Jump to content

Custom mob not spawning in daylight


NarwhelZhu

Recommended Posts

I'm trying to get a custom mob to spawn regardless of light level, and for some reason the code isn't working. I've overridden the isValidLightLevel() method to always return true, but they still seem to only spawn at night. There's nothing else wrong with it other than what time it spawns at, and as far as I'm aware it should be working exactly as intended. Here's my code.

public class EntityCirno extends EntityMob {

	public EntityCirno(World worldIn) {
		super(worldIn);
	}

	@Override
	protected boolean isValidLightLevel() {
		return true;
	}
}

There is no AI implemented right now because the spawning should work fine without it, and it does, except that they still only spawn in the dark. I honestly, sincerely have no clue what I'm doing wrong. Other forum posts have said this is exactly what I need to do as well. I may just be missing something very obvious here.

Link to comment
Share on other sites

Can anyone help me with this? I've tried absolutely everything to make this work and it still hasn't. I'm thinking that it's either a forge bug, or overriding the isValidLightLevel method is just an outdated way of doing it and no longer works, since every post that mentions it was from several years ago. It certainly would make sense for it to work though.

Link to comment
Share on other sites

  • 7 months later...
On 8/27/2019 at 10:12 AM, Cerandior said:

Which version of Forge is this?

Oof, sort of forgot about this problem for a while but now I'm trying it again, and it's still the same problem. Not sure if it's against the rules to revive threads as old as this, but I haven't actually solved it yet, so.

 

The forge version is 14.23.5.2768

Minecraft 1.12.2

 

I have looked at the vanilla code, and low and behold, even the vanilla code uses the same method to override light level checks in its own mobs, specifically the blaze and silverfish. And obviously it works in vanilla.

Edited by NarwhelZhu
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

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