Posted June 14, 20196 yr Is this a valid way to register entities? Be it entities extending classes such as ProjectileItemEntity or MonsterEntity class. The reason I ask is because while the mob entity is registring and showing in game just fine, the throwable entity is not, and is completely invisible in game when spawned (even when I don't register entity rendering with the RenderingRegistry class - this would in turn render it as a white box which is not happening). public static EntityType<?> ENT_MOB = null; public static EntityType<EntityModProjectile> ENT_PROJECTILE = null; static { ENT_MOB = registerEntityAndEgg(event.getRegistry(), EntityType.Builder.create(EntityModMob::new, EntityClassification.MONSTER).size(0.6F, 1.95F), 0xdcdcdc, 0xe21a1a, "ent_mob"); ENT_PROJECTILE = registerEntity(EntityType.Builder.<EntityModProjectile>create(EntityModProjectile::new, EntityClassification.MISC).size(0.25F, 0.25F).setTrackingRange(64).setUpdateInterval(20).setShouldReceiveVelocityUpdates(false), "ent_projectile"); } @SubscribeEvent public static void registerItems(final RegistryEvent.Register<EntityType<?>> event) { event.getRegistry().registerAll(ENT_MOB, ENT_PROJECTILE); } public static <T extends Entity> EntityType<T> registerEntity(EntityType.Builder builder, String name) { EntityType<T> type = (EntityType<T>) builder.build(Main.MODID + '.' + name).setRegistryName(name); return type; } And this is how I register entity rendering: RenderingRegistry.registerEntityRenderingHandler(EntityModMob.class, renderManager -> new RenderModMob(renderManager)); RenderingRegistry.registerEntityRenderingHandler(EntityModProjectile.class, renderManager -> new SpriteRenderer<EntityModProjectile>(renderManager, Minecraft.getInstance().getItemRenderer())); EntityModProjectile class: public class EntityModProjectile extends ProjectileItemEntity { public EntityModProjectile(EntityType<? extends EntityModProjectile> entityTypeIn, World worldIn) { super(entityTypeIn, worldIn); } public EntityModProjectile(World worldIn, LivingEntity throwerIn) { super(ModEntityType.ENT_PROJECTILE, throwerIn, worldIn); } public EntityModProjectile(World worldIn, double x, double y, double z) { super(ModEntityType.ENT_PROJECTILE, x, y, z, worldIn); } @Override protected Item func_213885_i() { return ModItems.MOD_PROJECTILE; } } Edited June 28, 20196 yr by TheUnnamed
June 14, 20196 yr You need to avoid putting static fields in your registry events. Build the EntityTypes in the RegisterAll parameter list. If you need to cross-reference between your EntityTypes and renderers, use ObjectHolders Here's a snippet from my [simple] mod where create my Events for 1 block (and its BlockItem), 1 Item and a custom [Mob] Entity //Mod Event bus for receiving Registry Events) @Mod.EventBusSubscriber(modid=ChickenMod.MODID, bus=Mod.EventBusSubscriber.Bus.MOD) @ObjectHolder(ChickenMod.MODID) public static class RegistryEvents { public static final Block test_block=null; public static final Item test_item=null; public static final EntityType<EntityProtoChicken> protochicken=null; @SubscribeEvent public static void onBlocksRegistry(final RegistryEvent.Register<Block> blockRegistryEvent) { blockRegistryEvent.getRegistry().registerAll( new Block(Block.Properties.create(Material.IRON)).setRegistryName(ChickenMod.MODID,"test_block")); } @SubscribeEvent public static void onItemsRegistry(final RegistryEvent.Register<Item> itemRegistryEvent) { itemRegistryEvent.getRegistry().registerAll( (Item)new BlockItem(test_block,new Item.Properties().group(ITEMTAB)).setRegistryName(test_block.getRegistryName()), new Item(new Item.Properties().group(ITEMTAB)).setRegistryName(ChickenMod.MODID,"test_item") ); } //Register Entities @SubscribeEvent public static void onEntitiesRegistry(final RegistryEvent.Register<EntityType<?>> entityRegistryEvent) { entityRegistryEvent.getRegistry().registerAll( EntityType.Builder.create(EntityProtoChicken::new,EntityClassification.MISC) .setShouldReceiveVelocityUpdates(true).setTrackingRange(24).setUpdateInterval(60) .build("protochicken").setRegistryName(MODID, "protochicken") ); } ...and this is where I register the renderer: private void doClientStuff(final FMLClientSetupEvent event) { // do something that can only be done on the client RenderingRegistry.registerEntityRenderingHandler(EntityProtoChicken.class,RenderProtoChicken :: new); } YMMV /p Edited June 14, 20196 yr by PhilipChonacky
June 15, 20196 yr Author Thank you for your input PhilipChonacky. I've done exactly as you've suggested, but the issue still persists, the entity I'm summoning with the /summon command is still invisible. It says the entity has been registered in the console, so I'm not quite sure what could be the problem. Keep in mind that this only occurs with entities that are created with SSpawnObjectPacket and not SSpawnMobPacket in the IPacket<?> createSpawnPacket() method it seems, because mob entities register and render just fine in-game, as previously stated.
June 16, 20196 yr I think something may be missing in the forge registry/spawn code. I have an entity that is mountable and I get a [minecraft/ClientPlayNetHandler]: Received passengers for unknown entity warning in the console. The entity is not visible and cannot be controlled. So you're not the only one experiencing this type of issue.
June 28, 20196 yr I'm having exactly the same problem now. My Mobs are showing up great but my projectiles do not show up on the client at all, anything spawned via SSpawnMobPacket is great but SSpawnObjectPacket is not showing. I use an EntityFactory object rather than the entity constructors and that also isn't being called by SSpawnObjectPacket on the client.
June 28, 20196 yr Author I solved it. Here's how I did it: When I set the EntityType variable for my named variable "ENT_PROJECTILE" and build, I use the setCustomClientFactory method, so it would look exactly like this: ENT_PROJECTILE = registerEntity(EntityType.Builder.<EntityModProjectile>create(EntityClassification.MISC).setCustomClientFactory(EntityModProjectile::new).size(0.25F, 0.25F), "ent_projectile"); Inside of my EntityModProjectile class I extended the ProjectileItemEntity class, overrided the createSpawnPacket method and returned getEntitySpawningPacket from NetworkHooks class. Like this: @Override public IPacket<?> createSpawnPacket() { return NetworkHooks.getEntitySpawningPacket(this); } I then created another constructor inside of the EntityModProjectile class, like this: public EntityModProjectile(FMLPlayMessages.SpawnEntity packet, World worldIn) { super(ModEntityType.ENT_PROJECTILE, worldIn); }
June 28, 20196 yr Thanks! Now my parachute spawns and I can mount it. I can't control it though, still working on that.
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.