Posted August 15, 201510 yr As we all know, it's possible to target special Entities in Minecraft 1.8 using the @e[type=Entity] selector. However, there is a problem with modded Entities. The name of those Entities is not compatible with the method because it contains a dot. That's because Forge adds the Modid to the name. An Entity called MagicArrow, for instance, will get the Name weaponmod.MagicArrow. This is caused by the registration method EntityRegistry.doModEntityRegistration: private void doModEntityRegistration(Class<? extends Entity> entityClass, String entityName, int id, Object mod, int trackingRange, int updateFrequency, boolean sendsVelocityUpdates) { ModContainer mc = FMLCommonHandler.instance().findContainerFor(mod); EntityRegistration er = new EntityRegistration(mc, entityClass, entityName, id, trackingRange, updateFrequency, sendsVelocityUpdates); try { entityClassRegistrations.put(entityClass, er); entityNames.put(entityName, mc); if (!EntityList.classToStringMapping.containsKey(entityClass)) { String entityModName = String.format("%s.%s", mc.getModId(), entityName); //HERE THE NAME IS ASSIGNED EntityList.classToStringMapping.put(entityClass, entityModName); EntityList.stringToClassMapping.put(entityModName, entityClass); FMLLog.finer("Automatically registered mod %s entity %s as %s", mc.getModId(), entityName, entityModName); } else { FMLLog.fine("Skipping automatic mod %s entity registration for already registered class %s", mc.getModId(), entityClass.getName()); } } catch (IllegalArgumentException e) { FMLLog.log(Level.WARN, e, "The mod %s tried to register the entity (name,class) (%s,%s) one or both of which are already registered", mc.getModId(), entityName, entityClass.getName()); return; } entityRegistrations.put(mc, er); } The dot in the name is not accepted by the @e selector. " @e[type=weaponmod.MagicArrow] " replies with the Error Message "The Entity UUID provided is in an invalid Format". My suggestion is very simple: Just change the dot to either an underscore or to nothing. weaponmod_MagicArrow would be accepted. http://i.imgur.com/wNvtGZw.png[/img] MODS and MODDING TUTORIALS
August 15, 201510 yr Author Why would this break other mods? It would just change a single symbol in the Entity names! http://i.imgur.com/wNvtGZw.png[/img] MODS and MODDING TUTORIALS
August 15, 201510 yr Author Dang.. Yes, you're right. I missed that. http://i.imgur.com/wNvtGZw.png[/img] MODS and MODDING TUTORIALS
August 15, 201510 yr In theory the names should be : seperatoed, but its simple enough to make this command allow for the .'s Better then nuking everyones world.... I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
October 4, 20159 yr Author Thanks a lot! Which Forge Version will include this? http://i.imgur.com/wNvtGZw.png[/img] MODS and MODDING TUTORIALS
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