Jump to content

GlobalEntityTypeAttributes does not exist anymore in 1.17.1 ?


Recommended Posts

Posted

Hi i'm trying to make a new entity in my mod however i can't find the class GlobalEntityTypeAttributes in 1.17.1. I think it got renamed but after hours of research i can't find it at all here is what i'm trying to do in my mod main class :

private void setup(final FMLCommonSetupEvent event) {
        DeferredWorkQueue.runLater(() -> {
            GlobalEntityTypeAttributes.put(ModEntityType.ENTITY.get(), Entity.setCustomAttributes().create());
        });
    }

Can someone help me ?

Posted

I did that

@SubscribeEvent
	public static final void entityClientRederer(EntityRenderersEvent.RegisterRenderers event) {
		event.registerEntityRenderer(EntityInit.SLEEPING_PLAYER.get(), SleepingPlayerRenderer::new);
	}

But it says that :

The type SleepingPlayerRenderer does not define SleepingPlayerRenderer(EntityRendererProvider.Context) that is applicable here

can you help me ? Thank you btw diesieben07 

Posted

I know that the problem is here but i don't know what to change ... 

public class SleepingPlayerRenderer extends MobRenderer<SleepingPlayerEntity, SleepingPlayerModel<SleepingPlayerEntity>> {

	
	protected static final ResourceLocation Texture = new ResourceLocation(DreamyMain.MOD_ID, "textures/entity/sleeping_player.png");
	public SleepingPlayerRenderer(Context p_174304_, SleepingPlayerModel<SleepingPlayerEntity> p_174305_) {
		super(p_174304_, p_174305_, 0.7f);
	}
	
	@Override
	public ResourceLocation getTextureLocation(SleepingPlayerEntity p_114482_) {
		// TODO Auto-generated method stub
		return Texture;
	}

}

 

Posted

The tutorial i'm following has EntityRendererManager instead of context ( net.minecraft.client.renderer.entity.EntityRendererProvider.Context) but it doesn't exists anymore

Posted

The second parameter aka the problem is an entityRendererProvider The renderer provider, can be a lambda like MyRenderer::new.

What i sent to him was a lambda. So i really don't know whats the problem.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
    • sorry, I might be stupid, but how do I open it? because the only options I have are too X out, copy it, which doesn't work and send crash report, which doesn't show it to me, also, sorry for taking so long.
    • Can you reproduce this with version 55.0.21? A whole lot of plant placement issues were just fixed in this PR.
    • Necro'ing that thread to ask if you found a solution ? I'm encountering the same crash on loading the world. I created the world in Creative to test my MP, went into survival to test combat, died, crashed on respawn and since then crash on loading the world. Deactivating Oculus isn't fixing it either, and I don't have Optifine (Twilight forest is incompatible)
  • Topics

×
×
  • Create New...

Important Information

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