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Everything posted by spiritfilled
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[1.17.x] Replacing/extending functions from vanilla class
spiritfilled replied to spiritfilled's topic in Modder Support
oh, oki. thanks anyways -
[1.17.x] Replacing/extending functions from vanilla class
spiritfilled replied to spiritfilled's topic in Modder Support
ohhhhh look interesting. ill read first. anyway thanks! -
[1.17.x] Replacing/extending functions from vanilla class
spiritfilled replied to spiritfilled's topic in Modder Support
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 -
[1.17.x] Replacing/extending functions from vanilla class
spiritfilled replied to spiritfilled's topic in Modder Support
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 -
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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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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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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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
spiritfilled replied to spiritfilled's topic in Modder Support
found it! thanks a bunch... (btw, how come ur always the one answering my questions?) do u work at minecraft? -
[1.17.1] Trying to get blocks to get a block to be see through.
spiritfilled replied to Zevinn's topic in Modder Support
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) -
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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โบ๏ธ
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storing and recalling custom Player's data
spiritfilled replied to spiritfilled's topic in Modder Support
i think i figured it out... now i dunno how to delete a post -
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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btw ive found it. GlStateManager.rotate in Render<>
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Oh, sorry i didnt know about that... this was a project of mine way before so it's a bit outdated. I'll work on newer versions after this. thanks anyways
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im on 1.12.2 there is no startSleeping... Im still checking where dinnerbone function is and player sleep too...
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1.16.5 Creating a custom OBJ entity model
spiritfilled replied to henzo800's topic in Modder Support
DELETED sorry.. I never thought everyone is on higher versions... -
Is there a way to make mobs appear lying down, since dinnerbone tag can make them upside down, is there a way to reverse rendering Z and Y to make mobs appear lying on their belly or on their back. The concept is I want them to stun living entity to sleep (with a sleep render) someone has done it using a command block by transporting entities to bed, but i cant seem to replicate it in java (still don't know how) here is the link to the video https://www.youtube.com/watch?v=qkFtoF3uB6w thanks :3
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hope i wasn't that late. And don't give up on your project
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all I know is that "MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount;" is a series of number from -0.79 to +0.79 (+-45deg) if it is the opposite leg ad Pi. (example MathHelper.cos(limbSwing * 0.6662F + (float)Math.PI) ) * 1.4F * limbSwingAmount; if you are trying to make the swing less modify the 1.4F into something smaller, (example for a swing of 10 degrees use the float 0.31F.) If you are trying to make the resting point to a naturally rotated spot then add it (example for20 plusminus 10 use: "this.RightLeg.rotateAngleX = -0.3490659F + (MathHelper.cos(limbSwing * 0.6662F) * 0.31F * limbSwingAmount);"
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So, it started like this... I was trying to make a mob, a low IQ one, but i feel dumber not to know how to program it?. It was as simple as this, I want to make make a mob that does different under time values, so i did this, "if(worldIn.getWorldtome() < 1200){ do actionday();" something like that, then my mob doent spawn... Then i stopped cause ...yeah... I really dont know how to. Please help... Any help is of great value to me
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is there a way to print to chat something??? like console.log, System.out.print, or trace.writeline.... just something to see my variables. really need it. TY
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thank you again, that would be all for now. cheerio
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does mob have UUID?? if yes what is it called... I'm actually using this for my new mob (animal territory) Thanks for your response BTW