following this somewhat entertaining thread, I got some first impressions. However, I ultimately failed on the same level as the original thread maker. I couldn't figure for the life of me, how to solve the render issue for a custom Trident/Spear type. I basically reconstructed any of his code(which was a hard task, given how confusingly he was exchanging copypasta code) for 1.16.5. It almost felt like MC doesn't want you to create custom spear weapon types.
Do you guys want to share some input? As a first start, I did try "circumventing" the render issue by extending ToolItem, or just Item. But the result was even worth.
when I fire up my world on the "sky odyssey" mod it all works, but from now on when I enter the world it crashes me from the game and shows the message: The game crashed whilst exception in server tick loop Error: net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from MineTogetherServer (minetogetherserver) Exit Code: -1
The reason I have structured my mod like this is because when I first got into modding, which wasn't too long ago, I watched a tutorial to get started, and the person in the tutorial structured their mod like that, so that's just what I've been doing. What you said does make more sense to me, though, so I'll change up my structure to make more sense. As for the client package, I'm going to keep my PlayerSizeControl class in common because yes, there are client-sided things in the class like the renderPlayerEvent events, but there are other things that are non-client-sided like EntityEvent.size. I'm pretty sure client-sided means just rendering, correct?
Thanks, it would've taken me a long time to notice that I didn't assign any value to the pureTitan Boolean in my constructor. I'll also change my resource location to have no capitals.
one thing kept me busy thinking though, when you said:"What matters it he(is the?) amount of event subscribing methods.". Is there something like a recommended quantity of subscribed events for any range of PC specs? Something like an absolute "upper limit"?
My mod is quite huge, and it's hard to unite some of its events under one event method.
I am creating a new custom boss. I want to make it immune to shulker bullets and explosions in general. There is another boss I created and I want it to be immune to ALL projectiles, even ones from other mods. Maybe using a tag. Does anyone know how to do it?
Thank you in advance.