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Minecraft Forge Mod for an extended usage of mushrooms

Home Page: https://www.curseforge.com/minecraft/mc-mods/extended-mushrooms

License: MIT License

Java 100.00%
forge minecraft mod

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extendedmushrooms's Issues

Unregistered ConfiguredFeatures in Extended Mushrooms

Hello! I was running my mod called Blame with a bunch of mods and it seemed to have found that Extended Mushrooms has a few ConfiguredFeatures that are not registered. This can be an issue for mod compatibility as under certain conditions, unregistered ConfiguredFeatures can basically prevent other mod's registered ConfiguredFeatures from spawning if in the same generation stage.

By that I mean, if mod A adds an unregistered CF to the ore generation stage and the biome's codec reaches it first, it will choke and basically nuke mob B's registered CFs afterwards. Here's a case where BetterCaves forgot to register their CF and caused several CFs from Oh The Biomes You'll Go to stop spawning in the world: YUNG-GANG/YUNGs-Better-Caves#75

Here's a more detailed explanation of why this happens in the biome's codec:
image

Specifically, when you call .withConfiguration on a Feature, you create a ConfiguredFeature. This is what should be registered to the WorldgenRegisties at mod init (you can do it in FMLCommonSetupEvent so you have your config ready too if it is needed).

Anyway here's an example from my mod RepurposedStructures of me registering all my ConfiguredFeatures.
https://github.com/TelepathicGrunt/RepurposedStructures/blob/584433a0745338802c84e9f498dc063c1f5505f8/src/main/java/com/telepathicgrunt/repurposedstructures/modinit/RSConfiguredStructures.java#L72-L74

I hope this helps!

From the log with Blame where it tried to figure out what unnamed configuredfeature is unregistered by parsing its json.


****************** Blame Report 1.7.4 ******************

This is an experimental report. It is suppose to automatically read
the JSON of all the unregistered ConfiguredFeatures, ConfiguredStructures,
and ConfiguredCarvers. Then does its best to collect the terms that seem to
state whose mod the unregistered stuff belongs to.

Possible mods responsible for unregistered stuff:
extendedmushrooms:big_glowshroom
extendedmushrooms:big_poisonous_mushroom
extendedmushrooms:glowshroom
extendedmushrooms:glowshroom_cap
extendedmushrooms:glowshroom_stem
extendedmushrooms:infested_flower
extendedmushrooms:infested_grass
extendedmushrooms:mega_brown_mushroom
extendedmushrooms:mega_glowshroom
extendedmushrooms:mega_poisonous_mushroom
extendedmushrooms:mega_red_mushroom
extendedmushrooms:poisonous_mushroom
extendedmushrooms:poisonous_mushroom_cap
extendedmushrooms:poisonous_mushroom_stem

Stripped Mushroom Stem via Axe Use

Using Axe on a Mushroom Stem should generate a Stripped Mushroom Stem. That is not that easy, because the items, which can be stripped with an axe are hard coded in AxeItem class. :/

Fairy Ring

https://en.m.wikipedia.org/wiki/Fairy_ring

A magical component could be a fairy ring. Place mushrooms in form of a ring on the ground. particles should show, that the ring is complete. Is another crafting variant (drop items inside the ring)

8 Mushrooms formed as a ring:
20200309_220010

3 modes of Fariy Ring:

  • Normal: Default mode. Only some particle or textures on the ground. Drop some items inside the ring and when a recipe matches they are crafted together. Needs time and has some glowing effects near the ground
  • Fairy: a shining ring appears and in the center of the ring is a fairy. This enables some new recipes (trading with a fairy). Put items inside and fairy trades it to some items of its world. (Fairy Stone - like Glowstone but pink, pink glowshroom, ...)
  • Switching a Fairy Ring into another mode needs also a recipe and some time.
  • entering the ring when in other mode than normal, the special mode terminates - we need another mechanism to get wrong items back instead of entering the ring - maybe when there is no recipe for this item, drop full inventory? (only in special modes)

Possible normal recipes:

  • Grass - Infested Grass
  • Dirt - Mycelium
  • Grass Block - Mycelium
  • Sapling - Dead Bush
  • any Flower - Infested Flower

Possible Fairy recipes:

  • Switching: Glowstone Crumbs + Flower + Feather + Gold Ingot
  • Glowstone Crumbs - Fairystone Crumbs
  • Glowstone Dust - Fairystone Dust
  • Glowstone - Fairystone (pink variant of glowstone)
  • any mushroom - Fairyshroom (like glowshroom but pink, but drops also)
  • Water Bottle - Bottle with clouds
  • Wet Sponge + any Wool - Sponge + Cloud Block (similar recipes with other water things)
  • Gold Ingot - Fairy Gold Ingot
  • Emerald - Rubellit

Fairy can look like this:
20200317_095816

Possible witch recipes:

  • Switching: Nether Wart + Mushroom + Rotten Flesh
  • any Flesh - Rotten Flesh

Mycelium Foliage

Add some mycelium like foliage for a nicer look of mushroom biomes.

  • Grass with mycelium color?!
  • a bit smaller than Grass?!
  • Some particles like mycelium

1.18 Update

Forge changes:

  • change Registry to DeferredRegistry ✔
  • mushroom feature patches should be removed (7502) (nothing to do here) ✔
  • Forge Dirt tag was removed, because Vanilla Minecraft contains it now (nothing to do here) ✔
  • BiomeTags (8564) (Forge 40.1.37) (nothing to do here) ✔

Minecraft changes:

  • new dirt block tag (nothing to do here) ✔
  • logs_that_burn tag (removed flammability of mushroom wood blocks) ✔
  • Glow Item Frame (nothing to do here) ✔ (glowshroom usage ❌)
  • Glow effect on signs (Sign should support that) (nothing to do here) ✔ (glowshroom usage ❌)
  • Spore effect of Spore Blossom (could be used by some mushrooms?) (not for now, maybe later) ✔
  • MC-154006 – Overworld wood signs use the outdated wood texture on all sides (nothing to do here) ✔
  • Changed the subtitles for stripping logs and wood from "Axe scrapes" to "Axe strips". ("Axe scrapes" is now used for copper blocks) (nothing to do here) ✔

Compat:

Fairy Ring Recipes

Add recipes to the new Fairy Ring crafting.

Ideas:

Possible normal recipes:

Grass - Infested Grass
Dirt - Mycelium
Grass Block - Mycelium
Sapling - Dead Bush
any Flower - Infested Flower

Possible Fairy recipes:

Switching: Glowstone Crumbs + Flower + Feather + Gold Ingot
Glowstone Crumbs - Fairystone Crumbs
Glowstone Dust - Fairystone Dust
Glowstone - Fairystone (pink variant of glowstone)
any mushroom - Fairyshroom (like glowshroom but pink, but drops also)
Water Bottle - Bottle with clouds
Wet Sponge + any Wool - Sponge + Cloud Block (similar recipes with other water things)
Gold Ingot - Fairy Gold Ingot
Emerald - Rubellit

Possible witch recipes:

Switching: Nether Wart + Mushroom + Rotten Flesh
any Flesh - Rotten Flesh

Giant Mushrooms

Add giant mushrooms like jungle tree to the mod. When placing 2x2 same mushrooms on a valid grow block a giant mushroom should grow.
giant_mushrooms
giant_mushroom2

Add Mushroom Boat

Add a boat with mushroom planks design.

It is very difficult, because the vanilla boat has a hard coded type definition. These type defines which item will be dropped and which texture the boat has.

So maybe a forge extension of the boat is a possibility or copy all boat related classes and add own type.

Make Glowshrooms of other mods compatible

Make glowshrooms of other mods (Quark, Biomes O Plenty) compatible with glowshroom of this mod.

  • add Glowshrooms to sharing tag aa6f32f
  • add Caps to sharing tag aa6f32f
  • add Stems to sharing tag aa6f32f
  • use tags for crafting recipes (tipped arrow, planks, cap recipes) ✔
  • Potion of Presience (Dangerous Sight) (Quark) ❌

Change mushrooms spread & grow behaviour

  • Only grow mushrooms to huge mushrooms automatically on mycelium and podzol.
  • Let mushrooms spread to other blocks (all dirt blocks except coursed dirt) with no light level limitation.

Add Buzzier Bees support

nicholas_minecraft asked to add support for the mod Buzzier Bees. Especially adding the beehives with the new wood types is the suggestion here.
Another solution would be to add a crafting recipe to allow to craft a beehive of a different woodtype.

Add Carpets

Add new mushroom carpets to the mod.
They should look like the mushroom blocks they are made from.

Mushroom Cap as fuel

Make Mushroom Cap blocks usable as fuel.
Make Carpets act more like in vanilla:

  • Flamable
  • fuel for furnace
  • compostable (because it is a mushroom)

Add Mushroom Sign

Add a sign with mushroom planks design.

It is very difficult, because the vanilla sign has a hard coded type definition. These type defines which item will be dropped and which texture the sign has.

So maybe a forge extension of the sign is a possibility or copy all sign related classes and add own type.

Mycelium Farmland

grubberg send me textures for a new farmland type for mushroom biomes:

wet:
HvSOqYl

dry:
HJro6pT

Glowshroom & Poisonous Mushroom

Glowshroom (blue with yellow dots)

  • Items: Glowstone Crumbs
  • Effect: Nightvision
  • Behavior: Glowing
  • Accessible: naturally
  • Items craftable: tipped arrow with Nightvision

Poisonous Mushroom (purple with green dots)

  • Effect: Poison
  • Accessible: naturally
  • Items craftable: tipped arrow with poison
  • Brewable Items: Potion of Poison

Common Mushroom Implementations

  • Bottom of new "hat blocks" should also have another texture for more variety (is possible ✔)
  • Maybe other mushroom stems and related wood for more variety! (is possible ✔)
  • new mushrooms should spawn everywhere, where normal mushrooms are spawning ✔
  • big mushrooms randomly add some effect clouds on the ground (like lingerin potions) ✔

Ladders not working

Aphetoros:
"Is it working as intended that the glowshroom ladders, etc. aren't usable?"
"Was playing around using it in the otv mod pack so it might be interactions? unsure, just know that the glowshroom ladder doesn't work like a ladder haha "

Forge changes

  • ShearsItem type is used instead Shears check to support Interaction with Beehives, Pumpkins, Tripwires as well as the Efficiency enchantment (1.16.4-35.1.23)

  • 1.16.5-36.0.42 Entity Attributes can be registered differently?! (influence on sheep changes?!)

  • 1.16.5-36.0.60 Support for Custom Wood Type (a bug with sign textures was fixed in: 1.16.5-36.1.1)

Use upcoming Shears Tag

Use upcoming Shears tag of Forge for mod compatibility.

  • Drops of Cap Blocks
  • Shearing Mushroom Sheeps (already working)

Add some Woodcutter recipes

Add the woodcutter recipes to the data generation and add recipes for the new added compatibility items (vertical slabs/planks, ladders, ...)

Extend Woodcutter support

There are different mods for different MC versions with different wood cutting recipes. To support all of them it would be useful to enhance the recipe building.

Mushroom Sheep

Add a new mob to mushroom biome: Mushroom Sheep (find a better name!)

  • feedable with any mushroom
  • it changes its color to the color of the fed mushroom
  • shearable and give some cap blocks of the mushroom that eaten before

Support Biomes of other mods

Let mushrooms spawn in biomes of other mods:

Crafting recipes

An option in the config to remove the wool and logs tag from the mushroom blocks.

Variant Mooshrooms

Idea from darthimotet1987

adding glowing and poisonous mooshroom variants?
Shearing them could give the player the respective mushrooms.
Perhaps you could have the lightning strike turn the red mooshroom to change to either a brown, glowing, or poisonous (random chance) mooshroom respectively. Or perhaps dousing them with a splash potion of poison or night vision respectively (or for glowing mooshrooms, a new potion of illumination using a potion of night vision and a glowshroom causing the glowing effect like the spectral arrow)???

Port to 1.16

Some notices for the port to 1.16:

  • Mixin has been included in forge for 1.16.1 since version 32.0.72 (MixinBootstrap mod not needed) ✔ (tested) ✔
  • harvest levels for hoes in 32.0.105 (maybe it is interesting for big mushrooms?) Not for now! ✔
  • 1.16.2 new tag: mushroom_grow_block ✔

1.15 mods in 1.16

new 1.16 mods

1.15 mods that are only portet to 1.16.1 or 1.16.2

1.15 mods that no longer exist in 1.16

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