Activity

GoldMonke

Shipped this project!

Hours: 10.41
Cookies: 🍪 152
Multiplier: 14.59 cookies/hr

I made an update to my minecraft mod that made it finally support 1.21.1. I had been considering backporting to 1.21.1 for a while but never did, but recently a minecraft server I play on started on neoforge 1.21.1, which gave me motivation to do the backporting and also make it on architectury multiloader api so it works on both fabric and neoforge. The hardest part was probaly doing the things which weren’t doable using something that’s available on both modding platforms so I had to do it twice, and I had some struggling with the mixins and the creative tabs.
I am really proud of me finishing this project as I’ve been wanting to do this for a while but never did, and now I can use this on more common versions for minecraft modding.

GoldMonke

After doing some debugging together with ElectricSteve we found out the reason why our lava mixin wasn’t working on fabric, it turned out that we were just missing a .get on the ModItems.DOUGH_BALL which caused it to only work on neoforge.
I also made an addition to the code to add the kale seeds to short grass and tall grass using LootEvent.MODIFY_LOOT_TABLE from architectury api.

Changelog

Attachment
0
GoldMonke

I finally got datagen working! Now I also have ported all other items, like the wooden clugs and the stats are working for “cheese sliced” and “boerenkool eaten”. I also fixed the datagen so all textures are working, however I still need to find a fix to make the crops translucent / cutout render type on neoforge. While redoing the mixin for converting dough balls to oliebollen in lava I also am having an issue where that mixin only works on neoforge but not on fabric, so I’m gonna have to fix that.
Lastly, I still need to modify the loottable for tall grass to include my seeds, and then I’m prolly ready to ship!

Attachment
0
GoldMonke

I made most items and blocks appear in game now and they also mostly work, I also am trying to make the creative mode tab work again hover some bug or code error is making it not work. I also need to write the code for the oliebol baking system again because it uses mixins but I’ll probaly get that done soon.

Currently I have vanilla textures for the mod items as I haven’t set up datagen yet because it works a bit different on architectury so the items look a bit weird.
The image is most items working without the textures btw

Attachment
0
GoldMonke

I made the first changes for porting the mod to architectury and got most items ported right although I can’t boot the game yet. There will have to be a lot of changes still probaly, because not only am I changing to multiloader but I am also backporting from 1.21.8 over to 1.21.1 which have a lot of differences.

Changelog

Attachment
0
GoldMonke

I updated the README of the github and the popup to improve on the user experience by telling them they need to use an .mp3 extension for the sound url, otherwise it won’t work.

0
GoldMonke

I fixed a bug where the extension was disabled by default (or appeared like so), and I updated the README with feature descriptions.

Attachment
0
GoldMonke

I have now submitted the addon to the firefox addon store, and added installation instructions for chrome (and usage instructions) to the README.
Since you need to use an account on StudyGo to use this extension, I have made an account for testing this extension if you are unable to create an account yourself:
Email: [email protected]
Password: db$9U3)8T$:Tkjv

Changelog

Attachment
0
GoldMonke

Shipped this project!

Hours: 5.15
Cookies: 🍪 34
Multiplier: 6.56 cookies/hr

I made an extension that adds sounds to something I use to study, studygo. While studying I was kinda getting bored because there was no sounds, so I decided to add those myself, which became this project. I am pretty proud of what I made, but parts like adding the storage were pretty hard, even with help of asking ai.

GoldMonke

Changelog

  • Made extension toggleable through the popup, and made it possible to choose your own sound for wrong and right (and effectively disable one or the other by leaving it empty)
    Probaly last “big” update before shipping, only some code cleanup later.
Attachment
0
GoldMonke

It has been a while since my last devlog on this project (and also the last time I have worked on this!), but today I finally decided to continue working on it. I didn’t really know any new features to add, however I decided on starting to make the popup so you can set your preferences for the extension. I have only made the html and css so far (css is hard…), but “soon” I will add functionality to it.

Attachment
0
GoldMonke

I got the first function of the extension working!
It checks the element that changes if you have a right/wrong answer by xcode for the class and then plays a sound if the correct class is found. At first, it played the sound multiple times while waiting but I fixed that by using vars for checking if it is not the same as the previous state (class)

Attachment
0
GoldMonke

Shipped this project!

Hours: 3.73
Cookies: 🍪 10
Multiplier: 2.64 cookies/hr

I made a project where you can input a minimum and maximum value in a gui which generates a random number which you have to guess! If you guess too high or low it will also tell you this.

With this project I learned how tkinter works and more about how try and except work in python. I also learned more about classes because of my curiosity (The tutorial I saw for tkinter used them and I wanted to learn more about it).
For the most part making this went great, except that I had to rewrite it to work with tkinter :(
I also dislike how tkinter looks by default but I don’t know how I can make it look better.

That is everything you need to know!

GoldMonke

So I kinda had to rewrite the entire project in order to make it work with tkinter, the ui library I used for this project. Now everything works like it is intended, which is great. I wish it looked better but idk how to do that yet, but I will find out at some point.

Attachment
0
GoldMonke

After about going through different iterations (also I haven’t programmed for a while) I got a working well-enough version of the number generating part (with input), and I have started on making the part where you guess the number yourself. After that I might add a gui if I find out how to, and I will look to add an option to play against a bot.

Attachment
0