Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Fuffles

Members
  • Posts

    38
  • Joined

  • Last visited

Everything posted by Fuffles

  1. Welp, I feel like this whole Reflection thing is haunting me at every corner : /
  2. Hello there, Im currently trying to change the Ender Crystal's behaviour of nuking everything when hit by something. This would be obviously not a problem if it weren't for the fact that its a non-LivingEntity, since there is an Event for LivingEnts called when they are damaged. Is there any way to change this for it? Or do I have to drop that idea?
  3. ... okay, I dont know what I expected as a response besides maybe something useful
  4. And if I may ask what do I replace it with exactly?
  5. hit a roadblock IgniterStorage code
  6. Then how could I store it somehow in the creeper entity?
  7. Tried with multiple read/write fns but whenever I got the data per cmd I always got nothing
  8. Im attempting that but I can not save who did it. I need to have the 'igniter' during the entity death event. For some reason Im unable to add a NBT tag for this
  9. Hey all, I'd love to have a Creeper keep track of who ignited it (Flint & Steel), but to do that Im pretty sure I'd have to edit how Creepers work, right? Correct me if Im wrong here ofc, but if there aint any way, how would one exactly edit a mob's class?
  10. Would help me a lot if render(...) in HeadLayer: had some kind of prevention available, such as a new method in IForgeItem that prevents this from rendering too, something like boolean shouldRenderOnHead() with a default return value of true but could be changed
  11. as the Title Suggests, add some kind of way to get all the Layers Rendered on the entity. would be quite helpful if you wish to insert new or check the existing ones. All I'm asking for
  12. Bump Alright maybe more info is needed; My Item is a Block that you can place in the world, but also equipable on the head. It uses an ISTER (ItemStackTileEntityRegister) and as with all blocks/items it displays on your head. Due to the fact that I am using an LivingEntRenderer and a Layer, like the Elytra, Head or HeldItem it displays it twice, the actual Layer that I want and the displayed Item/Block which is unwanted. I'd like to get rid of that display, but I dont know how to. On the other hand, whenever I equip the item, lags seem to spike, I believe this is due to the fact that the renderEvent happens constantly which adds infinite layers. If it would be possible to get the Layer data, which its not since it has not a get() and it's protected, this wouldnt be a problem. Is there any way to add the layer otherwise or should I look into a different method? I'd prefer not to have to make 20 BipedModel extensions for all the forms the Item has and use the ModelBases
  13. Hey all, Im currently trying to make a special armor using an Entity Layer (Long Story/Short, it uses a Tile Ent renderer and I want to display that, and I kinda dont wanna make a new BipedModel extension for all the models it uses...) and it all works super well, but the Item still displays on the head for some reason, resulting in the proper one (The Layer) and the other one (The Item in its block state) to show... Is there a way to force stop it from rendering on the Head? Or do I have to scrap the Entity Layer idea and go with a different way? Also, is it possible to make the Event only add the layer once? Im pretty sure with this: It's generating more than 1 of these layers, creating lag when you wear it on your head
  14. Yeah sure, but if another modder or res pack alters the vanilla entities loot table as well then either my changes will become redundant or theirs will... (Depends what loads last I guess) I want to avoid that...
  15. Heyo, again... again y'all wonderful people, So I wanted to edit an Entity's Loot Table to include a new item, but I noticed that the way you do it is very Mod/Resource Pack unfriendly if they change the mob's loot table too... Is there any other way that's more Mod/Resource Pack Friendly or should I just hope that nobody uses a Res Pack or another Mod that edits the entity's loot table?
  16. So hey, again, Im trying to drop a certain item when a creeper explodes around a pig, so I wanted to use an event for that, here's the code. Ofc it doesn't work... unsure why, neither does the Logger Log anything... Please just tell me how stupid I am with this
  17. Oh, thanks! This really helps a ton ❤️ If I may ask, what does the setISTER(Supplier<Callable<ItemStackTileEntityRenderer>> ister) exactly want? The amount of bracketing for it is kinda confusing
  18. Hello again, Im making a block that uses tile entities as well as tile entity rendering to make it visible in the world, whenever I place it down, it clearly works, its all visible and is perfect. Yet the issue comes from the Item for this block, it doesn't render for some reason. I've tried to use builtin/entity to make it easier on myself instead of making a few models. Im unsure what to do, is there some kind of hook that I need to use to make it know to use the TileEntityRender for rendering? Or does builtin/entity simply not support TileEntityRenderers? As a reference point I used Skulls, since they were quite close to what I was after and Im using p. much the same TileEntityRender methods from it
  19. Hey all, it's been a while since I've last modded this game and Im kinda struggling, Im trying to register a Tile Entity and then attach it to a block. Unsure if the way Im doing this is outdated, wrong or what, but enough babblin', here's the code. (Items and Blocks all work, its just when I try to meddle with the Tile Ent stuffs) Main File ObjectList
  20. Dear Modders, The tittle says it, as I started to create a standalone mod without the API in 1.11.2, Im getting this error quite a lot any help?
×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.