Minecraft Forge 1.20 - YouTube Series (English)
A YouTube series focused on developing Minecraft mods using Forge 1.20.1. Each episode implements one complete feature of the mod, end to end.
Episodes
| EP |
Feature |
Video |
| 01 |
Initial Setup and Mod Structure (Forge 1.20.1) |
▶ Watch |
| 02 |
Blocks, WorldGen and Project Evolution |
▶ Watch |
| 03 |
Custom Armor and Crafting System |
▶ Watch |
| 04 |
Cesium-137 Radiation System (Real Mechanics) |
▶ Watch |
| 05 |
Refining Machine + Radioactive Grenade |
▶ Watch |
| 06 |
Radioactive Mobs and Custom AI |
▶ Watch |
| 07 |
Multiblock Dimensional Portal + Knight Armor |
▶ Watch |
| 08 |
Village Army System (Knight + Archer + Squad Formations) |
▶ Watch |
EP08 — highlights
- Recruiter with a queue of up to 10 orders — pays emeralds upfront, finds a villager, converts it
- Village Knight (melee, sword+shield) and Village Archer (bow + arrows) — entities built on HumanoidModel
- Per-soldier GUI — equipment slots (HEAD/CHEST/LEGS/FEET/MAIN/OFF) filtered by class + 3 state buttons (Stay/Guard/Squad) + name EditBox
- States: STAY (rooted, body rotates), GUARD (default natural — protects vanilla village via POI MEETING), SQUAD (follows owner in formation)
- Patrol Point + Commander Staff — linkable block forming polygon perimeter. Staff handles linking (shift+click), opens radial formation menu (right-click in air), resets linking (shift+right-click in air)
- SQUAD formations: LINE (rows of 4, Roman legion style), WEDGE, CIRCLE, COLUMN, with Front/Behind toggle. Dynamic speed matches the player (walk/sprint). Knights low idx (front) / Archers high idx (back)
- PostGuard GUI assignment — lists soldiers owned by the player, Designate/Remove buttons assign them to the polygon (knights/archers identified by sword_cross + bow_old icons)
- Archer kiting — keeps a 7–13 block sweet spot from the target. Backs off if < 7, advances if > 13
- Stationary archer in GUARD — on a tower/wall, stays put and shoots from afar (HoldPosition goal claims MOVE to block stroll)
- Knight aggro/disengage — when assigned to a polygon, engages hostiles ≤ 10 blocks from the post, drops target if it leaves > 20
- Knight active shield — auto-raises against ranged or melee threats nearby
- Archer flee for arrows — out of arrows, drops target and runs to the owner
- Archer Armor — light Viking-style set (helmet/chest/leg/boot) with class restriction (Knight can't wear archer, archer can't wear knight)
- Auto-generated names with Brazilian MC-themed flavor (Vileraldo, Esmeraldino, Pedrôncio, etc) shown above each soldier
- Bilingual lang (en_us + pt_br) with translatable keys for every army system message
EP07 — highlights
- Dimensional Portal as a 3×3 vertical multiblock, formed by Engineering Frames + Energy/Item ports
Shape item to export multiblock patterns as JSON (mark 2 corners in the world, sneak+rclick generates the schema)
- Wrench for multiblock assembly/disassembly actions
- Visual swap: once formed, the controller block is replaced by a large visual block (BlockBench-style); auxiliaries become invisible fillers with collision preserved
- Delegated capabilities: cables plugged into the ports (Energy/Item) talk directly to the controller via
MultiblockPortBlockEntity
- Skeleton in NBT: original blocks are saved on the controller; breaking any aux restores the entire skeleton
- Knight Armor + Knight Sword — knight gear set with a custom model
- Creative Energy Block for FE testing in creative
Mutant updates:
- Model rebuilt with a simplified hierarchy (head4/boca/boca2 under
headCenter), 128×128 texture
- Animations redesigned (
idle, walk, atackMelee, spin with 7 full rotations)
Workflow
- Each EP implements one complete, testable feature
- At the end of each EP: commit on
master + tag EP{N} (e.g., EP07)
- Commit history reflects the series progression, and each tag points to the state of the repo at the end of that video
Technologies
- Minecraft Forge 1.20.1
- Java 17
- Gradle
- BlockBench for custom models (entities + blocks)
Minecraft Forge 1.20 - Série YouTube
Série de vídeos focada no desenvolvimento de mods para Minecraft usando Forge 1.20.1. Cada episódio implementa uma funcionalidade completa do mod, do início ao fim.
Episódios
| EP |
Funcionalidade |
Vídeo |
| 01 |
Initial Setup and Mod Structure (Forge 1.20.1) |
▶ Assistir |
| 02 |
Blocks, WorldGen and Project Evolution |
▶ Assistir |
| 03 |
Custom Armor and Crafting System |
▶ Assistir |
| 04 |
Cesium-137 Radiation System (Real Mechanics) |
▶ Assistir |
| 05 |
Refining Machine + Radioactive Grenade |
▶ Assistir |
| 06 |
Radioactive Mobs and Custom AI |
▶ Assistir |
| 07 |
Multiblock Dimensional Portal + Knight Armor |
▶ Assistir |
| 08 |
Village Army System (Knight + Archer + Squad Formations) |
▶ Assistir |
EP08 — destaques
- Recruiter com fila de até 10 ordens — paga emeralds upfront, busca villager, converte
- Village Knight (melee, espada+escudo) e Village Archer (bow + flechas) — entidades baseadas em HumanoidModel
- GUI por soldado — equipment slots (HEAD/CHEST/LEGS/FEET/MAIN/OFF) com filtro por classe + 3 botões de estado (Stay/Guard/Squad) + EditBox pra renomear
- Estados: STAY (parado, gira corpo), GUARD (default natural — protege vila vanilla via POI MEETING), SQUAD (segue owner em formação)
- Patrol Point + Commander Staff — bloco linkável formando polygon perimeter. Staff faz linkagem (shift+click), abre menu radial de formação (right-click no ar), reseta linkagem (shift+right-click no ar)
- Formações SQUAD: LINE (fileiras de 4 estilo legião), WEDGE, CIRCLE, COLUMN, com toggle Frente/Atrás. Velocidade dinâmica iguala player (walk/sprint). Knights idx baixo (front) / Archers idx alto (back)
- Designação por GUI do PostGuard — lista soldados owned by player, botão Designar/Remover assignment ao polygon (knights/archers identificados por ícones sword_cross + bow_old)
- Archer kiting — mantém sweet spot 7-13 blocos do alvo. Foge se < 7, avança se > 13
- Stationary archer em GUARD — em torre/muro, fica plantado e atira de longe (HoldPosition goal claima MOVE pra bloquear stroll)
- Knight aggro/disengage — quando designado a polygon, engaja hostil ≤ 10 blocos do post, dropa target se afastar > 20
- Shield activo do Knight — levanta automaticamente contra hostis ranged ou melee colado
- Archer flee for arrows — sem flecha, abandona target e foge pro owner
- Archer Armor — set leve estilo viking (helmet/chest/leg/boot) com restrição de classe (Knight não usa archer, archer não usa knight)
- Nomes auto-gerados brasileiros tematizados MC (Vileraldo, Esmeraldino, Pedrôncio, etc) visíveis acima dos soldados
- Lang bilíngue (en_us + pt_br) com chaves translatable em todas as messages do army system
EP07 — destaques
- Portal Dimensional como multiblock 3×3 (vertical), formado por Engineering Frames + portas de Energy/Item
- Item
Shape pra exportar pattern de multiblock como JSON (marca 2 cantos no mundo, sneak+rclick gera schema)
- Wrench pra ações de assembly/disassembly do multiblock
- Visual swap: ao formar, controller troca por bloco visual grande (BlockBench-style); auxiliares viram filler invisível com colisão preservada
- Capabilities delegadas: cabos plugados nas portas (Energy/Item) falam direto com o controller via
MultiblockPortBlockEntity
- Skeleton em NBT: blocos originais salvos no controller; ao quebrar qualquer aux, restaura o esqueleto inteiro
- Knight Armor + Knight Sword — set de cavaleiro com modelo customizado
- Creative Energy Block pra testes de FE em creative
Atualizações no Mutante:
- Modelo refeito com hierarquia simplificada (head4/boca/boca2 sob
headCenter), textura 128×128
- Animações redesenhadas (
idle, walk, atackMelee, spin com 7 voltas completas)
Fluxo de Trabalho
- Cada EP implementa uma feature completa e testável
- Ao final do EP: commit no
master + tag EP{N} (ex: EP07)
- Histórico de commits reflete a progressão da série, e cada tag aponta pro estado do repo no fim daquele vídeo
Tecnologias
- Minecraft Forge 1.20.1
- Java 17
- Gradle
- BlockBench pros modelos custom (entities + blocks)