Everything posted by MineModder2000
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(SOLVED) [1.14.4] Custom Spawn Conditions
Okay I no longer need them not spawn in certain areas. What I want now is to have them only spawn only initial chunk creation, to avoid them popping in constantly.
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[1.14.4] Custom Weather
How do I add my own weather effects?
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(SOLVED) [1.14.4] Custom Spawn Conditions
Well do you know of any good way to not have entities spawn within a certain zone, villages for example?
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(SOLVED) [1.14.4] Custom Spawn Conditions
I was afraid of such.... I think I will figure something else out instead.
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(SOLVED) [1.14.4] Custom Spawn Conditions
Okay... How about as far as checking whether a certain block type is not too close to the spawn position? if (event.getEntity().getPosition()).....
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(SOLVED) [1.14.4] Custom Spawn Conditions
Okay so I got a vanilla mob to spawn in over world like so (Only these guys and Zombie Pigman spawn correctly using this code) : for (Biome biome : ForgeRegistries.BIOMES) { biome.getSpawns(EntityClassification.MONSTER).add(new Biome.SpawnListEntry(EntityType.PILLAGER, 100, 3, 5)); } Now I want to give them a spawn condition, such as not spawning within a certain distance from a specified block. Possible?
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[1.14.4] Modifying Vanilla Content
Ah screw it, I hate reflection. Thanks anyways.
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[1.14.4] Modifying Vanilla Content
Possible to change GUI text for villagers? Change "Butcher" or "Armorer" to something else for example.
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(NEVERMIND) [1.14.4] Custom Entity not Rendering Texture
Oh I've attempted this already, this is not a foreign concept to me. Things got ugly, and I couldn't really copy everything due to class dependencies, inaccessible objects and such. Well of course I already knew about the Model classes, did you not see in my Renderer class I am already using PlayerModel. Using the model alone is not enough, its very blocky and out of proportion, the arms especially.
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(NEVERMIND) [1.14.4] Custom Entity not Rendering Texture
Right, but it's not enough to have the skin, it doesn't render as it should because I am extending MobRenderer directly without the specifics of PlayerRenderer. But if I extend PlayerRenderer then I can't extend TameableEntity in my Entity class without breaking my Factory class (due to the generic parameters). So I don't think this will be possible.
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(NEVERMIND) [1.14.4] Custom Entity not Rendering Texture
Oh I see, it's "Steve". But this doesn't do, the model is correct but it doesn't render correctly as the Renderer class is extending MobRenderer directly and not PlayerRenderer. I don't see that there is any good way to have the Entity extend TameableEntity, while it renders as a Player or other Entity.
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(NEVERMIND) [1.14.4] Custom Entity not Rendering Texture
Oh boy, I am not going to even be able to get all of that to work. I'd rather just extend PlayerRenderer, but then I can't extend TameableEntity in my Entity class without getting type conversion errors in the Factory class.
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(NEVERMIND) [1.14.4] Custom Entity not Rendering Texture
How do I make it look like PlayerEntity then? I've tried putting other strings in there too, like "creeper", to no avail.
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(NEVERMIND) [1.14.4] Custom Entity not Rendering Texture
Code : Entity Renderer Factory Main Results : https://imgur.com/puNc5T7
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(SOLVED) [1.14.4] Custom Mob not Spawning
I'll go through it more carefully later, for now though I figured out a different way to get my mob to spawn (it replaces regular skeletons with a certain chance in checkSpawn Event), and this is a more desirable way for me. In the future though I'll probably have to learn this approach.
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[Solved] [1.14] Require forge version
Ignore / delete comment
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(SOLVED) [1.14.4] Custom Mob not Spawning
Going to have to explain this one more.
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(SOLVED) [1.14.4] Custom Mob not Spawning
Having trouble spawning my new mob naturally (though I can through events and what not). I am able to spawn vanilla mobs in over-world using this code, such as ZombiePigman, but it won't work for one I made. Entity Class Main Class
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How create a custom mob / entity in 1.14 and above
Really... okay. I thought since it was related.....
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How create a custom mob / entity in 1.14 and above
Having trouble spawning my new mob naturally (though I can through events and what not) : Main Mod EntityClass
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How create a custom mob / entity in 1.14 and above
Just followed these steps and made a new mob, it renders and behaves corruptly AI-wise, however it cannot be hit for some reason. Anyway I try to attack it, the mob is simply unfazed. Please help. SOLVED.
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(SOLVED) [1.14.4] Best Way to Switch between Multiple Mods?
Thanks but I am actually happy with my method, as everything is in one work space and project.
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(SOLVED) [1.14.4] Best Way to Switch between Multiple Mods?
In terms of the git method, its a known issue, it was telling me the source folders were missing but even after linking them the error wouldn't disappear. With physically cloning the work space, I was getting build path errors, i could figure out how to resolve them but why bother, I like my newly discovered method of just having multiple src folders.
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(SOLVED) [1.14.4] Best Way to Switch between Multiple Mods?
Best solution, different src folders, that I drag and drop to replace, done.
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(SOLVED) [1.14.4] Best Way to Switch between Multiple Mods?
Well this actually does not work, I can't make any changes in the code that are recognized in the new work space...
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