If mojang isnt doing it, I am (said the guy who never made a minecraft mod before) If i focus on worldgen it should be fine? Tho i hate coding in java ew
If mojang isnt doing it, I am (said the guy who never made a minecraft mod before) If i focus on worldgen it should be fine? Tho i hate coding in java ew
I take some things back, it is kind of useful? i found out how to translate the weird method_number stuff, however i do think these are model-specific and blockbench just doesnt do not-obsolete code so idk how to get this entity in the game properly
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So im still debugging here, nothing works at all. I finally found some code to reference, or rather someone gave it to me which was really nice but even after decompiling that it was completely unreadable. Maybe it was because of the decompiler i used idk but it doesnt help at all T-T
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Trying to create the render class but nothing works and i have no idea why. I finally found a tutorial, but its outdated so almost everything doesnt work (yay/s)
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So i got the errors to disappear by just deleting the issues. Code below is the stuff i deleted. Seems important but i was told its fine. Im currently trying to get the renderer to work, however that doesnt work well either. More unexplained errors! T-T
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I managed to get almost all errors away by badly improvising with random snippets of info that might not even work, who knows, and also just completely removing the float red float blue etc stuff, but these stupid override errors dont go away no matter what i do, it sucks so bad T-T
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Got the error number down a little bit by re-exporting the model from blockbench with different settings and changing some class names to make them importable
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I tried again against everything i had planned because i cannot have a peaceful day tomorrow until this works. IT GOT WORSE SOMEHOW! For whatever reason this thing does not import the packages i tell it to, and only after 5 times of typing the exact same thing does it even recognize that they EXIST. So thats why it doesnt recognize most of the methods etc the file is supposed to reference. I think it might be a problem with the api and/or the IDE, so this time i will ACTUALLY give up for today and try again tomorrow (also thx intellij idea for the feedback for my very sane notes, very helpful /s)
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so ive been TRYING to get the placeholder model to work for the past half hour but it just doesnt work, so ill give up for today
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The skeleton now attacks all other skeleton types. Idk why, i thought it could maybe give fuel to my friends theorizing about the mods lore :). Also i added the base registration for “corrupted endstone” and “corrupted obsidian”. Also I just found out that i can apparently look at the class code that im making a child class to right in intellij idea, and the code of other childclasses (in this case HostileEntity Mob Entity, and everything parenting that) thats so helpful, i was just googling/ guessing stuff before. Below also the beginning of my blockbench modeling attempts, which i forgot to edit to my last devlog. im a bit further than this now
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The skeletons i want to add can now attack the player (probably, havent tested it yet), stare at entitys around them, and get attracted by fancy crystals (who wouldnt). Also i started making a custom model in blockbench ( that modeling time isnt and wont be hackatime tracked dont worry, i just wanted to mention that i started working on it to explain why i dont have much coding time logged today)
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This. This code below is what took me 22 minutes to figure out. Thats a new low. And all because I didnt get the difference between mob entity and hostile entity.
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The longan fruit now has a new texture and an opened version which gives you less hungerpoints (? tf is that called in english when youre NOT hungry anymore in minecraft), for reasons.
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Crystals now arent as slippery anymore and dont launch you hundreds of blocks away anymore (ik ik im very sorry), and they now get destroyed by pistons! Also the end wood is now flammable
The crystal actually drops purple crystals now when broken! Also, i made the wood actually as hard to break as other wood, and also made the crystal block slippery like ice :) 
🔥 dhyan marked your project as well cooked! As a prize for your nicely cooked project, look out for a bonus prize in the mail :)
I added a loot table provider and now the end wood drops wood always, and the crystal block drops when mined with silk touch, its also supposed to drop 3-5 singular crystals when mined regularly tho, which it doesnt. Picture below is the test world i made while trying to get it to work
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I added a new wood type :D its outer shell thingy (vocab where are you) is extra thick because the climate in the end cant be very friendly right? At first the vertical texture didnt load, but that was only because i forgot to have cube column parent that model file and instead just used cube which only supports one texture apparently. But it works now yay! I forgot to add it to the creative menu tho, gotta do that now
Added the longan fruit with a kind of bad model ngl. im working on it ok? It is now eatable and restores 2 hunger thingies
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So… I had forgotten a file (again). It works now :,). Sounds like glass when broken btw
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So i added the crystal block, and the in hand and inventory model works, but once i place it… Also the name is wrong, but thats my smallest problem rn. But all that is a tomorrow me problem! (Or a me in 5 hours in the middle of the night when i cant sleep problem)
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You know, its much more like an actual update if there isnt a seperate creative tab! (i failed implementing it. it refuses to show up. its been almost an hour. i give up.) Lets continue with blocks instead!
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The item texture now works! Turns out i forgot the file telling the mod where the model file was, whoops. Also the item is now usable as very good fuel, almost op, but since it will be found exclusively on the outer end islands i think thats fine, since the player likely already has very good items at that point. Lore-wise good resources like that could also explain an advanced civilisation in the end (since im trying to make some more buildings/structures there kind of also has to be a bit of lore like that, right?) Also i started setting up a custom creative tab for the mod!
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I got the item name to work. Texture is still an issue. Also the mod somehow thinks its for 1.21.11, but the minecraft developer plugin only goes up to 1.21.8 apparently, so idk what im supposed to do now, because i cant change it in the configs without the build failing, but i literally cannot use code for 1.21.11 T-T. Im just going to create a new template for 1.21.8 and copy the code i already have there ig, then i can also fix some mistakes i made with the folder structure that gradle currently blocks changing.
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So i finished making the first item and it does show up in game (without a texture) Also i made a horrible crystal texture in aseprite, which is what ill implement next, hopefully. Also added the item to a creative tab. I will, however, make a seperate tab for the mod one i have enough items
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So apparently all the errors were my fault after all. I thought i made a fabric template for a whole different version of minecraft, so i was using the wiki for that one, which was wrong. (in my defense, i did create that template at 11pm so my memory is kind of warped). I fixed it tho, works just fine now :,)
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I keep trying to create a way to register items easy-ish, and this stupid thing gives me increasingly more stupid errors, even tho i am EXACTLY following the documentation at this point, and i have absolutely no idea what im doing wrong
I set everything up and edited details like the mod description etc, also did some setup to implement the first item
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