close

Bringing the Blasting to Your Build: How to Simulate Mining in a Client-Side Mod (Minecraft 1.16.5 Forge)

Minecraft’s blocky world offers endless possibilities for creativity and adventure. From towering castles to elaborate redstone contraptions, players constantly push the boundaries of what’s possible within the game. While the vanilla experience provides a solid foundation, the modding community has long been instrumental in enhancing gameplay, adding new features, and creating immersive experiences. This guide delves into the fascinating realm of client-side modding, focusing specifically on how to simulate mining in a client side mod 1165 forge, allowing you to craft visual effects and improve the mining experience within your personal game.

The beauty of client-side mods lies in their ability to enhance the visual and interactive aspects of the game without directly affecting the server’s core mechanics. Imagine adding custom particle effects that explode around your pickaxe as you strike a block, or displaying a progress bar that visually indicates how long it will take to break a block. The possibilities are boundless, limited only by your imagination and coding skills. This tutorial will show you how to get started and build a basic framework for enhancing the mining experience within Minecraft 1.16.5 using Forge.

Building Your Development Environment

Before we can dive into the code, let’s ensure your development environment is properly set up. This is the foundation upon which your mod will be built.

First, you’ll need the Java Development Kit (JDK). Minecraft and Forge rely heavily on Java, so having the correct version is paramount. It’s recommended to use a recent version of Java 8, Java 11 or Java 17 for Minecraft 1.16.5. Download and install the JDK from a reputable source such as Oracle or AdoptOpenJDK. Be sure to set the `JAVA_HOME` environment variable to point to your JDK installation directory; this will assist the IDE in locating the necessary files.

Next, you’ll need Minecraft Forge itself. Forge provides the API and tools necessary for modding the game. Head over to the official Forge website and download the recommended version for Minecraft 1.16.5. Once downloaded, run the installer, and select “Install Client” to install the Forge client libraries. This process sets up the necessary files within your `.minecraft` directory.

Finally, you’ll require an Integrated Development Environment (IDE). An IDE is a software application that provides comprehensive facilities to programmers for software development. Popular choices for Minecraft modding include IntelliJ IDEA and Eclipse. Both offer excellent features such as code completion, debugging tools, and project management capabilities. IntelliJ IDEA, particularly the Community Edition, is a popular choice for its ease of use and powerful features. Download and install your preferred IDE.

Creating Your Forge Mod Project

With the prerequisites in place, it’s time to create a new Forge mod project within your IDE. This is usually achieved through the Forge MDK (Mod Development Kit), which simplifies the project setup process.

In IntelliJ IDEA, you can create a new project. Select “Create New Project” from the Welcome screen, then select “Java” as the project type. Then create the project using the Forge MDK (Mod Development Kit). This will automatically include essential dependencies and set up the basic project structure. Follow the setup steps based on the specific Forge version you are using. During this process, provide a `modid` (a unique identifier for your mod), a group ID (usually your domain name reversed), and a name for the mod. These details will be essential for identifying and organizing your mod.

The key files and directories generated by the Forge MDK include:

  • `src/main/java`: This directory houses your mod’s Java source code. This is where you’ll write the code that makes your mod function.
  • `src/main/resources`: This directory contains resources such as textures, models, and other assets used by your mod.
  • `build.gradle`: This file contains the build configuration for your project, including dependencies, tasks, and other settings related to building the mod.
  • `mods.toml`: This file contains mod metadata such as the name, description, and version.

Understanding the Core of Minecraft’s Mining

Before diving into the simulation, it’s critical to grasp how Minecraft’s mining process functions in its vanilla form. This understanding will guide our client-side modifications.

When a player interacts with a block, the game first detects the player’s action (e.g., holding down the left mouse button). The game then calculates the block breaking progress based on factors such as the tool being used, the block’s hardness, and any applicable enchantments. Visual and auditory cues, such as the mining animation and sound effects, are played to provide feedback to the player. Finally, once the block breaking is complete, the block drops its associated items, and the server updates its state.

Client-side and server-side are the two separate spheres within Minecraft. Server-side represents the “true” state of the game, the master copy. This encompasses the world data, player inventories, and all the rules. Client-side encompasses what the player experiences locally: the graphics, the sounds, the user interface. Your mod will primarily be focusing on the client-side experience and effects. Your mod will primarily be focusing on the client-side experience and effects.

Forge provides a sophisticated event system that allows us to hook into various game events. This system lets you execute your code at certain points in the game’s lifecycle. Events are vital, and by subscribing to relevant events, we can effectively insert our mining simulation logic. Some key events will be crucial to your mod’s function.

One of the most important events is `PlayerInteractEvent.LeftClickBlock`. This event is fired when the player interacts with a block by left-clicking it. This is the signal for starting the mining simulation. Another important event is `TickEvent.ClientTickEvent`. This event is triggered every game tick, allowing you to execute code at regular intervals. It’s useful for updating mining progress or other time-based elements.

Simulating the Blasting: Building the Core of Your Mod

Now, let’s build the core functionality of your client-side mining simulation. This involves detecting when mining starts, creating visual effects, and updating mining progress.

First, you’ll need to subscribe to the `PlayerInteractEvent.LeftClickBlock`. This is done within your mod’s main class, where you register event listeners. In your main mod class, register your event handlers using `@SubscribeEvent` annotation. Within the event handler for `PlayerInteractEvent.LeftClickBlock`, check if the player is actually trying to mine the block. Ensure the action is a “LEFT_CLICK_BLOCK”. If it is, retrieve the block’s `BlockPos` (the coordinates of the targeted block) and its `BlockState`.

Next, create some visual effects to enhance the experience. Particle effects can be particularly effective. Use Minecraft’s particle system to create dust particles or custom effects. You can utilize the `Level.addParticle()` or other methods to spawn particles at the targeted block. Control their color, size, and motion to match the mining material and simulate the feeling of breaking the block. Use the correct `RenderType` (e.g. solid) to render it correctly.

To simulate mining progress, you’ll need to create a mining progress variable, likely a float ranging from 0.0 to 1.0. Increment this variable with each client tick during mining. Limit the variable’s maximum value to 1.0. Use the `TickEvent.ClientTickEvent` to repeatedly update this progress value. This approach provides a timed update to the simulated mining.

Optionally, you can visualize the mining progress on the screen by using the RenderGameOverlayEvent. Create a progress bar that visually fills as the mining progresses. Use the render event to draw this progress bar near the block that is being mined, providing continuous visual feedback. The `RenderGameOverlayEvent` allows you to render a progress bar or some other visual cue relative to the block’s position on screen.

Putting It Together: A Practical Example

Here’s a simplified example of how the code might look in your mod:


package com.example.mymod;

import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiComponent;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.core.BlockPos;
import net.minecraft.core.particles.DustParticleOptions;
import net.minecraft.network.chat.TextComponent;
import net.minecraft.util.Mth;
import net.minecraft.world.InteractionHand;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.level.Level;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.event.TickEvent;
import net.minecraftforge.event.entity.player.PlayerInteractEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;

import java.util.HashMap;
import java.util.Map;
import java.util.Random;

@Mod("mymod")
public class MyMod {

    private final Map<BlockPos, Float> miningProgress = new HashMap<>();
    private final Random random = new Random();

    public MyMod() {
    }

    @Mod.EventBusSubscriber(modid = "mymod", value = Dist.CLIENT)
    public static class ClientEvents {

        @SubscribeEvent
        public static void onLeftClickBlock(PlayerInteractEvent.LeftClickBlock event) {
            if (event.getHand() == InteractionHand.MAIN_HAND) {
                Player player = event.getPlayer();
                Level level = player.level;
                BlockPos pos = event.getPos();
                BlockState state = level.getBlockState(pos);

                if (!state.isAir()) {
                    MyMod.miningProgress.put(pos, 0.0f);
                    event.setCanceled(true); //Prevent original click
                }
            }
        }

        @SubscribeEvent
        public static void onClientTick(TickEvent.ClientTickEvent event) {
            if (event.phase == TickEvent.Phase.START) {
                Minecraft mc = Minecraft.getInstance();
                Player player = mc.player;
                if (player == null) return;
                Level level = player.level;

                for (BlockPos pos : MyMod.miningProgress.keySet()) {
                    if (!level.getBlockState(pos).isAir()) {
                        float progress = MyMod.miningProgress.get(pos);
                        progress += 0.05f; // Simulating mining
                        progress = Math.min(progress, 1.0f);
                        MyMod.miningProgress.put(pos, progress);

                        //Spawn particles
                        if (progress > 0 && progress < 1) {
                            for (int i = 0; i < 3; i++) {
                                double x = pos.getX() + random.nextDouble();
                                double y = pos.getY() + random.nextDouble();
                                double z = pos.getZ() + random.nextDouble();
                                level.addParticle(new DustParticleOptions(state.getMapColor(level, pos).getTextureColor(), 1.0f), x, y, z, 0, 0, 0);
                            }
                        }
                    } else {
                        MyMod.miningProgress.remove(pos);
                    }
                }
            }
        }

        @SubscribeEvent
        public static void onRenderOverlay(RenderGameOverlayEvent.Post event) {
            if (event.getType() != RenderGameOverlayEvent.ElementType.ALL) return;

            Minecraft mc = Minecraft.getInstance();
            if (mc.player == null) return;

            for (BlockPos pos : MyMod.miningProgress.keySet()) {
                float progress = MyMod.miningProgress.get(pos);
                if (progress > 0 && progress < 1) {
                    double screenX = pos.getX() - mc.player.getX();
                    double screenY = pos.getY() - mc.player.getY();
                    double screenZ = pos.getZ() - mc.player.getZ();

                    // Translate to screen coordinates
                    screenX = screenX - (mc.player.getViewX() / 16);
                    screenY = screenY - (mc.player.getViewY() / 16);
                    screenZ = screenZ - (mc.player.getViewZ() / 16);
                    double screenDistance = Math.sqrt(screenX * screenX + screenY * screenY + screenZ * screenZ);

                    float scale = 0.05f / (float)screenDistance;

                    double x = event.getWindow().getGuiScaledWidth() / 2.0 + (screenX * scale);
                    double y = event.getWindow().getGuiScaledHeight() / 2.0 + (screenY * scale) - 10;

                    // Draw progress bar
                    GuiComponent.fill((int) x - 25, (int) y, (int) x + 25, (int) y + 5, 0xFF000000);  //Black background
                    GuiComponent.fill((int) x - 24, (int) y + 1, (int) x - 24 + (int) (progress * 48), (int) y + 4, 0xFF00FF00); //Green progress
                }
            }
        }
    }
}

This simplified example provides an outline of the basic implementation. Remember to adapt this code to your specific mod and requirements.

Testing, Troubleshooting, and Iteration

After you’ve implemented the code, it’s time to test your mod in Minecraft. Build your project within your IDE, usually by running the `gradlew build` task. Once built, place the compiled mod file (the .jar file) into the `mods` folder of your Minecraft installation. Run Minecraft with Forge to activate the mod.

During testing, you’ll likely encounter issues. Here are some common problems and how to troubleshoot them:

  • Errors at Startup: Check the console and logs. Make sure you have included all the correct dependencies within your project. Make sure your `mods.toml` has all of the necessary metadata.
  • In-Game Errors (Crashes): Examine the error messages. They will guide you to the source of the problem, whether it’s a code error or an issue with how you are interacting with other components.
  • Missing Functions: Double-check your import statements to ensure you’ve imported all the necessary classes.
  • Incorrect Event Handling: Verify that you are properly subscribing to events and that your event handlers are correctly registered.

Enhancements: Elevating the Mining Experience

Once you have the core functionality working, you can explore various enhancements.

You could add advanced mining animations. Create custom animations that provide visual feedback based on tool types or enchantments.

Integrate with custom blocks and tools. This allows your mod to interact with other elements that are part of your mod or other installed mods. This can add a layer of depth to the mining experience.

Implement sound effects. Incorporate custom sound effects to align with the mining animation and create an immersive audio experience.

Conclusion

This guide has equipped you with the knowledge to simulate mining in a client side mod 1165 forge. You now know the necessary steps to detect player interaction, simulate mining progress, and add visual and auditory enhancements. This opens the door to countless possibilities to transform the way players interact with your world.

Remember, client-side modifications allow for creative user experience alterations. Use this as a base for more advanced features and ideas.

Experiment, refine your code, and share your creation! Explore the Forge documentation, the Minecraft Wiki, and other resources to continue improving your modding abilities. Your creativity is the limit! Now, start building and bring the blasting into your build!

Leave a Comment

Your email address will not be published. Required fields are marked *

Scroll to Top
close