Ok So I got the blocks to stack and read nbt without nei and that part works. I need to know how to replace the title name on the Item based on the entity name. How Do I do this? I can grab the entity name had to do this for the work around in nie I just need to know how to set the tag so it displays as entityname + Monster Spawner.
The best way to do this is probably to create a class that extends ItemReed and override Item#getItemStackDisplayName to translate the item name and entity name before concatenating and returning them. Look at ItemMonsterPlacer#getItemStackDisplayName for an example of this.
Make your event handlers drop this item instead of the default ItemBlock form of Blocks.mob_spawner.
Despite the name, ItemReed isn't just for reeds/sugar canes. It's very similar to ItemBlock, but instances of it won't be put in the map used by Item.getItemFromBlock and Block.getBlockFromItem. Due to this, it was renamed to ItemBlockSpecial in 1.9.
I'm not sure why the XP reduction isn't working.
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Sorry for the unclarity. I got it working for drops by changing the nbt data based on the entity name. I want to override the block with metadata themselves for nei so it shows the tag from nei to the block before and after harvesting.
For vanilla I want to change the display name based on what nbt name it is from the entity tag. If you give yourself a creeper spawner from /give command I want it to change the display name.
I got something to ask more related to this form. How do I grab a random entity that extends entity living base(mob) to assign it to a spawner when generating a schematic? I am going to look at the schematic but, I would want to know how to get a random tileentiy so it's a random spawner. The plan is it will have 50% chance to have my specified dungeon 10% for ore dungeon 40% chance for random dungeon. The 40% is why I am asking for. Are there ways of detecting what type of entity it is and if it is resistant to fire, if it spawns in water, or is a water creature?
I have heard rumors of mobs being not assigned to vanilla but of forge? They don't generate spawners because, they are forge mobs and is there a list or something I can make spawners generate blocks. I would call it forge spawners? I want aether spawners. I have a plan to make them steel looking with shiny iron. If I can figure this out with your help since I can't seem to find anything via google. I wouldn't know how to generate blocks in a loop based on entites. Last time I tried generating a loop with forge it crashed because, it didn't like the fact that it was a loop trying to locate a block inside of block break event.
I have got a feeling that the xp isn't working because, the block extends blockspawner AOA(from aoa's class) and BlockStupidSpawner at divinerpg's class. Should I set that block to drop 0 xp and where would I do that?
I am going to make this forum a huge tatorial for 1.7.10+ when I am finished with silk spawners for 1.7.10. It will teach people your's and mine code on how to grab tileentity data and do stuff with it. I convinced my friend to take the download off of adfocus because, 90% of this code is all from you even though you didn't write it , I am writing it and tweaking most of what you tell me to apply it to the mc version that it applies to. So it's now adfocus and ad.fly free.
Sorry for the unclarity. I got it working for drops by changing the nbt data based on the entity name. I want to override the block with metadata themselves for nei so it shows the tag from nei to the block before and after harvesting.
For vanilla I want to change the display name based on what nbt name it is from the entity tag. If you give yourself a creeper spawner from /give command I want it to change the display name.
That will only display the entity's registry name followed by the English text "Monster Spawner". If you want it to be properly localised, you'll need a custom Item as I suggested previously.
I got something to ask more related to this form. How do I grab a random entity that extends entity living base(mob) to assign it to a spawner when generating a schematic? I am going to look at the schematic but, I would want to know how to get a random tileentiy so it's a random spawner.
You'll need a whitelist of entity registry names that can be used in the spawners, this will be a List<String>.
The safest way is to have this specified in a config file, with the default value being a list of sensible vanilla entities (i.e. pretty much any non-boss living entity).
A more automatic way is to iterate through the entry set of EntityList.CLASS_TO_NAME (or EntityList.NAME_TO_CLASS) in postInit, check if each entity Class extends EntityLivingBase (call Class#isAssignableFrom on EntityLivingBase.class with the entity Class as the argument) and then add the registry name to the whitelist.
When generating the structure:
Place the mob spawner block.
Get the TileEntityMobSpawner at its position.
Get the MobSpawnerBaseLogic from the TileEntityMobSpawner.
Generate a random integer between 0 (inclusive) and the size of the whitelist (exclusive).
Get the entity registry name at that index of the whitelist.
Call MobSpawnerBaseLogic#setEntityName to set the spawner's entity to the randomly selected one.
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I found some code that could just inject the mob spawners into vanilla dungeons. I might just settle with that for 1.7.10. I will still have to do most of what you said though. I could set this up as an array list with two variables and then it will dynamically add them to dungeonhooks mob. Of course this would only work if it's not a forge mob. I need to figure out what a forge mob is and what should I do with it. Vanilla chances would be sorted equally as for unsupported mods the default chance would be the same as of 100 the skeleton spawner and spider spawner chance.
DungeonHooks.addDungeonMob("Creeper", 200);
so I was wanting to make blocks.mobspawner blast resistent if it was instance of this creeper tile entity data. I don't know how or where to refer to that to. I could make them all blast resistant but, I feel it's only fair for a creeper's and maybe in the future an configurable array list. How would I set this up only for creepers and under what event? I want to add this feature before creeper dungeons start spawning in. It will be a config option once I know that it works and will be enabled by default.
so I was wanting to make blocks.mobspawner blast resistent if it was instance of this creeper tile entity data. I don't know how or where to refer to that to. I could make them all blast resistant but, I feel it's only fair for a creeper's and maybe in the future an configurable array list. How would I set this up only for creepers and under what event? I want to add this feature before creeper dungeons start spawning in. It will be a config option once I know that it works and will be enabled by default.
There's no way to set the explosion resistance of a vanilla block based on its TileEntity data. To do this for your own block, you'd need to override Block#getExplosionResistance(World, BlockPos, Entity, Explosion) to check the TileEntity at that position and return the appropriate resistance based on the entity it's spawning.
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couldn't figure out the itemreed thing. So I just took the return method found out what it did and applied it myself. It now works in any language and will only freak out if the entity id is invalid (it will say entity.name other language text) which is fine. If it's not a valid entity it shouldn't be there. It's understood nobody is going to be switching languages daily. Also if they did want to they could place the spawner down and pick it back up.
I got a question where you thinking that when I try for nei support that I make ItemReed class and translate them based on the ids? But, that would be a custom Item not their blocks so I am confused. I want to translate all of the metadata to display names, based on the global id. I don't think ItemReed method word work unless upon harvesting. So I guess no nei support for the names?
How do I get subtypes of mobs such as wither skeleton spawners for forge dungeon hooks? Well this just makes skeletons more common how would I get the type of skeleton for this? I will work on the iterate list after I can get the basics working. Also for mods like jurassicraft use their entities as the same type however use bytecode to track the dinos age. How would that be applied? Track the entity id and then .write to nbt?
DungeonHooks.addDungeonMob("Skeleton", 200);
Since there are dungeon hooks are there nether fortress hooks for adding spawners, also abandoned mine shafts, strongholds and in newer versions newer structures? Or does dungeon hooks add the mob to all vanilla dungeons?
ItemStack#setStackDisplayName will only work on the server; meaning players will always see the name in the server's locale, regardless of which locale they're using. For the integrated server (single-player/LAN), the server's locale is the host client's locale. For the dedicated server, the server's locale is always en_US.
If you create your own Item, it will display in NEI as a standard baked model unless you tell NEI to use the spawner renderer for it (which should be possible to do).
DungeonHooks doesn't support entity subtypes like Wither Skeletons or Zombie Villagers, it only uses the entity's registry name. If you want to change the entity subtype spawned after a dungeon has been generated, do the following:
Subscribe to PopulateChunkEvent.Post.
Iterate through the blocks in the chunk at the event's coordinates.
If you find a mob spawner spawning the entity you want to replace with a subtype:
Create an instance of that entity, set its subtype to the one you want to spawn and write it to NBT.
Create a WeightedRandomMinecart using the WeightedRandomMinecart(NBTTagCompound, String) constructor. The first argument is the entity NBT to use (i.e. the compound tag you just wrote the entity to), the second is the entity's registry name.
Get the TileEntityMobSpawner from the World and get its MobSpawnerBaseLogic.
Call MobSpawnerBaseLogic#setRandomEntity with the WeightedRandomMinecart you just created.
This will run after the dimension has run its own world generation for the chunk (i.e. after vanilla dungeons have been generated in the Overworld), but before it runs the IWorldGenerators registered by mods.
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I don't want all skeleton's in the overworld to do this. I will have to do this for some nether dungeons though. I guess I could create my own block that does this and my own dungeon as well. It seems unoptimized to constantly scan for new chunks for a mob spawner skeleton and also incompatible with other dungeon mods. I will create my own mob spawner.
I will probably have questions later on iterating through a list when I get weird random crashes. Every time I attempt to do something with a loop with forge it crashes.
About xp. I have contacted some modders asking what the problem is. Some of them helped make the mod.
Ok for the array list dungeon thing. I got it iterating through the enitre entity living .class along with checking if it is assignable. I can then add dungeonhooks.adddungeonmob(varhooks,100). How would I set this up in the form of a whitelist since I planned on using the config and the methods you told me to use were post init. Then from that I wanted it to grab a default value of 100 but, you could later change in the config. Here is my code so far. Also If it's in the pre-init then it probably wouldn't do it for anything except for vanilla.
In preInit you need to load the config, get the values from it and then store them in fields. Look for a tutorial on the config system if you're not already familiar with it.
Do you want each whitelisted entity type to have its own chance of generating in a dungeon spawner, or do you want all whitelisted entity types to have the same chance?
If all entities have the same chance, use a string array property for the whitelist and an integer property for the chance. Store the whitelist array (a String[]) in one field and the chance (an int) in another.
If each entity has its own chance, use a category containing an integer property for each whitelisted entity (with the registry name as the property name and the chance as the property value). Store these in a Map<String, Integer>, with the entity registry names as keys and the chances as values.
In postInit, iterate through the whitelist array or map and check if EntityList.stringToClassMapping contains a value for each entity registry name. If it does (i.e. there's an entity with that name registered), add the entity to DungeonHooks.
Side notes:
Always use generics when dealing with generic types like List, Map, Map.Entry and Iterator; even if the vanilla code doesn't include generics in the version you're using. This helps to enforce type safety (e.g. makes sure you're not putting Block values in a List<String>) and reduces the number of casts you need to make.
When iterating through collections, you should use the enhanced for/for-each loop instead of using the Iterator manually. This makes your code simpler and easier to read. If you need to remove values from the collection, you can either add them to a separate collection and call Collection#removeAll after the loop or use the Iterator manually and call Iterator#remove.
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tried the for loop however my code was erroring so I used a while loop. I want mods to have all the same chance by default but, can be configed in the config.
In preInit you need to load the config, get the values from it and then store them in fields. Look for a tutorial on the config system if you're not already familiar with it.
I know the basics of configing but, I don't know what operation to do what in. Config is in preinit I iterrate in post init so how am I suppose to add stuff to the config dynamically if it's in a pre-int? The issue is this create methods to grab to config preinit after it is loaded preinit then I would have to set these entites dynamically config them but, I can't grab the config values if I write them postinit. Having issues. Here is my code
Edit: Got the first part fixed about nei overriding my nbt read data by making a new block. I would like to know how to model the entity in the block like nei.
Edit: Got the first part fixed about nei overriding my nbt read data by making a new block. I would like to know how to model the entity in the block like nei.
If you only want the entity to be rendered in the item when NEI is active, register its IItemRenderer for your Item like NEI does for its own Item.
If you want the entity to be rendered in the item even without NEI, copy the IItemRender code into your mod; making sure to follow NEI's license. In 1.8.9+, this will only work if you're using the hackish IItemRender system added by CodeChickenLib.
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Well I want to register it if nei is loaded based on nbt data not on item or meta based. I want it to be dependent on the EntityId tag so that it will render that itemstack with the entity. I will try this. In 1.8.9 code chicken core and not enough Items don't exsist. I am just updating to that version so I can support journey into the light mod(rpg mod adds in custom modded spawner blocks). then after that port it is 1.1.02. Will rendering this work in 1.1.02?
If you want the entity to be rendered in the item even without NEI, copy the IItemRender code into your mod
Will do. Although I will do this for nei only if it's loaded I don't want to import any mod leading to crashes if the mod isn't in the mods folder. I see no copyright for any of this. I think it is safe to copy it's item rendering code since I don't want it to crash by importing it. The nei maker will understand.
Wait do I need to import it is this an nei thing? Or is this a vanilla thing so confused?
Well I want to register it if nei is loaded based on nbt data not on item or meta based. I want it to be dependent on the EntityId tag so that it will render that itemstack with the entity.
Then you'll need to use your own renderer adapted from NEI's.
I will try this. In 1.8.9 code chicken core and not enough Items don't exsist. I am just updating to that version so I can support journey into the light mod(rpg mod adds in custom modded spawner blocks). then after that port it is 1.1.02. Will rendering this work in 1.1.02?
It looks like this continuation of NEI was updated to 1.8.9 before being updated to 1.9.x and 1.10.2.
CodeChickenLib's IItemRenderer only works if the ASM supporting it has been run. This is extremely hackish, since baked models aren't supposed to have any access to OpenGL.
Will do. Although I will do this for nei only if it's loaded I don't want to import any mod leading to crashes if the mod isn't in the mods folder. I see no copyright for any of this. I think it is safe to copy it's item rendering code since I don't want it to crash by importing it. The nei maker will understand.
Both the original and continuation repositories of ChickenBones' mods have a LICENSE.txt file in the root, this is the license covering the code.
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They're the root directory of each repository, like this.
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Thanks. I now know that I can use chicken mods using item render code if I wish to use it. Well I like it without the render code if nei isn't installed. I will only do this for 1.8.9 and make the models based on nbt if nei is installed.
miserably failed on getting entities to model and rotate in the form of a block like nei. I have no idea how to do this since they have no global id or metadata. I tried making a copy of spawner render but, the code is scattered everywhere. people will just have to deal with no model render.
I have successfully got a spawner to turn into a creeper no matter what the tile entity is. I am trying to get the spawn eggs to replace the spawner like 1.8+ however I don't know how eggs work. I need the egg to translate into the string entity id. I found nothing online on how to do this. I tried iterating through the egg list and got a vm java heap error. Here is my code https://gist.github.com/jredfox/8652fa3e18a4e97462de58357a9726fa#file-silk-spawners-java
The best way to do this is probably to create a class that extends ItemReed and override Item#getItemStackDisplayName to translate the item name and entity name before concatenating and returning them. Look at ItemMonsterPlacer#getItemStackDisplayName for an example of this.
Make your event handlers drop this item instead of the default ItemBlock form of Blocks.mob_spawner.
Despite the name, ItemReed isn't just for reeds/sugar canes. It's very similar to ItemBlock, but instances of it won't be put in the map used by Item.getItemFromBlock and Block.getBlockFromItem. Due to this, it was renamed to ItemBlockSpecial in 1.9.
I'm not sure why the XP reduction isn't working.
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Sorry for the unclarity. I got it working for drops by changing the nbt data based on the entity name. I want to override the block with metadata themselves for nei so it shows the tag from nei to the block before and after harvesting.
For vanilla I want to change the display name based on what nbt name it is from the entity tag. If you give yourself a creeper spawner from /give command I want it to change the display name.
I got something to ask more related to this form. How do I grab a random entity that extends entity living base(mob) to assign it to a spawner when generating a schematic? I am going to look at the schematic but, I would want to know how to get a random tileentiy so it's a random spawner. The plan is it will have 50% chance to have my specified dungeon 10% for ore dungeon 40% chance for random dungeon. The 40% is why I am asking for. Are there ways of detecting what type of entity it is and if it is resistant to fire, if it spawns in water, or is a water creature?
I have heard rumors of mobs being not assigned to vanilla but of forge? They don't generate spawners because, they are forge mobs and is there a list or something I can make spawners generate blocks. I would call it forge spawners? I want aether spawners. I have a plan to make them steel looking with shiny iron. If I can figure this out with your help since I can't seem to find anything via google. I wouldn't know how to generate blocks in a loop based on entites. Last time I tried generating a loop with forge it crashed because, it didn't like the fact that it was a loop trying to locate a block inside of block break event.
I have got a feeling that the xp isn't working because, the block extends blockspawner AOA(from aoa's class) and BlockStupidSpawner at divinerpg's class. Should I set that block to drop 0 xp and where would I do that?
I am going to make this forum a huge tatorial for 1.7.10+ when I am finished with silk spawners for 1.7.10. It will teach people your's and mine code on how to grab tileentity data and do stuff with it. I convinced my friend to take the download off of adfocus because, 90% of this code is all from you even though you didn't write it , I am writing it and tweaking most of what you tell me to apply it to the mc version that it applies to. So it's now adfocus and ad.fly free.
That will only display the entity's registry name followed by the English text "Monster Spawner". If you want it to be properly localised, you'll need a custom Item as I suggested previously.
You'll need a whitelist of entity registry names that can be used in the spawners, this will be a List<String>.
The safest way is to have this specified in a config file, with the default value being a list of sensible vanilla entities (i.e. pretty much any non-boss living entity).
A more automatic way is to iterate through the entry set of EntityList.CLASS_TO_NAME (or EntityList.NAME_TO_CLASS) in postInit, check if each entity Class extends EntityLivingBase (call Class#isAssignableFrom on EntityLivingBase.class with the entity Class as the argument) and then add the registry name to the whitelist.
When generating the structure:
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I found some code that could just inject the mob spawners into vanilla dungeons. I might just settle with that for 1.7.10. I will still have to do most of what you said though. I could set this up as an array list with two variables and then it will dynamically add them to dungeonhooks mob. Of course this would only work if it's not a forge mob. I need to figure out what a forge mob is and what should I do with it. Vanilla chances would be sorted equally as for unsupported mods the default chance would be the same as of 100 the skeleton spawner and spider spawner chance.
so I was wanting to make blocks.mobspawner blast resistent if it was instance of this creeper tile entity data. I don't know how or where to refer to that to. I could make them all blast resistant but, I feel it's only fair for a creeper's and maybe in the future an configurable array list. How would I set this up only for creepers and under what event? I want to add this feature before creeper dungeons start spawning in. It will be a config option once I know that it works and will be enabled by default.
There's no way to set the explosion resistance of a vanilla block based on its TileEntity data. To do this for your own block, you'd need to override Block#getExplosionResistance(World, BlockPos, Entity, Explosion) to check the TileEntity at that position and return the appropriate resistance based on the entity it's spawning.
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. I will just make all blocks blast resistant just enough that there is a chance of the spawned blowing up.
couldn't figure out the itemreed thing. So I just took the return method found out what it did and applied it myself. It now works in any language and will only freak out if the entity id is invalid (it will say entity.name other language text) which is fine. If it's not a valid entity it shouldn't be there. It's understood nobody is going to be switching languages daily. Also if they did want to they could place the spawner down and pick it back up.
I got a question where you thinking that when I try for nei support that I make ItemReed class and translate them based on the ids? But, that would be a custom Item not their blocks so I am confused. I want to translate all of the metadata to display names, based on the global id. I don't think ItemReed method word work unless upon harvesting. So I guess no nei support for the names?
How do I get subtypes of mobs such as wither skeleton spawners for forge dungeon hooks? Well this just makes skeletons more common how would I get the type of skeleton for this? I will work on the iterate list after I can get the basics working. Also for mods like jurassicraft use their entities as the same type however use bytecode to track the dinos age. How would that be applied? Track the entity id and then .write to nbt?
Since there are dungeon hooks are there nether fortress hooks for adding spawners, also abandoned mine shafts, strongholds and in newer versions newer structures? Or does dungeon hooks add the mob to all vanilla dungeons?
ItemStack#setStackDisplayName will only work on the server; meaning players will always see the name in the server's locale, regardless of which locale they're using. For the integrated server (single-player/LAN), the server's locale is the host client's locale. For the dedicated server, the server's locale is always en_US.
If you create your own Item, it will display in NEI as a standard baked model unless you tell NEI to use the spawner renderer for it (which should be possible to do).
DungeonHooks doesn't support entity subtypes like Wither Skeletons or Zombie Villagers, it only uses the entity's registry name. If you want to change the entity subtype spawned after a dungeon has been generated, do the following:
This will run after the dimension has run its own world generation for the chunk (i.e. after vanilla dungeons have been generated in the Overworld), but before it runs the IWorldGenerators registered by mods.
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I don't want all skeleton's in the overworld to do this. I will have to do this for some nether dungeons though. I guess I could create my own block that does this and my own dungeon as well. It seems unoptimized to constantly scan for new chunks for a mob spawner skeleton and also incompatible with other dungeon mods. I will create my own mob spawner.
I will probably have questions later on iterating through a list when I get weird random crashes. Every time I attempt to do something with a loop with forge it crashes.
About xp. I have contacted some modders asking what the problem is. Some of them helped make the mod.
Ok for the array list dungeon thing. I got it iterating through the enitre entity living .class along with checking if it is assignable. I can then add dungeonhooks.adddungeonmob(varhooks,100). How would I set this up in the form of a whitelist since I planned on using the config and the methods you told me to use were post init. Then from that I wanted it to grab a default value of 100 but, you could later change in the config. Here is my code so far. Also If it's in the pre-init then it probably wouldn't do it for anything except for vanilla.
it is working from my code so far. here is an aoa mob spawner
In preInit you need to load the config, get the values from it and then store them in fields. Look for a tutorial on the config system if you're not already familiar with it.
Do you want each whitelisted entity type to have its own chance of generating in a dungeon spawner, or do you want all whitelisted entity types to have the same chance?
If all entities have the same chance, use a string array property for the whitelist and an integer property for the chance. Store the whitelist array (a String[]) in one field and the chance (an int) in another.
If each entity has its own chance, use a category containing an integer property for each whitelisted entity (with the registry name as the property name and the chance as the property value). Store these in a Map<String, Integer>, with the entity registry names as keys and the chances as values.
In postInit, iterate through the whitelist array or map and check if EntityList.stringToClassMapping contains a value for each entity registry name. If it does (i.e. there's an entity with that name registered), add the entity to DungeonHooks.
Side notes:
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tried the for loop however my code was erroring so I used a while loop. I want mods to have all the same chance by default but, can be configed in the config.
I know the basics of configing but, I don't know what operation to do what in. Config is in preinit I iterrate in post init so how am I suppose to add stuff to the config dynamically if it's in a pre-int? The issue is this create methods to grab to config preinit after it is loaded preinit then I would have to set these entites dynamically config them but, I can't grab the config values if I write them postinit. Having issues. Here is my code
https://gist.github.com/jredfox/8652fa3e18a4e97462de58357a9726fa
Edit: Got the first part fixed about nei overriding my nbt read data by making a new block. I would like to know how to model the entity in the block like nei.
If you only want the entity to be rendered in the item when NEI is active, register its IItemRenderer for your Item like NEI does for its own Item.
If you want the entity to be rendered in the item even without NEI, copy the IItemRender code into your mod; making sure to follow NEI's license. In 1.8.9+, this will only work if you're using the hackish IItemRender system added by CodeChickenLib.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
Well I want to register it if nei is loaded based on nbt data not on item or meta based. I want it to be dependent on the EntityId tag so that it will render that itemstack with the entity. I will try this. In 1.8.9 code chicken core and not enough Items don't exsist. I am just updating to that version so I can support journey into the light mod(rpg mod adds in custom modded spawner blocks). then after that port it is 1.1.02. Will rendering this work in 1.1.02?
Will do. Although I will do this for nei only if it's loaded I don't want to import any mod leading to crashes if the mod isn't in the mods folder. I see no copyright for any of this. I think it is safe to copy it's item rendering code since I don't want it to crash by importing it. The nei maker will understand.
Wait do I need to import it is this an nei thing? Or is this a vanilla thing so confused?
Then you'll need to use your own renderer adapted from NEI's.
It looks like this continuation of NEI was updated to 1.8.9 before being updated to 1.9.x and 1.10.2.
CodeChickenLib's IItemRenderer only works if the ASM supporting it has been run. This is extremely hackish, since baked models aren't supposed to have any access to OpenGL.
Both the original and continuation repositories of ChickenBones' mods have a LICENSE.txt file in the root, this is the license covering the code.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
Can't find the licences what is the path
They're the root directory of each repository, like this.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
Thanks. I now know that I can use chicken mods using item render code if I wish to use it. Well I like it without the render code if nei isn't installed. I will only do this for 1.8.9 and make the models based on nbt if nei is installed.
miserably failed on getting entities to model and rotate in the form of a block like nei. I have no idea how to do this since they have no global id or metadata. I tried making a copy of spawner render but, the code is scattered everywhere. people will just have to deal with no model render.
I have successfully got a spawner to turn into a creeper no matter what the tile entity is. I am trying to get the spawn eggs to replace the spawner like 1.8+ however I don't know how eggs work. I need the egg to translate into the string entity id. I found nothing online on how to do this. I tried iterating through the egg list and got a vm java heap error. Here is my code https://gist.github.com/jredfox/8652fa3e18a4e97462de58357a9726fa#file-silk-spawners-java