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New Entity, egg not showing up?


kmccmk9
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Hello, so I've been trying to follow a few tutorials on how to add your own entity in the game. I have a model class, entity class and a render class. Now what am I missing to get an egg to show in the creative menu so I can even test if the model works in game? I did add the line from the wiki EntityRegistry.registerModEntity(EntityBee.class, "Bee", 1, this, 80, 5, true); Or should I be using the register mod ID instead?

 

EDIT: Currently I'm using these three lines of code.

 

EntityRegistry.registerModEntity(EntityBee.class, "Bee", 1, this, 80, 5, true);
    	ModLoader.registerEntityID(EntityBee.class, "Bee", 1, background, foreground);
    	EntityRegistry.addSpawn(EntityBee.class, 7, 1, 4, EnumCreatureType.monster, BiomeGenBase.beach, BiomeGenBase.forest, BiomeGenBase.jungle, BiomeGenBase.plains);
    	LanguageRegistry.instance().addStringLocalization("entity.witchcraft.Bee.name", "Bee");

 

Render class:

package kmccmk9.witchcraft;

import kmccmk9.witchcraft.client.ModelBee;
import net.minecraft.client.Minecraft;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.renderer.EntityRenderer;
import net.minecraft.client.renderer.entity.RenderLiving;
import net.minecraft.entity.Entity;
import net.minecraft.util.ResourceLocation;

public class RendererBee extends RenderLiving {
protected ModelBee model;
private static final ResourceLocation field_110775_a = new ResourceLocation("textures/bee.png");
public RendererBee(ModelBee par1ModelBase, float par2) {
	super(par1ModelBase, par2);
	model = (ModelBee)par1ModelBase;
}
@Override
protected ResourceLocation func_110775_a(Entity entity) {
	// TODO Auto-generated method stub
	return null;
}


}

 

Entity Class:

package kmccmk9.witchcraft;

import net.minecraft.client.renderer.EntityRenderer;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.ai.EntityAIWander;
import net.minecraft.item.Item;
import net.minecraft.world.World;
import net.minecraft.src.*;

public class EntityBee extends EntityLiving {

public EntityBee(World par1World) {
	super(par1World);
	this.getNavigator().setAvoidsWater(true);
	this.setSize(0.5F, 0.5F);
	this.setEntityHealth(15F);
	this.setAIMoveSpeed(3F);
}

protected int getDropItemId()
    {
        return Item.porkRaw.itemID;
    }

public String getTexture() {
	return "textures/body.png";
}

}

 

Model Class:

package kmccmk9.witchcraft.client;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;

public class ModelBee extends ModelBase
{
  //fields
    ModelRenderer BeeBody;
    ModelRenderer BeeHead;
    ModelRenderer ant1;
    ModelRenderer ant2;
    ModelRenderer wing2;
    ModelRenderer wing1;
  
  public ModelBee()
  {
    textureWidth = 64;
    textureHeight = 32;
    
      BeeBody = new ModelRenderer(this, 0, 0);
      BeeBody.addBox(0F, 0F, 0F, 5, 4, ;
      BeeBody.setRotationPoint(-3F, -3F, -4F);
      BeeBody.setTextureSize(64, 32);
      BeeBody.mirror = true;
      setRotation(BeeBody, 0F, 0F, 0F);
      BeeHead = new ModelRenderer(this, 19, 2);
      BeeHead.addBox(0F, 0F, 0F, 3, 3, 2);
      BeeHead.setRotationPoint(-2F, -4F, -6F);
      BeeHead.setTextureSize(64, 32);
      BeeHead.mirror = true;
      setRotation(BeeHead, 0F, 0F, 0F);
      ant1 = new ModelRenderer(this, 0, 0);
      ant1.addBox(0F, 0F, 0F, 1, 4, 1);
      ant1.setRotationPoint(1F, -7F, -5F);
      ant1.setTextureSize(64, 32);
      ant1.mirror = true;
      setRotation(ant1, 0F, 0F, 0.2722714F);
      ant2 = new ModelRenderer(this, 0, 0);
      ant2.addBox(0F, 0F, 0F, 1, 4, 1);
      ant2.setRotationPoint(-3F, -7F, -5F);
      ant2.setTextureSize(64, 32);
      ant2.mirror = true;
      setRotation(ant2, 0F, 0F, -0.2617994F);
      wing2 = new ModelRenderer(this, 29, 0);
      wing2.addBox(0F, 0F, 0F, 4, 1, 3);
      wing2.setRotationPoint(-7F, -3F, -1F);
      wing2.setTextureSize(64, 32);
      wing2.mirror = true;
      setRotation(wing2, 0F, 0F, 0.1745329F);
      wing1 = new ModelRenderer(this, 29, 0);
      wing1.addBox(0F, 0F, 0F, 4, 1, 3);
      wing1.setRotationPoint(2F, -2F, -1F);
      wing1.setTextureSize(64, 32);
      wing1.mirror = true;
      setRotation(wing1, 0F, 0F, -0.1745329F);
  }
  
  public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
  {
    super.render(entity, f, f1, f2, f3, f4, f5);
    setRotationAngles(f, f1, f2, f3, f4, f5, entity);
    BeeBody.render(f5);
    BeeHead.render(f5);
    ant1.render(f5);
    ant2.render(f5);
    wing2.render(f5);
    wing1.render(f5);
  }
  
  private void setRotation(ModelRenderer model, float x, float y, float z)
  {
    model.rotateAngleX = x;
    model.rotateAngleY = y;
    model.rotateAngleZ = z;
  }
  
  public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
  {
    super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
  }

}

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I cba explaining it on here, because I'm tired and about to go to bed, but I wrote out a tutorial on how to get your spawn eggs into a custom creative tab, if you can understand it

 

http://www.minecraftforum.net/topic/1921545-162-mob-spawn-egg-in-custom-creative-tab-tutorial/

 

and if you don't care about putting them in a custom creative tab, I uploaded my old way onto my github here

 

https://github.com/Jacknoshima/Mods/blob/master/Pre-Alt%20Main%20Mod%20File

 

which puts them into the misc tab

 

the parts that get you spawn eggs are:

 

  public static int getUniqueID(){
int EntityId = 400;
do{
EntityId++;
} while(EntityList.getStringFromID(EntityId) != null);
    return EntityId;
}

public static void EntityEgg(Class<? extends Entity > entity, int primaryColor, int secondaryColor){
int id = getUniqueID();
EntityList.IDtoClassMapping.put(id, entity);
EntityList.entityEggs.put(id, new EntityEggInfo(id, primaryColor, secondaryColor));
}

 

and

	EntityEgg(EntityStatVillager.class, 0xFFCCDD, 0x1900FF);

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I cba explaining it on here, because I'm tired and about to go to bed, but I wrote out a tutorial on how to get your spawn eggs into a custom creative tab, if you can understand it

 

http://www.minecraftforum.net/topic/1921545-162-mob-spawn-egg-in-custom-creative-tab-tutorial/

 

and if you don't care about putting them in a custom creative tab, I uploaded my old way onto my github here

 

https://github.com/Jacknoshima/Mods/blob/master/Pre-Alt%20Main%20Mod%20File

 

which puts them into the misc tab

 

the parts that get you spawn eggs are:

 

  public static int getUniqueID(){
int EntityId = 400;
do{
EntityId++;
} while(EntityList.getStringFromID(EntityId) != null);
    return EntityId;
}

public static void EntityEgg(Class<? extends Entity > entity, int primaryColor, int secondaryColor){
int id = getUniqueID();
EntityList.IDtoClassMapping.put(id, entity);
EntityList.entityEggs.put(id, new EntityEggInfo(id, primaryColor, secondaryColor));
}

 

and

	EntityEgg(EntityStatVillager.class, 0xFFCCDD, 0x1900FF);

 

Hi thanks for the post, it seems to have worked (kinda). I'm having a problem with it. The first is that my model does not render correctly (see photo below), and when I tried to spawn the creature it caused the game to lag very badly (Could be due to the failed model). Below is my modified main class in case I messed up your directions. Thanks.

 

P3PtNmh.png

 

I added these two lines to my main and everything is working well except for the model. Is it possible my model class is messed up?

EntityList.IDtoClassMapping.put(id, EntityBee.class);
    	EntityList.entityEggs.put(id, new EntityEggInfo(id, background, foreground));

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java.net.AbstractPlainSocketImpl.connectToAddress(Unknown Source)     at java.net.AbstractPlainSocketImpl.connect(Unknown Source)     at java.net.PlainSocketImpl.connect(Unknown Source)     at java.net.SocksSocketImpl.connect(Unknown Source)     at java.net.Socket.connect(Unknown Source)     at sun.security.ssl.SSLSocketImpl.connect(Unknown Source)     at sun.security.ssl.BaseSSLSocketImpl.connect(Unknown Source)     at sun.net.NetworkClient.doConnect(Unknown Source)     at sun.net.www.http.HttpClient.openServer(Unknown Source)     at sun.net.www.http.HttpClient.openServer(Unknown Source)     at sun.net.www.protocol.https.HttpsClient.<init>(Unknown Source)     at sun.net.www.protocol.https.HttpsClient.New(Unknown Source)     at sun.net.www.protocol.https.AbstractDelegateHttpsURLConnection.getNewHttpClient(Unknown Source)     at sun.net.www.protocol.http.HttpURLConnection.plainConnect0(Unknown Source)     at sun.net.www.protocol.http.HttpURLConnection.plainConnect(Unknown Source)     at sun.net.www.protocol.https.AbstractDelegateHttpsURLConnection.connect(Unknown Source)     at sun.net.www.protocol.http.HttpURLConnection.getInputStream0(Unknown Source)     at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source)     at sun.net.www.protocol.https.HttpsURLConnectionImpl.getInputStream(Unknown Source)     at java.net.URL.openStream(Unknown Source)     at net.minecraftforge.installertools.DownloadMojmaps.process(DownloadMojmaps.java:65)     at net.minecraftforge.installertools.ConsoleTool.main(ConsoleTool.java:55)     at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)     at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)     at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)     at java.lang.reflect.Method.invoke(Unknown Source)     at net.minecraftforge.installer.actions.PostProcessors.process(PostProcessors.java:226)     at net.minecraftforge.installer.actions.ClientInstall.run(ClientInstall.java:144)     at net.minecraftforge.installer.InstallerPanel.run(InstallerPanel.java:423)     at net.minecraftforge.installer.SimpleInstaller.launchGui(SimpleInstaller.java:175)     at net.minecraftforge.installer.SimpleInstaller.main(SimpleInstaller.java:147) Failed to run processor: java.net.ConnectException:Connection refused: connect See log for more details.  
    • I can get Player Mod Name by use this code. ImmutableList<String> mods = NetworkHooks.getConnectionData(p.connection.netManager) .getModList(); That code just getting the mod name. but I want to get mod version. How can I get Player Mod Version ? in 1.16.5 Please help me.  
    • As a result of the popularity of NFTs, today, the best crypto games are available in almost every market you can think of. To give you an idea, we discuss some of the types of blockchain games that might interest you below. 1. Virtual world games 2. Fantasy sports 3. Fighting games 4. Development games. The following two are currently popular Cryptokitties is a casual virtual cat game traded in Ethereum crypto-currency, which was launched and operated on November 28, 2017. FairyCat: Fairy Cat, a new blockchain game launching in 2023, has one of the highest returns of any blockchain game and will be the most popular virtual coin game in 2023.   One of the main reasons why most investors choose to play P2E crypto games is to make money. However, you may have noticed that many top crypto games offer rewards in the form of NFTs. However, the NFTs in the games are unique and transparent. In other words, when you buy assets in the game, you become the owner. Depending on the game, the NFTs you collect can be player avatars, characters, creatures, special items, or any other artifact. These NFTs can be traded or sold on other platforms, allowing you to receive cash or other crypto-currencies in return. In addition, you can keep these rewards until you find the right time to cash them in.
    • As a result of the popularity of NFTs, today, the best crypto games are available in almost every market you can think of. To give you an idea, we discuss some of the types of blockchain games that might interest you below. 1. Virtual world games 2. Fantasy sports 3. Fighting games 4. Development games. The following two are currently popular Cryptokitties is a casual virtual cat game traded in Ethereum crypto-currency, which was launched and operated on November 28, 2017. FairyCat: Fairy Cat, a new blockchain game launching in 2023, has one of the highest returns of any blockchain game and will be the most popular virtual coin game in 2023.   One of the main reasons why most investors choose to play P2E crypto games is to make money. However, you may have noticed that many top crypto games offer rewards in the form of NFTs. However, the NFTs in the games are unique and transparent. In other words, when you buy assets in the game, you become the owner. Depending on the game, the NFTs you collect can be player avatars, characters, creatures, special items, or any other artifact. These NFTs can be traded or sold on other platforms, allowing you to receive cash or other crypto-currencies in return. In addition, you can keep these rewards until you find the right time to cash them in.
    • As a result of the popularity of NFTs, today, the best crypto games are available in almost every market you can think of. To give you an idea, we discuss some of the types of blockchain games that might interest you below. 1. Virtual world games 2. Fantasy sports 3. Fighting games 4. Development games. The following two are currently popular   Cryptokitties is a casual virtual cat game traded in Ethereum crypto-currency, which was launched and operated on November 28, 2017. FairyCat: Fairy Cat, a new blockchain game launching in 2023, has one of the highest returns of any blockchain game and will be the most popular virtual coin game in 2023.   One of the main reasons why most investors choose to play P2E crypto games is to make money. However, you may have noticed that many top crypto games offer rewards in the form of NFTs. However, the NFTs in the games are unique and transparent. In other words, when you buy assets in the game, you become the owner. Depending on the game, the NFTs you collect can be player avatars, characters, creatures, special items, or any other artifact. These NFTs can be traded or sold on other platforms, allowing you to receive cash or other crypto-currencies in return. In addition, you can keep these rewards until you find the right time to cash them in.
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