Minecraft Mods

Tode Coins

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ToadieOdie's Avatar ToadieOdie
Level 54 : Grandmaster Goblin
182
I've been tinkering with World Painter and Datapacks for a long time. My sons have been asking me to make mods for just as long. I finally got around to giving it a try.

This is my first mod. It's very basic and doesn't do everything I'd like it to do, but for now I'd say for a first release it's decent. It adds currency, a coin press to make that currency, a banker, and a leprechaun (because the idea amused me while making the currency storage blocks), an armor set with a full set effect, an ultra rare four-leaf clover that drops from breaking grass, and brewing recipes for luck and bad luck potions.

I also added houses for the villagers to the vanilla datapack built into the mod, but not via Forge since the way Forge does that seems really convoluted to me. I suppose if I can get a config file working, that I will then make an effort to learn how to do this part via Forge so this can be toggled on and off as desired. It's that or I can just pull the structure datapack out and have it as a separate add-on download for those that want it in their worlds and those that don't want it can skip it. If there are a lot of people that leave comments saying they don't want these houses included, this is what I will do.

Loot modifiers have been added for currency, collectible coins, and the four-leaf clover. There is a block tag "todecoins:drops_four_leaf_clovers" that you can add whatever block you would like to have a chance to drop this item from - such as clover in various biome mods. There are also entity types tags for drops_currency and bosses to determine which currency loot tables are used when a player kills a mob, if at all. So if you're using mods that add mobs, add them to either of these tags. All of these loot tables are customizable.

The full list of loot modifiers in the mod are found here: https://github.com/warrentode/TodeCoins/tree/master/src/generated/resources/data/todecoins/loot_modifiers

Built-in currency loot tables are found here:
https://github.com/warrentode/TodeCoins/tree/master/src/generated/resources/data/todecoins/loot_tables/chests/currency

And built-in collectible coin loot tables are found here:
https://github.com/warrentode/TodeCoins/tree/master/src/generated/resources/data/todecoins/loot_tables/chests/collectible/seasonal

Since I felt that the coins shouldn't be included in the Cagerium loot, I did go to the trouble of building custom loot tables for the mod, including recreating the vanilla loot tables to make sure the coins stayed out of that loot. You can find those tables to customize here:


The Coin Press now allows for custom currency recipes. It takes a shapeless recipe with the "coinpress" recipe type and accepts up to two ingredients. There are currently three currency stamps added to the mod: one for the overworld, one for the nether, and one for the end. I may add more in the future, but for now I think this is good.

Collectible coins have been added to the mod and are found in loot based on the season - either based on the computer's calendar, or if you're using the Serene Seasons mod, that mod's season. A wandering merchant type also spawns trading in those collectible coins. These coins do not have recipes. I don't foresee myself adding more mods to the collectible coin list any time soon, if at all. There is a lot of game balance testing to be done with what we have right now and many of the coins feel repetitive to me at the moment. So we'll see where we go from here with that.

If you are using the Cagerium mod, you can use those collectible coins to craft spawn eggs for that mod's cages. There is a No AI tag you can add entity types to for any entity you don't want a crafted egg to have an AI in case of an accidental spawn or to prevent potential griefing. All vanilla hostile mobs and bosses have already been added to this tag.

I'm sure there are other things I'm forgetting, but I can't think of them right now. When I learn more about coding in Forge, I'll revisit this.

This mod is currently in a beta release, so please back up your worlds before using it. I'm hoping all the bugs have been worked out at this point, but I want to err on the side of caution here. We're also testing game balance here regarding the collectible coin effects, so many changes may be coming in the future.

The Curios mod is required for this mod due to the collectible coins being wearable.

I hope you enjoy the mod and find it useful.

You can visit the mod's wiki here for the crafting recipes and more info.
CreditSpecial credit goes to my sons, and my Patreon supporters, Marshal Nash and Trevor Brannigan, for supporting my blog and the projects I tend to get myself into!
Progress100% complete
Game VersionMinecraft 1.19.2
Tags

7 Update Logs

Update #7 : by ToadieOdie 03/30/2024 6:22:03 amMar 30th

2024-03-29 - 2.1.2.0.beta

  • fixed currency materials tags
  • edited the calendar check to include checking for the overworld dimension to apply the serene seasons compat events
  • all other dimensions now use the system calendar to apply seasonal events
    • the reason for this change is simply due to the fact that by default, time doesn't change in the Nether and the End
      • this means that when using the serene seasons mod, those dimensions were stuck in whatever seasonal event the world was created in
      • other modded dimensions also have this same issue
    • a secondary reason for this change was to address some leaking in of the system calendar events while the serene seasons mod is loaded
      • ie: winter event checking as true due to either the system clock or tropical season while in some other seasonal event is in effect for serene seasons mod
        • I removed the tropical seasons from my calendar event checks for the above reason as well as the fact that in-game the serene seasons mod "season get" command doesn't return tropical season values even when in a tropical biome
          • this suggests to me that the serene seasons mod correctly translates the tropical seasons to their corresponding non-tropical season, so I'm just going to have my mod check for the non-tropical seasons and let the serene seasons mod do its thing

2024-03-29 - 2.1.1.2.beta

  • fixed item handler for coin press
  • fixed netherite ingot and endonian ingot tags
  • fixed translation error for nether gold coin bag
  • edited currency materials tag
  • fixed incorrect system message on bracelet use
  • added repair recipes for friendship bracelets in crafting table
  • cleaned up some code

2024-03-20 - 2.1.1.1.beta

  • fixed patron coin item use on right click function
  • cleaned up code
  • minor fixes to mod trade types

2024-03-11 - 2.1.1.0.beta

  • updated build dependencies and fixed missing texture
  • added advancements for equipping a lucky coin and equipping a wallet
    • both reward the player with an additional respective curios slot
  • added leather item tag to the textiles tags
  • added a bundle recipe using leather tag and string tag
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1
01/10/2023 12:19 pm
Level 54 : Grandmaster Goblin
ToadieOdie
ToadieOdie's Avatar
Okay, I need to add figuring out how to make recipes for luck and bad luck tipped arrows to my this for this mod as well.
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