Skip to content

Instantly share code, notes, and snippets.

View Lemonszz's full-sized avatar
🤠
Howdy

Sam Lemonszz

🤠
Howdy
View GitHub Profile
#Make a backup before running this
#No liability etc etc
#xoxoxo
import os
import json
def add_relative_path_to_json(modid, directory, base_directory=None):
if base_directory is None:
base_directory = directory
@Mixin(LakeFeature.class)
public abstract class LakeFeatureMixin
{
@Inject(at = @At(value = "INVOKE", target = "Lnet/minecraft/world/StructureWorldAccess;getStructures(Lnet/minecraft/util/math/ChunkSectionPos;Lnet/minecraft/world/gen/feature/StructureFeature;)Ljava/util/stream/Stream;"), method = "generate", cancellable = true)
private void generate(StructureWorldAccess world, ChunkGenerator generator, Random random, BlockPos blockPos, SingleStateFeatureConfig cfg, CallbackInfoReturnable<Boolean> cbi)
{
if(world.getStructures(ChunkSectionPos.from(blockPos), BMStructures.GHOST_TOWN).findAny().isPresent() || world.getStructures(ChunkSectionPos.from(blockPos), BMStructures.MANSION).findAny().isPresent())
{
cbi.setReturnValue(false);
}
@Lemonszz
Lemonszz / HowTo.txt
Last active July 15, 2019 02:24
How to overlay your ore texture for resource pack compatibility
How to use:
cube_all_overlayed.json
cube_overlayed.json
ore.json
are all block model files yhat should go in /assets/MODID/models/block/
tin_ore.json
@Lemonszz
Lemonszz / cube_all_overlayed.json
Last active July 15, 2019 02:19
How to overlay your ore texture for resource pack compatibility
{
"parent": "your_cool_modid:block/cube_overlayed",
"textures": {
"particle": "#all",
"down": "#all",
"up": "#all",
"north": "#all",
"east": "#all",
"south": "#all",
"west": "#all",
Corvus 1.2.0 - The Forest of Gaia
+ Added the Forest of Gaia dimension
* A single, large floating island overgrown with jungle
* When you are transported in or out of the jungle, you will be stripped of any items you are carrying (Exceptions being the Breathing Tulip and Grimoire). These items will be returned when you leave the dimension.
* You can not breath in this dimension without the assistence of a Breathing Tulip
* You must craft an Enderchest (or simillar) to transfer items between the Overworld and the Forest of Gaia
* The Forest of Gaia contains a new ore & several new flowers
* To leave the dimension, the player must die. (This is a safe death)
val store_Default = "_store"; //The default store is ALWAYS called _store
val store_Wheat = "Baker";
val store_Diamond = "Diamond Trader";
//Set default store item
mods.Delivery.Store.setStoreIcon(store_Default, <minecraft:redstone>); // "_store" is the name of the default store
//Add Some trades
//These will go into the default tab as there is no store specified
mods.Delivery.Store.addTrade(<minecraft:diamond> * 2).addOre("record", 5).addItem(<minecraft:apple>, <minecraft:golden_carrot> * 3);
import crafttweaker.data.IData;
val helm = <minecraft:diamond_helmet>.withDisplayName("test");
val armor = mods.SetEffect.newSet()
.setName("argh")
.withHead(helm)
.withChest(<minecraft:diamond_chestplate>)
.addEffect(<potion:minecraft:strength>.makePotionEffect(40, 2))
.addEffect(<potion:minecraft:night_vision>.makePotionEffect(40, 1))
import crafttweaker.data.IData;
val helm = <minecraft:diamond_helmet>.withDisplayName("test");
val armor = mods.SetEffect.newSet()
.setName("argh")
.withHead(helm)
.withChest(<minecraft:diamond_chestplate>)
.addEffect(<potion:minecraft:strength>.makePotionEffect(40, 2))
.addEffect(<potion:minecraft:night_vision>.makePotionEffect(40, 1))
import crafttweaker.data.IData;
val helm = <minecraft:diamond_helmet>.withDisplayName("test");
val armor = mods.SetEffect.newSet()
.setName("argh")
.withHead(helm)
.withChest(<minecraft:diamond_chestplate>)
.addEffect(<potion:minecraft:strength>.makePotionEffect(40, 2))
.addEffect(<potion:minecraft:night_vision>.makePotionEffect(40, 1))
package party.lemons.autoplant;
import net.minecraft.block.Block;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.item.Item;
import net.minecraft.item.ItemBlock;
import net.minecraft.item.ItemStack;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;