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MineModder2000

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Everything posted by MineModder2000

  1. 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.
  2. How do I add my own weather effects?
  3. Well do you know of any good way to not have entities spawn within a certain zone, villages for example?
  4. I was afraid of such.... I think I will figure something else out instead.
  5. Okay... How about as far as checking whether a certain block type is not too close to the spawn position? if (event.getEntity().getPosition()).....
  6. 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?
  7. Ah screw it, I hate reflection. Thanks anyways.
  8. Possible to change GUI text for villagers? Change "Butcher" or "Armorer" to something else for example.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. How do I make it look like PlayerEntity then? I've tried putting other strings in there too, like "creeper", to no avail.
  14. Code : Entity Renderer Factory Main Results : https://imgur.com/puNc5T7
  15. 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.
  16. Ignore / delete comment
  17. Going to have to explain this one more.
  18. 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
  19. Really... okay. I thought since it was related.....
  20. Having trouble spawning my new mob naturally (though I can through events and what not) : Main Mod EntityClass
  21. 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.
  22. Thanks but I am actually happy with my method, as everything is in one work space and project.
  23. 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.
  24. Best solution, different src folders, that I drag and drop to replace, done.
  25. 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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