Hey what’s going on guys tutti rozzi here and welcome back to another minecraft running tutorial for forge 1.17 in this tutorial we’re going to be covering tools and armor so let’s go ahead and let’s get started shall we so the first thing you’re going to want to go ahead and do is Create the actual tools themselves so in our iso minutes we can go ahead and create say public static final registry object and first we’ll do the tools and we’ll start with the sword so this will be of type sword item and i’m going to call this bean underscore sword Is equal to items dot register being underscore sword and a supplier a new forward item this takes in a tier we’ll leave that for a second and we’ll leave that for a second let’s do the properties item dot properties okay and then dot tab and we’ll go ahead and do tutorial mod Dot tutorial tab let’s just put the semicolon on okay i’m just going to check the sword item to see what these are so this one right here this is the attack damage and this one is the attack speed okay so this one right here as we just saw is The attack damage i’m going to go ahead and do 20 and for the attack speed i’m going to do five and we’ll leave the tier now let’s go ahead and let’s copy paste this let’s do it for the pickaxe the shovel the axe and the hoe Okay there we go i have just done all of those let’s go ahead just add a comment up here let’s go tools and let’s do the armor so that’s just a public static final registry objects of type armor item we’ll start with the helmet so bean underscore helmets Is equal to items dot register bean underscore helmet supplier of a new armor item material we’ll leave that then the equipment slot so that is just the essentially slot that the armor can go into so this will be equipment slot dot head for the helmet then just the properties i’m just going To copy paste that from up here okay now let’s go ahead and create the chest plate the leggings and the boots okay there we go that is all of the armor so we’ve got head the chest the legs and the feet now as you can see we have put in a null Here and for the tools you’ll see that is looking for a tier and for the armor it is looking for an armored material so if you wanted to use a vanilla one for the tier you would just use uh what is it is i believe item tier is it not itemed here Let’s see item actually i think it’s just tears yeah so you just use tears and then the specific tier and for armor you would use armor materials and then the material that you would use so we need to go ahead and create our own let’s start with the tools So let’s come into our core package let’s create a new class and i’m going to call this base tool material and let’s add the tier interface okay that will add all of the methods for us now the first thing i’m going to go ahead and do is create a field for all Of these methods okay there we go i’ve created all of the fields and as you can see i’ve made them all final so they cannot be reassigned and they’re public they don’t actually need to be public because we have getters for them but i’m just going to make them public anyways actually No let’s make them private it doesn’t make sense to have them public so let’s make those private and as you can see something a bit a little strange here you can see that the repair ingredient is looking for an ingredient but i have put down a supplier of Ingredient and the reason is because the ingredient may not be present at the time we create this so we just want to put in a supplier here now what i’m going to go ahead and do is make sure these will return the correct one i’ll just do the ingredient first Because this one is slightly different so the ingredient we just want to return this repair ingredient dot get there we go now i’m going to go ahead and do all the rest okay there we go that is all of those now we need to go ahead and make a Constructor that takes in all of these fields and then just assign all of the things that we pass in to these fields so i’m going to do that and there we go that is that now we need to actually go ahead and create one of these base tool materials So i’m going to go into my init package i’m going to come in here create a new class and i’m going to call this tool material in it just like all our other init classes it’s just going to be final it’s going to have a private constructor Okay and in here we can just create a public static final well actually this can be protected and i’m going to call this uh beans and oh that’s a tear beans and that’s going to be equal to a new base tool material there we go and Now we can just pass in the values that we want so i’m gonna say 100 as the uh what is it the attack damage bonus that’s what i’m gonna put is that right wait have i done this wrong i’m looking at this wrong okay hold up The attack damage bonus yes okay so i’m gonna say 15.5 i guess i don’t know um and then it’s the enchantability right so 500 see the enchantability yes and then the harvest level i’m gonna put as five and then what’s after the harvest level after the harvest level is the speed i’m Going to give it a very fast speed i’m going to say 25 because beans are super speedy then we have the durability i’m going to give it 2500 beans that they’re extremely durable i mean what can i say and then for the ingredient i’m going to go ahead and say a supplier of Ingredient.of and here you can supply an item an item stack a stream of item stacks or a item tag so item tag is probably what you should use but just to make this a little simpler i’m just going to go for a simple item and i’m going to go item in it.beans So this just basically creates an ingredient of our beans item and that’s what’s used to repair it in the anvil or etc okay now we need to go ahead and do the same with armor so let’s close these i guess we can actually go ahead and fill this out first so for these Tools we can go ahead and say was it tool material in it dot beans and we can just replace all of these nulls right here okay for the armor let’s once again come into our core package let’s create a new class let’s call this base armor material And i meant to do implements but this is fine implements our material and let’s add the unimplemented methods there we go and now we need to go ahead and create a field for all of these different methods there we go so all the fields are created as you can see there once again Private final and we’ve once again gone for a supplier of the ingredient let me just need to go ahead and return these fields in the correct method finally we just need to create a constructor which takes in all of these and then sets them so i’m just going to paste that in Since i’ve already done it before and fantastic so that should be it for the armor let’s come into our in it and let’s create an armor material in it okay let’s make this a final let’s give it a private constructor okay and in here we just want to do basically The same as the tool material but for armor so public static final and this will just be armor material make sure we get the right one and that’ll be equal to beans or it’s just called beans it’s a new base um material so first is the enchantability i’m going to put 100 Then it wants an array of the durabilities and this is for each slot basically now i believe this starts with boots at array index 0. so i’m going to do a new int array i’m gonna put um 950 for the boots i’m going to say 1400 for the leggings and that didn’t work 1400 for the leggings and i say 1800 from the chest plate and i’m gonna go 1000 for the helmet it might be the other way around it might start with boots then go leggings chest plate helmet it might go helmet chest plate leggings boots i’m not sure which way it goes but It doesn’t really matter for the purposes of this you can fiddle around with it afterwards then we just want another interrai for the damage reduction and that’s basically how much uh the armor will reduce the damage by so i’m gonna make you basically invincible to most vanilla stuff by going 20 for the Uh probably the helmet no probably i think it starts from the boots i think 20 for the boots then we’ll go 35 for the leggings we’ll go 50 for the chest plate and we’ll go 26 28 27 let’s go 27 for the uh helmet assuming it’s that way around of course Let’s put a semicolon on the end so we can format that there we go that’s much better okay after that it is the knockback resistance um i’m not sure how much this modifier affects it i’m just going to put 3.2 obviously you can view the vanilla Classes for these so if you just ctrl shift t and eclipse then you can just search armor materials and here you can just see the vanilla values basically and that is the same for tall materials so you just go to tears and then you can see the vanilla tortillas okay What was after the after that so after that is the toughness i think this is a very scalable modifier so i’m going to say 1.85 not too high i don’t think then you have the sounds so for this is just sound events then you can choose your sound if you Want the vanilla sounds or the vanilla armor sounds you just go vanilla armor and you have all these equip sounds so these are the equip sounds by the way i’m actually not going to give it an armor sound i’m just going to be wacky and i’m going to go uh Let’s go with the uh the boat water sound not exactly sure what that sound is i don’t actually remember uh i’ve forgotten the name haven’t i so before you give it the sound you need to give it the name so i’m going to give it bean and then finally you have the repair Material so ingredient dot of i Item in it dot there we go now the reason we do need to give it the name is because that’s what it looks for in our resources for the texture let’s just come into our item in it first and let’s fill these out so let’s go on that material oh It’s not what i meant to do come back dot beans let’s just replace all these nulls and there we go that is all the armor that is all the tools that is done now you can do the lang and item models uh i’ve already done all those but i Will show you something with the item models so let’s go into our tool item models now for all the tools you want to go ahead and put item forward slash handheld instead of item generated and the reason is because that’s what will make it look like It’ll make it look correct in your hand it won’t be funky uh you can test out see what it does regenerated and see what it does with handheld you’ll see the difference very quickly it’s very strange if you use generated for tools um yeah that is those and the final thing Is the textures now for the textures for the armor textures more specifically you need to create a package in your textures for models and then inside of that you need attack package for armor or just folder i keep saying package but obviously the concept of packages doesn’t exist in intellij It’s just a folder or a directory i think they call it actually and then here you just need the two layers so layer one and layer two now you’ll see that i have prefixed prefixed it with bean underscore and the reason being if we come into our Uh where was it it was in our inits and armor material in it you’ll see that we put bean here now actually now that i think of this we do need to actually add one thing and that is tutorial mod dot mod id plus colon beam And the reason is because we want to make sure that this model is found inside of our asset stop mod id instead of inside of the vanilla because by default i’m pretty sure it goes in the vanilla uh that should be that obviously make sure you’ve done the lang Which i have gone ahead and done already and make sure you’ve done all the textures for the items and let’s run the game here we are we are back in the game now if i go ahead into the creative menu here are the here’s the armor and the tools Let’s put the armor on first check that that works correctly which it does fantastic now let’s go into here let’s grab the tools as you can see my professional textures right here so here’s the sword the pickaxe the shuffle the axe and the hook yeah anyways if you guys did find This tutorial useful please do sure to smash your face into that like button and subscribe if you really enjoyed please do be sure to share it and yeah i will see you guys in the next video good bye do Video Information
This video, titled ‘1.17/1.18 Minecraft Forge Modding Tutorial – Tools and Armor’, was uploaded by TurtyWurty on 2021-11-21 13:00:09. It has garnered 2900 views and 69 likes. The duration of the video is 00:19:57 or 1197 seconds.
In this video, I cover how to make a set of tools and armour.
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