Jump to content

Recommended Posts

Posted (edited)

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 by TheUnnamed
Posted (edited)

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 by PhilipChonacky
Posted

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.

Posted

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. 

  • 2 weeks later...
Posted

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.

Posted

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);
    }

 

  • Like 1

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • my game keeps crashing right before launching the game before full screen and keeps poping up this error message "error code 1 " The game crashed: rendering overlay Error: java.lang.IllegalAccessError: failed to access class com.mojang.blaze3d.platform.GlStateManager$TextureState from class net.coderbot.iris.gl.IrisRenderSystem$DSAARB (com.mojang.blaze3d.platform.GlStateManager$TextureState is in module minecraft@1.18.2 of loader 'TRANSFORMER' @d919544; net.coderbot.iris.gl.IrisRenderSystem$DSAARB is in module oculus@1.6.4 of loader 'TRANSFORMER' @d919544)
    • removing oculus or any of ETF or EMF or even embeddium doesn't change anything it just crashes again with error -1  https://gist.github.com/Tikalian-coconut/d49e8fb83bf57d5e04eb042522046786 this time i removed all 4 at same time and that gave it something is wrong with the game seriously..
    • crash report -> https://gist.github.com/Tikalian-coconut/18c41f97bdacef54725e5141f57697d7 from what i see it seems like Entity Texture Features doesn't like Oculus doing something or invert.. not sure it's why everything is all black textured but that causes a -1 error
    • well that's bad, cuz there's no crash report at all (the last crash report is from previous replies) it's probably another issue that doesn't fit in this bug report, the game works fine except that everything is black, no texture except the sky and skin, everything else is just black i've tried reloading the textures in game, see for drivers updates but it did nothing, seems like an issue with Embeddium or Oculus i think, but i know nothing compared to you i can still send the latest debug and latest.log files.. edit: it seems that when i re-add rechiseled (1.1.6-1.20.1) it crashes as error 1 (i can't remove it off from the modpack cuz that'll break all my builds on some maps) lemme start the game and get it to crash to get a crash report done)
    • If you've fallen victim to a crypto scam, you're not alone and thankfully, you're not without options. I highly recommend iBolt Cyber Hacker Company for anyone seeking professional and effective assistance in recovering scammed cryptocurrency. After extensive research and hearing from multiple satisfied clients, it's clear that iBolt stands out in a crowded and often unreliable market. Their team of experienced cyber experts and blockchain analysts uses advanced tracking techniques to follow stolen funds across the blockchain and engage with crypto exchanges when possible. They’re not just tech-savvy—they’re strategic and persistent. WHY CHOOSE iBOLT CYBER HACKER COMPANY? (1) Proven success in crypto asset recovery (2) Fast, professional, and discreet service (3) Skilled in blockchain forensics and cyber investigation (4) Committed to fighting online fraud and supporting victims Don’t give up. I strongly recommend reaching out to iBolt Cyber Hacker Company. ENQUIRIES: info @ iboltcyberhack . org/ www . iboltcyberhack. org/ +39. 351. 105. 3619.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.