Jump to content

skyjay1

Members
  • Posts

    7
  • Joined

  • Last visited

skyjay1's Achievements

Tree Puncher

Tree Puncher (2/8)

1

Reputation

  1. Thank you to everybody who participated, the full results are available here: https://skyjay1.github.io/student-website/files/Report.pdf
  2. Hello! I’m conducting a survey about “The usability of Minecraft customization content” for my university course. If you have time, please take this 2 minute survey to help with further stages of the study. Every response helps! https://forms.gle/w3qdjvESbpx5waBRA
  3. An IRenderFactory is automatically created when you type MyRenderClass::new You don't have to worry about actually instantiating one unless you're going to re-use it. Edit: This is the same in 1.12 as it is in 1.14
  4. How can I make Entities swim freely in water and walk normally on land, like Drowned Zombies do? I tried adding the SwimmingGoal but that resulted in my mob swimming on the surface of the water. If I don't add the goal, it sinks straight to the bottom. Normally I would open up DrownedEntity and copy what they use, but my IDE is failing to link javadocs to the source and I only see byte code, which is very difficult to understand Entity code is here. Most of it has nothing to do with swimming, though, so not much help. Any ideas?
  5. The short answer: Yes The long answer: What block and what item? If you want a modded block to only be harvestable by a vanilla item, you will use different methods than if you want a vanilla block to only be harvestable by a modded item. If you want a modded block to be harvested by a modded item, things should be pretty easy. In the case that you have a modded block to be harvested by a modded or non-modded item, I'm not totally sure, but I believe the preferred method is using a loot table. Maybe somebody else knows how to check for the item used to harvest a block in a block's loot table. There's also methods like canHarvestBlock and onBlockDestroyed in items like ShearsItem. Or harvestTool in Block.Properties, but I think that would require making a new ToolType if the item in question is not an axe or pickaxe.
  6. I will assume you are using 1.13 or 1.14. If that is not the case, let us know. Adding entities is, unfortunately, not simple. There are many steps: Create the Entity class - depending on what behavior you want, you will choose which Entity class to extends Register the Entity by handling RegistryEvent.Register<EntityType<?>> and using EntityType.Builder Create the Entity model (or extends an existing model class) and texture. This has not changed since 1.10 or 1.12 so you should be able to find tutorials about it Register the Entity model. This has not changed since 1.12 (you use a IRenderFactory and register client-side only after registering your entity) #1 - Choose an Entity Class to extend based on what you want it to do. If you want a basic zombie-like mob, extend MonsterEntity or even ZombieEntity. If you want a passive mob, extend AnimalEntity. (If there is no "baby" version, extend CreatureEntity). There are tons of options but you should choose whatever is most similar to your desired entity #2 - Take a look at this post for the registration part of things. #3 - Look up a tutorial for making entity models. Back in 1.7.10 I used Techne but I know there are much better modeling programs out there by now. Make a Render class to use the model. See this GitHub for examples. #4 - Call RenderingRegistry.registerEntityRenderingHandler(MyEntity.class, MyEntityRender::new) after registering the entity itself. I guarantee that you will have many, many problems along the way as Entities are one of the harder parts of Minecraft modding. I haven't even mentioned AI and Goals, Tameable mobs, Rideable mobs, etc. Good luck.
  7. Hello, my mod has an option to spawn entities in a Village when it is first created. In 1.12.2, I was handling the PopulateChunkEvent.Post event, checking if the chunk had generated in a village, and spawning entities accordingly. Now in 1.13.2, I haven't been able to find an Event that fires at the right time. I know there are ways to add custom Structures / Features to villages, but I haven't worked out how to spawn an Entity in the Village. Any suggestions on how to work this in? Possible ideas: - Hook into the Villager tick event and spawn the entity under similar conditions to Iron Golems (Pros: it would work. Cons: expensive and unreliable if I only want to generate the entity upon Village creation) If you want to see what I was doing previously, the code is here. Thank you for any advice!
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.