MeuPrimeiroMod

A mod make toghether with community in Youtube
Geiser Counter to find radioctives ores

Geiser Counter to find radioctives ores

Control your army, made by villages

Control your army, made by villages

Armours to villages soldiers

Armours to villages soldiers

westland dimension, lair of mutant boss

westland dimension, lair of mutant boss

An strong mob, causes massive destruction

An strong mob, causes massive destruction

Description

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

  1. Each EP implements one complete, testable feature
  2. At the end of each EP: commit on master + tag EP{N} (e.g., EP07)
  3. 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

  1. Cada EP implementa uma feature completa e testável
  2. Ao final do EP: commit no master + tag EP{N} (ex: EP07)
  3. 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)

The MeuPrimeiroMod Team

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