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Featured Replies

Posted

A guy wanted to use my mod in modpack, but there was a conflict with entity id's. Here's my entity handler class:

 

public class EntityHandler {

public static void registerMonsters(Class entityClass, String name){
	int entityId = EntityRegistry.findGlobalUniqueEntityId();
	long x = name.hashCode();
	Random random = new Random(x);
	int mainColor = random.nextInt() * 16777215;
	int subColor = random.nextInt() * 16777215;

	EntityRegistry.registerGlobalEntityID(entityClass, name, entityId);
	EntityRegistry.registerModEntity(entityClass, name, entityId, References.instance, 64, 1, true);
	EntityList.entityEggs.put(Integer.valueOf(entityId), new EntityList.EntityEggInfo(entityId, mainColor, subColor));
}
}

 

I'm using EntityRegistry.findGlobalUniqueEntityId();. Should it be anything else? or is the conflict caused by other mod?

  • Author

So I don't need to registerGlobalEntityId. Just use registerModEntity and still use findGlobalUniqueEntityId or just give any random number with generator or something?

With

registerModEntity()

you have mod-specific IDs, so no random number generator or

findGlobalUniqueEntityId()

, just use ID 0 for your first entity, 1 for the second etc.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

  • Author

public static void registerMonsters(Class entityClass, String name, int entityId){
	EntityRegistry.registerModEntity(entityClass, name, entityId, References.instance, 64, 1, true);
}

 

My new method for registering. Yes there aren't more spawn eggs, but I really don't need them cause I have items for spawning them

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