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Showing content with the highest reputation on 08/16/19 in all areas

  1. Thanks so much everyone; I have it working! I'm proud of my funky, little guy
    1 point
  2. Perhaps you should read the rules - 1.8.9 no longer supported
    1 point
  3. You've probably gotta use the CommonSetupEvent for this the server needs to know as well. As long as you don't register the boss to spawn naturally then spawning it only when the player enters the structure should work no problems. It's just the Slime spawning mechanics(certain heights etc) are controlled by a custom function registered to a Map that is private in EntitySpawnPlacementRegistry.class. At least I couldn't find a way to register your own placement type for an entity.
    1 point
  4. yes but '' orEmpty " is shorter return NOSE_CAP.orEmpty(cap, holder); vs if (cap == NOSE_CAP){ return holder.cast(); } return LazyOptional.empty();
    1 point
  5. make a field holding the LazyOptional that makes it possible to cache the capability
    1 point
  6. You should also probably write into the packet buffer the boolean about the nose here. And then of course retrieve it where in decode. Then here get the entity from the ID and then change the nose value. This is the wrong event. Use the PlayerEvent.StartTracking
    1 point
  7. There is a method in ItemFood that is called when the food is eaten (can’t remember the name of the method; use your IDE to find out). Override it and add an empty bottle to the player’s inventory whenever the food is eaten.
    1 point
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