Jump to content

Recommended Posts

Posted

I'm trying to make a basic clone of the snowball item/entity and I have copied the files directly, fixed any transfer-errors, Registered the Entity, registered the item that is used as the projectile, Registered the rendered in my Client proxy and everything. I am using preInit, and I have no idea what the problem is.

 

In clientproxy:

RenderingRegistry.registerEntityRenderingHandler(EntitySnowballClone.class, new RenderSnowball(ModBase.flyingItem));

 

In main mod file:

@SidedProxy(clientSide = "com.eastonium.bionicle.ClientProxyBionicle", serverSide = "com.eastonium.bionicle.CommonProxyBionicle")
public static CommonProxyBionicle proxy;

@EventHandler
public void preInit(FMLPreInitializationEvent event)
{
flyingItem = new ItemNormal().setUnlocalizedName("ItemFlying");
	GameRegistry.registerItem(itemFllying, "itemFlying");

	EntityRegistry.registerModEntity(EntitySnowballClone.class, "Snowball_Clone", EntityRegistry.findGlobalUniqueEntityId(), this, 64, 10, true);
	snowballClone = new ItemSnowballClone("Teleportation").setUnlocalizedName("SnowballClone");
    GameRegistry.registerItem(snowballClone, "snowballClone");
proxy.registerRenderThings();
}

 

Please help!

Posted

EntityRegistry.registerModEntity(EntitySnowballClone.class, "Snowball_Clone", EntityRegistry.findGlobalUniqueEntityId(), this, 64, 10, true);

EntityRegistry.findGlobalUniqueEntityId()

You can't use this unless you are also registering your entity globally. (which you should NOT do ever) It won't cause any problems now, but if you add a second entity it will, so change it to 0(your next entity will be 1), or make a int that you add 1 too every time you register an entity.

 

Also, is the RenderSnowball class your own class or the default one? If it is your own can we see the code?

 

One last thing:

flyingItem = new ItemNormal().setUnlocalizedName("ItemFlying");
	GameRegistry.registerItem(itemFllying, "itemFlying");

Posted

So for the global entity ID, i just put 0, and for any others just add one?

 

Also, the flyingItem thing is just a typo when i was changing the name to put on here. they're the same thing and that item works fine and it's icon shows too. just not when it gets launched.

Posted

Yes, your first mob will be 0, your second 1, your third 2 etc.

 

So you know that your snowball is being spawned?

 

Also, can I see your entire com.eastonium.bionicle.ClientProxyBionicle?

Posted

I don't know for SURE if it's being spawned, but I checked to see if the spawning code was being ran, and it is.

 

Here's my Client proxy file:

package com.eastonium.bionicle;

import net.minecraft.client.renderer.entity.RenderSnowball;
import cpw.mods.fml.client.registry.RenderingRegistry;

public class ClientProxyBionicle extends CommonProxyBionicle
{
@Override
public void registerRenderThings()
{
	RenderingRegistry.registerEntityRenderingHandler(EntitySnowballClone.class, new RenderSnowball(ModBase.itemFlying));
}
}

Posted

Can I see your spawning code, and your Snowballclone class? From everything I have seen you are doing everything right, so there has to be a problem somewhere else. Also, make sure all your imports are importing the right version of whatever, it might seem unlikely but its happened before. Also, the counsel logs would be nice too, even if it doesn't look like anything is being done.

Posted

I figured it out. for some reason I was missing the entityPlayer variable for the line that spawns the snowball clone. It didn't give me an error because there's a method that doesn't use the entityPlayer. Thanks for your help, the Entity ID thing I wouldnt've spotted.

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

    • Thank you so much Choonster! That's what i was missing! For now i added a folder assets/<mod_id>/items and put the model definition JSON file with the item name in it: { "model":{ "type": "minecraft:model", "model": "teleportpugmod:item/teleportpug" } }   Some log errors/warnings pointing me into the right direction would've been nice 😅 Haven't had much time to look into the DataGenerator and ModelProviders, because i'm still at work. But i guess these would would make more sense if have many custom items and want to generate these model definition files?
    • Minecraft 1.21.4 requires a new model definition file for each item, which you don't have. These can be created through Data Generation, specifically the ModelProvider, BlockModelGenerators and ItemModelGenerators classes.
    • Hi,  I'm using Forge 47.3.0 for Minecraft 1.20.1 I apologise if this is obvious I am very new to modding for Minecraft. I sucessfully made a mod that launched without errors or crashes (without it doing anything) but in order to add the features I need, I need to add "Custom Portal API [Forge]" as a dependency. However no matter the way I've tried to acheive this, it crashes. I am pretty sure it's not the way I'm putting it in the repositories, the dependencies or the way I'm refrencing it, as I've a hundred diffrent combinations and multiple Maven methods. And on all those diffrent variations I still get this crash: pastebin.com/UhumzZCZ Any tips would be invaluable as I've been loosing my mind over this!
    • Hi, i'm really having problems trying to set the texture to my custom item. I thought i'm doing everything correctly, but all i see is the missing texture block for my item. I am trying this for over a week now and getting really frustrated. The only time i could make the texture work, was when i used an older Forge version (52.0.1) for Minecraft (1.21.4). Was there a fundamental change for textures and models somewhere between versions that i'm missing? I started with Forge 54.1.0 and had this problem, so in my frustration i tried many things: Upgrading to Forge 54.1.1, created multiple new projects, workspaces, redownloaded everything and setting things up multiple times, as it was suggested in an older thread. Therea are no errors in the console logs, but maybe i'm blind, so i pasted the console logs to pastebin anyway: https://pastebin.com/zAM8RiUN The only time i see an error is when i change the models JSON file to an incorrect JSON which makes sense and that suggests to me it is actually reading the JSON file.   I set the github repository to public, i would be so thankful if anyone could take a look and tell me what i did wrong: https://github.com/xLorkin/teleport_pug_forge   As a note: i'm pretty new to modding, this is my first mod ever. But i'm used to programming. I had some up and downs, but through reading the documentation, using google and experimenting, i could solve all other problems. I only started modding for Minecraft because my son is such a big fan and wanted this mod.
    • Please read the FAQ (link in orange bar at top of page), and post logs as described there.
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

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