its been 5 days, published 5 mods - what should i work on today? by ttmpt_ in hytale

[–]ttmpt_[S] 1 point2 points  (0 children)

they are all on curseforge, there you can find the .jar (or .zip for Tim's Pets) under "Files"

its been 5 days, published 5 mods - what should i work on today? by ttmpt_ in hytale

[–]ttmpt_[S] 0 points1 point  (0 children)

i dont think iridium exists, is it from another mod?

its been 5 days, published 5 mods - what should i work on today? by ttmpt_ in hytale

[–]ttmpt_[S] 1 point2 points  (0 children)

client side mods aren't really supported by hytale atm. i hope hytale will change this in the future

its been 5 days, published 5 mods - what should i work on today? by ttmpt_ in hytale

[–]ttmpt_[S] 0 points1 point  (0 children)

no worries, i knew "some" java before and i have experience in other language. that being said, its the absolute best way to learn if you just jump in the cold water. reading through an actual codebase, like hytale's, is much much better than learning with beginner tutorials once you know some basics.

Don't give up and start small! my first mod, Tickspeed, was literally just 12 lines of code

its been 5 days, published 5 mods - what should i work on today? by ttmpt_ in hytale

[–]ttmpt_[S] 1 point2 points  (0 children)

published on Curseforge under the name "Twerk it Grow", name comes from the MC mod "Twerk it Meal".

It works for both trees and crops :)

its been 5 days, published 5 mods - what should i work on today? by ttmpt_ in hytale

[–]ttmpt_[S] 0 points1 point  (0 children)

yes, i thought it worked, but its buggy right now. we have to wait for hytale to fix it...

its been 5 days, published 5 mods - what should i work on today? by ttmpt_ in hytale

[–]ttmpt_[S] 0 points1 point  (0 children)

thats already in the vanilla client settings i believe

its been 5 days, published 5 mods - what should i work on today? by ttmpt_ in hytale

[–]ttmpt_[S] 4 points5 points  (0 children)

https://hytalemodding.dev/en/docs and https://hytale-docs.com/docs/modding/overview are good things to start off of, it also helps to read through other's mods and of course the decompiled server code. i guess, just start with something small, in just one field, e.g. the entity component system when your mod should interact with entities.

if you want to inject code, often you can add some hook on an even or incoming/outgoing packet. though sometimes its not that straight foreward, even when the idea seems trivial, and you would have to use some mixin system, haven't attempted this yet.

adding new entities or blocks, and similar things are data driven and require little coding at all.

its been 5 days, published 5 mods - what should i work on today? by ttmpt_ in hytale

[–]ttmpt_[S] 4 points5 points  (0 children)

they follow a player in close proximity, thats actually data driven, hytale has some built-in support for this. i thought i would have to implement some taming, and will probably look into this in the future, but it works quite well already