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[1.12.2] Nameplate appearing over custom mobs


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19 hours ago, diesieben07 said:

Your code would be needed, especially your renderer class.

Here is the EntityWyrmling Class:

Quote

public class EntityWyrmling extends EntityCaveSpider {

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

    @Override
    protected SoundEvent getAmbientSound()
    {
        return SoundEvents.ENTITY_SILVERFISH_AMBIENT;
    }
    
    @Override
    protected SoundEvent getHurtSound(DamageSource damageSourceIn)
    {
        return SoundEvents.ENTITY_SILVERFISH_HURT;
    }
    
    @Override
    protected SoundEvent getDeathSound()
    {
        return SoundEvents.ENTITY_SILVERFISH_DEATH;
    }
    
    @Override
    protected void applyEntityAttributes()
    {
        super.applyEntityAttributes();
        this.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(0.28D);
        this.getEntityAttribute(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(16.0D);
        this.getEntityAttribute(SharedMonsterAttributes.ATTACK_DAMAGE).setBaseValue(4.0D);
    }
    
    @Override
    public EnumCreatureAttribute getCreatureAttribute()
    {
        return EnumCreatureAttribute.ARTHROPOD;
    }
    
    @Override
    protected ResourceLocation getLootTable()
    {
        return LootTableHandler.ZOMBUG;
    }
}

and here is the render class:

Quote

public class RenderWyrmling extends RenderLivingBase<EntityWyrmling>{

    public static final ResourceLocation TEXTURES = new ResourceLocation(Reference.MOD_ID + ":textures/entity/wyrmling.png");
    
    public RenderWyrmling(RenderManager renderManagerIn)
    {
        super(renderManagerIn, new ModelWyrmling(), 0.5f);
    }
    
    @Override
    protected ResourceLocation getEntityTexture(EntityWyrmling entity)
    {
        return TEXTURES;
    }
    
    @Override
    protected void applyRotations(EntityWyrmling entityWyrmling, float p_77043_2_, float rotationYaw, float partialTicks) {
        super.applyRotations(entityWyrmling, p_77043_2_, rotationYaw, partialTicks);
    }
}

And if you need it, here is my init class for entities:

Quote

public class EntityInit {

    public static void registerEntities()
    {
        registerEntity("scaleton", EntityScaleton.class, Reference.ENTITY_SCALETON, 24, 8598175, 6346362);
        registerEntity("zombug", EntityZombug.class, Reference.ENTITY_ZOMBUG, 32, 8598175, 6346362);
        registerEntity("wyrmling", EntityWyrmling.class, Reference.ENTITY_WYRMLING, 24, 8598175, 6346362);
    }
    
    public static void registerEntity(String name, Class<? extends Entity> entity, int id, int range, int color1, int color2)
    {
        EntityRegistry.registerModEntity(new ResourceLocation(Reference.MOD_ID + ":" + name), entity, name, id, Main.instance, range, 1, true, color1, color2);
    }
}

And I call this in my main, like this:

Quote

@EventHandler
    public static void PreInit(FMLPreInitializationEvent event)
    {
        GameRegistry.registerWorldGenerator(new ModWorldGen(), 3);
        DimensionInit.registerDimensions();
        GameRegistry.registerWorldGenerator(new GenerateCustomStructures(), 3);
        BiomeInit.registerBiomes();
        EntityInit.registerEntities();
        RenderHandler.registerEntityRenders();
    }

And here is my register class for the renders:

Quote

public class RenderHandler {

    public static void registerEntityRenders()
    {
        RenderingRegistry.registerEntityRenderingHandler(EntityScaleton.class, new IRenderFactory<EntityScaleton>()
        {
            @Override
            @SideOnly(Side.CLIENT)
            public Render<? super EntityScaleton> createRenderFor(RenderManager manager)
            {
                return new RenderScaleton(manager);
            }
        });
        
        RenderingRegistry.registerEntityRenderingHandler(EntityZombug.class, new IRenderFactory<EntityZombug>()
        {
            @Override
            @SideOnly(Side.CLIENT)
            public Render<? super EntityZombug> createRenderFor(RenderManager manager)
            {
                return new RenderZombug(manager);
            }
        });
        
        RenderingRegistry.registerEntityRenderingHandler(EntityWyrmling.class, new IRenderFactory<EntityWyrmling>()
        {
            @Override
            @SideOnly(Side.CLIENT)
            public Render<? super EntityWyrmling> createRenderFor(RenderManager manager)
            {
                return new RenderWyrmling(manager);
            }
        });
    }
}

The most interesting part to me is that I have 3 mobs, and neither of the other two have this problem.

Edited by JonIsPatented
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  • Use EntityEntryBuilder and RegistryEvent.Register<EntityEntry> to register your entities, not registerModEntity.
  • The name for an entity (not the registry name!) must explicitly include your ModID to avoid conflicts (this is the "unlocalized name").
  • Do not use @SideOnly.
  • RenderingRegistry is a client-only class. By proxy this also makes your RenderHandler a client-only class. That means you cannot access it from common code.
  • RenderLivingBase renders name tags by default based on team settings. Use RenderLiving if you want the normal mob behavior.
  • Thanks 1
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