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[1.17.x] Replacing/extending functions from vanilla class
oh, oki. thanks anyways
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[1.17.x] Replacing/extending functions from vanilla class
ohhhhh look interesting. ill read first. anyway thanks!
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[1.17.x] Replacing/extending functions from vanilla class
hi, it's u again ๐ so i shouldn't change it... (regardless of compatibility with other mods) how about anything with similar result, any idea... im trying to add monsoon and season
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[1.17.x] Replacing/extending functions from vanilla class
hi, it's u again ๐ so i shouldn't change it... (regardless of compatibility with other mods) how about anything with similar result, any idea... im trying to add monsoon and season
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[1.17] Custom pathfinding for entity
you can also change the way probability of walking on certain blocks, public BbBird(EntityType<? extends PathfinderMob> p_35267_, Level p_35268_) { this.setPathfindingMalus(BlockPathTypes.DAMAGE_FIRE, -1.0F); ...}
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[1.17] Custom pathfinding for entity
orrrrr. u can change Aistep (maybe change how it walks to preventing getting stuck, like how the spider get stuck for being chunky) public void aiStep() {... dont super .. do your walk/fly/swim}
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[1.17] Custom pathfinding for entity
minecraft has good path finding... but if you want to make one create a Class extending PathNavigation public class FlappingNavigation extends FlyingPathNavigation { public FlappingNavigation(Mob p_01_, Level p_02_) { super(p_01_, p_02_); ... } } then on add on stats public void setStartStat() { this.navigation = new FlyingPathNavigation(this, this.level); ... } but i didnt change how it path find, i just adjusted how it detects Y, since it's flying (with gravity) vanilla path find has a count on when it's stuck, when it is stuck it stops navi... (if that helps) you could also change the ai by extending static class WanderFloater extends WaterAvoidingRandomStrollGoal { public WanderFloater(TyFlyer p_01_, double p_02_) { super(p_01_, p_02_); } @Nullable private Vec3 findPos() { ... } } u can change how it finds the next position... maybe make it shorter??? sorry if it's already 2 days passed
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[1.17.x] Replacing/extending functions from vanilla class
Is there a way of tweaking some vanilla class: I want to, change this code from Level.class (World.class on 1.16.x i think) public abstract class Level extends net.minecraftforge.common.capabilities.CapabilityProvider<Level> implements LevelAccessor, AutoCloseable, net.minecraftforge.common.extensions.IForgeLevel { ... public boolean isRainingAt(BlockPos p_46759_) { if (!this.isRaining()) { return false; } else if (!this.canSeeSky(p_46759_)) { return false; } else if (this.getHeightmapPos(Heightmap.Types.MOTION_BLOCKING, p_46759_).getY() > p_46759_.getY()) { return false; } else { Biome biome = this.getBiome(p_46759_); return biome.getPrecipitation() == Biome.Precipitation.RAIN && biome.getTemperature(p_46759_) >= 0.15F; } } ... } what i want to do is, make the rain stop or start on specific area (or better change climate). Biome's climate settings(temperature, humidity) can be changed, but i think only once, on world generation, I think source: [1.17.1] net.minecraft.world.level; net.minecraft.world.level.biome; net.minecraftforge.event.world.BiomeLoadingEvent; im nowhere near what im trying to do... but if anyone has an idea how to achieve it, or anything similar, any help is appreciated :3 can the class be replaced with extention???
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Making Entity Data Persistent through logs 1.17x
found it! thanks a bunch... (btw, how come ur always the one answering my questions?) do u work at minecraft?
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[1.17.1] Trying to get blocks to get a block to be see through.
look at createTrivialBlock(a,b); on package net.minecraft.data.models.BlockModelGenerators; (i don't know how it works but i think it may give u a hint)
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Making Entity Data Persistent through logs 1.17x
Whenever i logout and back-in in the game, the data resets to its define state (how can i save the entity data to be persistent) the code words, data is used flawlessly, but just doesn't save through game exit public class TyBoss extends Monster{ public static final EntityDataAccessor<Boolean> STILL_HOSTILE = SynchedEntityData.defineId(TyBoss.class, EntityDataSerializers.BOOLEAN); private static final EntityDataAccessor<Byte> SCOUNT_TAG = SynchedEntityData.defineId(TyBoss.class, EntityDataSerializers.BYTE); (...) protected void defineSynchedData() { super.defineSynchedData(); this.entityData.define(SCOUNT_TAG, (byte) 0); this.entityData.define(STILL_HOSTILE, true); } (...) public void startSeenByPlayer(ServerPlayer p_01_) { super.startSeenByPlayer(p_01_); if (this.entityData.get(STILL_HOSTILE)) { this.bossEvent.addPlayer(p_01_);} } public void stopSeenByPlayer(ServerPlayer p_01_) { super.stopSeenByPlayer(p_01_); this.bossEvent.removePlayer(p_01_); } (...) }
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Registering entity renderer in 1.17.1
โบ๏ธ
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storing and recalling custom Player's data
i think i figured it out... now i dunno how to delete a post
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storing and recalling custom Player's data
hiii :3 i just want to know, how to store entity data at 1.16 to 1.17 ive been doing this before at 1.12: player.getEntityData().setByte("om_orientation", (byte) 0); i don't know how it is in 1.17 i saw something on Player.Class, it goes like this... this.getEntityData().set(DATA_PLAYER_ABSORPTION_ID, p_36396_); but DATA_PLAYER_ABSORPTION_ID, is EntityDataAccessor <T> (dunno what that is) private static final EntityDataAccessor<Float> DATA_PLAYER_ABSORPTION_ID = SynchedEntityData.defineId(Player.class, EntityDataSerializers.FLOAT); im doing a thing where i store tick counts on each player, i dunno if there is a simpler way of doing it or whatsoever can anyone pls help. thanks :3
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Rendering Mobs as Sleeping
btw ive found it. GlStateManager.rotate in Render<>
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