Posted June 25, 201510 yr 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?
June 25, 201510 yr 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?
June 25, 201510 yr 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/
June 25, 201510 yr 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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