Jump to content

[1.18.2] Dynamically change custom mob size depending on age in ticks.


Recommended Posts

Posted

Hello. I've made a custom mob with Geckolib, which works fine. However, I want this mob to grow dynamically as it ages, rather than just popping into its adult appearance like vanilla mobs. I've managed to get this working somewhat, but there are a few problems:

  • The mob still grows when the singleplayer client is paused.
  • The mob only grows if it's on screen; if it's, say, behind the player, then it will never grow.

Now I know these issues are caused by putting the growth code in the render method in my mob's renderer, but I have no idea where else I should put it. After doing some research, I found I should be using the scale method, but as I'm using a GeckoLib renderer (GeoEntityRenderer<>), this method does not exist for me. If anyone has any ideas in how I could either work around this issue, or some other way of solving this, that would be great.

Cheers!

  • Like 1
Posted

Thank you for the quick reply! I've moved the growth code into the tick method and made that update a field I've saved with EntityDataAccessors. However, if I try and update the size in the render method using this, the entire model rendering breaks. The entity has no hitbox, cannot be pushed, and when it's killed, it remains in the world. Am I missing something?

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.