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[1.8.9] Rendering Custom Primed TNT (And custom Arrow)


Tschipp

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I'm having trouble with rendering my PrimedTnt. I basically copied and edited the vanilla PrimedTnt class, but when I spawn the Entity, it's invisible (It still explodes though.)

 

Here is my Render Class:

package tschipp.bedrockium.entity.render;

import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BlockRendererDispatcher;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import tschipp.bedrockium.blocks.BedrockiumBlocks;
import tschipp.bedrockium.entity.EntityBedrockiumTNTPrimed;
import tschipp.bedrockium.entity.render.RenderBedrockiumGolem.Factory;

public class RenderBedrockiumTNTPrimed  extends Render<EntityBedrockiumTNTPrimed>
{



public RenderBedrockiumTNTPrimed(RenderManager renderManager) {
	super(renderManager);
	this.shadowSize = 0.5F;

}

@Override
public void doRender(EntityBedrockiumTNTPrimed entity, double x, double y, double z, float entityYaw, float partialTicks)
    {

        BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
        GlStateManager.pushMatrix();
        GlStateManager.translate((float)x, (float)y + 0.5F, (float)z);

        if ((float)entity.fuse - partialTicks + 1.0F < 10.0F)
        {
            float f = 1.0F - ((float)entity.fuse - partialTicks + 1.0F) / 10.0F;
            f = MathHelper.clamp_float(f, 0.0F, 1.0F);
            f = f * f;
            f = f * f;
            float f1 = 1.0F + f * 0.3F;
            GlStateManager.scale(f1, f1, f1);
        }

        float f2 = (1.0F - ((float)entity.fuse - partialTicks + 1.0F) / 100.0F) * 0.8F;
        this.bindEntityTexture(entity);
        GlStateManager.translate(-0.5F, -0.5F, 0.5F);
        blockrendererdispatcher.renderBlockBrightness(BedrockiumBlocks.bedrockiumTnt.getDefaultState(), entity.getBrightness(partialTicks));
        GlStateManager.translate(0.0F, 0.0F, 1.0F);

        if (entity.fuse / 5 % 2 == 0)
        {
            GlStateManager.disableTexture2D();
            GlStateManager.disableLighting();
            GlStateManager.enableBlend();
            GlStateManager.blendFunc(770, 772);
            GlStateManager.color(1.0F, 1.0F, 1.0F, f2);
            GlStateManager.doPolygonOffset(-3.0F, -3.0F);
            GlStateManager.enablePolygonOffset();
            blockrendererdispatcher.renderBlockBrightness(BedrockiumBlocks.bedrockiumTnt.getDefaultState(), 1.0F);
            GlStateManager.doPolygonOffset(0.0F, 0.0F);
            GlStateManager.disablePolygonOffset();
            GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
            GlStateManager.disableBlend();
            GlStateManager.enableLighting();
            GlStateManager.enableTexture2D();
        }

        GlStateManager.popMatrix();
        super.doRender(entity, x, y, z, entityYaw, partialTicks);
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
@Override
    protected ResourceLocation getEntityTexture(EntityBedrockiumTNTPrimed entity)
    {
        return TextureMap.locationBlocksTexture;
    }






}

 

And my ClientProxy:

package tschipp.bedrockium.proxies;

import net.minecraft.client.Minecraft;
import net.minecraftforge.fml.client.registry.RenderingRegistry;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import tschipp.bedrockium.blocks.BedrockiumBlockRendering;
import tschipp.bedrockium.entity.EntityBedrockiumGolem;
import tschipp.bedrockium.entity.EntityBedrockiumTNTPrimed;
import tschipp.bedrockium.entity.render.RenderBedrockiumGolem;
import tschipp.bedrockium.entity.render.RenderBedrockiumTNTPrimed;
import tschipp.bedrockium.items.BedrockiumItemRendering;

public class ClientProxy extends CommonProxy{



public void preInit(FMLPreInitializationEvent event) {

	super.preInit(event);
	RenderingRegistry.registerEntityRenderingHandler(EntityBedrockiumGolem.class, new RenderBedrockiumGolem.Factory());
	//Different Things that i've tried, none of them work

	RenderingRegistry.registerEntityRenderingHandler(EntityBedrockiumTNTPrimed.class, new RenderBedrockiumTNTPrimed(Minecraft.getMinecraft().getRenderManager()));

}

public void init(FMLInitializationEvent event) {

	super.init(event);

	BedrockiumItemRendering.registerItems();
	BedrockiumBlockRendering.registerBlocks();

	//Different Things that i've tried, none of them work
	Minecraft.getMinecraft().getRenderManager().entityRenderMap.put(EntityBedrockiumTNTPrimed.class, new RenderBedrockiumTNTPrimed(Minecraft.getMinecraft().getRenderManager()));
	RenderingRegistry.registerEntityRenderingHandler(EntityBedrockiumTNTPrimed.class, new RenderBedrockiumTNTPrimed(Minecraft.getMinecraft().getRenderManager()));

}

public void postInit(FMLPostInitializationEvent event) {

	super.postInit(event);

}


}

 

 

 

EDIT: I just did the same for a custom Arrow, it also doesn't get rendered in-game (Still works though). It appears that there seems to be a problem if the model is not in a separate model class.

 

Here is the RenderArrow:

package tschipp.bedrockium.entity.render;

import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.WorldRenderer;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.client.registry.IRenderFactory;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

import org.lwjgl.opengl.GL11;

import tschipp.bedrockium.entity.EntityBedrockiumArrow;
import tschipp.bedrockium.entity.EntityBedrockiumArrow;
import tschipp.bedrockium.entity.models.ModelBedrockiumGolem;
import tschipp.bedrockium.entity.render.RenderBedrockiumGolem.Factory;

@SideOnly(Side.CLIENT)
public class RenderBedrockiumArrow extends Render<EntityBedrockiumArrow>
{

public static final Factory FACTORY = new Factory();

private static final ResourceLocation arrowTextures = new ResourceLocation("be:textures/entity/arrow.png");

public RenderBedrockiumArrow(RenderManager renderManager)
{
	super(renderManager);
}

/**
 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
 * (Render<T extends Entity>) and this method has signature public void func_76986_a(T entity, double d, double d1,
 * double d2, float f, float f1). But JAD is pre 1.5 so doe
 */
public void doRender(EntityBedrockiumArrow entity, double x, double y, double z, float entityYaw, float partialTicks)
{
	this.bindEntityTexture(entity);
	GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
	GlStateManager.pushMatrix();
	GlStateManager.translate((float)x, (float)y, (float)z);
	GlStateManager.rotate(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTicks - 90.0F, 0.0F, 1.0F, 0.0F);
	GlStateManager.rotate(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTicks, 0.0F, 0.0F, 1.0F);
	Tessellator tessellator = Tessellator.getInstance();
	WorldRenderer worldrenderer = tessellator.getWorldRenderer();
	int i = 0;
	float f = 0.0F;
	float f1 = 0.5F;
	float f2 = (float)(0 + i * 10) / 32.0F;
	float f3 = (float)(5 + i * 10) / 32.0F;
	float f4 = 0.0F;
	float f5 = 0.15625F;
	float f6 = (float)(5 + i * 10) / 32.0F;
	float f7 = (float)(10 + i * 10) / 32.0F;
	float f8 = 0.05625F;
	GlStateManager.enableRescaleNormal();
	float f9 = (float)entity.arrowShake - partialTicks;

	if (f9 > 0.0F)
	{
		float f10 = -MathHelper.sin(f9 * 3.0F) * f9;
		GlStateManager.rotate(f10, 0.0F, 0.0F, 1.0F);
	}

	GlStateManager.rotate(45.0F, 1.0F, 0.0F, 0.0F);
	GlStateManager.scale(f8, f8, f8);
	GlStateManager.translate(-4.0F, 0.0F, 0.0F);
	GL11.glNormal3f(f8, 0.0F, 0.0F);
	worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
	worldrenderer.pos(-7.0D, -2.0D, -2.0D).tex((double)f4, (double)f6).endVertex();
	worldrenderer.pos(-7.0D, -2.0D, 2.0D).tex((double)f5, (double)f6).endVertex();
	worldrenderer.pos(-7.0D, 2.0D, 2.0D).tex((double)f5, (double)f7).endVertex();
	worldrenderer.pos(-7.0D, 2.0D, -2.0D).tex((double)f4, (double)f7).endVertex();
	tessellator.draw();
	GL11.glNormal3f(-f8, 0.0F, 0.0F);
	worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
	worldrenderer.pos(-7.0D, 2.0D, -2.0D).tex((double)f4, (double)f6).endVertex();
	worldrenderer.pos(-7.0D, 2.0D, 2.0D).tex((double)f5, (double)f6).endVertex();
	worldrenderer.pos(-7.0D, -2.0D, 2.0D).tex((double)f5, (double)f7).endVertex();
	worldrenderer.pos(-7.0D, -2.0D, -2.0D).tex((double)f4, (double)f7).endVertex();
	tessellator.draw();

	for (int j = 0; j < 4; ++j)
	{
		GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
		GL11.glNormal3f(0.0F, 0.0F, f8);
		worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
		worldrenderer.pos(-8.0D, -2.0D, 0.0D).tex((double)f, (double)f2).endVertex();
		worldrenderer.pos(8.0D, -2.0D, 0.0D).tex((double)f1, (double)f2).endVertex();
		worldrenderer.pos(8.0D, 2.0D, 0.0D).tex((double)f1, (double)f3).endVertex();
		worldrenderer.pos(-8.0D, 2.0D, 0.0D).tex((double)f, (double)f3).endVertex();
		tessellator.draw();
	}

	GlStateManager.disableRescaleNormal();
	GlStateManager.popMatrix();
	super.doRender(entity, x, y, z, entityYaw, partialTicks);
}

/**
 * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
 */
protected ResourceLocation getEntityTexture(EntityBedrockiumArrow entity)
{
	return arrowTextures;
}


public static class Factory implements IRenderFactory<EntityBedrockiumArrow>
{
	@Override
	public Render<? super EntityBedrockiumArrow> createRenderFor(RenderManager manager)
	{
		return new RenderBedrockiumArrow(manager);
	}
}
}

 

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Like this? Still doesn't work.

 

ClientProxy:

package tschipp.bedrockium.proxies;

import net.minecraft.client.Minecraft;
import net.minecraftforge.fml.client.registry.RenderingRegistry;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import tschipp.bedrockium.blocks.BedrockiumBlockRendering;
import tschipp.bedrockium.entity.EntityBedrockiumArrow;
import tschipp.bedrockium.entity.EntityBedrockiumBiter;
import tschipp.bedrockium.entity.EntityBedrockiumGolem;
import tschipp.bedrockium.entity.EntityBedrockiumTNTPrimed;
import tschipp.bedrockium.entity.render.RenderBedrockiumArrow;
import tschipp.bedrockium.entity.render.RenderBedrockiumBiter;
import tschipp.bedrockium.entity.render.RenderBedrockiumGolem;
import tschipp.bedrockium.entity.render.RenderBedrockiumTNTPrimed;
import tschipp.bedrockium.items.BedrockiumItemRendering;

public class ClientProxy extends CommonProxy{



public void preInit(FMLPreInitializationEvent event) {

	super.preInit(event);
	RenderingRegistry.registerEntityRenderingHandler(EntityBedrockiumGolem.class, new RenderBedrockiumGolem.Factory());
	RenderingRegistry.registerEntityRenderingHandler(EntityBedrockiumArrow.class, new RenderBedrockiumArrow.Factory());




}

public void init(FMLInitializationEvent event) {

	super.init(event);

	BedrockiumItemRendering.registerItems();
	BedrockiumBlockRendering.registerBlocks();


}

public void postInit(FMLPostInitializationEvent event) {

	super.postInit(event);

}


}

 

 

RenderBedrockiumTNT:

package tschipp.bedrockium.entity.render;

import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BlockRendererDispatcher;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.client.registry.IRenderFactory;
import tschipp.bedrockium.blocks.BedrockiumBlocks;
import tschipp.bedrockium.entity.EntityBedrockiumTNTPrimed;

public class RenderBedrockiumTNTPrimed  extends Render<EntityBedrockiumTNTPrimed>
{

public static final Factory FACTORY = new Factory();

public RenderBedrockiumTNTPrimed(RenderManager renderManager) {
	super(renderManager);
	this.shadowSize = 0.5F;

}

@Override
public void doRender(EntityBedrockiumTNTPrimed entity, double x, double y, double z, float entityYaw, float partialTicks)
    {

        BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
        GlStateManager.pushMatrix();
        GlStateManager.translate((float)x, (float)y + 0.5F, (float)z);

        if ((float)entity.fuse - partialTicks + 1.0F < 10.0F)
        {
            float f = 1.0F - ((float)entity.fuse - partialTicks + 1.0F) / 10.0F;
            f = MathHelper.clamp_float(f, 0.0F, 1.0F);
            f = f * f;
            f = f * f;
            float f1 = 1.0F + f * 0.3F;
            GlStateManager.scale(f1, f1, f1);
        }

        float f2 = (1.0F - ((float)entity.fuse - partialTicks + 1.0F) / 100.0F) * 0.8F;
        this.bindEntityTexture(entity);
        GlStateManager.translate(-0.5F, -0.5F, 0.5F);
        blockrendererdispatcher.renderBlockBrightness(BedrockiumBlocks.bedrockiumTnt.getDefaultState(), entity.getBrightness(partialTicks));
        GlStateManager.translate(0.0F, 0.0F, 1.0F);

        if (entity.fuse / 5 % 2 == 0)
        {
            GlStateManager.disableTexture2D();
            GlStateManager.disableLighting();
            GlStateManager.enableBlend();
            GlStateManager.blendFunc(770, 772);
            GlStateManager.color(1.0F, 1.0F, 1.0F, f2);
            GlStateManager.doPolygonOffset(-3.0F, -3.0F);
            GlStateManager.enablePolygonOffset();
            blockrendererdispatcher.renderBlockBrightness(BedrockiumBlocks.bedrockiumTnt.getDefaultState(), 1.0F);
            GlStateManager.doPolygonOffset(0.0F, 0.0F);
            GlStateManager.disablePolygonOffset();
            GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
            GlStateManager.disableBlend();
            GlStateManager.enableLighting();
            GlStateManager.enableTexture2D();
        }

        GlStateManager.popMatrix();
        super.doRender(entity, x, y, z, entityYaw, partialTicks);
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
@Override
    protected ResourceLocation getEntityTexture(EntityBedrockiumTNTPrimed entity)
    {
        return TextureMap.locationBlocksTexture;
    }


public static class Factory implements IRenderFactory<EntityBedrockiumTNTPrimed>
{
	@Override
	public Render<? super EntityBedrockiumTNTPrimed> createRenderFor(RenderManager manager)
	{
		return new RenderBedrockiumTNTPrimed(manager);
	}
}






}

 

 

RenderBedrockiumArrow:

package tschipp.bedrockium.entity.render;

import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.WorldRenderer;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.client.registry.IRenderFactory;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

import org.lwjgl.opengl.GL11;

import tschipp.bedrockium.entity.EntityBedrockiumArrow;
import tschipp.bedrockium.entity.EntityBedrockiumArrow;
import tschipp.bedrockium.entity.models.ModelBedrockiumGolem;
import tschipp.bedrockium.entity.render.RenderBedrockiumGolem.Factory;

@SideOnly(Side.CLIENT)
public class RenderBedrockiumArrow extends Render<EntityBedrockiumArrow>
{

public static final Factory FACTORY = new Factory();

private static final ResourceLocation arrowTextures = new ResourceLocation("be:textures/entity/arrow.png");

public RenderBedrockiumArrow(RenderManager renderManager)
{
	super(renderManager);
}

/**
 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
 * (Render<T extends Entity>) and this method has signature public void func_76986_a(T entity, double d, double d1,
 * double d2, float f, float f1). But JAD is pre 1.5 so doe
 */
public void doRender(EntityBedrockiumArrow entity, double x, double y, double z, float entityYaw, float partialTicks)
{
	this.bindEntityTexture(entity);
	GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
	GlStateManager.pushMatrix();
	GlStateManager.translate((float)x, (float)y, (float)z);
	GlStateManager.rotate(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTicks - 90.0F, 0.0F, 1.0F, 0.0F);
	GlStateManager.rotate(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTicks, 0.0F, 0.0F, 1.0F);
	Tessellator tessellator = Tessellator.getInstance();
	WorldRenderer worldrenderer = tessellator.getWorldRenderer();
	int i = 0;
	float f = 0.0F;
	float f1 = 0.5F;
	float f2 = (float)(0 + i * 10) / 32.0F;
	float f3 = (float)(5 + i * 10) / 32.0F;
	float f4 = 0.0F;
	float f5 = 0.15625F;
	float f6 = (float)(5 + i * 10) / 32.0F;
	float f7 = (float)(10 + i * 10) / 32.0F;
	float f8 = 0.05625F;
	GlStateManager.enableRescaleNormal();
	float f9 = (float)entity.arrowShake - partialTicks;

	if (f9 > 0.0F)
	{
		float f10 = -MathHelper.sin(f9 * 3.0F) * f9;
		GlStateManager.rotate(f10, 0.0F, 0.0F, 1.0F);
	}

	GlStateManager.rotate(45.0F, 1.0F, 0.0F, 0.0F);
	GlStateManager.scale(f8, f8, f8);
	GlStateManager.translate(-4.0F, 0.0F, 0.0F);
	GL11.glNormal3f(f8, 0.0F, 0.0F);
	worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
	worldrenderer.pos(-7.0D, -2.0D, -2.0D).tex((double)f4, (double)f6).endVertex();
	worldrenderer.pos(-7.0D, -2.0D, 2.0D).tex((double)f5, (double)f6).endVertex();
	worldrenderer.pos(-7.0D, 2.0D, 2.0D).tex((double)f5, (double)f7).endVertex();
	worldrenderer.pos(-7.0D, 2.0D, -2.0D).tex((double)f4, (double)f7).endVertex();
	tessellator.draw();
	GL11.glNormal3f(-f8, 0.0F, 0.0F);
	worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
	worldrenderer.pos(-7.0D, 2.0D, -2.0D).tex((double)f4, (double)f6).endVertex();
	worldrenderer.pos(-7.0D, 2.0D, 2.0D).tex((double)f5, (double)f6).endVertex();
	worldrenderer.pos(-7.0D, -2.0D, 2.0D).tex((double)f5, (double)f7).endVertex();
	worldrenderer.pos(-7.0D, -2.0D, -2.0D).tex((double)f4, (double)f7).endVertex();
	tessellator.draw();

	for (int j = 0; j < 4; ++j)
	{
		GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
		GL11.glNormal3f(0.0F, 0.0F, f8);
		worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
		worldrenderer.pos(-8.0D, -2.0D, 0.0D).tex((double)f, (double)f2).endVertex();
		worldrenderer.pos(8.0D, -2.0D, 0.0D).tex((double)f1, (double)f2).endVertex();
		worldrenderer.pos(8.0D, 2.0D, 0.0D).tex((double)f1, (double)f3).endVertex();
		worldrenderer.pos(-8.0D, 2.0D, 0.0D).tex((double)f, (double)f3).endVertex();
		tessellator.draw();
	}

	GlStateManager.disableRescaleNormal();
	GlStateManager.popMatrix();
	super.doRender(entity, x, y, z, entityYaw, partialTicks);
}

/**
 * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
 */
protected ResourceLocation getEntityTexture(EntityBedrockiumArrow entity)
{
	return arrowTextures;
}


public static class Factory implements IRenderFactory<EntityBedrockiumArrow>
{
	@Override
	public Render<? super EntityBedrockiumArrow> createRenderFor(RenderManager manager)
	{
		return new RenderBedrockiumArrow(manager);
	}
}
}

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I mean, it works for the Golem.

Here ist the Main Class:

 

package tschipp.bedrockium;


import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventHandler;
import net.minecraftforge.fml.common.Mod.Instance;
import net.minecraftforge.fml.common.SidedProxy;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.common.registry.EntityRegistry;
import tschipp.bedrockium.crafting.BedrockiumCrafting;
import tschipp.bedrockium.entity.EntityBedrockiumArrow;
import tschipp.bedrockium.entity.EntityBedrockiumBiter;
import tschipp.bedrockium.entity.EntityBedrockiumGolem;
import tschipp.bedrockium.entity.EntityBedrockiumTNTPrimed;
import tschipp.bedrockium.items.BedrockiumItems;
import tschipp.bedrockium.proxies.CommonProxy;

@Mod(modid = "be", name = "Bedrockium Mod", version = "1.0")

public class BedrockiumMod {

@Instance(value = "bedrockium")
public static BedrockiumMod instance;

public static final String CLIENT_PROXY = "tschipp.bedrockium.proxies.ClientProxy";
public static final String COMMON_PROXY = "tschipp.bedrockium.proxies.CommonProxy";


@SidedProxy(clientSide = CLIENT_PROXY, serverSide = COMMON_PROXY)
public static CommonProxy proxy;





@EventHandler
public void preInit(FMLPreInitializationEvent event) {
	//Item/Block init and registering
	//Config handling
/*	ConfigHandler.config = new Configuration(event.getSuggestedConfigurationFile());
	ConfigHandler.syncConfig(); */
	proxy.preInit(event);

	EntityRegistry.registerModEntity(EntityBedrockiumGolem.class, "BedrockiumGolem", 1, this, 60, 1, true);
	EntityRegistry.registerModEntity(EntityBedrockiumTNTPrimed.class, "BedrockiumTNT", 2, this, 0, 1, true);
	EntityRegistry.registerModEntity(EntityBedrockiumArrow.class, "BedrockiumArrow", 3, this, 0, 1, true);
	EntityRegistry.registerModEntity(EntityBedrockiumBiter.class, "BedrockiumBiter", 4, this, 60, 1, true, 27421, 3881787);

}



@EventHandler
public void init(FMLInitializationEvent event) {
	//Proxy, TileEntity, entity, GUI and Packet Registering	
	//All the Crafting Recipes

	proxy.init(event);

	BedrockiumCrafting.craft();

}


@EventHandler
public void postInit(FMLPostInitializationEvent event) {
	proxy.postInit(event);

}

public static CreativeTabs bedrockium = new CreativeTabs("bedrockium"){
	@Override
	public Item getTabIconItem(){
		return new ItemStack(BedrockiumItems.bedrockiumIngot).getItem();
	}
};



}

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EntityRegistry.registerModEntity(EntityBedrockiumTNTPrimed.class, "BedrockiumTNT", 2, this, 0, 1, true);

You have set the tracking range to 0, maybe that could be the issue?

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/

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You were right! I goofed, I thought it was the range that the mob could track you from, and since a Arrow or Tnt shouldn't be able to track you I set it to 0.

 

Well, it almost works now. The arrow gets rendered, but a second after it gets stuck in a block, it glitches out and gets teleported to a place where it was short before. This bug can also occur with normal arrows, but the effect ist way more extreme here.

 

The Tnt also just gets rendered for a split second, then dissapears.

 

Before getting teleported back:

9Zc6meC.png

 

 

After getting teleported:

q5biIjS.png

 

EDIT: Fixed the Arrow, still stuck on the Tnt though

 

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