Posted January 20, 20178 yr I know that 1.10 and 1.11 are pretty similar. If so, are there any changes in the code that I should take note of when updating my mod to 1.11.2? Apparently I'm addicted to these forums and can't help but read all the posts. So if I somehow help you, please click the "Like This" button, it helps.
January 20, 20178 yr Pretty much block registering and item registry is the same, the big difference is with entities. Here's an example of an updated entity class. package top.mod.item; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.monster.EntityBlaze; import net.minecraft.entity.projectile.EntityThrowable; import net.minecraft.init.Blocks; import net.minecraft.util.DamageSource; import net.minecraft.util.EnumParticleTypes; import net.minecraft.util.datafix.DataFixer; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.RayTraceResult; import net.minecraft.world.World; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; public class EntityFirestaff extends EntityThrowable { public EntityFirestaff(World worldIn) { super(worldIn); } public EntityFirestaff(World worldIn, EntityLivingBase throwerIn) { super(worldIn, throwerIn); } public EntityFirestaff(World worldIn, double x, double y, double z) { super(worldIn, x, y, z); } public static void registerFixesSnowball(DataFixer fixer) { EntityThrowable.registerFixesThrowable(fixer, "fireentity"); } @SideOnly(Side.CLIENT) public void handleStatusUpdate(byte id) { if (id == 3) { for (int i = 0; i < 8; ++i) { this.world.spawnParticle(EnumParticleTypes.FLAME, this.posX, this.posY, this.posZ, 0.0D, 0.0D, 0.0D, new int[0]); } } } /** * Called when this EntityThrowable hits a block or entity. */ protected void onImpact(RayTraceResult result) { if (result.entityHit != null) { int i = 0; if (result.entityHit instanceof EntityBlaze) { i = 3; } result.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), 41.0F); } if (!this.world.isRemote) { this.world.setEntityState(this, (byte)3); if (true) { this.setFire(100); } world.setBlockState(new BlockPos(this.posX, this.posY, this.posZ), Blocks.FLOWING_LAVA.getDefaultState(), 3); this.setDead(); } } } If you need help updating to 1.11.2, use this video, it says 1.9 to 1.10 but the process of updating is the same.
January 20, 20178 yr Author Thanks to you both! Apparently I'm addicted to these forums and can't help but read all the posts. So if I somehow help you, please click the "Like This" button, it helps.
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