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View Code? Open in Web Editor NEWMinecraft Forge Mod for an extended usage of mushrooms
Home Page: https://www.curseforge.com/minecraft/mc-mods/extended-mushrooms
License: MIT License
Minecraft Forge Mod for an extended usage of mushrooms
Home Page: https://www.curseforge.com/minecraft/mc-mods/extended-mushrooms
License: MIT License
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:
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
There is a cluckshroom (mushroom chicken) entity in minecraft earth. https://minecraft.gamepedia.com/Minecraft_Wiki:Projects/Minecraft_Earth_Wiki/Cluckshroom
There is already a discontinued 1.14 mod with an example: https://www.curseforge.com/minecraft/mc-mods/earth-mobs
There is also another active mod: https://www.curseforge.com/minecraft/mc-mods/earths-animals
So the issue can be closed.
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. :/
Add a cluckshroom to the mod.
It is a chicken like mob that leave a trail of mushrooms when it walks in the dark. They seek dark areas.
If a cluckshroom is under direct sunlight, it runs around wildly until it is out of the sun.
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)
3 modes of Fariy Ring:
Possible normal recipes:
Possible Fairy recipes:
Possible witch recipes:
Btw a huge bonus of adding compatibility for Quark is you can get featured on their website: https://quark.vazkii.net/#features (click friends)
Add some mycelium like foliage for a nicer look of mushroom biomes.
Forge changes:
Minecraft changes:
dirt
block tag (nothing to do here) ✔logs_that_burn
tag (removed flammability of mushroom wood blocks) ✔Compat:
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
Check compatibility with dye it yourself.
https://www.curseforge.com/minecraft/mc-mods/dye-it-yourself
Decide which 2 new mushrooms should be added. (ideas: https://github.com/cech12/ExtendedMushrooms/projects/1)
Add support for Storage Drawers mod. (wood variants)
Here is a guide
https://github.com/jaquadro/StorageDrawers/wiki/How-to-add-a-new-drawer-style
It Should be underground, or with better texture.
PS: (Edit) Better texture - dark purple, maybe pink
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 (Quark, Biomes O Plenty) compatible with glowshroom of this mod.
If a mod is installed, which enables the possibility to craft bookshelfs for different wood variants, enable the possibility to do the same for added mushroom wood types.
Mods:
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 new mushroom carpets to the mod.
They should look like the mushroom blocks they are made from.
Make Mushroom Cap blocks usable as fuel.
Make Carpets act more like in vanilla:
Add Buttons and Pressure Plates for Brown and Red Mushroom Blocks.
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.
Support the Enhanced Ladders feature of Quark mod.
"Ladders are slightly tweaked to improve your laddering experience:
If a mod is installed, which enables the possibility to craft ladders for different wood variants, enable the possibility to do the same for added mushroom wood types. (Maybe Sticks?)
Mods:
Glowshroom (blue with yellow dots)
Poisonous Mushroom (purple with green dots)
Common Mushroom Implementations
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 "
All added mushroom caps have no effective tool. Set axe as effective tool like the vanilla mushroom caps.
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 of Forge for mod compatibility.
wdspc123 asked:
Could you maybe add more compatibility with biomes o' plenty, so like mega toadstools? I understand if you can't, but if you could it would be really cool :)
btw it's already compatible in that it works with biomes o plenty. It would just be cool if mega versions of biomes o plenty mushrooms were included
There are 2 mushrooms and their big variants
https://biomesoplenty.fandom.com/wiki/Toadstool
https://biomesoplenty.fandom.com/wiki/Glowshroom
Support Vertical slabs of 3d Bricks mod
https://www.curseforge.com/minecraft/mc-mods/d-bricks-verticalslabs-and-more
Add the woodcutter recipes to the data generation and add recipes for the new added compatibility items (vertical slabs/planks, ladders, ...)
https://github.com/thraaawn/BonsaiTrees
Only some assets and data files should be added
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.
Add support for wood cutter mod:
https://www.curseforge.com/minecraft/mc-mods/corail-woodcutter
Add a new mob to mushroom biome: Mushroom Sheep (find a better name!)
Let mushrooms spawn in biomes of other mods:
An option in the config to remove the wool and logs tag from the mushroom blocks.
Use asset generator of Forge & remove own generator
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)???
Some notices for the port to 1.16:
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
Add variant chests.
Hi,
I'm linking to this error I got on my server;
https://github.com/ldtteam/Performant/issues/32
Thanks you.
Release the mod also for Minecraft 1.14.4.
https://github.com/EndlesNights/CarpetStairsMod
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