Posted November 29, 20196 yr How am I supposed to render my entity Items. I have tried extending EntityItem and adding my own properties to it. How would I apply this to an item which I am spawning as of now I can't use itemfloating as an ItemEntity public class ItemFloating extends EntityItem{ public int lifespan = -1; private int health; public ItemFloating(World worldIn, double x, double y, double z) { super(worldIn); this.health = 5; this.hoverStart = (float)(Math.random() * Math.PI * 2.0D); this.setSize(0.25F, 0.25F); this.setPosition(x, y, z); this.rotationYaw = (float)(Math.random() * 360.0D); this.motionX = (double)((float)(Math.random() * 0.20000000298023224D - 0.10000000149011612D)); this.motionY = 0.20000000298023224D; this.motionZ = (double)((float)(Math.random() * 0.20000000298023224D - 0.10000000149011612D)); } public ItemFloating(World worldIn, double x, double y, double z, ItemStack stack) { this(worldIn, x, y, z); this.setItem(stack); this.lifespan = (stack.getItem() == null ? -1 : stack.getItem().getEntityLifespan(stack, worldIn)); } @Override public void onUpdate() { cannotPickup(); super.onUpdate(); } } I have not written much else besides my other item block and mob code in case you are wondering. Edited November 30, 20196 yr by Whompy
November 30, 20196 yr Author Sorry I don't think I was clear, I am trying to render my own untouchable item which will be spawned on top of a block . If I were to say override a block of glass's createEntity/hasCustomEntity functions, wouldn't it also make the entity itself when (obtained through normal means) not be picked up? how would I differentiate between the two possibilities, a boolean? Also, how would I get this to apply to a non modded item's itemEntity. would I need to create another class for modded and nonmodded items? If you know of any example tutorials talking about this or example code, I would appreciate it Edited November 30, 20196 yr by Whompy
November 30, 20196 yr Author public class EntitySponge extends EntityVex{ private Item purposeItem = Items.PUMPKIN_PIE; private net.minecraft.block.Block purpose = Blocks.GLASS; private Object time = 1000; private Boolean Item = false; public EntitySponge(World worldIn) { super(worldIn); } public void EntitySpongeadd(World worldIn, Block purpose,Item purposeItem, Object time) { this.time = time; //glass if(this.time == (Object)1000) { this.Item = false; this.purpose = ModBlocks.MAGIC_BLOCK; } //glass if(this.time == (Object)5000) { this.Item = false; this.purposeItem = ModItems.ORB_OF_CHANNELING; } } @Override protected void entityInit() { // TODO Auto-generated method stub } @Override public void readEntityFromNBT(NBTTagCompound compound) { // TODO Auto-generated method stub } @Override public void writeEntityToNBT(NBTTagCompound compound) { // TODO Auto-generated method stub } @Override protected SoundEvent getAmbientSound() { return SoundEvents.BLOCK_BREWING_STAND_BREW; } @Override protected SoundEvent getHurtSound(DamageSource source) { return SoundEvents.BLOCK_FIRE_AMBIENT; } @Override protected SoundEvent getDeathSound() { return SoundEvents.BLOCK_FIRE_EXTINGUISH; } @Override protected ResourceLocation getLootTable() { return LootTableList.EMPTY; } public void onLivingUpdate() { for (int i = 0; i < 1; ++i) { timer((int)this.time); } } public void timer(int time) { try { Thread.sleep(time); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } the thing is that I am trying to make this entity appear to be a different item/block upon being spawned by the FocusBlock with it's own properties such as purposeItem/purposeblock (the item/block it is supposed to create after sitting on top of the custom block) so that it appears to be an item. i resorted to this method because I was struggling with using an actual item to complete my goal. The entity seems to be registering normally,however upon being spawned a null pointer exception comes up on console and the game doesn't crash. How would I go about using different textures for this entity. Would I use another entity per special crafting recipe? Edited November 30, 20196 yr by Whompy
November 30, 20196 yr Author Eh I'll just create an entity for each recipe who cares about efficiency ?
November 30, 20196 yr Author 1 minute ago, diesieben07 said: Why on earth are you using Object here? You can't do this. This will make the entire game wait for that amount of time. idk I was trying to store entity specific information
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.