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CubeFlo

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Everything posted by CubeFlo

  1. Thanks, it should work now. I think I read somewhere it was okay to use static initializers if you added the ObjectHolder-annotation (not only for injecting values). I probably misunderstood this.
  2. Hello everyone, I created an Entity for my Mod. It works fine, but when I create a new registry inside the NewRegistry-Event, summoning the Entity will result in an error. I have this code: @GameRegistry.ObjectHolder(WizardItemsMod.MOD_ID) public static class ENTITY_ENTRIES { public static int ID = 0; public static EntityEntry FLYING_BROOMSTICK = EntityEntryBuilder.create() .entity(EntityFlyingBroomstick.class) .tracker(64, 20, true) .id("wizarditems:flying_broomstick", ID++) .name("flying_broomstick").build(); } // ... @SubscribeEvent public static void registerEntities(RegistryEvent.Register<EntityEntry> event) { event.getRegistry().register(ENTITY_ENTRIES.FLYING_BROOMSTICK); } @SubscribeEvent public static void newRegistry(RegistryEvent.NewRegistry event) { // when I add the following code, using the Entity will fail SPELL_REGISTRY = new RegistryBuilder<Spell>() .setName(new ResourceLocation("wizarditems", "magic_spells")) .setType(Spell.class) .setIDRange(0, SPELLS4REGISTRY.length).create(); } When I try to summon the Entity using /summon wizarditems:flying_broomstick, I get this error (although the chat displays "Object successfully summoned"): When I load an existing world containing the entity, the game crashes: As I said, this only happens when I add the code for creating the new registry. Does anyone know why this is happening, because creating a new registry shouldn't affect Entities??? Am I doing anything wrong? I found out that this could have something to do with the ModContainer and calling Loader.instance().activeModContainer(). (Interestingly, I had to add my Mod-ID to every registry name (Blocks, Items, ...) once I added the code for the new registry, because suddenly the domain name wasn't automatically set to my Mod's ID.) Thanks in advance!
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