So I'd like to create a tag for a single item in one of my mods. In this case, it is a piece of ginger. that mod is called : Extras. Then I want to use that tag in a recipe in a different mod that I am creating. So I made a new tag, under neoforge, and named it ginger. Then I opened up my other mod where I want to use that tag. Started a new recipe. What do I type in the tag field? "ginger"? "neoforge:ginger"? neoforge:items/ginger"? "neoforge:extras/ginger"?
can you add a modded block to a base game tag that's not in the common tags like. I want to make a block that burns blue but I can't find "minecraft:soul_fire_base_blocks" in the common tags list.
You would need to make a tag for sticks and replace all the recipes in the game with your custom tag. This would honestly be better done coding which I can't provide but basically that's what would need to be done.
Do you know if there's a way to check a mob's tag for modded mobs? I wanna make a mod that buff's a boss's health depending on the amount of players similar to in terraria but I wanna make sure that they have a boss tag already. Btw I appreciate you responding to everyone's messages, it's a huge help for a lot of people!
there is a procedure block in the entities procedure folders which can test if the mod is in a given tag. However this will only work if the mod has their mob in a specific tag. Most likely you will need to create a tag under your own namespace, lock the tag then navigate to the the src folder in your workspace and edit the tag file. You can add other mod entities this way but you will need to know their registry. This can be done by auto filling the summon command. Keep in mind that you will need the mod installed for this to work so you will need to own the game for this to work. When editing the tag I suggest adding a vanilla one to generate the code first, then locking it, this should generate the structure once you regenerate the workspace. For other mods outside of the minecraft namespace you need to specify the namespace of the mod. summon minecraft:bee a quick example is below. { "replace": false, "values": [ "tale_of_biomes:bee", "tale_of_biomes:trader" "cctvcraft:drone" ] } If you need to unlock the element for some reason then you will need to re do all the changes after locking it again. I recommend keeping a copy of the changed file in a separate folder for things like textures, models etc. this way if you need to update the code in say a new version of MCreator or Minecraft you can easily copy the settings over. Hope this helps a bit.
Yo man, I seem to have an issue with the blocks tag. I have a procedure in which I use the block "is [get block at x y z] tagged in block tags as ["my tag"]" but it doesn't work. I've made sure the correct blocks are in the tag, I've used mod:tag, minecraft:tag, forge:tag, neoforge:tag, nameofmymod:tag, but nothing works. Do you have a fix?
There was a issue using the "mod" as the namespace in 2023.4 and 2024.1 it has been fixed in 2024.2. Also make sure that your naming your tag not just "tag" as names that are used in things for the game such as this can create conflict with functionality. if you need to call it tag, use a different path or find another word to describer it.
Hi, I made a custom arrow by changing the code, but when I use the items minecraft:arrows tag, the vanilla bow shoots a regular arrows, not the custom one. I even added the entity minecraft:arrows tag. It still doesn’t work. Please can you help me make a vanilla bow shoot my custom arrows
I never tried to make custom arrows not sure if it's possible without coding in java. You would need to edit the code I think of the blow and arrows which is above me. Though you can make custom range weapons and shoot them from those and have a item drop. This I have done in some tutorials like the spears same idea just without removing the weapon from the players inventory.
In ur custom crafting table video i saw in the block coding part that i need a set "local slot" to # block. (at 9:43). PLs help i cant find it anywhere. where did u get that block PLSS hepl im begging
You would need to check for a water source using ray tracing, then remove the fluid source and remove 1 empty bottle and add one filled version to the player. Ray tracing supports fluids so you just need to check in like a 4 block distance from the player where the player is looking and then check the type of liquid it is. This would be done on a item right-clicked trigger. Hope this helps a bit.
I am struggling to make doors and trapdoors do you know if they have changed how it works I have looked at many tutorials and it still doesnt help im guessing because most are outdated
Far as I am aware there has been no changes. Though I do remember some settings did have an effect on how doors and other built-in blocks work, for example doors and trapdoors use material types to define if the door is wood or metal, this gives it some functions to how they work but if all else fails try to use the default settings and and one change back at a time until you encounter the issue, this will at least show you want is causing the problem. This method is a fail safe for troubleshooting too. I hope this helps a bit.
Mojang dropped support for this in 1.19 some time MCreator had to remove it from the program because of Mojangs decision to drop support for testing for materials. Sadly no way around it.
Same way as before, under the blocks, entity and item tabs there is a tag procedure block for each kind. This has been pretty stable since we got tags and I don't think they will go anywhere any time soon as Mojang keeps adding to their own tag list.
Can you tell me how to update my mod to NeoForge 1.20.4? I have the correct NeoForge version (20.4.223) but MCreator won't let me load back into my workspace.
You need to install the new version of MCreator from there it should prompt you what version to port to. I have not ported any of my mods yet so I am not sure if there are any issue, though if you experience any I suggest taking screenshots and providing the MCreator log file in a bug report on their GitHub this way a contributor or developer can check to see if its something that we need to fix or not.
It uses the same system as before, block/item selection is not possible for other mods but you can manually type the namespace and path for other mods if done using tags for example cctvcraft:cameras/block would work from another mod. But that mod must use tags for their items and such.
There is a procedure block under one of the world tabs that can play custom sounds, its been in MCreator for a long time. You can also use the play sound game command which you can stop sounds too this should support that version of Minecraft but you would have to check when it was added as a command on the Minecraft wiki.
So I'd like to create a tag for a single item in one of my mods. In this case, it is a piece of ginger. that mod is called : Extras.
Then I want to use that tag in a recipe in a different mod that I am creating. So I made a new tag, under neoforge, and named it ginger. Then I opened up my other mod where I want to use that tag. Started a new recipe. What do I type in the tag field? "ginger"? "neoforge:ginger"? neoforge:items/ginger"? "neoforge:extras/ginger"?
ouhou letss go !!! thanks for your work
No problem
So thats how i make a tag, I really need it to make some recipes
can you add a modded block to a base game tag that's not in the common tags like. I want to make a block that burns blue but I can't find "minecraft:soul_fire_base_blocks" in the common tags list.
How would i make a custom stick? Ive searched online but all the tutorials don't work or are outdated.
You would need to make a tag for sticks and replace all the recipes in the game with your custom tag.
This would honestly be better done coding which I can't provide but basically that's what would need to be done.
Do you know if there's a way to check a mob's tag for modded mobs? I wanna make a mod that buff's a boss's health depending on the amount of players similar to in terraria but I wanna make sure that they have a boss tag already. Btw I appreciate you responding to everyone's messages, it's a huge help for a lot of people!
there is a procedure block in the entities procedure folders which can test if the mod is in a given tag.
However this will only work if the mod has their mob in a specific tag. Most likely you will need to create a tag under your own namespace, lock the tag then navigate to the the src folder in your workspace and edit the tag file.
You can add other mod entities this way but you will need to know their registry.
This can be done by auto filling the summon command.
Keep in mind that you will need the mod installed for this to work so you will need to own the game for this to work.
When editing the tag I suggest adding a vanilla one to generate the code first, then locking it, this should generate the structure once you regenerate the workspace.
For other mods outside of the minecraft namespace you need to specify the namespace of the mod.
summon minecraft:bee
a quick example is below.
{
"replace": false,
"values": [
"tale_of_biomes:bee",
"tale_of_biomes:trader"
"cctvcraft:drone"
]
}
If you need to unlock the element for some reason then you will need to re do all the changes after locking it again.
I recommend keeping a copy of the changed file in a separate folder for things like textures, models etc. this way if you need to update the code in say a new version of MCreator or Minecraft you can easily copy the settings over.
Hope this helps a bit.
@@NorthWestTreesMCreator Took me a sec to understand what you meant exactly but damn this was a huge help yeah, thank you man!
Yo man, I seem to have an issue with the blocks tag. I have a procedure in which I use the block "is [get block at x y z] tagged in block tags as ["my tag"]" but it doesn't work. I've made sure the correct blocks are in the tag, I've used mod:tag, minecraft:tag, forge:tag, neoforge:tag, nameofmymod:tag, but nothing works. Do you have a fix?
There was a issue using the "mod" as the namespace in 2023.4 and 2024.1 it has been fixed in 2024.2.
Also make sure that your naming your tag not just "tag" as names that are used in things for the game such as this can create conflict with functionality. if you need to call it tag, use a different path or find another word to describer it.
Hi, I made a custom arrow by changing the code, but when I use the items minecraft:arrows tag, the vanilla bow shoots a regular arrows, not the custom one. I even added the entity minecraft:arrows tag. It still doesn’t work. Please can you help me make a vanilla bow shoot my custom arrows
I never tried to make custom arrows not sure if it's possible without coding in java.
You would need to edit the code I think of the blow and arrows which is above me.
Though you can make custom range weapons and shoot them from those and have a item drop. This I have done in some tutorials like the spears same idea just without removing the weapon from the players inventory.
In ur custom crafting table video i saw in the block coding part that i need a set "local slot" to # block. (at 9:43). PLs help i cant find it anywhere. where did u get that block PLSS hepl im begging
I replied to your other comment on the same subject.
do you know how to make it so that if you right click on something with a bottle, it fills up?
You would need to check for a water source using ray tracing, then remove the fluid source and remove 1 empty bottle and add one filled version to the player. Ray tracing supports fluids so you just need to check in like a 4 block distance from the player where the player is looking and then check the type of liquid it is. This would be done on a item right-clicked trigger.
Hope this helps a bit.
@@NorthWestTreesMCreator i found out there's a template procedure for it, but thanks!
I am struggling to make doors and trapdoors do you know if they have changed how it works I have looked at many tutorials and it still doesnt help im guessing because most are outdated
Far as I am aware there has been no changes. Though I do remember some settings did have an effect on how doors and other built-in blocks work, for example doors and trapdoors use material types to define if the door is wood or metal, this gives it some functions to how they work but if all else fails try to use the default settings and and one change back at a time until you encounter the issue, this will at least show you want is causing the problem. This method is a fail safe for troubleshooting too. I hope this helps a bit.
ı cant find the material type block ( ı use 2024.2) Where can I find that block?
Mojang dropped support for this in 1.19 some time MCreator had to remove it from the program because of Mojangs decision to drop support for testing for materials. Sadly no way around it.
@@NorthWestTreesMCreator then how can i do this
do you knwo how we can implement those tags in a procedure
Same way as before, under the blocks, entity and item tabs there is a tag procedure block for each kind.
This has been pretty stable since we got tags and I don't think they will go anywhere any time soon as Mojang keeps adding to their own tag list.
Nice update
Thanks SuSu
Can you tell me how to update my mod to NeoForge 1.20.4? I have the correct NeoForge version (20.4.223) but MCreator won't let me load back into my workspace.
You need to install the new version of MCreator from there it should prompt you what version to port to.
I have not ported any of my mods yet so I am not sure if there are any issue, though if you experience any I suggest taking screenshots and providing the MCreator log file in a bug report on their GitHub this way a contributor or developer can check to see if its something that we need to fix or not.
@@NorthWestTreesMCreator I do think I am on the new version, so I'll take some notes from this comment :)
but how can i add items/blocks in a tag from another mod now? before i could edit the code but i cant find that anymore
It uses the same system as before, block/item selection is not possible for other mods but you can manually type the namespace and path for other mods if done using tags for example cctvcraft:cameras/block would work from another mod. But that mod must use tags for their items and such.
do jow i make particles and xustum entity abilities and weapon abilities
hi sir, can you make a tutorial about "right click with custom item and only make it play sound " pls?
Make it do /play sound you can make your sounds
@@crystalianYT where is that command? im using 1.16.5 mcreator version
There is a procedure block under one of the world tabs that can play custom sounds, its been in MCreator for a long time. You can also use the play sound game command which you can stop sounds too this should support that version of Minecraft but you would have to check when it was added as a command on the Minecraft wiki.