The main reason I say do not learn by making a mod is that when things go wrong or don't work (which will inevitably happen), how will you know whether it is a java issue or a modding issue? So you will ask here and just get told to "go learn Java".
You NEED to be able to read and understand exceptions and be able to debug your own code.
When there is no exception, but it isn't doing what you expected, that is when you come and ask us for assistance.
The people on this forum assume that the person they are helping has java knowledge, so understands what they are telling them to do without writing the code for them.
i starting watching lessons from Stanford university, I'm surprised at how simular it is to minecraft commandblocks using scoreboards with commands, tellraw. and trigger boards etc. at first i felt like what i was learning had no connection to minecraft but I'm starting to see connections. this is the playlist I'm using the following video
I find it to be easy to fallow and somewhat entertaining. i don't know what I'm going to get out of it yet because I'm not finished. but i think when all is said and done i think its an awesome way to learn java. in the first video he does a really good job of explaining why we cant just jump into making programs (in my case mods) because i need to understand the language first
his example "writing code is just like writing an essay. you cant be a good essay writing, without learning the language you want to write in. if you don't learn English, you cant be a good English essay writer. if you don'T know java (or another coding language) you cant write good code"
i had never looked at it that way before i saw the video, and i use to always want to skip java because in my mind. i was thinking "i don't want to learn java, i want to learn forge" but now i kinda understand why learning java is so important first.
watching the video also teaches good coding habits i have better foundation as a future coder because of good habits that im setting for myself
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Good idea making the GIF. Now I'm even more confused, though. If I had a dollar for every time I said "The code SHOULD work!" I would have one more dollar now. Everything in your TESR class matches mine, which works for the exact same version of Forge (11.14.4.1563).
Try looking at vanilla TESRs and copy-pasting their code? I doubt it will help, though.
I've got to go. Good luck!
This is me right now:
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Yes, there is an event fired that you can use. This tutorial by Jabelar (1.7.2, but events are mostly the same even in 1.8) lists commonly used events, which includes:
LivingEvents always include the entity that is, in this case, receiving the damage. Read the tutorial if you're rusty on event handling, and happy modding!
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Look at the RenderBiped class to see what parameters it does take, then. In eclipse you can click on RenderBiped and hit F3 to open it
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Mod specifications (at least, how I'm doing it):
-
Use cloth and sticks in recipe for tentDone------->
Refine recipes to be balanced and include vanilla doorDone. No door, though.-
Make different tiers of tents using different recipes (larger interiors but same size exteriors)Done-
Make tent as itemDone-
Use tent item to place construction blocksDone-
Use tool on construction blocks to build tentDone-
Create see-through barrier-like block to let players see time of day but keep players inside their TentDone-
Make each tent door and tent item "remember" where the tent corresponds to in the "Tent Dimension"Done-
Make each tent door and tent item remember a UNIQUE area in the "Tent Dimension"Finally Done!-
Click on tent door to be teleported to empty "Tent Dimension"Done-
Create (if not already created) an area in the "Tent Dimension" that represents the interior of the tentDone-
Depending on the tent, player should teleport to specific x,y,z in "Tent Dimension"Done-
Depending on the tent, the interior should be different sizesDone-
Click on tent door to exit to the overworld tent at a specific x,y,zDone-
Deconstruct tent (revert to item) by breaking the door with the hammerDone-
Tent dimension tents should have at least one layer of dirt to allow the player to dig firepits, etc. Done-
Wall textures should connect when a similar block is below / aboveDone- Roof textures should connect when adjacent to a sloped block Kind of done
- Optional:
+
Door color should be able to changeDone (kind of)+ Allow tents to be colored differently
+ Create sloped block to round out the tent structure (top and sides?)
Textures:
-
Texture for Tent tool / hammerDone-
Texture for tent door (upper and lower)Done-
Texture for tent roofDone-
Texture for tent wallDone-
Texture for tent floor (when in Tent Dimension -- maybejust grass or dirt will do) Done-
Texture for canvas flap (used only to craft tent wall piece item) -- 16x16Done-
Texture for tent wall piece Item (used only to craft the Tent item) -- 16x16 OR 32x32Done-
Different textures for each tier of tent (there are currently 3) -- 16x16 OR 32x32DoneIdeas I can't do
:
x Digging in the dirt layer(s) in Tent dimension should be reflected in Overworld.
- - - One tent size in the overworld (5x5) corresponds with any tent size (6x6 and 7x7) in the Tent Dimension. If I can have extra-dimensional space, I might as well use all of it!
I will keep updating this post as features are completed or added
Here's some images from very-early development:
Crafting Recipes (each tier of tent takes 4 more wall sections):
Screenshots (very messy and very lazy textures, sorry).
These are the "frame" blocks -- hitting each one long enough builds it up into a wall block (blue for now). All the frames and the door are formed by using the Item, but the door will do nothing until the whole thing is complete. The inside of the room is 3x3 when generated in the Tent dimension.
The finished tent: as you can see, it is very minimalist right now. I was more worried about dimensions, teleporting, and tile entity stuff and have not tried to improve aesthetics. Probable improvements: sloped or stair-stepped blocks (forming a border around roof) to make the top more smooth.
Mid-development (the textures change everything!)
Inside small Yurt:
Outside small Yurt:
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I would do something like this (double-check that these are the correct method names -- I wasn't sure):
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As long as the MC cars aren't named after real cars and the textures don't use real logos, it probably won't be a problem. At least, my models aren't realistic enough to get sued.
I can start working on models if you want (for 1.7.10 or 1.8, though you might want to just wait until 1.9). I don't have the time to design the gameplay (how to drive cars, how to make them, etc). But if all you want is an Entity that looks like a car, I can start working on it -- see my Dinosaur Dimension mod on Curse if you want an idea of my basic Entity models. Maybe open a GitHub project so I can post the .java model files.
Most likely the cars would be rideable Entities, and Entities still have coded models for 1.8. The easiest way to re-use current code is to make the Car objects extend EntityLivingBase and be basically horses without any AI. Then I could implement animations in a way that hasn't changed from 1.7.10.
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The same thing happens to me, about every 5th time. I'm using the .1492 release for 1.7.10. (not upgraded from 1.6 at all)
The world begins to load, then redirects to the menu. I open the world again and it usually works, though it says "Shutting down internal server," which means it was still loading the world from before.
I don't always have my inventory reset, but one time it reset my inventory even though it loaded on the first try.
As far as I know this only happens in development environment, so I stopped worrying about it and learned not to test anything too far from spawn.
No idea how to help, sorry.