Jump to content

Boat Mod Problem


Recommended Posts

Hi guys


I started modding and working with forge yesterday.I have at the moment a custom boat

which is,for the time being, supposed to emulate the normal boat just with a different texture.

I am however having two problems which I haven't yet figured out.


1. If I turn my camera to turn the boat as you would with the normal boat it doesn't turn all the way.

This means I end up like |/ with the pipe being the direction I'm looking and the / the direction the boat is.


2. The boat seems to collide with stuff earlier than the normal boat.Ie it seems to be bigger than it should.


I'm hoping someone else has had this/a similar problem before.


My code is just the normal minecraft boat code,but renamed. I use the Model,Render,Entity and Item classes.


I register my Entity with :


EntityRegistry.registerModEntity(PoweredBoatEntity.class, "poweredBoatEntity", 180, this, 40, 1, true);


And I register my Render in the ClientProxy class with :


RenderingRegistry.registerEntityRenderingHandler(PoweredBoatEntity.class, new PoweredBoatRender());


Then a question out of interest, the registerModEntity takes an int argument called the trackingRange(in my code = 40),

what does this trackingRange do,and can it be the cause of the turning problem?It also takes an in argument called updateFrequency(in my code = 1),

what does this do and can it cause my turning problem?



Link to comment
Share on other sites

Thanks for the info. Should've extended EntityBoat from the start come to think of it.Was using a tutorial as guide.

It did not cover entities,but for every Item/Block it added it extended the base Item/Block class and I just followed that :S


Just two more questions hopefully :

1. Is there anywhere documentation on the forge code such that I can find stuff like the EntityTracker myself?


2. In the EntityBoat code there is a method attackEntityFrom.In this method it is decided what should happen if the boat gets hit.

There is the following line of code :

this.dropItemWithOffset(Item.boat.itemID, 1, 0.0F);

I have replaced this with :

this.dropItemWithOffset(Boats.poweredBoat.itemID, 1, 0.0F);


Where Boats is my mod base class and poweredBoat a public final static Item field.Is this the correct way to do this and similar things?



Link to comment
Share on other sites

As for finding EntityTracker, i just followed registerModEntity method till reaching the point where those variables are used.


The change is good, but don't initialize items with final static.

It is recommended to only initialize items and blocks after receiving the FMLPreInitializationEvent. This way you are sure Minecraft is ready to handle things ;)

Link to comment
Share on other sites

Hi again


Turns out the only way I can find to change the max speed of the boat is in the onUpdate method.This method uses alot of private fields,which means if I override it I have to hide a bunch of superclass fields.Also it calls alot of method which refer to private fields as this.fieldHere.This means I have to override those fields aswell.In the end I'm going to override the entire class.


So for the time being I have switched back to using all the code from the EntityBoat class and extending Entity.With this I have been able to change the max speed, but it also means my original problem is back,namely the boat does not rotate all the way when I rotate.


Any help is appreciated.

Link to comment
Share on other sites

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.

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.


  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • हथियार व्यापारियों की चमक आज के समय में भारत और दुनिया के विभिन्न हिस्सों में तेजी से बढ़ रही है। स्वीडन की स्थित संस्था सिपरी की नवीनतम रिपोर्ट के अनुसार, विश्व भर में विभिन्न देश अब पूर्व कभी नहीं देखे गए हथियारों और सैन्य सामग्रियों पर धन का व्यय कर रहे हैं। वैश्विक संघर्षों के बढ़ते संकेतों के कारण, विश्व के कई हिस्सों में युद्ध की संभावनाएं बढ़ रही हैं। पश्चिमी एशिया में युद्ध की आग फैल रही है, जबकि दक्षिण चीन सागर और ताइवान में भी तनाव बढ़ रहा है। भारत-चीन सीमा पर भी स्थिति चिंताजनक है। इन घटनाओं के परिणामस्वरूप, विभिन्न देशों की प्राथमिकताएं बदल रही हैं, और हथियार व्यापारियों का धंधा आजकल चमक उठा है। सिपरी की रिपोर्ट के अनुसार, 2023 में वैश्विक सैन्य खर्च एक नया रिकॉर्ड स्थापित किया गया है। 2022 की तुलना में, 2023 में सैन्य खर्च 6.8 फीसदी बढ़कर 24.4 ट्रिलियन डॉलर पर पहुंच गया। इसके पीछे कुछ विशेष कारण हैं, जिनमें दुनिया भर में तनाव बढ़ना और अद्यतित सैन्य तैयारियों की आवश्यकता शामिल है। इस वृद्धि में, भारत जैसे देशों का योगदान भी अधिक है। भारत ने भी अपने सैन्य खर्चों में वृद्धि की है, और यह दुनिया के सबसे बड़े और सबसे प्रभावशाली राष्ट्रों में एक बन गया है। इसके अलावा, अमेरिका, चीन, और रूस भी सैन्य खर्च में वृद्धि की हैं, जिससे विश्व सुरक्षा में नए दायरे खुले हैं। संभावनाओं के इस नए मंच पर, दुनिया के सक्षम देश अब अपने सैन्य तैयारियों में ज्यादा ध्यान दे रहे हैं। यह वृद्धि विकास और प्रगति के बजट पर भी प्रभाव डाल रही है, जिससे विभिन्न देशों के आर्थिक प्रगति में बदलाव आ सकता है।   https://www.nayaindia.com/editorial-column/editorial1/arms-sales-increased-in-the-world-454072.html
    • Hello, Hi and I am making a forge 1.12.2 mod and also trying to get a custom model helmet item (I made a joker mask) and exported it to .json format and put it in the ~/namespace/models/item folder. Though, I'm struggling to get the item to render what I want it to be rendered like as I've positioned it in the 'head' window view in blockbench. How did you render out your model? I checked your code and it looks like no references to the actual model are being made. I'm new to this forge modding stuff (was a fabric modder) and I desperately need some help. Is there a way to standardly render out armor models made using blockbench? any methods that one can use? My model in JSON: ```json { "credit": "Made with Blockbench", "texture_size": [160, 160], "textures": { "0": "ydyrn:items/joker_mask_texture", "particle": "ydyrn:items/joker_mask_texture" }, "elements": [ { "from": [0, 0, 0], "to": [16, 16, 1], "faces": { "north": {"uv": [0, 1.7, 16, 14.2], "texture": "#0"}, "east": {"uv": [0, 4, 0.9, 5.6], "texture": "#0"}, "south": {"uv": [0, 5.8, 1.6, 7.4], "texture": "#0"}, "west": {"uv": [0, 1.9, 1.3, 3.5], "texture": "#0"}, "up": {"uv": [0, 3.4, 1.6, 4.2], "texture": "#0"}, "down": {"uv": [0, 9, 1.6, 9.7], "texture": "#0"} } }, { "from": [15.8, 11, 0.5], "to": [16.2, 13, 15], "faces": { "north": {"uv": [7.9, 7.9, 7.94, 8.1], "texture": "#0"}, "east": {"uv": [7.9, 7.9, 9.35, 8.1], "texture": "#0"}, "south": {"uv": [7.9, 7.9, 7.94, 8.1], "texture": "#0"}, "west": {"uv": [7.9, 7.9, 9.35, 8.1], "texture": "#0"}, "up": {"uv": [7.9, 7.9, 7.94, 9.35], "texture": "#0"}, "down": {"uv": [7.9, 7.9, 7.94, 9.35], "texture": "#0"} } }, { "from": [0.2, 11, 14.6], "to": [15.8, 13, 15], "faces": { "north": {"uv": [7.9, 7.9, 9.46, 8.1], "texture": "#0"}, "east": {"uv": [7.9, 7.9, 7.94, 8.1], "texture": "#0"}, "south": {"uv": [7.9, 7.9, 9.46, 8.1], "texture": "#0"}, "west": {"uv": [7.9, 7.9, 7.94, 8.1], "texture": "#0"}, "up": {"uv": [7.9, 7.9, 9.46, 7.94], "texture": "#0"}, "down": {"uv": [7.9, 7.9, 9.46, 7.94], "texture": "#0"} } }, { "from": [-0.2, 11, 0.5], "to": [0.2, 13, 15], "faces": { "north": {"uv": [7.9, 7.9, 7.94, 8.1], "texture": "#0"}, "east": {"uv": [7.9, 7.9, 9.35, 8.1], "texture": "#0"}, "south": {"uv": [7.9, 7.9, 7.94, 8.1], "texture": "#0"}, "west": {"uv": [7.9, 7.9, 9.35, 8.1], "texture": "#0"}, "up": {"uv": [7.9, 7.9, 7.94, 9.35], "texture": "#0"}, "down": {"uv": [7.9, 7.9, 7.94, 9.35], "texture": "#0"} } } ], "display": { "thirdperson_righthand": { "translation": [-0.25, -2.75, 0], "scale": [0.3, 0.3, 0.3] }, "thirdperson_lefthand": { "translation": [-0.25, -2.75, 0], "scale": [0.3, 0.3, 0.3] }, "firstperson_righthand": { "rotation": [-9, 115, 15], "translation": [0, 1.25, -1.75], "scale": [0.5, 0.5, 0.5] }, "firstperson_lefthand": { "rotation": [-9, 115, 15], "translation": [0, 1.25, -1.75], "scale": [0.5, 0.5, 0.5] }, "ground": { "rotation": [40, 0, 0], "translation": [0, -2.5, 0], "scale": [0.5, 0.5, 0.5] }, "gui": { "rotation": [0, 180, 0] }, "head": { "translation": [0, 0, 0.25], "scale": [0.82773, 0.73594, 0.9] }, "fixed": { "translation": [0, 0, 8.75] } }, "groups": [ 0, { "name": "straps", "origin": [0, 0, 0], "color": 0, "children": [1, 2, 3] } ] } ```
    • Add the crash-report or latest.log (logs-folder) with sites like https://paste.ee/ and paste the link to it here  
    • In your config folder, delete the sophisticatedcore-common.toml file and test it again
    • Add the crash-report or latest.log (logs-folder) with sites like https://paste.ee/ and paste the link to it here  
  • Topics

  • Create New...

Important Information

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