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    posted a message on [TEXT EDITOR UPDATE] Realistic Operating System In Minecraft (Early Early Alpha, Terminal, FileSystem)

    Working text editor is now implemented! Still very basic! Please read updated OP for more info.

    Posted in: WIP Mods
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    posted a message on [TEXT EDITOR UPDATE] Realistic Operating System In Minecraft (Early Early Alpha, Terminal, FileSystem)

    I would love to have contributions, however I do have rules. I'll update my readme on my github (which will be added to op) to include contribution rules. I'll also include what could be done and what I'm planning to do.

    Posted in: WIP Mods
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    posted a message on [TEXT EDITOR UPDATE] Realistic Operating System In Minecraft (Early Early Alpha, Terminal, FileSystem)

    A while ago I started working on an operating system inside minecraft that is minimal and based on linux operating systems. I took a break from it because of work but then I started working on it again recently and I just wanted to show what I've got so far.


    Right now, it's not really usable, but it's cool to see it's development where eventually it'll be usable in the future. It currently has a terminal and a file system. You can execute commands (such as echo, mkfile (makes a file with the given name), rm (removes a file with the given name), cd (changes the current directory that you're in) and just now I created a network messages wrapper to make sending messages between the client and server easier (dev side). I will be making a package manager that allows you to install/update packages, and even the ability to create and upload packages. A package a collection of programs that all work together to accomplish something together. I'll be implementing a way to do so. I am also looking to implement hardware into it so that packages and programs can be more realistic. It's all gonna be a framework that will enable all of this to occur.


    Here's a showcase of what I've got going so far, as I've mentioned, there's not much going on right in front of you, but in the background, there's a lot going on.


    Now there's a working text editor. I'm working on a scrolling feature right now which is proving to be quite the task. Here's the most stable I could get it:


    Github Repo: https://github.com/AlexCouch/craftos

    Posted in: WIP Mods
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    posted a message on Naruto Mod (with DevLogs)

    I just started working on a Naruto mod which adds in player chakra and jutsu. I only just got it to work and I'm just showing the basic concept of it. I will be adding in a lot more to it such as better chakra management, gui's for showing your chakra and what jutsu you know, weapons, player chakra natures and chances of learning certain kinds of jutsu, and more.


    I made a video showing it, here it is:


    If you wanna add jutsu to it, then that would be really cool. You can fork the project and create a pull request. I just ask that you please keep it the same language. You can create java files and everything will be fine but I want all the code to be consistent with kotlin. If you must write only in java, then I will convert it to kotlin. Why? I want all the code to be concise, null-safe, and easy to organize and manage. The repo for this mod is here: https://github.com/AlexCouch/Naruto-Mod-New

    Posted in: WIP Mods
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    posted a message on What Are Some Helping Things You Would Want In Modding (API's)

    I'm just curious, what are some things you all would find helpful in modding, whether it'd be implemented in Forge, or be in a library or framework?


    I honestly think better NBT utilities would be nice. Some way to pass an object have it automatically be serialized sorta like JSON libraries take objects and serialize them for you, if the serializer is provided of course. That's all I can think of at this point. I tried look around for some NBT API changes but I couldn't find anything other than changes to how the game uses it to serialize/deserialize blocks, items, chunks, entities, etc.


    I think it'd be nice to know what'd in demand so that, if there's nothing out there that can achieve these goals, then maybe someone will make one.

    Posted in: Modification Development
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    posted a message on Writing NBT Tag to world

    Look at the world info. World#getWorldInfo() and then there are ways to update the world nbt tags.

    Posted in: Modification Development
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    posted a message on Starting a modded Minecraft discord community

    Why not come into Mod Dev Cafe? It's already got 300+ people and it has channels for modding help, modding discussions, general discussions, showing off your creations, texture and model discussion and help, general programming help, and vanilla related help and discussions like redstone, command blocks, addons, etc. Here is the link to it. It may not be the same as being admin but you can still help out and be active and all! :D I was admin for about a year then life became a thing. But I'm still active.

    Posted in: Mods Discussion
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    posted a message on Having Trouble With Orientable Blocks

    We are gonna need 2 things from you:


    The block class source file

    The crash log/stacktrace/console preferrably in pastebin or github gist

    Also the tutorial you're following

    Posted in: Modification Development
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    posted a message on What Tutorials Should Be Done?

    I'm looking to get back into somewhat regular tutorials since I stopped over half a year ago. I'm gonna do videos and I wanna know what kinds of tutorials should be done. No basics. Actual practical tutorials. NBT? Json? ASM? GUI? Blockstates? World Gen? Something that I can show off without anything too complicated. Just simple versions of complicated topics that need to be taught and explained.

    Posted in: Mods Discussion
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    posted a message on Sign Edit Gui and TE Counterintuitiveness. How does this even work???

    So I'm trying to edit how signs work. I already created an override for the sign but when I try to edit how the sign works via the gui by overriding the gui, I'm trying to set the TileEntitySign#setEditable to true but for some reason, it's opposite?? Apparently, setting this to true sets it to uneditable and setting it to false sets to to editable. Why is this??? Was this a small hiccup that they haven't fixed?? Or am I missing something? Could someone please explain this to me?


    UPDATE: I had attempted to use reflection to set it but the same thing happened. It says in the declaration that it is a client side only thing, so any change to it is only on client side. That doesn't make any sense to be honest. It should be be a common thing right? So I'm guessing I'm gonna have to send a packet?

    Posted in: Modification Development
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    posted a message on gradlew setupdecompworkspace, recompileMc error

    Well? Did you do what it suggested? Run with --stacktrace and send it here via github gist or pastebin not hastebin pleaseeeeeee

    Posted in: Modification Development
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    posted a message on Cancelling placement of blocks on client side

    What version of mc is this? If it's 1.10.2 or later, you need to do e.setCanceled(true);

    Posted in: Modification Development
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    posted a message on Setting Up Minecraft Forge Modding Workspace with Kotlin 1.12.2

    A while ago I created a tutorial on setting up a forge workspace with kotlin and explaining some things about kotlin and why you should use kotlin for making mods. I explain it all here. If you have any questions, don't hesitate to ask me. Not just me but anybody else can answer. If I made a mistake then please let me know. This is too long for me to just put here, admins. That's why this is so short. Please don't doc me. I'm a good noodle!

    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.10.2] Making a Minecraft mod's basic structure in Eclipse.

    But why 1.10.2? Why not 1.12.2? or even 1.11.2? Also, I have some tutorials as well. I even have one on setting up with kotlin if you wanna check it out. I go into detail on why to use kotlin, why kotlin was made, how it's better than java, and then how to set up. It's here. I reckon you give it a shot!

    Posted in: Modification Development
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