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[1.14.4] Modifying Vanilla Content


MineModder2000

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Okay I am able to launch in Eclipse now. I have confirmed via println() that CheckSpawns and PotentialSpawns are both being called. 

 

 @SubscribeEvent
    public void potentialSpawns(PotentialSpawns event) {
    	
    	System.out.println("pS801");
    	
    	event.getList().add(new SpawnListEntry(EntityType.ZOMBIE_PIGMAN, 100, 3, 5));
    }
    
    @SubscribeEvent
    public void checkSpawn(CheckSpawn event) {
    	
    	System.out.println("cS801");
    		
    	event.setResult(Result.ALLOW);
    }

 

So yeah I don't know what the issue is.....

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  • 3 weeks later...
28 minutes ago, MineModder2000 said:

what's the easiest way to make the player(s) start off with certain items?

I haven't tried it, but you should try taking a look at EntityJoinWorldEvent. You can listen for this event, then add what you want as the player spawns. Be aware that this event is called for every entity whenever it joins the world (including on respawn). There are also a number of PlayerEvents you might want to look at.

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Just now, TheMikeste1 said:

I haven't tried it, but you should try taking a look at EntityJoinWorldEvent. You can listen for this event, then add what you want as the player spawns. Be aware that this event is called for every entity whenever it joins the world (including on respawn). There are also a number of PlayerEvents you might want to look at.

I should've added that I was already aware of this Event, and I have in fact have used it to spawn items on load. The problem is, as you mention, this will cause the item to be spawned every-time without some sort of a check. What I'm thinking is to include in that check, a persistent variable that keeps tracks of ticks, and then only if the number is below say 10, the spawn occurs. The variable would have to be tied to a capability, which I already have set up. I was just hoping there was a more direct way of doing this. 

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1 minute ago, MineModder2000 said:

The variable would have to be tied to a capability, which I already have set up.

It would be easier to just store a boolean called hasSpawned.

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VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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22 minutes ago, MineModder2000 said:

Okay so this is working great for on load spawning, but the inventory items still respawn every time the player does. So the player will get more and more stuff the more they die...

You need to make the data persist through player death. This can be done using the PlayerEvent.Clone(I think is the name, I know Clone is a part of it).

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VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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18 hours ago, Animefan8888 said:

You need to make the data persist through player death. This can be done using the PlayerEvent.Clone(I think is the name, I know Clone is a part of it).

I did it! Very easy, I was first messing around with the Respawn Event, quickly realizing that was the wrong one because its fired afterwards. Putting the code in the event did the trick ?

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  • 3 weeks later...

Is it possible to simply remove certain vanilla biomes. I have this so far :

 

for (BiomeManager.BiomeType type : BiomeManager.BiomeType.values()) {
			
			for (BiomeManager.BiomeEntry entry : BiomeManager.getBiomes(type)) {
				
				if (type == BiomeType.COOL) {
				
					BiomeManager.removeBiome(type, entry);
				}
			}
		}

 

But then it'll crash cause data is missing. What's the proper way, or is this not really something you can do? 

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