    		registerBlock(thatch_slope, Main.blocksTab);
    		registerBlock(thatch_half_slab, Main.blocksTab, new ItemSlab(thatch_half_slab, thatch_half_slab, thatch_double_slab));
    		ForgeRegistries.BLOCKS.register(thatch_double_slab);
    		
    	}
    	//Register blocks continued:
    	public static void registerBlock (Block block, CreativeTabs tab) {
    		ForgeRegistries.BLOCKS.register(block);
    		block.setCreativeTab(tab);
    		ItemBlock item = new ItemBlock(block);
    		item.setRegistryName(block.getRegistryName());
    		ForgeRegistries.ITEMS.register(item);
    		ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(), "inventory"));
    	}
    	//Register blocks continued:
    	public static void registerBlock (Block block, CreativeTabs tab, ItemBlock itemBlock) {
    		ForgeRegistries.BLOCKS.register(block);
    		block.setCreativeTab(tab);
    		itemBlock.setRegistryName(block.getRegistryName());
    		ForgeRegistries.ITEMS.register(itemBlock);
    		ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(), "inventory"));
    	}
    }
    Posted in: Modification Development
  • 0

    posted a message on Why are my half slabs uncraftable?

    Has anyone please found a solution to this?

    Posted in: Modification Development
  • 0

    posted a message on Why are my half slabs uncraftable?

    I have added thatch roofing to my mod. The problem is that I can't get the thatch half slab to be craftable:

    {
     "type": "minecraft:crafting_shaped",
     
     "pattern":
     [
     "TTT"
     ],
     
     "key":
     {
     "T":
     {
     "item": "minecraft:stick"
     }
     },
     
     "result":
     {
     "item": "km:thatch_half_slab",
     "count": 3
     }
    }



    Above is the JSON file for the crafting recipe.

    Posted in: Modification Development
  • 0

    posted a message on What mods go good with the "Better with Mods" mod?

    I am looking for some good medieval themed mods for the better with mods mod. Know any?

    Posted in: Mods Discussion
  • 0

    posted a message on How to make a custom potion bottle?

    Hi, I made a mod that adds drinks to the game. These items are not made on a brewing stand but instead by adding ingredients to a barrel and waiting for them to age. Is there a way I can the items drinkable like a potion and apply a potion effect when finished? The items I have are a wine bottle and an empty wine bottle. When the player finishes drinking instead of the wine bottle disappearing it converts into an empty wine bottle.

    Posted in: Modification Development
  • 0

    posted a message on How do the big time ship mods work?

    I have attempted to make a ships mod before on Minecraft pocket edition. What I did was I converted a bunch of placed blocks into a mountable entity. I want to know how the big time ship mods do their ships, however. Just wondering.

    Posted in: Modification Development
  • 0

    posted a message on Will lots of blocks using json models cause lag?

    Do json model blocks cause more lag than normal blocks? I plan on making a custom block that will be used in building large structures and there will be many of these models.

    Posted in: Modification Development
  • 0

    posted a message on How do I make custom grass? (Not the block).

    Nevermind I found out how to do it. Here is the code:

    package com.kennethsmedievalmod.worldGen;
    
    import java.util.Random;
    
    import com.kennethsmedievalmod.init.BlockInit;
    import com.kennethsmedievalmod.init.blocks.crops.CornPlantBlock;
    
    import net.minecraft.block.BlockFlower;
    import net.minecraft.block.state.IBlockState;
    import net.minecraft.init.Biomes;
    import net.minecraft.util.math.BlockPos;
    import net.minecraft.world.World;
    import net.minecraft.world.biome.Biome;
    import net.minecraft.world.gen.feature.WorldGenerator;
    import net.minecraftforge.event.terraingen.DecorateBiomeEvent;
    import net.minecraftforge.event.terraingen.DecorateBiomeEvent.Decorate;
    import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
    
    public class WildCornGenerator {
    	@SubscribeEvent
    	public void decorate(DecorateBiomeEvent.Decorate event) {
    		World world = event.getWorld();
    		Biome biome = world.getBiomeForCoordsBody(event.getPos());
    		Random rand = event.getRand();
    		if ((biome == Biomes.PLAINS) && event.getType() == DecorateBiomeEvent.Decorate.EventType.GRASS) {
    			if (rand.nextDouble() > 0.1) return;
    			int x = rand.nextInt(16) + 8;
    			int y = rand.nextInt(16) + 8;
    			CornGenerator gen = new CornGenerator ();
    			gen.generate(world, rand, world.getHeight(event.getPos().add(x, 0, y)));
    		}
    	}
    }



    package com.kennethsmedievalmod.worldGen;
    
    import java.util.Random;
    
    import com.kennethsmedievalmod.init.BlockInit;
    import com.kennethsmedievalmod.init.blocks.crops.CornPlantBlock;
    
    import net.minecraft.block.state.IBlockState;
    import net.minecraft.util.math.BlockPos;
    import net.minecraft.world.World;
    import net.minecraft.world.gen.feature.WorldGenerator;
    
    public class CornGenerator extends WorldGenerator {
    private CornPlantBlock wildCorn = BlockInit.corn_plant;
    private IBlockState state = wildCorn.getDefaultState();
    @Override
    public boolean generate(World worldIn, Random rand, BlockPos position) {
    for (int i = 0; i < 64; ++i) {
    BlockPos blockpos = position.add(rand.nextInt(8) - rand.nextInt(8), rand.nextInt(4) - rand.nextInt(4), rand.nextInt(8) - rand.nextInt(8));
    if (worldIn.isAirBlock(blockpos) && (!worldIn.provider.isNether() || blockpos.getY() < 255) && this.wildCorn.canBlockStay(worldIn, blockpos, this.state)){
    worldIn.setBlockState(blockpos, this.state, 2);
    }
    }
    return true;
    }
    }



    Then in your main class in the INIT field:

    proxy.init(event);

    MinecraftForge.TERRAIN_GEN_BUS.register(new WildCornGenerator());


    It also is kind of rare as planed and can be hard to spot.

    Posted in: Modification Development
  • 0

    posted a message on How do I make custom grass? (Not the block).

    Recently I implemented corn into the game. The problem is there is no way to get it in survival. I thought about making a custom type of grass that is really rare and when broken it drops corn which can be crafted into corn seeds and then planted. I have tried:

    package com.kennethsmedievalmod.worldGen;
    
    import java.util.Random;
    
    import com.kennethsmedievalmod.init.BlockInit;
    import com.kennethsmedievalmod.init.blocks.crops.CornPlantBlock;
    
    import net.minecraft.block.BlockFlower;
    import net.minecraft.block.state.IBlockState;
    import net.minecraft.util.math.BlockPos;
    import net.minecraft.world.World;
    import net.minecraft.world.gen.feature.WorldGenerator;
    
    public class WildCornGenerator extends WorldGenerator {
    	private CornPlantBlock wildCorn = BlockInit.corn_plant;
    	private IBlockState state = wildCorn.getDefaultState();
    	@Override
    	public boolean generate(World worldIn, Random rand, BlockPos position) {
    		for (int i = 0; i < 64; ++i) {
                BlockPos blockpos = position.add(rand.nextInt(8) - rand.nextInt(8), rand.nextInt(4) - rand.nextInt(4), rand.nextInt(8) - rand.nextInt(8));
                if (worldIn.isAirBlock(blockpos) && (!worldIn.provider.isNether() || blockpos.getY() < 255) && this.wildCorn.canBlockStay(worldIn, blockpos, this.state)){
                    worldIn.setBlockState(blockpos, this.state, 2);
                }
            }
    		return true;
    	}
    }
    



    And registered it in:

    MinecraftForge.TERRAIN_GEN_BUS.register(new WildCornGenerator());



    But it does not work. Can someone help me?

    Posted in: Modification Development
  • 0

    posted a message on How many players are online at any given moment in Minecraft vs Fortnite?

    My younger brother keeps saying Minecraft is dying and I really think otherwise. So how many are online at any given moment?

    Has Minecraft's number of online players been going down or is it going up?

    Posted in: Discussion
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