How to make a minecraft mod 1.8

A mod called Neat places an HP bar above each enemy’s head. Additionally, it reveals details about which enchantment harms this creature more. If the….

A significant mod for Minecraft that affects the visual aspect of the game is Optifine. Its main objective is to enhance graphics quality and production capabilities.

Time for some Scala

Remove the Java directory (the only way to be certain is to nuke it from orbit). Make a new scala directory underneath src/main. You might not have added the apply plugin: scala line to gradle if it doesn’t appear with a blue folder icon in IntelliJ, indicating that it’s a directory where source code can be found. build. I just blew away the gradle project, so add it and import it again. I imported from scratch when this occurred to me, using the idea directory.

Make additional directories for your package under src/main/scala, such as src/main/scala/com/mymod. Placing the following basic template, which is a Scala translation of the Java ExampleMod, inside of that block:

The modLanguage = “scala” argument must be added to the @Mod annotation in order to avoid receiving odd error messages about MyMod. not being defined, like this:

See here for the code in Forge which needs this annotation.

Anyway, you ought to now be using the most straightforward Scala-based Minecraft mod. Congrats!.

The fundamental elements of Minecraft are blocks, items and entities. Blocks are parts of the world, like dirt and obsidian. Items, such as a sword or a book, appear in your inventory. A block can occasionally be represented by an item, such as when you have a dirt block in your inventory. Last but not least, entities are moving objects like players and chickens.

Blocks are arranged in a 3D grid, with Y serving as the vertical axis and X and Z as the horizontal plane. The infinite world is internally divided into chunks that are each 256 blocks tall and 16 blocks wide. The server has the ability to load and unload chunks individually, and when you fly around the world, the server will send you chunks one at a time.

In programming, a BlockType would probably be a better name for what Minecraft refers to as a Block, but whatever Using just 16 bits of data—12 bits for a block ID and 4 bits for metadata—each block in a chunk is stored very efficiently. Minecraft looks up the block by its ID and passes in the block position and metadata to ask it questions in order to determine the various other details about a block, such as how to render it or how long it should take to break the block. Minecraft 1. To help with interpreting those 4 bits of metadata, version 8 added a fancy feature called BlockState (more on that later). You’ll need a TileEntity if you want to store more than 4 bits of information about your block, like signs and artwork do. More on that later too. In a single Minecraft instance, there can only be up to 4096 different block types because a block’s identity is stored as a 12-bit number.

Enough talk. How do I make a block??

Create a new class first; I’m going to call it BlockCool.

Later, we’ll add more items, but for now, that’s all we need. We extend from Block and pass Material. ground to its constructor. A block’s basic characteristics, such as whether or not it is solid, opaque, burnable, etc., are defined by The Material. Browse the Minecraft source starting from net. minecraft. block. material. Material for examples of other materials and their use.

That has defined our block type, or more accurately, a block type type. We require a BlockCool instance in order to define a block type. Theoretically, we could create numerous instances of BlockCool, and each one would have its own block ID and block type. Despite the fact that they are all of the same block type type, we could even alter how they render. But we wont. Not today, anyway.

BlockCool will then be created in an instance, registered with the GameRegistry, and given an ID. Create a preInit event handler for MyMod (the function’s name is irrelevant; Forge uses reflection magic and looks at the event argument’s type):

And that’s all you need, as you can see when you hit run and open the creative inventory:

Put one down in the world, that lovely purple and black thing is our baby.

Just one thing though. Actually, I didn’t want it to be dark purple and do nothing.

Let’s start by creating a blockstates definition file to address the issue of not being black and purple. Although there are a ton of different ways to modify how a block is rendered (up to and including completely unique OpenGL code), using the model system included in vanilla Minecraft will be the simplest option for us.

Make a JSON file underneath src/main/resources/assets/mymod/blockstates, called cool. json. (The name is crucial; it must coincide with the name of the block.) In it, this:

The "variants" key in the blockstates JSON file can define a different model to be rendered depending on the metadata of a block. Theres a fantastic explanation of the format of this file on the Minecraft wiki, which I wont repeat here, but it can do some pretty neat stuff. For now were just going to use the default "normal" variant, which is what you get if your block doesnt use metadata at all. And just to test its working, were going to make our block look like a block of lapis. Since "lapis_block" doesnt have a : in it, Forge will recognise that were referring to a vanilla asset. Well refer to our own models later as "mymod:mymodel".

However, it still appears stupid, black, and purple in our hotbar, and we don’t want it to even remotely resemble lapis. We’ll need to create a unique model in order to address those problems.

Lets tackle the hotbar issue first. Create another JSON file and place it in the assets/mymod/models/item directory. json.

This describes an item model, which instructs Minecraft on how to display the item when it is both in our inventory and the world (for example, in the player’s hand or lying on the ground).

Add the following code to the preInit function after the call to registerBlock() to connect it up so that Minecraft knows to render the item using this item model when it’s in your inventory:

Begone, vile magenta! I banish ye forever.

To banish the lapis, though, well need to make a new model. We could do all sorts of fancy stuff here, but were just going to use the basic cube model and change its texture. Baby steps.

Drop a texture (I recommend this one: ) in assets/mymod/textures/block/cool. png, and make a new JSON file in assets/mymod/models/block/cool. json:

This defines a block model based on the cube_all builtin model, and overrides the "all" texture with our own. (You can check out the cube_all model at vanilla-assets/assets/minecraft/models/block/cube_all.json, and see that its in turn based on the cube model, which defines a single cuboid element. More on the model format here)

Update the blockstates file to specify the model as “mymod:cool” (not “mymod:block/cool”; Forge, in its infinite wisdom, adds the block/ part for you) and the item model to have “parent”: “mymod:block/cool” rather than “parent”: “block/lapis_block”

Et voilà:

Interlude: Client and Server

While developing, youve been using whats called the combined client. Since the server and client run in the same process, single-player Minecraft is simply multi-player Minecraft. If you attempt to launch a dedicated server using the current code (either by using IntelliJ’s Minecraft Server run configuration or via /gradlew runServer), youll get this nasty exception:

This is because none of the client-side rendering logic is present on the dedicated server. The ModelResourceLocation class, which we used in our preInit function, is missing from the server JAR, so when the server tries to initialize our mod, it crashes because it can’t find that class.

Forge has a utility class called SidedProxy that addresses this problem by enabling classes to behave differently depending on whether they are loaded on the client or the server. Refactoring to use this, we get:

ClientOnlyProxy will be an instance of proxy in the client, whereas CommonProxy will be an instance of proxy on the dedicated server. Another subclass that extends CommonProxy can be used for code that only runs on dedicated servers.

You might also see annotations on functions like @SideOnly(Side.CLIENT) when browsing other Forge mod code. Forge does horrible things with ClassReader to make those functions only appear on either the annotated side. Use at your peril.

Like Block, instances of the Item class represent types of items. A specific item (or stack of items) is represented by an instance of the ItemStack class. An ItemStack can have metadata, often used to store durability (up to 15 bits, its stored as a short but restricted to be non-negative) and sometimes called damage in the code. An ItemStack can also have an NBT tag associated with it, containing arbitrary extra data–think enchantments, Tinkers Construct item compositions, and so on.

Lets make an item. I want to create a “wheat and steel” object that, unlike flint and steel, plants wheat instead of lighting things on fire. I’ll start by examining the flint and steel source code, which you can view in IntelliJ by double-tapping Shift and entering ItemFlintAndSteel. Finding something that is somewhat similar to what you want, learning from it, and then adapting it to your own nefarious wheat-making purposes is roughly the approach I would recommend for doing anything with Minecraft (or really, anything in programming). Your friends are the default source code and GitHub search.

Start by making a new Item subclass, called ItemWheatAndSteel:

Create one and register it in preInit (or registerBlocks if you followed the SidedProxy note above) with the GameRegistry:

Create a model for it as an item in assets/mymod/models/item (cribbing from vanilla-assets/assets/minecraft/models/item/flint_and_steel) to finish. json):

In registerItemModels, register it with the ModelLoader (or in another way during preInit):

And there it is, next to our glorious BlockCool.

It doesnt do anything yet, though. Lets fix that. Override the onItemUse function in ItemWheatAndSteel like this:

However, before planting the wheat, the ground still needs to be hoed. If it could also automatically hoe the dirt, that would be cool. (hint: look at how ItemHoe works. ).

Minecraft 1.8: Modding Tutorial – Episode 1 – Getting Started!

FAQ

How to create a Minecraft mod?

The steps for creating your own Minecraft mod are as follows: Start by connecting to your server. then click Play. Modify. Then a mod is made. You can now begin coding. Complete the rest of the mod’s code. Start your mod!.

How do you install mods on Minecraft 1.8 Java?

Mods for Minecraft: Java Edition — Installing ForgeGo to the Forge website on your computer to download the Forge mod installer. Look for the Forge version you want to install. When you’ve found the Forge version you want to install, click on the sizable “Installer” button that’s next to that version of Forge.

Is Minecraft modding legal?

Pre-run and in-memory mods that you make from scratch for the game are your property, and you are free to do whatever you want with them as long as you don’t try to recoup your investment by selling them or distributing modified versions of the game.

What is the easiest program to make a Minecraft mod?

Discover Easy Minecraft Mod MakersMCreator. You can generate Mods using the MCreator mod generator without writing a single line of code! LearnToMod. Using JavaScript and block coding, LearnToMod enables you to create fantastic mods! Microsoft MakeCode. Tynker Minecraft Mod Maker. Mod Foundry.

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