Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

thomask

Members
  • Joined

  • Last visited

  1. I have a mob that utilizes the PlayerModel, and I'd like it to do the sitting animation (like when a player sits on a pig or in a minecart). How do i do this?
  2. Hello, I've created an entity and I would like help giving it a chance to spawn in villages. Also for future reference, how do I spawn my mobs in a certain biome in general?
  3. Thanks for your advice! I ended up using a PlayerModel as I needed the outer skin thing, and for my Renderer i used BipedRenderer. Cheers
  4. Hello, I'd like some pointers on how to go about creating an entity with the model of a player. I want it to have my custom texture, which is just a normal player skin. I was thinking that for my renderer class, I could extend LivingRenderer because PlayerRenderer does, override getEntityTexture to have the skin i want to use, and then copy over the relevant code from PlayerRenderer, but it doesnt seem like that'll work. As for my model class, should I even make my own? Or can I just use PlayerModel? Any guidance would be appreciated, thank you
  5. I'm guessing it's not spawning? Because the arrow is supposed to create an explosion but it's not happening. UPDATE: I've tried using /summon to spawn my entity and my game crashes. Here's what happens: https://pastebin.com/suzV9HSu
  6. Hey everybody, I have an entity based off of ArrowEntity that doesn't seem to be spawning. When I trigger onPlayerStoppedUsing it doesnt do anything. It does print the debug message "player stopped using staff" but nothing else I'm 99% sure the issue is with the way I register it because mostly everything was working before I messed with that. I was trying to create my own EntityType as before I was using a constructor that didn't take EntityType as an argument to spawn my entity. Here is how I'm spawning my entity: public class ExplosionStaff extends BowItem { public ExplosionStaff() { super(new Item.Properties().group(ItemGroup.COMBAT)); } @Override public void onPlayerStoppedUsing(ItemStack stack, World worldIn, LivingEntity playerIn, int timeLeft) { ExplosionSpellEntity spell = new ExplosionSpellEntity(RegistryHandler.SPELL_ENTITY.get(), worldIn); int i = this.getUseDuration(stack) - timeLeft; float f = super.getArrowVelocity(i); spell.shoot(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0F, f * 4.0F, 0.2F); worldIn.addEntity(spell); System.out.println("Debug: player stopped using staff"); } } How I'm registering the entity: public class RegistryHandler { public static final DeferredRegister<Item> ITEMS = new DeferredRegister<>(ForgeRegistries.ITEMS, Megumin.MOD_ID); public static final DeferredRegister<EntityType<?>> ENTITY_TYPES = new DeferredRegister<>(ForgeRegistries.ENTITIES, Megumin.MOD_ID); public static void init() { ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus()); ENTITY_TYPES.register((FMLJavaModLoadingContext.get().getModEventBus())); } // Items public static final RegistryObject<Item> STAFF = ITEMS.register("explosion_staff", ExplosionStaff::new); public static final RegistryObject<EntityType<ExplosionSpellEntity>> SPELL_ENTITY = ENTITY_TYPES.register("spell", () -> EntityType.Builder.<ExplosionSpellEntity>create(ExplosionSpellEntity::new, EntityClassification.MISC) .size(1f, 2f).build(new ResourceLocation(Megumin.MOD_ID, "spell").toString())); } The actual entity: public class ExplosionSpellEntity extends ArrowEntity { public ExplosionSpellEntity(EntityType<? extends ArrowEntity> type, World worldIn) { super(type, worldIn); } public ExplosionSpellEntity(World worldIn, double x, double y, double z) { super(worldIn, x, y, z); } public ExplosionSpellEntity(World worldIn, LivingEntity shooter) { super(worldIn, shooter); } @Override public void onHit(RayTraceResult raytraceResultIn) { System.out.println("Debug: spell entity hit"); this.world.createExplosion(this, this.getPosX(), this.getPosY(), this.getPosZ(), 20, false, Explosion.Mode.DESTROY); this.remove(); } @Override public void tick() { super.tick(); Vec3d vec3d = this.getMotion(); double d3 = vec3d.x; double d4 = vec3d.y; double d0 = vec3d.z; double d5 = this.getPosX() + d3; double d1 = this.getPosY() + d4; double d2 = this.getPosZ() + d0; this.world.addParticle(ParticleTypes.HEART, d5 - d3 * 0.25D, d1 - d4 * 0.25D, d2 - d0 * 0.25D, d3, d4, d0); System.out.println("DEBUG: arrow tick!"); } }
  7. Hey, this is how I'm trying to do it so far. @Override public void tick() { super.tick(); this.world.addParticle(ParticleTypes.FLAME, this.getPosX(), this.getPosY(), this.getPosZ(), 0.0, 0.0, 0.0); System.out.println("DEBUG: arrow tick"); } My full class for my arrow: https://pastebin.com/41jCRgYu The particle's aren't showing, but the debug message is printing. Also, I'm not really sure what the particle speed values mean? On AbstractSpawner they're all set to 0 so that's what I did.
  8. Send the full error message? And this is the forge installer jar, right?
  9. Hey in the recent 1.15.2 mdk versions there is also a README.txt which should help you out. Has instructions for IDEA.
  10. Title says it all, I'd like to spawn some vanilla particles (those fire looking ones from spawners) at a certain coordinate. This is for adding a visual effect around an arrow as it flies, so I was thinking I could spawn particles at the arrow's coordinate position at every tick.
  11. Thank you for your help as well!
  12. Thank you so much, it works now. Guess I missed that while reading through BowItem lol
  13. Hey, I was originally following a tutorial for my mod which registered the bow item like this public class RegistryHandler { public static final DeferredRegister<Item> ITEMS = new DeferredRegister<>(ForgeRegistries.ITEMS, Megumin.MOD_ID); public static void init() { ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus()); } // Items public static final RegistryObject<Item> STAFF = ITEMS.register("explosion_staff", ExplosionStaff::new); } Do i need both of these? When I inserted your code into my main class along with what i already have (above code), I got this error https://pastebin.com/47ag730Q The interesting part seems to be this [23:46:22] [Server-Worker-3/WARN] [ne.mi.re.ForgeRegistry/REGISTRIES]: Registry Item: Override did not have an associated owner object. Name: megumin:explosion_staff Value: air Also, when I delete my registry handler and just use your thing, it's just the same problem as before. The same debug messages print, but no arrow.
  14. Hey guys, I am trying to make a projectile that extends off of ArrowEntity fire from my item based off of BowEntity. Here is my code for the Bow-based item: public class ExplosionStaff extends BowItem { public ExplosionStaff() { super(new Item.Properties().group(ItemGroup.COMBAT)); } @Override public void onPlayerStoppedUsing(ItemStack stack, World worldIn, LivingEntity playerIn, int timeLeft) { ExplosionSpellEntity spell = new ExplosionSpellEntity(worldIn, playerIn); spell.shoot(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0F, 50.0F, 0.0F); System.out.println("Debug: player stopped using staff"); } } And here is the code for the arrow-based projectile: public class ExplosionSpellEntity extends ArrowEntity { public ExplosionSpellEntity(EntityType<? extends ArrowEntity> type, World worldIn) { super(type, worldIn); } public ExplosionSpellEntity(World worldIn, double x, double y, double z) { super(worldIn, x, y, z); } public ExplosionSpellEntity(World worldIn, LivingEntity shooter) { super(worldIn, shooter); } @Override public void shoot(Entity shooter, float pitch, float yaw, float p_184547_4_, float velocity, float inaccuracy) { float f = -MathHelper.sin(yaw * ((float)Math.PI / 180F)) * MathHelper.cos(pitch * ((float)Math.PI / 180F)); float f1 = -MathHelper.sin(pitch * ((float)Math.PI / 180F)); float f2 = MathHelper.cos(yaw * ((float)Math.PI / 180F)) * MathHelper.cos(pitch * ((float)Math.PI / 180F)); this.shoot((double)f, (double)f1, (double)f2, velocity, inaccuracy); this.setMotion(this.getMotion().add(shooter.getMotion().x, shooter.onGround ? 0.0D : shooter.getMotion().y, shooter.getMotion().z)); System.out.println("Debug: Shooted!!"); } @Override public void onHit(RayTraceResult raytraceResultIn) { System.out.println("Debug: spell entity hit"); this.world.createExplosion(this, this.getPosX(), this.getPosY(), this.getPosZ(), 20, false, Explosion.Mode.BREAK); } } As you can see, I put various debugging messages here. When I let go of the staff item, it displays the "Shooted!!" and "player stopped using staff" messages, but there is no arrow, so the onHit() debug doesn't print. What do i need to do? I couldn't find any tutorials on how to make projectiles for 1.15.2 so this is just my guess on where to start. I know I have to "register" entities but not sure how to do that. Thank you!
  15. Check this out https://mcforge.readthedocs.io/en/latest/

Important Information

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

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.