Posted November 2, 20195 yr @Mod("xy") @Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD) public class XYMod() { // ... @SubscribeEvent public static void onEntityRegistry(final RegistryEvent.Register<EntityType<?>> event) { IForgeRegistry<EntityType<?>> r = event.getRegistry(); r.register(EntityType.Builder.create(EntityItemNoDespawn::new, EntityClassification.MISC) .size(0.25f, 0.25f) .setShouldReceiveVelocityUpdates(false) .build("item_nodespawn").setRegistryName("xy", "item_nodespawn")); } } Above is my main mod class, where I register the entity. It extends the vanilla ItemEntity. My custom item class: public class ItemXY extends Item { // ... public boolean hasCustomEntity(ItemStack stack) { return true; } public Entity createEntity(World world, Entity location, ItemStack itemstack) { return new EntityItemNoDespawn(world, location.posX, location.posY, location.posZ, itemstack); } } When I try to load a world that already contains an EntityItemNoDespawn (created by dropping my item), it gets stuck at the square loading screen (at 100%). These are the last lines of the log: [08:54:45] [Server thread/INFO] [minecraft/SimpleReloadableResourceManager]: Reloading ResourceManager: Default, forge-1.14.4-28.1.79_mapped_snapshot_20190719-1.14.3-recomp.jar, main [08:54:46] [Server thread/INFO] [minecraft/RecipeManager]: Loaded 6 recipes [08:54:47] [Server thread/INFO] [minecraft/AdvancementList]: Loaded 811 advancements [08:54:47] [Server thread/INFO] [minecraft/MinecraftServer]: Preparing start region for dimension minecraft:overworld [08:54:47] [Client thread/INFO] [minecraft/LoggingChunkStatusListener]: Preparing spawn area: 0% [08:54:47] [Client thread/INFO] [minecraft/LoggingChunkStatusListener]: Preparing spawn area: 0% [08:54:48] [Client thread/INFO] [minecraft/LoggingChunkStatusListener]: Preparing spawn area: 46%
November 2, 20195 yr 1. Please post more of your code, especially the code of EntityItemNoDespawn. 2. "xy" is not a good mod id as it is too short and will cause conflict. Consider using a longer and more unique name. Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
November 2, 20195 yr Author EntityItemNoDespawn: public class EntityItemNoDespawn extends ItemEntity { public EntityItemNoDespawn(EntityType<?> type, World world) { super((EntityType<? extends ItemEntity>) type, world); this.setNoDespawn(); } public EntityItemNoDespawn(World world, double x, double y, double z, ItemStack stack) { super(world, x, y, z, stack); this.setNoDespawn(); } }
November 2, 20195 yr 12 hours ago, Wurst said: These are the last lines of the log: We need to see the whole log. Also what DavidM said about your mod I'd. It's not something you should consider. It's really just an action you need to take. 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.
November 3, 20195 yr 16 minutes ago, Wurst said: Here's the whole debug.log file: https://paste.ee/p/3dWdC Nothing that stands out completely there would you mind posting the entirety of your EntityItemNoDespawn and Your Register<EntityType> event method. 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.
November 3, 20195 yr Author The Register<EntityType> event method is in my main mod class, which I posted in my first comment. The issue already appears with the reduced class I posted. This is the full class: public class EntityItemNoDespawn extends ItemEntity { public EntityItemNoDespawn(EntityType<?> type, World world) { super((EntityType<? extends ItemEntity>) type, world); this.rotationYaw = (float)(Math.random() * 360.0D); this.setMotion(0, -1, 0); this.setInfinitePickupDelay(); this.setNoDespawn(); } public EntityItemNoDespawn(World world, double x, double y, double z, ItemStack stack) { super(world, x, y, z, stack); this.setPosition(Math.round(x) + 0.5, Math.round(y) + 0.5, Math.round(z) + 0.5); this.rotationYaw = (float)(Math.random() * 360.0D); this.setMotion(0, -1, 0); this.setInfinitePickupDelay(); this.setNoDespawn(); } @Override public void tick() { this.setCustomName(new StringTextComponent(this.getItem().getCount() + " " + this.getItem().getDisplayName())); this.setCustomNameVisible(true); super.tick(); } @Override public boolean getAlwaysRenderNameTagForRender() { return true; } }
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