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Description:
Ender Sai Teleporter outfits you with five fully featured firearms—a .50-Cal Sniper with smooth spyglass-style zoom and scope overlay, AR-15, Shotgun, Minigun and dual-wielded Pistols—plus magical tools like a Vanish Point Sai for waypoint teleportation, a soul-powered Haunting Blade with ghost-summoning abilities, Ethan’s Remote immobilizer and an Elemental Bow crackling with eight arcane variants. Left-click to fire (or release the bow after drawing), right-click to aim/tighten your shot (or interact with blocks/entities to switch the Elemental Bow’s mode), press R to reload (which blocks firing or switching), use V/C to cycle guns and H to return to the Rotary Armory hub. The Elemental Bow changes on-the-fly—right-click ice for frost arrows, lava/fire for flame arrows, lightning rods for strikes of lightning, mossy cobblestone for vine traps, axolotls for healing shots, nether portals to teleport targets, total darkness for shadow curses or breezes for gale-force knockback.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Ender Sai Teleporter" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
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Sep 1, 2025, 11:43 PM
User request: Mod summary: weapons mod adding multiple custom weapons, new items, crafting, GUI/keybind interactions, new villager profession, new mobs (ghost companion + ghost mount), soul resource system, electro-inducing table / alternate living-matter creation, Rotary Armory guns system, and numerous behavioral/bug fixes across versions. Original request (base feature set): - Create a sai-like throwable weapon ("vanish point") textured with End/Enderman/Enderpearl theme that, when thrown, teleports the thrower to the impact location. - Add a keybind (default "C" or user-set) to open a Waystone-like GUI to create up to 5 waystones/waypoints and teleport to them, with requirement: player must stand still for 5 seconds after pressing to teleport. Edit v2 (expanded mod + crafting + second weapon "Haunting Blade"): - Make mod for multiple custom weapons + recipes. - Vanish Point: same throwable teleport behavior + GUI waypoints (teleport only after standing still 5s), max 5 waypoints, GUI button to teleport. - New villager profession creation: place crying obsidian next to an unemployed villager to create a "progresser" (new profession). Progresser always sells end stone; add a trade: 2 stone + 1 gold -> 1 end stone. - New item: End Stone Stick (recipe: 2 end stone ->?) — user specified need to craft end stone sticks (3 needed) — described as "stick made of endstone". - New item: Heart of Enderman crafted by surrounding a Heart of the Sea with 4 Ender Pearls. - Vanish Point crafting: craft 3 End Stone Sticks in bucket shape, Heart of Enderman in center, Iron Sword on top -> Vanish Point. - Second weapon "Haunting Blade" (visual like Blasphemous Blade from Elden Ring): - Kills yield "souls" (new item) from mobs: random amount based on mob size/health. - Souls function as mana to power blade abilities (bindable keys): - Ability 1: big leap attack (chargeable, costs more souls for charge). - Ability 2: charged slash with extra damage + shoots a sword beam. - Ability 3: summons a ghost (new mob) that behaves like a wolf, tamed to the sword wielder, defends owner, can shoot small projectiles occasionally. - Ability 4: summons a big ghost mount (rideable by 2 players), shoots fireballs on command while ridden. - Passive: grants Soul Speed 3 while held/active. - Damage equals netherite weapon tier. - Haunting Blade crafting (complex multi-step): - Electro-Inducing Table (new block) crafted from a Block of Redstone surrounded by Iron with a Lever on top middle. - Use table: put 8 Rotten Flesh -> 8 Living Matter (new item). - Surround a Bone with Living Matter -> "Organism-like Substance" (new item). - Create "Netherite Plated Gold Sword": use Smithing Table to combine Gold Sword + Netherite Scrap. - Final craft: bottom = Netherite Plated Gold Sword, middle = Wither Skeleton Skull, top = Organism-like Substance -> Haunting Blade. Edit v3 (visuals + villagers + functionality): - Retexture Vanish Point to look more like an actual sai (not a trident), keep Ender color theme. - Retexture Haunting Blade to closely resemble Blasphemous Blade. - Add villager profession "progressor" created by placing crying obsidian next to unemployed villager; progressor sells dimension-travel items and always sells End Stone. - Add waystone functionality to Vanish Point and soul system functionality to Haunting Blade (implement features). - Electro-Inducing Table: implement functionality; use Redstone as fuel; retexture table to look like electric box. Edit v4 (input changes to GUI/keybind and table behavior): - Change Vanish Point to open GUI on SHIFT + right-click (not a command). - GUI includes "Create Waypoint" button: creates waypoint at current position and allows naming. - Re-open GUI to click a waypoint and teleport to it if player stands still for 5 seconds after clicking (display countdown). - Haunting Blade: abilities controlled by keybinds configurable in settings (not commands). Holding blade grants Soul Speed 3 when on soul sand. - Electro-Inducing Table GUI should mimic Furnace: redstone in fuel slot, rotten flesh in input, custom "lightning bolt" progress indicator; when charged, yields Living Matter. Edit v5 (mobs not summoning properly + retexture request): - Player reports Haunting Blade's summon attempts only give effects rather than summoning mobs; requests creation of two new mobs: Ghostly Companion and Ghost Mount; Haunting Blade must summon them with soul cost. - Add "souls set" command (cheats only) to set player's soul amount. - Retexture Vanish Point again to Raphael-style sai shape, keep End/Ender pearl color theme. Edit v7: - Add new ghost mob (tameable, fights/behaves like a wolf) and ghost mount mob (bigger ghost ridable by two players). Both summonable only by Haunting Blade. Edit v8 (fix summon crash + eggs + visuals): - Player reports summon causes crashes; fix and implement actual Ghost and Ghost Mount mobs: - Ghost: average ghost Minecraft-style. - Ghost Mount: looks like a smaller ghast but same ghost look. - Ghost Mount must be ridable by the summoner and spawn spawn eggs for both mobs. Edit v11 (placeholder mob stand-ins until custom mobs available): - Replace placeholder zombie with Wither Skeleton acting like a tamed wolf: - Auto-tame to summoner, follow, defend, attack the same targets as player, named "Ghost" with visible name, passive to summoner, prevent burning, optional glowing eyes/translucent look. - Replace skeleton horse placeholder with Ghast acting as a 2-player flying mount: - Rideable like a boat, supports two players, front player controls movement, driver can shoot fireballs via keybind or cooldown, Ghast must not attack on its own or damage terrain, named "Ghost Mount" with visible name, smaller/ghost-like texture if possible. Edit v12 (controls, taming visibility): - Make Ghast controllable with WASD like a boat. - Wither (Wither Skeleton) must auto-tame on spawn to the player holding Haunting Blade and attack things its owner attacks; both entities should be visible (not invisible). Edit v14 (fix beam damage + behaviors + crafting change): - Haunting Blade: make spectral beam attack deal damage on hit and scale with number of souls if possible. - Wither Skeleton (Ghost Companion): must act like tamed wolf (auto-tame on summon, follow/defend/attack, persistent). - Ghast Mount: player controls movement while riding; add keybind/right-click to shoot fireballs while ridden; seat 2 players if possible. - Change crafting: remove "living matter" crafting recipe for Electro Table -> new mechanic: throw Rotten Flesh on ground and splash with Splash Potion of Regeneration -> rotten flesh turns into Living Matter (count scales), with particle/sound effect. Edit v15 (electro table furnace behavior + mount/mob behavior clarified): - Change Electro-Inducing Table to work exactly like a Furnace GUI: input, output, fuel. Replace progress arrow with lightning bolt visual. Custom smelting: Rotten Flesh -> Living Matter. Redstone acts as fuel but only for this block. - Ground alternative: Rotten Flesh dropped then hit by Splash Potion of Regeneration in same chunk transforms into Living Matter; add particle/sound effects. - Ghast mount summoned by Haunting Blade should move toward where rider is looking. - Wither Ghost (summoned companion) should act like a tamed dog owned by the Haunting Blade wielder: follows/attacks targets its owner attacks and defends owner if owner is hit. Edit v17 (remove electro table GUI due to issues; reintroduce ground-splash recipe): - Remove Electro-Inducing Table block/GUIs due to GUI limitations. - Keep alternate living matter creation: Rotten Flesh on ground + Splash Potion of Regeneration nearby (same chunk / within 3 blocks) transforms into Living Matter via PotionSplashEvent detection and EntityItem replacement; essential because Living Matter is needed for Haunting Blade craft. Edit v18 (Ghost Mount movement & shooting): - Ghost Mount spawns but does not move or shoot; required fixes: - Should move in direction of rider's look vector (Vec3) and spawn small fireball periodically. - Suggested: use Vec3 look vector and spawn SmallFireball on a timer when ridden. Edit v19 (Ghost Mob behavior fix): - Ghost Mob (Wither Skeleton variant) must act like a tamed dog: - On spawn set nearest player holding Haunting Blade as ownerUUID. - Attack entities owner attacks; defend owner when owner is attacked. - Use AngerGoal / FollowOwnerTargetGoal analogs or tag with wither_ghost_minion and conditional attack goals. Edit v20 (prevent null-owner crash; delay owner assignment): - Fix crash caused when mob accesses owner before owner is set: - Add null checks before using getOwner()/ownerUUID. - Delay assigning owner for ~20 ticks after spawn to avoid early access. - Add optional debug logging "Owner set to <player>" on owner assignment. Edit v22 (explicit null check guidance): - Fix crash where mob calls getOwner().getLastHurtMob() while owner is null; add null-checks in any custom goals/behavior that use getOwner(), and delay setting owner by 20 ticks. Edit v23 (final working prompt for Creative Mode; exact null-check snippet): - Provide exact code pattern for goals using getOwner().getLastHurtMob(): - if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { ... } else return false; - Delay assigning owner by 20 ticks after spawn. Edit v25 (NPE persist; precise instructions to patch goal classes): - Player still encountering NPE from getOwner().getLastHurtMob(); instructs developer to: - Open custom goal class (FollowOwner/DefendOwner/AttackOwnerTarget) and add null checks in canUse(), tick(), start() wherever getOwner() used. - Provide canonical code block to ensure safe usage, don't assume getOwner() is non-null. Edit v26: - Give the wither summon a sword and make it not be on fire (visual/behavior tweak). Edit v30 & v33 (reported crashes with stacktrace): - Reported client crash stacktrace referencing NullPointerException in rendering classes (class_898.method_3950 etc.). User requests patch to prevent these crashes (details included; need to apply fix). Both crash logs provided; same underlying NPE in render thread. User expects a fix. Edit v35 (netherite-plated gold sword recipe + vanish point visual): - Change Netherite Plated Gold Sword recipe to be Gold Sword + Netherite Scrap on top. - Retexture Vanish Point to match traditional Raphael sai shape (two curved prongs) while keeping Ender/endPearl color theme. Edit v41 (control & cooldowns): - Ghost Mount movement fully controllable: mount moves in direction player looks (follow pitch/yaw), smooth motion. - Fireball projectile should have a 10-second cooldown. - Vanish Point should have a throw cooldown: cannot throw again until it hits/teleports. Edit v42 (Haunting Blade as 'fishing rod' control for ghast + make cooldown actually work): - Make Haunting Blade control Ghost Mount like a fishing rod: when summoning, the swords controls where the mount moves according to look direction. - Ensure the 10-second fireball cooldown actually enforces blocking. Edit v43 (precise Ghost Mount movement & fireball cooldown mechanics): - Ghost Mount should fly like a normal Ghast but allow player control; movement should be floaty with inertia. - Implementation guidance: if ridden, get rider lookVec and set velocity with low speed, lerpMotion for smoothing, setNoGravity(true), rotate mount toward rider direction. - Fireball cooldown: implement 2-second cooldown example (user later specified 10s), store lastFireballTime on entity or use cooldown tracker; visual/sound feedback options. Edit v44 (souls limits + cost for fireball): - Make shooting a fireball cost 10 souls. - Implement souls cap: up to 500 souls. Edit v45: - Emphasize necessity of adding controllable movement to Ghost Mount in survival to avoid riders falling/dying; movement must be controllable. Edit v46 (control like pig/saddle / carrot on a stick / strider): - Make Ghost Mount control similar to pig-with-saddle or strider: riding control tied to held item (Haunting Blade) - sword should make mount move where sword points, equivalent to carrot-on-a-stick behavior. Edit v47 (new weapon "Ethans Remote"): - Add "Ethans Remote": ranged item that shoots a blue TV ray on right-click; hit entity is immobilized for 5 seconds. - Crafting: - New "Battery" item (initial recipe described): surrounding a redstone with cobblestone and two slime balls (right-middle and left-middle). Later revised in v48. - Ethans Remote recipe: Battery center, Diamond top middle, Cobblestone in top/middle/bottom of left & right columns, Redstone bottom middle -> Remote. - Ammo: Remote uses Battery as ammo; each battery charges remote for 5 uses; each shot has 10s cooldown. Edit v48 (remote texture + corrected battery recipe): - Re-texture remote to remove PNG background and make a proper in-mod texture. - Fix Battery recipe: Redstone in center, slime balls left and right of it, and Cobblestone filling top and bottom rows. Edit v49 (Rotary Armory introduction): - Create a new item "Rotary Armory" that cycles between 5 built-in guns: .50 Cal Sniper, AR-15, Shotgun, Minigun, Dual Pistols. - Keybinds: - Cycle forward default "V" and another keybind default "H" to revert gun back to Rotary Armory. - Cycling replaces current hand item with next gun instance, play click sound, guns cannot be dropped/placed/stored (only available via Rotary Armory system). - Gun controls: - Right-click: aim (slows movement, adds accuracy/zoom for sniper). - Left-click: fire. - Infinite overall ammo but guns use magazines/reload/overheat mechanics. - Crafting recipe initial pattern given (Blaze Rod, Redstone, Iron Block, Bow). Edit v55 (stepwise plan for guns + recipes): - Step 1: Create 5 individual gun items with full mechanics and textures. - .50 Cal Sniper: 1 shot then 2s reload, high damage, zoom on aim. - AR-15: 30 shots, 2.5s reload, fast fire. - Shotgun: 6 shells, 3s reload, pellet spread. - Minigun: 100 shots, overheat after 5s, 0.5s spin-up. - Dual Pistols: 16 shots alternating, 2s reload. - Common rules: right-click aim, left-click fire, NBT magazine tracking, muzzle flash, recoil, prevent switching while reloading. - Step 2: Create Rotary Armory item after individual guns function; keybinds V (cycle forward), C (cycle backward), H (revert to Rotary Armory). Ensure unique key IDs and single registration; preserve NBT when swapping; guns cannot be stored/dropped. - Crafting final recipe pattern: B R B / R N R / I R I (B=Blaze Rod, R=Redstone dust, I=Iron Block, N=Bow). Edit v56 (weapon switching & ammo display fixes): - Weapon cycling must preserve magazine count and reload state via NBT when swapping items into main hand. - Update item display name/lore to show gun name & ammo; play click sound on swap. - Ammo display: show remaining magazine via tooltip or custom HUD while holding the gun. - Use scoreboard or NBT timers for reload/overheat and prevent switching while reloading. Edit v57 (Dual pistols visuals + minigun heat bar + sniper zoom): - Dual Pistols model: show pistols left and right; shots alternate left/right when firing. - Show Minigun heating bar while shooting. - Sniper right-click aim should zoom like Spyglass. - Fix Rotary Armory crafting recipe: Bow in center, Redstone dust on top/right/bottom/left of bow, Blaze Rod top-left & top-right, Iron Block bottom-left & bottom-right. Edit v58 (Sniper zoom finesse): - Sniper aim: smooth FOV reduction similar to spyglass while right-click held; overlay similar to spyglass; movement slowed while aiming and only active while right-click held. Edit v59 (reload keybind): - Add "Reload" keybind (default "R"). - Pressing reload while holding any gun triggers reload if magazine not full and gun not reloading/overheated: play animation/sound, block firing and switching until reload completes, reset magazine count when reload finishes. - Reload key must be independent of cycling keys. Additional persistent technical/bug-fix items across edits (must be implemented): - Souls system: mob drops of souls based on mob size/health; souls act as resource up to 500; using fireball from Ghost Mount costs souls (10 per fireball); beam damage may scale with soul count. - GUI behavior: Vanish Point waypoint creation, naming, 5-waypoint limit, teleport countdown 5s display, shift-right-click to open GUI, throw cooldown until impact/teleport. - Command-only features for cheats: "souls set" command usable only with cheats for setting soul counts. - Mobs must have spawn eggs and visible names; Wither Skeleton companion should be persistent (no despawn), not burn in daylight, optionally glowing/translucent eyes. - Ensure safety for all goal code: add null checks before using getOwner() or owner-based targeting and delay owner assignment ~20 ticks after spawn to prevent NPEs. Patch all custom goals (canUse(), start(), tick()) accordingly. - Fix rendering crash stacktrace reported: NPE in render thread (class_898.method_3950,..) — user demands a fix to prevent this crash; investigate null entity/renderer references and guard rendering calls. - If full custom mob AI is limited, provide item-procedure workarounds: use tick events to control summoned mobs via NBT tags and UUID matching (manual teleport/movement/targeting). - Ghost Mount movement control: several required implementations suggested: setVelocity based on rider lookVec, lerpMotion for smoothness, setNoGravity(true), move like a Ghast but controllable, prevent excessive altitude/fall damage, optionally teleportation workaround if AI control not available. - Fireball shooting: use cooldown tracking (world.getGameTime(), lastFireballTime) or ItemCooldownTracker; ensure cooldown enforced and visually/sound indicated. - Electro-Inducing Table: ultimately removed (v17) due to GUI issues; two alternatives implemented: - Exclusive Electro-Inducing Table as Furnace variant (v15) OR - Ground-based Rotten Flesh + Splash Potion conversion (v17 onwards) — final preference: remove table and rely on ground + splash potion mechanic to create Living Matter; ensure detection via PotionSplashEvent and replace EntityItem with Living Matter. - Netherite Plated Gold Sword recipe: changed to Gold Sword + Netherite Scrap on top (v35). - Vanish Point retextures to final Raphael sai shape with Ender color theme (v35). - Various crash logs provided (v30, v33) and repeated directions to fix null pointer issues and entity-owner timing. Rotary Armory final requirements and UI: - Implement the five guns individually, then implement Rotary Armory as cycling container. - Unique keybind IDs, preserve NBT on swaps, prevent dropping/storing guns from Rotary state. - Add HUD/tooltips for ammo, reloading, overheat; add reload keybind and block certain actions during reload/overheat. Final developer instructions emphasized repeatedly by user: - Implement all null checks and 20-tick owner delay to stop NPE crashes (explicit code sample provided). - Ensure summoned mobs are real entities, persistent, visible, auto-tamed to Haunting Blade wielder, attack/defend based on owner, and Ghost Mount movement/shooting is functional and controllable (including costing souls and applying cooldown). - Make Vanish Point GUI/throw behavior exact: shift-right-click GUI, create/naming waypoints, teleport only after 5s standing still with visible countdown, throw cooldown until teleport, thrown teleport to hit location. - Replace Electro-Inducing Table with ground+SplashPotion mechanic for Living Matter if GUI is problematic; otherwise make table a Furnace-like block exclusive to mod with redstone fuel. - Address crash stacktraces and NullPointerExceptions in all goal/AI/render code and add robust null checks and lifecycle delays to avoid owner-null access. - Implement Rotary Armory and all gun mechanics (aiming, zoom, reload key, mags, overheating, dual pistols alternating, minigun heat bar) and ensure crafting recipes match user's final corrected patterns. Edit v60: make a new weapon, a bow called "elemental bow" it should be textured like an elemental bow Edit v61: now make it so the elemental bow can change into different variants when right-clicking specific blocks/entities. Each variant has unique textures and abilities. All variants share the same interaction system: right-clicking with the bow on a matching block/entity replaces it with the corresponding variant. Any variant can transform into another by interacting again. Elemental Bow Variants and Interactions: Ice Bow: right-click any ice block → arrows freeze enemies 3s Fire Bow: right-click lava/magma/fire/campfire → arrows ignite enemies Lightning Bow: right-click lightning rod → arrows summon lightning on hit Nature Bow: right-click mossy cobblestone → arrows trap mobs in vines Healing Bow: right-click axolotl → arrows heal allies Portal Bow: right-click nether portal → arrows teleport targets into Nether (same coords) Shadow Bow: right-click in light level 0 → arrows blind + weaken enemies Wind Bow: right-click cloud/breeze (mob from trial chamber) → arrows knock targets back with high force
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Sep 1, 2025, 11:08 PM
User request: Mod summary: weapons mod adding multiple custom weapons, new items, crafting, GUI/keybind interactions, new villager profession, new mobs (ghost companion + ghost mount), soul resource system, electro-inducing table / alternate living-matter creation, Rotary Armory guns system, and numerous behavioral/bug fixes across versions. Original request (base feature set): - Create a sai-like throwable weapon ("vanish point") textured with End/Enderman/Enderpearl theme that, when thrown, teleports the thrower to the impact location. - Add a keybind (default "C" or user-set) to open a Waystone-like GUI to create up to 5 waystones/waypoints and teleport to them, with requirement: player must stand still for 5 seconds after pressing to teleport. Edit v2 (expanded mod + crafting + second weapon "Haunting Blade"): - Make mod for multiple custom weapons + recipes. - Vanish Point: same throwable teleport behavior + GUI waypoints (teleport only after standing still 5s), max 5 waypoints, GUI button to teleport. - New villager profession creation: place crying obsidian next to an unemployed villager to create a "progresser" (new profession). Progresser always sells end stone; add a trade: 2 stone + 1 gold -> 1 end stone. - New item: End Stone Stick (recipe: 2 end stone ->?) — user specified need to craft end stone sticks (3 needed) — described as "stick made of endstone". - New item: Heart of Enderman crafted by surrounding a Heart of the Sea with 4 Ender Pearls. - Vanish Point crafting: craft 3 End Stone Sticks in bucket shape, Heart of Enderman in center, Iron Sword on top -> Vanish Point. - Second weapon "Haunting Blade" (visual like Blasphemous Blade from Elden Ring): - Kills yield "souls" (new item) from mobs: random amount based on mob size/health. - Souls function as mana to power blade abilities (bindable keys): - Ability 1: big leap attack (chargeable, costs more souls for charge). - Ability 2: charged slash with extra damage + shoots a sword beam. - Ability 3: summons a ghost (new mob) that behaves like a wolf, tamed to the sword wielder, defends owner, can shoot small projectiles occasionally. - Ability 4: summons a big ghost mount (rideable by 2 players), shoots fireballs on command while ridden. - Passive: grants Soul Speed 3 while held/active. - Damage equals netherite weapon tier. - Haunting Blade crafting (complex multi-step): - Electro-Inducing Table (new block) crafted from a Block of Redstone surrounded by Iron with a Lever on top middle. - Use table: put 8 Rotten Flesh -> 8 Living Matter (new item). - Surround a Bone with Living Matter -> "Organism-like Substance" (new item). - Create "Netherite Plated Gold Sword": use Smithing Table to combine Gold Sword + Netherite Scrap. - Final craft: bottom = Netherite Plated Gold Sword, middle = Wither Skeleton Skull, top = Organism-like Substance -> Haunting Blade. Edit v3 (visuals + villagers + functionality): - Retexture Vanish Point to look more like an actual sai (not a trident), keep Ender color theme. - Retexture Haunting Blade to closely resemble Blasphemous Blade. - Add villager profession "progressor" created by placing crying obsidian next to unemployed villager; progressor sells dimension-travel items and always sells End Stone. - Add waystone functionality to Vanish Point and soul system functionality to Haunting Blade (implement features). - Electro-Inducing Table: implement functionality; use Redstone as fuel; retexture table to look like electric box. Edit v4 (input changes to GUI/keybind and table behavior): - Change Vanish Point to open GUI on SHIFT + right-click (not a command). - GUI includes "Create Waypoint" button: creates waypoint at current position and allows naming. - Re-open GUI to click a waypoint and teleport to it if player stands still for 5 seconds after clicking (display countdown). - Haunting Blade: abilities controlled by keybinds configurable in settings (not commands). Holding blade grants Soul Speed 3 when on soul sand. - Electro-Inducing Table GUI should mimic Furnace: redstone in fuel slot, rotten flesh in input, custom "lightning bolt" progress indicator; when charged, yields Living Matter. Edit v5 (mobs not summoning properly + retexture request): - Player reports Haunting Blade's summon attempts only give effects rather than summoning mobs; requests creation of two new mobs: Ghostly Companion and Ghost Mount; Haunting Blade must summon them with soul cost. - Add "souls set" command (cheats only) to set player's soul amount. - Retexture Vanish Point again to Raphael-style sai shape, keep End/Ender pearl color theme. Edit v7: - Add new ghost mob (tameable, fights/behaves like a wolf) and ghost mount mob (bigger ghost ridable by two players). Both summonable only by Haunting Blade. Edit v8 (fix summon crash + eggs + visuals): - Player reports summon causes crashes; fix and implement actual Ghost and Ghost Mount mobs: - Ghost: average ghost Minecraft-style. - Ghost Mount: looks like a smaller ghast but same ghost look. - Ghost Mount must be ridable by the summoner and spawn spawn eggs for both mobs. Edit v11 (placeholder mob stand-ins until custom mobs available): - Replace placeholder zombie with Wither Skeleton acting like a tamed wolf: - Auto-tame to summoner, follow, defend, attack the same targets as player, named "Ghost" with visible name, passive to summoner, prevent burning, optional glowing eyes/translucent look. - Replace skeleton horse placeholder with Ghast acting as a 2-player flying mount: - Rideable like a boat, supports two players, front player controls movement, driver can shoot fireballs via keybind or cooldown, Ghast must not attack on its own or damage terrain, named "Ghost Mount" with visible name, smaller/ghost-like texture if possible. Edit v12 (controls, taming visibility): - Make Ghast controllable with WASD like a boat. - Wither (Wither Skeleton) must auto-tame on spawn to the player holding Haunting Blade and attack things its owner attacks; both entities should be visible (not invisible). Edit v14 (fix beam damage + behaviors + crafting change): - Haunting Blade: make spectral beam attack deal damage on hit and scale with number of souls if possible. - Wither Skeleton (Ghost Companion): must act like tamed wolf (auto-tame on summon, follow/defend/attack, persistent). - Ghast Mount: player controls movement while riding; add keybind/right-click to shoot fireballs while ridden; seat 2 players if possible. - Change crafting: remove "living matter" crafting recipe for Electro Table -> new mechanic: throw Rotten Flesh on ground and splash with Splash Potion of Regeneration -> rotten flesh turns into Living Matter (count scales), with particle/sound effect. Edit v15 (electro table furnace behavior + mount/mob behavior clarified): - Change Electro-Inducing Table to work exactly like a Furnace GUI: input, output, fuel. Replace progress arrow with lightning bolt visual. Custom smelting: Rotten Flesh -> Living Matter. Redstone acts as fuel but only for this block. - Ground alternative: Rotten Flesh dropped then hit by Splash Potion of Regeneration in same chunk transforms into Living Matter; add particle/sound effects. - Ghast mount summoned by Haunting Blade should move toward where rider is looking. - Wither Ghost (summoned companion) should act like a tamed dog owned by the Haunting Blade wielder: follows/attacks targets its owner attacks and defends owner if owner is hit. Edit v17 (remove electro table GUI due to issues; reintroduce ground-splash recipe): - Remove Electro-Inducing Table block/GUIs due to GUI limitations. - Keep alternate living matter creation: Rotten Flesh on ground + Splash Potion of Regeneration nearby (same chunk / within 3 blocks) transforms into Living Matter via PotionSplashEvent detection and EntityItem replacement; essential because Living Matter is needed for Haunting Blade craft. Edit v18 (Ghost Mount movement & shooting): - Ghost Mount spawns but does not move or shoot; required fixes: - Should move in direction of rider's look vector (Vec3) and spawn small fireball periodically. - Suggested: use Vec3 look vector and spawn SmallFireball on a timer when ridden. Edit v19 (Ghost Mob behavior fix): - Ghost Mob (Wither Skeleton variant) must act like a tamed dog: - On spawn set nearest player holding Haunting Blade as ownerUUID. - Attack entities owner attacks; defend owner when owner is attacked. - Use AngerGoal / FollowOwnerTargetGoal analogs or tag with wither_ghost_minion and conditional attack goals. Edit v20 (prevent null-owner crash; delay owner assignment): - Fix crash caused when mob accesses owner before owner is set: - Add null checks before using getOwner()/ownerUUID. - Delay assigning owner for ~20 ticks after spawn to avoid early access. - Add optional debug logging "Owner set to <player>" on owner assignment. Edit v22 (explicit null check guidance): - Fix crash where mob calls getOwner().getLastHurtMob() while owner is null; add null-checks in any custom goals/behavior that use getOwner(), and delay setting owner by 20 ticks. Edit v23 (final working prompt for Creative Mode; exact null-check snippet): - Provide exact code pattern for goals using getOwner().getLastHurtMob(): - if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { ... } else return false; - Delay assigning owner by 20 ticks after spawn. Edit v25 (NPE persist; precise instructions to patch goal classes): - Player still encountering NPE from getOwner().getLastHurtMob(); instructs developer to: - Open custom goal class (FollowOwner/DefendOwner/AttackOwnerTarget) and add null checks in canUse(), tick(), start() wherever getOwner() used. - Provide canonical code block to ensure safe usage, don't assume getOwner() is non-null. Edit v26: - Give the wither summon a sword and make it not be on fire (visual/behavior tweak). Edit v30 & v33 (reported crashes with stacktrace): - Reported client crash stacktrace referencing NullPointerException in rendering classes (class_898.method_3950 etc.). User requests patch to prevent these crashes (details included; need to apply fix). Both crash logs provided; same underlying NPE in render thread. User expects a fix. Edit v35 (netherite-plated gold sword recipe + vanish point visual): - Change Netherite Plated Gold Sword recipe to be Gold Sword + Netherite Scrap on top. - Retexture Vanish Point to match traditional Raphael sai shape (two curved prongs) while keeping Ender/endPearl color theme. Edit v41 (control & cooldowns): - Ghost Mount movement fully controllable: mount moves in direction player looks (follow pitch/yaw), smooth motion. - Fireball projectile should have a 10-second cooldown. - Vanish Point should have a throw cooldown: cannot throw again until it hits/teleports. Edit v42 (Haunting Blade as 'fishing rod' control for ghast + make cooldown actually work): - Make Haunting Blade control Ghost Mount like a fishing rod: when summoning, the swords controls where the mount moves according to look direction. - Ensure the 10-second fireball cooldown actually enforces blocking. Edit v43 (precise Ghost Mount movement & fireball cooldown mechanics): - Ghost Mount should fly like a normal Ghast but allow player control; movement should be floaty with inertia. - Implementation guidance: if ridden, get rider lookVec and set velocity with low speed, lerpMotion for smoothing, setNoGravity(true), rotate mount toward rider direction. - Fireball cooldown: implement 2-second cooldown example (user later specified 10s), store lastFireballTime on entity or use cooldown tracker; visual/sound feedback options. Edit v44 (souls limits + cost for fireball): - Make shooting a fireball cost 10 souls. - Implement souls cap: up to 500 souls. Edit v45: - Emphasize necessity of adding controllable movement to Ghost Mount in survival to avoid riders falling/dying; movement must be controllable. Edit v46 (control like pig/saddle / carrot on a stick / strider): - Make Ghost Mount control similar to pig-with-saddle or strider: riding control tied to held item (Haunting Blade) - sword should make mount move where sword points, equivalent to carrot-on-a-stick behavior. Edit v47 (new weapon "Ethans Remote"): - Add "Ethans Remote": ranged item that shoots a blue TV ray on right-click; hit entity is immobilized for 5 seconds. - Crafting: - New "Battery" item (initial recipe described): surrounding a redstone with cobblestone and two slime balls (right-middle and left-middle). Later revised in v48. - Ethans Remote recipe: Battery center, Diamond top middle, Cobblestone in top/middle/bottom of left & right columns, Redstone bottom middle -> Remote. - Ammo: Remote uses Battery as ammo; each battery charges remote for 5 uses; each shot has 10s cooldown. Edit v48 (remote texture + corrected battery recipe): - Re-texture remote to remove PNG background and make a proper in-mod texture. - Fix Battery recipe: Redstone in center, slime balls left and right of it, and Cobblestone filling top and bottom rows. Edit v49 (Rotary Armory introduction): - Create a new item "Rotary Armory" that cycles between 5 built-in guns: .50 Cal Sniper, AR-15, Shotgun, Minigun, Dual Pistols. - Keybinds: - Cycle forward default "V" and another keybind default "H" to revert gun back to Rotary Armory. - Cycling replaces current hand item with next gun instance, play click sound, guns cannot be dropped/placed/stored (only available via Rotary Armory system). - Gun controls: - Right-click: aim (slows movement, adds accuracy/zoom for sniper). - Left-click: fire. - Infinite overall ammo but guns use magazines/reload/overheat mechanics. - Crafting recipe initial pattern given (Blaze Rod, Redstone, Iron Block, Bow). Edit v55 (stepwise plan for guns + recipes): - Step 1: Create 5 individual gun items with full mechanics and textures. - .50 Cal Sniper: 1 shot then 2s reload, high damage, zoom on aim. - AR-15: 30 shots, 2.5s reload, fast fire. - Shotgun: 6 shells, 3s reload, pellet spread. - Minigun: 100 shots, overheat after 5s, 0.5s spin-up. - Dual Pistols: 16 shots alternating, 2s reload. - Common rules: right-click aim, left-click fire, NBT magazine tracking, muzzle flash, recoil, prevent switching while reloading. - Step 2: Create Rotary Armory item after individual guns function; keybinds V (cycle forward), C (cycle backward), H (revert to Rotary Armory). Ensure unique key IDs and single registration; preserve NBT when swapping; guns cannot be stored/dropped. - Crafting final recipe pattern: B R B / R N R / I R I (B=Blaze Rod, R=Redstone dust, I=Iron Block, N=Bow). Edit v56 (weapon switching & ammo display fixes): - Weapon cycling must preserve magazine count and reload state via NBT when swapping items into main hand. - Update item display name/lore to show gun name & ammo; play click sound on swap. - Ammo display: show remaining magazine via tooltip or custom HUD while holding the gun. - Use scoreboard or NBT timers for reload/overheat and prevent switching while reloading. Edit v57 (Dual pistols visuals + minigun heat bar + sniper zoom): - Dual Pistols model: show pistols left and right; shots alternate left/right when firing. - Show Minigun heating bar while shooting. - Sniper right-click aim should zoom like Spyglass. - Fix Rotary Armory crafting recipe: Bow in center, Redstone dust on top/right/bottom/left of bow, Blaze Rod top-left & top-right, Iron Block bottom-left & bottom-right. Edit v58 (Sniper zoom finesse): - Sniper aim: smooth FOV reduction similar to spyglass while right-click held; overlay similar to spyglass; movement slowed while aiming and only active while right-click held. Edit v59 (reload keybind): - Add "Reload" keybind (default "R"). - Pressing reload while holding any gun triggers reload if magazine not full and gun not reloading/overheated: play animation/sound, block firing and switching until reload completes, reset magazine count when reload finishes. - Reload key must be independent of cycling keys. Additional persistent technical/bug-fix items across edits (must be implemented): - Souls system: mob drops of souls based on mob size/health; souls act as resource up to 500; using fireball from Ghost Mount costs souls (10 per fireball); beam damage may scale with soul count. - GUI behavior: Vanish Point waypoint creation, naming, 5-waypoint limit, teleport countdown 5s display, shift-right-click to open GUI, throw cooldown until impact/teleport. - Command-only features for cheats: "souls set" command usable only with cheats for setting soul counts. - Mobs must have spawn eggs and visible names; Wither Skeleton companion should be persistent (no despawn), not burn in daylight, optionally glowing/translucent eyes. - Ensure safety for all goal code: add null checks before using getOwner() or owner-based targeting and delay owner assignment ~20 ticks after spawn to prevent NPEs. Patch all custom goals (canUse(), start(), tick()) accordingly. - Fix rendering crash stacktrace reported: NPE in render thread (class_898.method_3950,..) — user demands a fix to prevent this crash; investigate null entity/renderer references and guard rendering calls. - If full custom mob AI is limited, provide item-procedure workarounds: use tick events to control summoned mobs via NBT tags and UUID matching (manual teleport/movement/targeting). - Ghost Mount movement control: several required implementations suggested: setVelocity based on rider lookVec, lerpMotion for smoothness, setNoGravity(true), move like a Ghast but controllable, prevent excessive altitude/fall damage, optionally teleportation workaround if AI control not available. - Fireball shooting: use cooldown tracking (world.getGameTime(), lastFireballTime) or ItemCooldownTracker; ensure cooldown enforced and visually/sound indicated. - Electro-Inducing Table: ultimately removed (v17) due to GUI issues; two alternatives implemented: - Exclusive Electro-Inducing Table as Furnace variant (v15) OR - Ground-based Rotten Flesh + Splash Potion conversion (v17 onwards) — final preference: remove table and rely on ground + splash potion mechanic to create Living Matter; ensure detection via PotionSplashEvent and replace EntityItem with Living Matter. - Netherite Plated Gold Sword recipe: changed to Gold Sword + Netherite Scrap on top (v35). - Vanish Point retextures to final Raphael sai shape with Ender color theme (v35). - Various crash logs provided (v30, v33) and repeated directions to fix null pointer issues and entity-owner timing. Rotary Armory final requirements and UI: - Implement the five guns individually, then implement Rotary Armory as cycling container. - Unique keybind IDs, preserve NBT on swaps, prevent dropping/storing guns from Rotary state. - Add HUD/tooltips for ammo, reloading, overheat; add reload keybind and block certain actions during reload/overheat. Final developer instructions emphasized repeatedly by user: - Implement all null checks and 20-tick owner delay to stop NPE crashes (explicit code sample provided). - Ensure summoned mobs are real entities, persistent, visible, auto-tamed to Haunting Blade wielder, attack/defend based on owner, and Ghost Mount movement/shooting is functional and controllable (including costing souls and applying cooldown). - Make Vanish Point GUI/throw behavior exact: shift-right-click GUI, create/naming waypoints, teleport only after 5s standing still with visible countdown, throw cooldown until teleport, thrown teleport to hit location. - Replace Electro-Inducing Table with ground+SplashPotion mechanic for Living Matter if GUI is problematic; otherwise make table a Furnace-like block exclusive to mod with redstone fuel. - Address crash stacktraces and NullPointerExceptions in all goal/AI/render code and add robust null checks and lifecycle delays to avoid owner-null access. - Implement Rotary Armory and all gun mechanics (aiming, zoom, reload key, mags, overheating, dual pistols alternating, minigun heat bar) and ensure crafting recipes match user's final corrected patterns. Edit v60: make a new weapon, a bow called "elemental bow" it should be textured like an elemental bow
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Aug 12, 2025, 04:18 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls Edit v45: you need to make the ghast mount thats summoned by the haunting blade have controllable movment, as if the ghast flies to high and the player cant control it, he will die from fall damage, and theres nothing he can do, so controllable movement has to be added or it wont work in survival Edit v46: make a ghast have the save momement control a pig with a sadle has, or a strider with a sadle has. make it so when you are riding the ghast the sword works like a fishing rod so the ghast will move in what ever way the sword is pointing just like a pig would when you hold a carrot on a stick Edit v47: add another weapon, its called "ethans remote". the remote will look like an ordinary tv remote, and it a ranged weapon. when you right click with "ethans remote" it shoots out a blue tv ray that when it hits an entity, will make them not be able to move for 5 seconds. to craft "ethans remote you need to make a battery (this is crafted by surrounding a redstone with cobblestone, and two slime balls on the right middle and left middle in a cratfing table), then you need to in a crafting table place a battery on the middle middle, a diamond on the top middle, and cobblestone on the top, bottom, and middle of the left and right collums, and redstone on the bottom middle, to make the remote. the remoe uses batteries as amo, when it uses a battery it becomes fully charged, then you can use it five times before it dies and uses another battery. each tv ray shot has a 10 second cooldown Edit v48: retexture the tv remote, i want it to look like a tv remote as if it was from minecraft you just grabbed an image from google, and it sitll have the background, i want you to retexture it to be a remote you made and not have a png background. also the crafting recipe for the battery didnt work, i want it to be crafted by putting a redstone dust in the middle middle, a slime ball to the right and left of it and then cobblestone all through the top and bottom row Edit v49: Create an item called Rotary Armory. Function: The Rotary Armory is a single item that can cycle between 5 built-in guns: .50 Cal Sniper AR-15 Shotgun Minigun Dual Pistols Cycling between guns is done via a custom keybind (default “V”) and another keybind (default "H") will revert whatever gun back the the "rotary armory" item The keybind should replace the current gun in the player’s hand with the next one in sequence, looping back to the first after the last. Play a short “click” or mechanical cycling sound on switch. Guns cannot be dropped, placed in inventories, or stored — they only exist as part of the Rotary Armory system. Gun Behavior: Right-click: Aim (slows movement slightly, adds accuracy, zoom for sniper). Left-click: Fire. All guns have infinite ammo but follow magazine and reload mechanics. Magazine sizes & reload/overheat mechanics: .50 Cal Sniper → 1 shot before reload (2s reload). AR-15 → 30 shots before reload (2.5s reload). Shotgun → 6 shells before reload (3s reload, pellet spread). Minigun → 100 shots before overheating (5s cooldown, spin-up 0.5s). Dual Pistols → 16 shots before reload (2s reload, alternating shots). Fire rate: .50 Cal → 1 shot / 1.5s AR-15 → 0.1s between shots Shotgun → 0.75s between shots Minigun → 0.05s between shots (after spin-up) Dual Pistols → 0.15s alternating Damage: .50 Cal → Highest single-shot damage. Minigun → High sustained DPS. Shotgun → Close-range burst (each pellet deals a portion of total). AR-15 → Balanced mid-range. Dual Pistols → Quick but low damage per shot. Other effects: Add muzzle flash particles and slight recoil. Use NBT tags to store magazine counts & selected gun state. Use scoreboard timers for reload/overheat cooldowns. Prevent weapon switching while reloading. Crafting Recipe: css Copy Edit B R B R N R I R I (B = Blaze Rod, R = Redstone dust, I = Iron Block, N = Bow) Edit v55: Step 1 – Create the 5 Guns as Individual Items (they should each be textured based off the type of gun they are and how they look like irl) Make five separate custom guns with full working mechanics before building the Rotary Armory system. Each should be a standalone item: .50 Cal Sniper – 1 shot, 2s reload, high damage, zoom when aiming. AR-15 – 30 shots, 2.5s reload, balanced damage, fast fire rate. Shotgun – 6 shells, 3s reload, close-range pellet spread. Minigun – 100 shots, overheat after 5s sustained fire, 0.5s spin-up. Dual Pistols – 16 alternating shots, 2s reload, quick but low damage per shot. Common rules: Right-click to aim (movement slow, accuracy buff, sniper zoom). Left-click to fire. Infinite ammo but follow mag/reload rules. Use NBT tags to track magazine count & reload timers. Prevent weapon switching while reloading. Muzzle flash particles + slight recoil on each shot. Step 2 – Create the Rotary Armory Item After all 5 guns work individually, make one special item that can cycle between them (have its texture be based off of the gta weapon wheel): Cycle Forward Keybind (default V) → replaces current gun with the next one in sequence, loops after last gun. Cycle Backward Keybind (default C) → replaces current gun with the previous one in sequence, loops before first gun. Revert to Rotary Armory Keybind (default H) → swaps any of the guns back into the Rotary Armory item. Keybind Notes: Each keybind must have a unique internal ID so there’s no Fabric crash. Example: "key.rotary_armory.cycle_forward" "key.rotary_armory.cycle_backward" "key.rotary_armory.revert" Keybinds are only registered once in client init. Other Rotary Rules: Guns from the Rotary Armory cannot be dropped, stored, or placed. Play a short mechanical “click” sound on cycle. Preserve magazine count and cooldown when cycling. Step 3 – Crafting Recipe Pattern: css Copy Edit B R B R N R I R I B = Blaze Rod, R = Redstone dust, I = Iron Block, N = Bow. Edit v56: Fix for Rotary Armory Weapon Switching & Ammo Display Weapon Cycling: When the player presses the cycle forward/back keybind, replace the item in the player’s main hand with the correct gun item instance. This replacement should preserve the current magazine count and reload state via NBT tags on the new item. Update the item’s display name or lore dynamically to reflect the current gun name and ammo count (optional but helpful). Play the “click” sound on each successful swap. Ammo Count Display: Each gun’s current magazine count must be stored in its item NBT tag. Show the remaining ammo count to the player: Either in the item’s tooltip (when hovering in inventory or hotbar), or As a custom HUD element on screen while holding the gun. Make sure ammo count updates on every shot fired and resets on reload. Reload & Overheat Timers: Use scoreboard or NBT timers to track reload/overheat cooldowns. Prevent firing or weapon switching during reload/overheat. Edit v57: change the duel pistols to have the model look like theres a pistol on the right and left of you and when it shoots it cycles between shooting from the left and right. also show the heating up bar for the mini gun when ur shooting it. also make it so when you aim with the sniper it zooms in more like a spyglass. then fix the crafting recipe for the rotary armory, make it so its a bow on the middle middle, redstone dust on the top, right, bottom, and left of the bow, then a blaze rod on the top right and top left and an iron block on the bottom right and bottom left Edit v58: Sniper Zoom on Right-Click Aim When right-clicking with the .50 Cal Sniper, apply a custom zoom effect similar to the spyglass. This means: Reduce the player’s FOV smoothly (not an instant jump) to a narrow zoom level (like spyglass zoom level). Apply the spyglass overlay texture or a similar scope overlay while aiming. The zoom effect should persist only while right-click is held, and revert immediately when released. Movement speed slows slightly while aiming. This zoom and overlay should not affect other guns’ right-click behavior. Edit v59: Add a Reload Keybind Create a new custom keybind called "Reload" with a default key (for example, R). When the player presses the reload key while holding any of the guns in the Rotary Armory, the mod should: Start the reload process for that gun if the magazine is not full and the gun is not currently reloading or overheated. Trigger the reload animation and sound. Block firing or switching guns until reload completes. Reset the magazine count to full after the reload timer finishes (use the existing reload time per gun). The reload keybind should be independent of the existing cycling keybind (e.g., V) and any other controls.
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Aug 12, 2025, 04:02 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls Edit v45: you need to make the ghast mount thats summoned by the haunting blade have controllable movment, as if the ghast flies to high and the player cant control it, he will die from fall damage, and theres nothing he can do, so controllable movement has to be added or it wont work in survival Edit v46: make a ghast have the save momement control a pig with a sadle has, or a strider with a sadle has. make it so when you are riding the ghast the sword works like a fishing rod so the ghast will move in what ever way the sword is pointing just like a pig would when you hold a carrot on a stick Edit v47: add another weapon, its called "ethans remote". the remote will look like an ordinary tv remote, and it a ranged weapon. when you right click with "ethans remote" it shoots out a blue tv ray that when it hits an entity, will make them not be able to move for 5 seconds. to craft "ethans remote you need to make a battery (this is crafted by surrounding a redstone with cobblestone, and two slime balls on the right middle and left middle in a cratfing table), then you need to in a crafting table place a battery on the middle middle, a diamond on the top middle, and cobblestone on the top, bottom, and middle of the left and right collums, and redstone on the bottom middle, to make the remote. the remoe uses batteries as amo, when it uses a battery it becomes fully charged, then you can use it five times before it dies and uses another battery. each tv ray shot has a 10 second cooldown Edit v48: retexture the tv remote, i want it to look like a tv remote as if it was from minecraft you just grabbed an image from google, and it sitll have the background, i want you to retexture it to be a remote you made and not have a png background. also the crafting recipe for the battery didnt work, i want it to be crafted by putting a redstone dust in the middle middle, a slime ball to the right and left of it and then cobblestone all through the top and bottom row Edit v49: Create an item called Rotary Armory. Function: The Rotary Armory is a single item that can cycle between 5 built-in guns: .50 Cal Sniper AR-15 Shotgun Minigun Dual Pistols Cycling between guns is done via a custom keybind (default “V”) and another keybind (default "H") will revert whatever gun back the the "rotary armory" item The keybind should replace the current gun in the player’s hand with the next one in sequence, looping back to the first after the last. Play a short “click” or mechanical cycling sound on switch. Guns cannot be dropped, placed in inventories, or stored — they only exist as part of the Rotary Armory system. Gun Behavior: Right-click: Aim (slows movement slightly, adds accuracy, zoom for sniper). Left-click: Fire. All guns have infinite ammo but follow magazine and reload mechanics. Magazine sizes & reload/overheat mechanics: .50 Cal Sniper → 1 shot before reload (2s reload). AR-15 → 30 shots before reload (2.5s reload). Shotgun → 6 shells before reload (3s reload, pellet spread). Minigun → 100 shots before overheating (5s cooldown, spin-up 0.5s). Dual Pistols → 16 shots before reload (2s reload, alternating shots). Fire rate: .50 Cal → 1 shot / 1.5s AR-15 → 0.1s between shots Shotgun → 0.75s between shots Minigun → 0.05s between shots (after spin-up) Dual Pistols → 0.15s alternating Damage: .50 Cal → Highest single-shot damage. Minigun → High sustained DPS. Shotgun → Close-range burst (each pellet deals a portion of total). AR-15 → Balanced mid-range. Dual Pistols → Quick but low damage per shot. Other effects: Add muzzle flash particles and slight recoil. Use NBT tags to store magazine counts & selected gun state. Use scoreboard timers for reload/overheat cooldowns. Prevent weapon switching while reloading. Crafting Recipe: css Copy Edit B R B R N R I R I (B = Blaze Rod, R = Redstone dust, I = Iron Block, N = Bow) Edit v55: Step 1 – Create the 5 Guns as Individual Items (they should each be textured based off the type of gun they are and how they look like irl) Make five separate custom guns with full working mechanics before building the Rotary Armory system. Each should be a standalone item: .50 Cal Sniper – 1 shot, 2s reload, high damage, zoom when aiming. AR-15 – 30 shots, 2.5s reload, balanced damage, fast fire rate. Shotgun – 6 shells, 3s reload, close-range pellet spread. Minigun – 100 shots, overheat after 5s sustained fire, 0.5s spin-up. Dual Pistols – 16 alternating shots, 2s reload, quick but low damage per shot. Common rules: Right-click to aim (movement slow, accuracy buff, sniper zoom). Left-click to fire. Infinite ammo but follow mag/reload rules. Use NBT tags to track magazine count & reload timers. Prevent weapon switching while reloading. Muzzle flash particles + slight recoil on each shot. Step 2 – Create the Rotary Armory Item After all 5 guns work individually, make one special item that can cycle between them (have its texture be based off of the gta weapon wheel): Cycle Forward Keybind (default V) → replaces current gun with the next one in sequence, loops after last gun. Cycle Backward Keybind (default C) → replaces current gun with the previous one in sequence, loops before first gun. Revert to Rotary Armory Keybind (default H) → swaps any of the guns back into the Rotary Armory item. Keybind Notes: Each keybind must have a unique internal ID so there’s no Fabric crash. Example: "key.rotary_armory.cycle_forward" "key.rotary_armory.cycle_backward" "key.rotary_armory.revert" Keybinds are only registered once in client init. Other Rotary Rules: Guns from the Rotary Armory cannot be dropped, stored, or placed. Play a short mechanical “click” sound on cycle. Preserve magazine count and cooldown when cycling. Step 3 – Crafting Recipe Pattern: css Copy Edit B R B R N R I R I B = Blaze Rod, R = Redstone dust, I = Iron Block, N = Bow. Edit v56: Fix for Rotary Armory Weapon Switching & Ammo Display Weapon Cycling: When the player presses the cycle forward/back keybind, replace the item in the player’s main hand with the correct gun item instance. This replacement should preserve the current magazine count and reload state via NBT tags on the new item. Update the item’s display name or lore dynamically to reflect the current gun name and ammo count (optional but helpful). Play the “click” sound on each successful swap. Ammo Count Display: Each gun’s current magazine count must be stored in its item NBT tag. Show the remaining ammo count to the player: Either in the item’s tooltip (when hovering in inventory or hotbar), or As a custom HUD element on screen while holding the gun. Make sure ammo count updates on every shot fired and resets on reload. Reload & Overheat Timers: Use scoreboard or NBT timers to track reload/overheat cooldowns. Prevent firing or weapon switching during reload/overheat. Edit v57: change the duel pistols to have the model look like theres a pistol on the right and left of you and when it shoots it cycles between shooting from the left and right. also show the heating up bar for the mini gun when ur shooting it. also make it so when you aim with the sniper it zooms in more like a spyglass. then fix the crafting recipe for the rotary armory, make it so its a bow on the middle middle, redstone dust on the top, right, bottom, and left of the bow, then a blaze rod on the top right and top left and an iron block on the bottom right and bottom left Edit v58: Sniper Zoom on Right-Click Aim When right-clicking with the .50 Cal Sniper, apply a custom zoom effect similar to the spyglass. This means: Reduce the player’s FOV smoothly (not an instant jump) to a narrow zoom level (like spyglass zoom level). Apply the spyglass overlay texture or a similar scope overlay while aiming. The zoom effect should persist only while right-click is held, and revert immediately when released. Movement speed slows slightly while aiming. This zoom and overlay should not affect other guns’ right-click behavior.
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Aug 12, 2025, 03:42 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls Edit v45: you need to make the ghast mount thats summoned by the haunting blade have controllable movment, as if the ghast flies to high and the player cant control it, he will die from fall damage, and theres nothing he can do, so controllable movement has to be added or it wont work in survival Edit v46: make a ghast have the save momement control a pig with a sadle has, or a strider with a sadle has. make it so when you are riding the ghast the sword works like a fishing rod so the ghast will move in what ever way the sword is pointing just like a pig would when you hold a carrot on a stick Edit v47: add another weapon, its called "ethans remote". the remote will look like an ordinary tv remote, and it a ranged weapon. when you right click with "ethans remote" it shoots out a blue tv ray that when it hits an entity, will make them not be able to move for 5 seconds. to craft "ethans remote you need to make a battery (this is crafted by surrounding a redstone with cobblestone, and two slime balls on the right middle and left middle in a cratfing table), then you need to in a crafting table place a battery on the middle middle, a diamond on the top middle, and cobblestone on the top, bottom, and middle of the left and right collums, and redstone on the bottom middle, to make the remote. the remoe uses batteries as amo, when it uses a battery it becomes fully charged, then you can use it five times before it dies and uses another battery. each tv ray shot has a 10 second cooldown Edit v48: retexture the tv remote, i want it to look like a tv remote as if it was from minecraft you just grabbed an image from google, and it sitll have the background, i want you to retexture it to be a remote you made and not have a png background. also the crafting recipe for the battery didnt work, i want it to be crafted by putting a redstone dust in the middle middle, a slime ball to the right and left of it and then cobblestone all through the top and bottom row Edit v49: Create an item called Rotary Armory. Function: The Rotary Armory is a single item that can cycle between 5 built-in guns: .50 Cal Sniper AR-15 Shotgun Minigun Dual Pistols Cycling between guns is done via a custom keybind (default “V”) and another keybind (default "H") will revert whatever gun back the the "rotary armory" item The keybind should replace the current gun in the player’s hand with the next one in sequence, looping back to the first after the last. Play a short “click” or mechanical cycling sound on switch. Guns cannot be dropped, placed in inventories, or stored — they only exist as part of the Rotary Armory system. Gun Behavior: Right-click: Aim (slows movement slightly, adds accuracy, zoom for sniper). Left-click: Fire. All guns have infinite ammo but follow magazine and reload mechanics. Magazine sizes & reload/overheat mechanics: .50 Cal Sniper → 1 shot before reload (2s reload). AR-15 → 30 shots before reload (2.5s reload). Shotgun → 6 shells before reload (3s reload, pellet spread). Minigun → 100 shots before overheating (5s cooldown, spin-up 0.5s). Dual Pistols → 16 shots before reload (2s reload, alternating shots). Fire rate: .50 Cal → 1 shot / 1.5s AR-15 → 0.1s between shots Shotgun → 0.75s between shots Minigun → 0.05s between shots (after spin-up) Dual Pistols → 0.15s alternating Damage: .50 Cal → Highest single-shot damage. Minigun → High sustained DPS. Shotgun → Close-range burst (each pellet deals a portion of total). AR-15 → Balanced mid-range. Dual Pistols → Quick but low damage per shot. Other effects: Add muzzle flash particles and slight recoil. Use NBT tags to store magazine counts & selected gun state. Use scoreboard timers for reload/overheat cooldowns. Prevent weapon switching while reloading. Crafting Recipe: css Copy Edit B R B R N R I R I (B = Blaze Rod, R = Redstone dust, I = Iron Block, N = Bow) Edit v55: Step 1 – Create the 5 Guns as Individual Items (they should each be textured based off the type of gun they are and how they look like irl) Make five separate custom guns with full working mechanics before building the Rotary Armory system. Each should be a standalone item: .50 Cal Sniper – 1 shot, 2s reload, high damage, zoom when aiming. AR-15 – 30 shots, 2.5s reload, balanced damage, fast fire rate. Shotgun – 6 shells, 3s reload, close-range pellet spread. Minigun – 100 shots, overheat after 5s sustained fire, 0.5s spin-up. Dual Pistols – 16 alternating shots, 2s reload, quick but low damage per shot. Common rules: Right-click to aim (movement slow, accuracy buff, sniper zoom). Left-click to fire. Infinite ammo but follow mag/reload rules. Use NBT tags to track magazine count & reload timers. Prevent weapon switching while reloading. Muzzle flash particles + slight recoil on each shot. Step 2 – Create the Rotary Armory Item After all 5 guns work individually, make one special item that can cycle between them (have its texture be based off of the gta weapon wheel): Cycle Forward Keybind (default V) → replaces current gun with the next one in sequence, loops after last gun. Cycle Backward Keybind (default C) → replaces current gun with the previous one in sequence, loops before first gun. Revert to Rotary Armory Keybind (default H) → swaps any of the guns back into the Rotary Armory item. Keybind Notes: Each keybind must have a unique internal ID so there’s no Fabric crash. Example: "key.rotary_armory.cycle_forward" "key.rotary_armory.cycle_backward" "key.rotary_armory.revert" Keybinds are only registered once in client init. Other Rotary Rules: Guns from the Rotary Armory cannot be dropped, stored, or placed. Play a short mechanical “click” sound on cycle. Preserve magazine count and cooldown when cycling. Step 3 – Crafting Recipe Pattern: css Copy Edit B R B R N R I R I B = Blaze Rod, R = Redstone dust, I = Iron Block, N = Bow. Edit v56: Fix for Rotary Armory Weapon Switching & Ammo Display Weapon Cycling: When the player presses the cycle forward/back keybind, replace the item in the player’s main hand with the correct gun item instance. This replacement should preserve the current magazine count and reload state via NBT tags on the new item. Update the item’s display name or lore dynamically to reflect the current gun name and ammo count (optional but helpful). Play the “click” sound on each successful swap. Ammo Count Display: Each gun’s current magazine count must be stored in its item NBT tag. Show the remaining ammo count to the player: Either in the item’s tooltip (when hovering in inventory or hotbar), or As a custom HUD element on screen while holding the gun. Make sure ammo count updates on every shot fired and resets on reload. Reload & Overheat Timers: Use scoreboard or NBT timers to track reload/overheat cooldowns. Prevent firing or weapon switching during reload/overheat. Edit v57: change the duel pistols to have the model look like theres a pistol on the right and left of you and when it shoots it cycles between shooting from the left and right. also show the heating up bar for the mini gun when ur shooting it. also make it so when you aim with the sniper it zooms in more like a spyglass. then fix the crafting recipe for the rotary armory, make it so its a bow on the middle middle, redstone dust on the top, right, bottom, and left of the bow, then a blaze rod on the top right and top left and an iron block on the bottom right and bottom left
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Aug 12, 2025, 03:11 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls Edit v45: you need to make the ghast mount thats summoned by the haunting blade have controllable movment, as if the ghast flies to high and the player cant control it, he will die from fall damage, and theres nothing he can do, so controllable movement has to be added or it wont work in survival Edit v46: make a ghast have the save momement control a pig with a sadle has, or a strider with a sadle has. make it so when you are riding the ghast the sword works like a fishing rod so the ghast will move in what ever way the sword is pointing just like a pig would when you hold a carrot on a stick Edit v47: add another weapon, its called "ethans remote". the remote will look like an ordinary tv remote, and it a ranged weapon. when you right click with "ethans remote" it shoots out a blue tv ray that when it hits an entity, will make them not be able to move for 5 seconds. to craft "ethans remote you need to make a battery (this is crafted by surrounding a redstone with cobblestone, and two slime balls on the right middle and left middle in a cratfing table), then you need to in a crafting table place a battery on the middle middle, a diamond on the top middle, and cobblestone on the top, bottom, and middle of the left and right collums, and redstone on the bottom middle, to make the remote. the remoe uses batteries as amo, when it uses a battery it becomes fully charged, then you can use it five times before it dies and uses another battery. each tv ray shot has a 10 second cooldown Edit v48: retexture the tv remote, i want it to look like a tv remote as if it was from minecraft you just grabbed an image from google, and it sitll have the background, i want you to retexture it to be a remote you made and not have a png background. also the crafting recipe for the battery didnt work, i want it to be crafted by putting a redstone dust in the middle middle, a slime ball to the right and left of it and then cobblestone all through the top and bottom row Edit v49: Create an item called Rotary Armory. Function: The Rotary Armory is a single item that can cycle between 5 built-in guns: .50 Cal Sniper AR-15 Shotgun Minigun Dual Pistols Cycling between guns is done via a custom keybind (default “V”) and another keybind (default "H") will revert whatever gun back the the "rotary armory" item The keybind should replace the current gun in the player’s hand with the next one in sequence, looping back to the first after the last. Play a short “click” or mechanical cycling sound on switch. Guns cannot be dropped, placed in inventories, or stored — they only exist as part of the Rotary Armory system. Gun Behavior: Right-click: Aim (slows movement slightly, adds accuracy, zoom for sniper). Left-click: Fire. All guns have infinite ammo but follow magazine and reload mechanics. Magazine sizes & reload/overheat mechanics: .50 Cal Sniper → 1 shot before reload (2s reload). AR-15 → 30 shots before reload (2.5s reload). Shotgun → 6 shells before reload (3s reload, pellet spread). Minigun → 100 shots before overheating (5s cooldown, spin-up 0.5s). Dual Pistols → 16 shots before reload (2s reload, alternating shots). Fire rate: .50 Cal → 1 shot / 1.5s AR-15 → 0.1s between shots Shotgun → 0.75s between shots Minigun → 0.05s between shots (after spin-up) Dual Pistols → 0.15s alternating Damage: .50 Cal → Highest single-shot damage. Minigun → High sustained DPS. Shotgun → Close-range burst (each pellet deals a portion of total). AR-15 → Balanced mid-range. Dual Pistols → Quick but low damage per shot. Other effects: Add muzzle flash particles and slight recoil. Use NBT tags to store magazine counts & selected gun state. Use scoreboard timers for reload/overheat cooldowns. Prevent weapon switching while reloading. Crafting Recipe: css Copy Edit B R B R N R I R I (B = Blaze Rod, R = Redstone dust, I = Iron Block, N = Bow) Edit v55: Step 1 – Create the 5 Guns as Individual Items (they should each be textured based off the type of gun they are and how they look like irl) Make five separate custom guns with full working mechanics before building the Rotary Armory system. Each should be a standalone item: .50 Cal Sniper – 1 shot, 2s reload, high damage, zoom when aiming. AR-15 – 30 shots, 2.5s reload, balanced damage, fast fire rate. Shotgun – 6 shells, 3s reload, close-range pellet spread. Minigun – 100 shots, overheat after 5s sustained fire, 0.5s spin-up. Dual Pistols – 16 alternating shots, 2s reload, quick but low damage per shot. Common rules: Right-click to aim (movement slow, accuracy buff, sniper zoom). Left-click to fire. Infinite ammo but follow mag/reload rules. Use NBT tags to track magazine count & reload timers. Prevent weapon switching while reloading. Muzzle flash particles + slight recoil on each shot. Step 2 – Create the Rotary Armory Item After all 5 guns work individually, make one special item that can cycle between them (have its texture be based off of the gta weapon wheel): Cycle Forward Keybind (default V) → replaces current gun with the next one in sequence, loops after last gun. Cycle Backward Keybind (default C) → replaces current gun with the previous one in sequence, loops before first gun. Revert to Rotary Armory Keybind (default H) → swaps any of the guns back into the Rotary Armory item. Keybind Notes: Each keybind must have a unique internal ID so there’s no Fabric crash. Example: "key.rotary_armory.cycle_forward" "key.rotary_armory.cycle_backward" "key.rotary_armory.revert" Keybinds are only registered once in client init. Other Rotary Rules: Guns from the Rotary Armory cannot be dropped, stored, or placed. Play a short mechanical “click” sound on cycle. Preserve magazine count and cooldown when cycling. Step 3 – Crafting Recipe Pattern: css Copy Edit B R B R N R I R I B = Blaze Rod, R = Redstone dust, I = Iron Block, N = Bow. Edit v56: Fix for Rotary Armory Weapon Switching & Ammo Display Weapon Cycling: When the player presses the cycle forward/back keybind, replace the item in the player’s main hand with the correct gun item instance. This replacement should preserve the current magazine count and reload state via NBT tags on the new item. Update the item’s display name or lore dynamically to reflect the current gun name and ammo count (optional but helpful). Play the “click” sound on each successful swap. Ammo Count Display: Each gun’s current magazine count must be stored in its item NBT tag. Show the remaining ammo count to the player: Either in the item’s tooltip (when hovering in inventory or hotbar), or As a custom HUD element on screen while holding the gun. Make sure ammo count updates on every shot fired and resets on reload. Reload & Overheat Timers: Use scoreboard or NBT timers to track reload/overheat cooldowns. Prevent firing or weapon switching during reload/overheat.
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Aug 12, 2025, 02:16 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls Edit v45: you need to make the ghast mount thats summoned by the haunting blade have controllable movment, as if the ghast flies to high and the player cant control it, he will die from fall damage, and theres nothing he can do, so controllable movement has to be added or it wont work in survival Edit v46: make a ghast have the save momement control a pig with a sadle has, or a strider with a sadle has. make it so when you are riding the ghast the sword works like a fishing rod so the ghast will move in what ever way the sword is pointing just like a pig would when you hold a carrot on a stick Edit v47: add another weapon, its called "ethans remote". the remote will look like an ordinary tv remote, and it a ranged weapon. when you right click with "ethans remote" it shoots out a blue tv ray that when it hits an entity, will make them not be able to move for 5 seconds. to craft "ethans remote you need to make a battery (this is crafted by surrounding a redstone with cobblestone, and two slime balls on the right middle and left middle in a cratfing table), then you need to in a crafting table place a battery on the middle middle, a diamond on the top middle, and cobblestone on the top, bottom, and middle of the left and right collums, and redstone on the bottom middle, to make the remote. the remoe uses batteries as amo, when it uses a battery it becomes fully charged, then you can use it five times before it dies and uses another battery. each tv ray shot has a 10 second cooldown Edit v48: retexture the tv remote, i want it to look like a tv remote as if it was from minecraft you just grabbed an image from google, and it sitll have the background, i want you to retexture it to be a remote you made and not have a png background. also the crafting recipe for the battery didnt work, i want it to be crafted by putting a redstone dust in the middle middle, a slime ball to the right and left of it and then cobblestone all through the top and bottom row Edit v49: Create an item called Rotary Armory. Function: The Rotary Armory is a single item that can cycle between 5 built-in guns: .50 Cal Sniper AR-15 Shotgun Minigun Dual Pistols Cycling between guns is done via a custom keybind (default “V”) and another keybind (default "H") will revert whatever gun back the the "rotary armory" item The keybind should replace the current gun in the player’s hand with the next one in sequence, looping back to the first after the last. Play a short “click” or mechanical cycling sound on switch. Guns cannot be dropped, placed in inventories, or stored — they only exist as part of the Rotary Armory system. Gun Behavior: Right-click: Aim (slows movement slightly, adds accuracy, zoom for sniper). Left-click: Fire. All guns have infinite ammo but follow magazine and reload mechanics. Magazine sizes & reload/overheat mechanics: .50 Cal Sniper → 1 shot before reload (2s reload). AR-15 → 30 shots before reload (2.5s reload). Shotgun → 6 shells before reload (3s reload, pellet spread). Minigun → 100 shots before overheating (5s cooldown, spin-up 0.5s). Dual Pistols → 16 shots before reload (2s reload, alternating shots). Fire rate: .50 Cal → 1 shot / 1.5s AR-15 → 0.1s between shots Shotgun → 0.75s between shots Minigun → 0.05s between shots (after spin-up) Dual Pistols → 0.15s alternating Damage: .50 Cal → Highest single-shot damage. Minigun → High sustained DPS. Shotgun → Close-range burst (each pellet deals a portion of total). AR-15 → Balanced mid-range. Dual Pistols → Quick but low damage per shot. Other effects: Add muzzle flash particles and slight recoil. Use NBT tags to store magazine counts & selected gun state. Use scoreboard timers for reload/overheat cooldowns. Prevent weapon switching while reloading. Crafting Recipe: css Copy Edit B R B R N R I R I (B = Blaze Rod, R = Redstone dust, I = Iron Block, N = Bow) Edit v55: Step 1 – Create the 5 Guns as Individual Items (they should each be textured based off the type of gun they are and how they look like irl) Make five separate custom guns with full working mechanics before building the Rotary Armory system. Each should be a standalone item: .50 Cal Sniper – 1 shot, 2s reload, high damage, zoom when aiming. AR-15 – 30 shots, 2.5s reload, balanced damage, fast fire rate. Shotgun – 6 shells, 3s reload, close-range pellet spread. Minigun – 100 shots, overheat after 5s sustained fire, 0.5s spin-up. Dual Pistols – 16 alternating shots, 2s reload, quick but low damage per shot. Common rules: Right-click to aim (movement slow, accuracy buff, sniper zoom). Left-click to fire. Infinite ammo but follow mag/reload rules. Use NBT tags to track magazine count & reload timers. Prevent weapon switching while reloading. Muzzle flash particles + slight recoil on each shot. Step 2 – Create the Rotary Armory Item After all 5 guns work individually, make one special item that can cycle between them (have its texture be based off of the gta weapon wheel): Cycle Forward Keybind (default V) → replaces current gun with the next one in sequence, loops after last gun. Cycle Backward Keybind (default C) → replaces current gun with the previous one in sequence, loops before first gun. Revert to Rotary Armory Keybind (default H) → swaps any of the guns back into the Rotary Armory item. Keybind Notes: Each keybind must have a unique internal ID so there’s no Fabric crash. Example: "key.rotary_armory.cycle_forward" "key.rotary_armory.cycle_backward" "key.rotary_armory.revert" Keybinds are only registered once in client init. Other Rotary Rules: Guns from the Rotary Armory cannot be dropped, stored, or placed. Play a short mechanical “click” sound on cycle. Preserve magazine count and cooldown when cycling. Step 3 – Crafting Recipe Pattern: css Copy Edit B R B R N R I R I B = Blaze Rod, R = Redstone dust, I = Iron Block, N = Bow.
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Aug 11, 2025, 11:44 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls Edit v45: you need to make the ghast mount thats summoned by the haunting blade have controllable movment, as if the ghast flies to high and the player cant control it, he will die from fall damage, and theres nothing he can do, so controllable movement has to be added or it wont work in survival Edit v46: make a ghast have the save momement control a pig with a sadle has, or a strider with a sadle has. make it so when you are riding the ghast the sword works like a fishing rod so the ghast will move in what ever way the sword is pointing just like a pig would when you hold a carrot on a stick Edit v47: add another weapon, its called "ethans remote". the remote will look like an ordinary tv remote, and it a ranged weapon. when you right click with "ethans remote" it shoots out a blue tv ray that when it hits an entity, will make them not be able to move for 5 seconds. to craft "ethans remote you need to make a battery (this is crafted by surrounding a redstone with cobblestone, and two slime balls on the right middle and left middle in a cratfing table), then you need to in a crafting table place a battery on the middle middle, a diamond on the top middle, and cobblestone on the top, bottom, and middle of the left and right collums, and redstone on the bottom middle, to make the remote. the remoe uses batteries as amo, when it uses a battery it becomes fully charged, then you can use it five times before it dies and uses another battery. each tv ray shot has a 10 second cooldown Edit v48: retexture the tv remote, i want it to look like a tv remote as if it was from minecraft you just grabbed an image from google, and it sitll have the background, i want you to retexture it to be a remote you made and not have a png background. also the crafting recipe for the battery didnt work, i want it to be crafted by putting a redstone dust in the middle middle, a slime ball to the right and left of it and then cobblestone all through the top and bottom row Edit v49: Create an item called Rotary Armory. Function: The Rotary Armory is a single item that can cycle between 5 built-in guns: .50 Cal Sniper AR-15 Shotgun Minigun Dual Pistols Cycling between guns is done via a custom keybind (default “V”) and another keybind (default "H") will revert whatever gun back the the "rotary armory" item The keybind should replace the current gun in the player’s hand with the next one in sequence, looping back to the first after the last. Play a short “click” or mechanical cycling sound on switch. Guns cannot be dropped, placed in inventories, or stored — they only exist as part of the Rotary Armory system. Gun Behavior: Right-click: Aim (slows movement slightly, adds accuracy, zoom for sniper). Left-click: Fire. All guns have infinite ammo but follow magazine and reload mechanics. Magazine sizes & reload/overheat mechanics: .50 Cal Sniper → 1 shot before reload (2s reload). AR-15 → 30 shots before reload (2.5s reload). Shotgun → 6 shells before reload (3s reload, pellet spread). Minigun → 100 shots before overheating (5s cooldown, spin-up 0.5s). Dual Pistols → 16 shots before reload (2s reload, alternating shots). Fire rate: .50 Cal → 1 shot / 1.5s AR-15 → 0.1s between shots Shotgun → 0.75s between shots Minigun → 0.05s between shots (after spin-up) Dual Pistols → 0.15s alternating Damage: .50 Cal → Highest single-shot damage. Minigun → High sustained DPS. Shotgun → Close-range burst (each pellet deals a portion of total). AR-15 → Balanced mid-range. Dual Pistols → Quick but low damage per shot. Other effects: Add muzzle flash particles and slight recoil. Use NBT tags to store magazine counts & selected gun state. Use scoreboard timers for reload/overheat cooldowns. Prevent weapon switching while reloading. Crafting Recipe: css Copy Edit B R B R N R I R I (B = Blaze Rod, R = Redstone dust, I = Iron Block, N = Bow)
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Aug 12, 2025, 01:40 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls Edit v45: you need to make the ghast mount thats summoned by the haunting blade have controllable movment, as if the ghast flies to high and the player cant control it, he will die from fall damage, and theres nothing he can do, so controllable movement has to be added or it wont work in survival Edit v46: make a ghast have the save momement control a pig with a sadle has, or a strider with a sadle has. make it so when you are riding the ghast the sword works like a fishing rod so the ghast will move in what ever way the sword is pointing just like a pig would when you hold a carrot on a stick Edit v47: add another weapon, its called "ethans remote". the remote will look like an ordinary tv remote, and it a ranged weapon. when you right click with "ethans remote" it shoots out a blue tv ray that when it hits an entity, will make them not be able to move for 5 seconds. to craft "ethans remote you need to make a battery (this is crafted by surrounding a redstone with cobblestone, and two slime balls on the right middle and left middle in a cratfing table), then you need to in a crafting table place a battery on the middle middle, a diamond on the top middle, and cobblestone on the top, bottom, and middle of the left and right collums, and redstone on the bottom middle, to make the remote. the remoe uses batteries as amo, when it uses a battery it becomes fully charged, then you can use it five times before it dies and uses another battery. each tv ray shot has a 10 second cooldown Edit v48: retexture the tv remote, i want it to look like a tv remote as if it was from minecraft you just grabbed an image from google, and it sitll have the background, i want you to retexture it to be a remote you made and not have a png background. also the crafting recipe for the battery didnt work, i want it to be crafted by putting a redstone dust in the middle middle, a slime ball to the right and left of it and then cobblestone all through the top and bottom row Edit v50: Create an item called Rotary Armorym as well as five other items (guns ill list below). Function: The Rotary Armory is a single item that can cycle between 5 built-in guns: .50 Cal Sniper AR-15 Shotgun Minigun Dual Pistols Cycling between guns is done via a custom keybind (default “V”), not right-click. The keybind should replace the current gun in the player’s hand with the next one in sequence, looping back to the first after the last. Play a short “click” or mechanical cycling sound on switch. Guns cannot be dropped, placed in inventories, or stored — they only exist as part of the Rotary Armory system. Gun Behavior: Right-click: Aim (slows movement slightly, adds accuracy, zoom for sniper). Left-click: Fire. All guns have infinite ammo but follow magazine and reload mechanics. Magazine sizes & reload/overheat mechanics: .50 Cal Sniper → 1 shot before reload (2s reload). AR-15 → 30 shots before reload (2.5s reload). Shotgun → 6 shells before reload (3s reload, pellet spread). Minigun → 100 shots before overheating (5s cooldown, spin-up 0.5s). Dual Pistols → 16 shots before reload (2s reload, alternating shots). Fire rate: .50 Cal → 1 shot / 1.5s AR-15 → 0.1s between shots Shotgun → 0.75s between shots Minigun → 0.05s between shots (after spin-up) Dual Pistols → 0.15s alternating Damage: .50 Cal → Highest single-shot damage. Minigun → High sustained DPS. Shotgun → Close-range burst (each pellet deals a portion of total). AR-15 → Balanced mid-range. Dual Pistols → Quick but low damage per shot. Other effects: Add muzzle flash particles and slight recoil. Use NBT tags to store magazine counts & selected gun state. Use scoreboard timers for reload/overheat cooldowns. Prevent weapon switching while reloading. Crafting Recipe: css Copy Edit B R B R N R I R I (B = Blaze Rod, R = Redstone Block, I = Iron Block, N = Netherite Ingot) Edit v51: Create an item called Rotary Armory. Function: The Rotary Armory is a single item that can cycle between 5 built-in guns: .50 Cal Sniper AR-15 Shotgun Minigun Dual Pistols Cycling between guns is done via a custom keybind (default “V”), not right-click. The keybind should replace the current gun in the player’s hand with the next one in sequence, looping back to the first after the last. Play a short “click” or mechanical cycling sound on switch. Guns cannot be dropped, placed in inventories, or stored — they only exist as part of the Rotary Armory system. Gun Behavior: Right-click: Aim (slows movement slightly, adds accuracy, zoom for sniper). Left-click: Fire. All guns have infinite ammo but follow magazine and reload mechanics. Magazine sizes & reload/overheat mechanics: .50 Cal Sniper → 1 shot before reload (2s reload). AR-15 → 30 shots before reload (2.5s reload). Shotgun → 6 shells before reload (3s reload, pellet spread). Minigun → 100 shots before overheating (5s cooldown, spin-up 0.5s). Dual Pistols → 16 shots before reload (2s reload, alternating shots). Fire rate: .50 Cal → 1 shot / 1.5s AR-15 → 0.1s between shots Shotgun → 0.75s between shots Minigun → 0.05s between shots (after spin-up) Dual Pistols → 0.15s alternating Damage: .50 Cal → Highest single-shot damage. Minigun → High sustained DPS. Shotgun → Close-range burst (each pellet deals a portion of total). AR-15 → Balanced mid-range. Dual Pistols → Quick but low damage per shot. Other effects: Add muzzle flash particles and slight recoil. Use NBT tags to store magazine counts & selected gun state. Use scoreboard timers for reload/overheat cooldowns. Prevent weapon switching while reloading. Crafting Recipe: css Copy Edit B R B R N R I R I (B = Blaze Rod, R = Redstone Block, I = Iron Block, N = Netherite Ingot) AI Implementation Notes (Important): Use a scoreboard or NBT value to store which gun is currently selected. The keybind should only change this value, never fire or aim. On item tick, check the stored gun value and adjust its texture, display name, and attack stats accordingly. Right-click and left-click actions should call a “shoot gun” procedure that reads the current gun value to determine projectile type, damage, fire rate, and reload status. Use a cooldown system via scoreboard or setItemCooldown so guns cannot be spammed. For reloading, use a scoreboard timer and play a reload sound before allowing shooting again. Minigun overheating can be done by tracking shots fired in a row; after the limit is reached, trigger cooldown and play “overheat” sound. Prevent cycling during reload or cooldown to avoid logic breaks. Make sure aiming is independent of gun cycling by handling both in separate procedures. Edit v52: you didn’t just pick the same physical key (H), you also reused the same internal ID that Fabric uses to identify the keybind. The game doesn’t actually care if multiple actions share the same key — you can totally bind two actions to H — but it does crash if two keybinds have the same registry name (that "key.something.something" string). Right now, your “revert to rotary” keybind is probably declared something like: java Copy Edit "key.ender-sai-teleporter-rkqcb2w5.rotary_cycle" …and the other weapon’s mod already registered that exact same string. How to fix without losing your H shortcut You can: Keep H as the default physical key. Give it a totally different internal ID. Example: java Copy Edit KeyBinding revertToRotaryKey = KeyBindingHelper.registerKeyBinding(new KeyBinding( "key.rotary_armory.revert_rotary", // Unique internal ID! InputUtil.Type.KEYSYM, GLFW.GLFW_KEY_H, // Still 'H' by default "category.rotary_armory" )); This way: The display name in the controls menu will be "key.rotary_armory.revert_rotary" (which you can localize in en_us.json). The default key will still be H. No crash, because the internal ID no longer collides. Edit v53: Make sure the "Revert to Rotary" keybinding is only registered once. Remove any duplicate KeyBindingHelper.registerKeyBinding calls so that "key.rotary_armory.revert_rotary" is only registered in a single place during client initialization.
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Aug 12, 2025, 01:28 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls Edit v45: you need to make the ghast mount thats summoned by the haunting blade have controllable movment, as if the ghast flies to high and the player cant control it, he will die from fall damage, and theres nothing he can do, so controllable movement has to be added or it wont work in survival Edit v46: make a ghast have the save momement control a pig with a sadle has, or a strider with a sadle has. make it so when you are riding the ghast the sword works like a fishing rod so the ghast will move in what ever way the sword is pointing just like a pig would when you hold a carrot on a stick Edit v47: add another weapon, its called "ethans remote". the remote will look like an ordinary tv remote, and it a ranged weapon. when you right click with "ethans remote" it shoots out a blue tv ray that when it hits an entity, will make them not be able to move for 5 seconds. to craft "ethans remote you need to make a battery (this is crafted by surrounding a redstone with cobblestone, and two slime balls on the right middle and left middle in a cratfing table), then you need to in a crafting table place a battery on the middle middle, a diamond on the top middle, and cobblestone on the top, bottom, and middle of the left and right collums, and redstone on the bottom middle, to make the remote. the remoe uses batteries as amo, when it uses a battery it becomes fully charged, then you can use it five times before it dies and uses another battery. each tv ray shot has a 10 second cooldown Edit v48: retexture the tv remote, i want it to look like a tv remote as if it was from minecraft you just grabbed an image from google, and it sitll have the background, i want you to retexture it to be a remote you made and not have a png background. also the crafting recipe for the battery didnt work, i want it to be crafted by putting a redstone dust in the middle middle, a slime ball to the right and left of it and then cobblestone all through the top and bottom row Edit v50: Create an item called Rotary Armorym as well as five other items (guns ill list below). Function: The Rotary Armory is a single item that can cycle between 5 built-in guns: .50 Cal Sniper AR-15 Shotgun Minigun Dual Pistols Cycling between guns is done via a custom keybind (default “V”), not right-click. The keybind should replace the current gun in the player’s hand with the next one in sequence, looping back to the first after the last. Play a short “click” or mechanical cycling sound on switch. Guns cannot be dropped, placed in inventories, or stored — they only exist as part of the Rotary Armory system. Gun Behavior: Right-click: Aim (slows movement slightly, adds accuracy, zoom for sniper). Left-click: Fire. All guns have infinite ammo but follow magazine and reload mechanics. Magazine sizes & reload/overheat mechanics: .50 Cal Sniper → 1 shot before reload (2s reload). AR-15 → 30 shots before reload (2.5s reload). Shotgun → 6 shells before reload (3s reload, pellet spread). Minigun → 100 shots before overheating (5s cooldown, spin-up 0.5s). Dual Pistols → 16 shots before reload (2s reload, alternating shots). Fire rate: .50 Cal → 1 shot / 1.5s AR-15 → 0.1s between shots Shotgun → 0.75s between shots Minigun → 0.05s between shots (after spin-up) Dual Pistols → 0.15s alternating Damage: .50 Cal → Highest single-shot damage. Minigun → High sustained DPS. Shotgun → Close-range burst (each pellet deals a portion of total). AR-15 → Balanced mid-range. Dual Pistols → Quick but low damage per shot. Other effects: Add muzzle flash particles and slight recoil. Use NBT tags to store magazine counts & selected gun state. Use scoreboard timers for reload/overheat cooldowns. Prevent weapon switching while reloading. Crafting Recipe: css Copy Edit B R B R N R I R I (B = Blaze Rod, R = Redstone Block, I = Iron Block, N = Netherite Ingot) Edit v51: Create an item called Rotary Armory. Function: The Rotary Armory is a single item that can cycle between 5 built-in guns: .50 Cal Sniper AR-15 Shotgun Minigun Dual Pistols Cycling between guns is done via a custom keybind (default “V”), not right-click. The keybind should replace the current gun in the player’s hand with the next one in sequence, looping back to the first after the last. Play a short “click” or mechanical cycling sound on switch. Guns cannot be dropped, placed in inventories, or stored — they only exist as part of the Rotary Armory system. Gun Behavior: Right-click: Aim (slows movement slightly, adds accuracy, zoom for sniper). Left-click: Fire. All guns have infinite ammo but follow magazine and reload mechanics. Magazine sizes & reload/overheat mechanics: .50 Cal Sniper → 1 shot before reload (2s reload). AR-15 → 30 shots before reload (2.5s reload). Shotgun → 6 shells before reload (3s reload, pellet spread). Minigun → 100 shots before overheating (5s cooldown, spin-up 0.5s). Dual Pistols → 16 shots before reload (2s reload, alternating shots). Fire rate: .50 Cal → 1 shot / 1.5s AR-15 → 0.1s between shots Shotgun → 0.75s between shots Minigun → 0.05s between shots (after spin-up) Dual Pistols → 0.15s alternating Damage: .50 Cal → Highest single-shot damage. Minigun → High sustained DPS. Shotgun → Close-range burst (each pellet deals a portion of total). AR-15 → Balanced mid-range. Dual Pistols → Quick but low damage per shot. Other effects: Add muzzle flash particles and slight recoil. Use NBT tags to store magazine counts & selected gun state. Use scoreboard timers for reload/overheat cooldowns. Prevent weapon switching while reloading. Crafting Recipe: css Copy Edit B R B R N R I R I (B = Blaze Rod, R = Redstone Block, I = Iron Block, N = Netherite Ingot) AI Implementation Notes (Important): Use a scoreboard or NBT value to store which gun is currently selected. The keybind should only change this value, never fire or aim. On item tick, check the stored gun value and adjust its texture, display name, and attack stats accordingly. Right-click and left-click actions should call a “shoot gun” procedure that reads the current gun value to determine projectile type, damage, fire rate, and reload status. Use a cooldown system via scoreboard or setItemCooldown so guns cannot be spammed. For reloading, use a scoreboard timer and play a reload sound before allowing shooting again. Minigun overheating can be done by tracking shots fired in a row; after the limit is reached, trigger cooldown and play “overheat” sound. Prevent cycling during reload or cooldown to avoid logic breaks. Make sure aiming is independent of gun cycling by handling both in separate procedures. Edit v52: you didn’t just pick the same physical key (H), you also reused the same internal ID that Fabric uses to identify the keybind. The game doesn’t actually care if multiple actions share the same key — you can totally bind two actions to H — but it does crash if two keybinds have the same registry name (that "key.something.something" string). Right now, your “revert to rotary” keybind is probably declared something like: java Copy Edit "key.ender-sai-teleporter-rkqcb2w5.rotary_cycle" …and the other weapon’s mod already registered that exact same string. How to fix without losing your H shortcut You can: Keep H as the default physical key. Give it a totally different internal ID. Example: java Copy Edit KeyBinding revertToRotaryKey = KeyBindingHelper.registerKeyBinding(new KeyBinding( "key.rotary_armory.revert_rotary", // Unique internal ID! InputUtil.Type.KEYSYM, GLFW.GLFW_KEY_H, // Still 'H' by default "category.rotary_armory" )); This way: The display name in the controls menu will be "key.rotary_armory.revert_rotary" (which you can localize in en_us.json). The default key will still be H. No crash, because the internal ID no longer collides.
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Aug 12, 2025, 12:41 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls Edit v45: you need to make the ghast mount thats summoned by the haunting blade have controllable movment, as if the ghast flies to high and the player cant control it, he will die from fall damage, and theres nothing he can do, so controllable movement has to be added or it wont work in survival Edit v46: make a ghast have the save momement control a pig with a sadle has, or a strider with a sadle has. make it so when you are riding the ghast the sword works like a fishing rod so the ghast will move in what ever way the sword is pointing just like a pig would when you hold a carrot on a stick Edit v47: add another weapon, its called "ethans remote". the remote will look like an ordinary tv remote, and it a ranged weapon. when you right click with "ethans remote" it shoots out a blue tv ray that when it hits an entity, will make them not be able to move for 5 seconds. to craft "ethans remote you need to make a battery (this is crafted by surrounding a redstone with cobblestone, and two slime balls on the right middle and left middle in a cratfing table), then you need to in a crafting table place a battery on the middle middle, a diamond on the top middle, and cobblestone on the top, bottom, and middle of the left and right collums, and redstone on the bottom middle, to make the remote. the remoe uses batteries as amo, when it uses a battery it becomes fully charged, then you can use it five times before it dies and uses another battery. each tv ray shot has a 10 second cooldown Edit v48: retexture the tv remote, i want it to look like a tv remote as if it was from minecraft you just grabbed an image from google, and it sitll have the background, i want you to retexture it to be a remote you made and not have a png background. also the crafting recipe for the battery didnt work, i want it to be crafted by putting a redstone dust in the middle middle, a slime ball to the right and left of it and then cobblestone all through the top and bottom row Edit v50: Create an item called Rotary Armorym as well as five other items (guns ill list below). Function: The Rotary Armory is a single item that can cycle between 5 built-in guns: .50 Cal Sniper AR-15 Shotgun Minigun Dual Pistols Cycling between guns is done via a custom keybind (default “V”), not right-click. The keybind should replace the current gun in the player’s hand with the next one in sequence, looping back to the first after the last. Play a short “click” or mechanical cycling sound on switch. Guns cannot be dropped, placed in inventories, or stored — they only exist as part of the Rotary Armory system. Gun Behavior: Right-click: Aim (slows movement slightly, adds accuracy, zoom for sniper). Left-click: Fire. All guns have infinite ammo but follow magazine and reload mechanics. Magazine sizes & reload/overheat mechanics: .50 Cal Sniper → 1 shot before reload (2s reload). AR-15 → 30 shots before reload (2.5s reload). Shotgun → 6 shells before reload (3s reload, pellet spread). Minigun → 100 shots before overheating (5s cooldown, spin-up 0.5s). Dual Pistols → 16 shots before reload (2s reload, alternating shots). Fire rate: .50 Cal → 1 shot / 1.5s AR-15 → 0.1s between shots Shotgun → 0.75s between shots Minigun → 0.05s between shots (after spin-up) Dual Pistols → 0.15s alternating Damage: .50 Cal → Highest single-shot damage. Minigun → High sustained DPS. Shotgun → Close-range burst (each pellet deals a portion of total). AR-15 → Balanced mid-range. Dual Pistols → Quick but low damage per shot. Other effects: Add muzzle flash particles and slight recoil. Use NBT tags to store magazine counts & selected gun state. Use scoreboard timers for reload/overheat cooldowns. Prevent weapon switching while reloading. Crafting Recipe: css Copy Edit B R B R N R I R I (B = Blaze Rod, R = Redstone Block, I = Iron Block, N = Netherite Ingot) Edit v51: Create an item called Rotary Armory. Function: The Rotary Armory is a single item that can cycle between 5 built-in guns: .50 Cal Sniper AR-15 Shotgun Minigun Dual Pistols Cycling between guns is done via a custom keybind (default “V”), not right-click. The keybind should replace the current gun in the player’s hand with the next one in sequence, looping back to the first after the last. Play a short “click” or mechanical cycling sound on switch. Guns cannot be dropped, placed in inventories, or stored — they only exist as part of the Rotary Armory system. Gun Behavior: Right-click: Aim (slows movement slightly, adds accuracy, zoom for sniper). Left-click: Fire. All guns have infinite ammo but follow magazine and reload mechanics. Magazine sizes & reload/overheat mechanics: .50 Cal Sniper → 1 shot before reload (2s reload). AR-15 → 30 shots before reload (2.5s reload). Shotgun → 6 shells before reload (3s reload, pellet spread). Minigun → 100 shots before overheating (5s cooldown, spin-up 0.5s). Dual Pistols → 16 shots before reload (2s reload, alternating shots). Fire rate: .50 Cal → 1 shot / 1.5s AR-15 → 0.1s between shots Shotgun → 0.75s between shots Minigun → 0.05s between shots (after spin-up) Dual Pistols → 0.15s alternating Damage: .50 Cal → Highest single-shot damage. Minigun → High sustained DPS. Shotgun → Close-range burst (each pellet deals a portion of total). AR-15 → Balanced mid-range. Dual Pistols → Quick but low damage per shot. Other effects: Add muzzle flash particles and slight recoil. Use NBT tags to store magazine counts & selected gun state. Use scoreboard timers for reload/overheat cooldowns. Prevent weapon switching while reloading. Crafting Recipe: css Copy Edit B R B R N R I R I (B = Blaze Rod, R = Redstone Block, I = Iron Block, N = Netherite Ingot) AI Implementation Notes (Important): Use a scoreboard or NBT value to store which gun is currently selected. The keybind should only change this value, never fire or aim. On item tick, check the stored gun value and adjust its texture, display name, and attack stats accordingly. Right-click and left-click actions should call a “shoot gun” procedure that reads the current gun value to determine projectile type, damage, fire rate, and reload status. Use a cooldown system via scoreboard or setItemCooldown so guns cannot be spammed. For reloading, use a scoreboard timer and play a reload sound before allowing shooting again. Minigun overheating can be done by tracking shots fired in a row; after the limit is reached, trigger cooldown and play “overheat” sound. Prevent cycling during reload or cooldown to avoid logic breaks. Make sure aiming is independent of gun cycling by handling both in separate procedures.
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Aug 12, 2025, 12:17 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls Edit v45: you need to make the ghast mount thats summoned by the haunting blade have controllable movment, as if the ghast flies to high and the player cant control it, he will die from fall damage, and theres nothing he can do, so controllable movement has to be added or it wont work in survival Edit v46: make a ghast have the save momement control a pig with a sadle has, or a strider with a sadle has. make it so when you are riding the ghast the sword works like a fishing rod so the ghast will move in what ever way the sword is pointing just like a pig would when you hold a carrot on a stick Edit v47: add another weapon, its called "ethans remote". the remote will look like an ordinary tv remote, and it a ranged weapon. when you right click with "ethans remote" it shoots out a blue tv ray that when it hits an entity, will make them not be able to move for 5 seconds. to craft "ethans remote you need to make a battery (this is crafted by surrounding a redstone with cobblestone, and two slime balls on the right middle and left middle in a cratfing table), then you need to in a crafting table place a battery on the middle middle, a diamond on the top middle, and cobblestone on the top, bottom, and middle of the left and right collums, and redstone on the bottom middle, to make the remote. the remoe uses batteries as amo, when it uses a battery it becomes fully charged, then you can use it five times before it dies and uses another battery. each tv ray shot has a 10 second cooldown Edit v48: retexture the tv remote, i want it to look like a tv remote as if it was from minecraft you just grabbed an image from google, and it sitll have the background, i want you to retexture it to be a remote you made and not have a png background. also the crafting recipe for the battery didnt work, i want it to be crafted by putting a redstone dust in the middle middle, a slime ball to the right and left of it and then cobblestone all through the top and bottom row Edit v50: Create an item called Rotary Armorym as well as five other items (guns ill list below). Function: The Rotary Armory is a single item that can cycle between 5 built-in guns: .50 Cal Sniper AR-15 Shotgun Minigun Dual Pistols Cycling between guns is done via a custom keybind (default “V”), not right-click. The keybind should replace the current gun in the player’s hand with the next one in sequence, looping back to the first after the last. Play a short “click” or mechanical cycling sound on switch. Guns cannot be dropped, placed in inventories, or stored — they only exist as part of the Rotary Armory system. Gun Behavior: Right-click: Aim (slows movement slightly, adds accuracy, zoom for sniper). Left-click: Fire. All guns have infinite ammo but follow magazine and reload mechanics. Magazine sizes & reload/overheat mechanics: .50 Cal Sniper → 1 shot before reload (2s reload). AR-15 → 30 shots before reload (2.5s reload). Shotgun → 6 shells before reload (3s reload, pellet spread). Minigun → 100 shots before overheating (5s cooldown, spin-up 0.5s). Dual Pistols → 16 shots before reload (2s reload, alternating shots). Fire rate: .50 Cal → 1 shot / 1.5s AR-15 → 0.1s between shots Shotgun → 0.75s between shots Minigun → 0.05s between shots (after spin-up) Dual Pistols → 0.15s alternating Damage: .50 Cal → Highest single-shot damage. Minigun → High sustained DPS. Shotgun → Close-range burst (each pellet deals a portion of total). AR-15 → Balanced mid-range. Dual Pistols → Quick but low damage per shot. Other effects: Add muzzle flash particles and slight recoil. Use NBT tags to store magazine counts & selected gun state. Use scoreboard timers for reload/overheat cooldowns. Prevent weapon switching while reloading. Crafting Recipe: css Copy Edit B R B R N R I R I (B = Blaze Rod, R = Redstone Block, I = Iron Block, N = Netherite Ingot)
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Aug 12, 2025, 01:46 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls Edit v45: you need to make the ghast mount thats summoned by the haunting blade have controllable movment, as if the ghast flies to high and the player cant control it, he will die from fall damage, and theres nothing he can do, so controllable movement has to be added or it wont work in survival Edit v46: make a ghast have the save momement control a pig with a sadle has, or a strider with a sadle has. make it so when you are riding the ghast the sword works like a fishing rod so the ghast will move in what ever way the sword is pointing just like a pig would when you hold a carrot on a stick Edit v47: add another weapon, its called "ethans remote". the remote will look like an ordinary tv remote, and it a ranged weapon. when you right click with "ethans remote" it shoots out a blue tv ray that when it hits an entity, will make them not be able to move for 5 seconds. to craft "ethans remote you need to make a battery (this is crafted by surrounding a redstone with cobblestone, and two slime balls on the right middle and left middle in a cratfing table), then you need to in a crafting table place a battery on the middle middle, a diamond on the top middle, and cobblestone on the top, bottom, and middle of the left and right collums, and redstone on the bottom middle, to make the remote. the remoe uses batteries as amo, when it uses a battery it becomes fully charged, then you can use it five times before it dies and uses another battery. each tv ray shot has a 10 second cooldown Edit v48: retexture the tv remote, i want it to look like a tv remote as if it was from minecraft you just grabbed an image from google, and it sitll have the background, i want you to retexture it to be a remote you made and not have a png background. also the crafting recipe for the battery didnt work, i want it to be crafted by putting a redstone dust in the middle middle, a slime ball to the right and left of it and then cobblestone all through the top and bottom row Edit v50: Create an item called Rotary Armorym as well as five other items (guns ill list below). Function: The Rotary Armory is a single item that can cycle between 5 built-in guns: .50 Cal Sniper AR-15 Shotgun Minigun Dual Pistols Cycling between guns is done via a custom keybind (default “V”), not right-click. The keybind should replace the current gun in the player’s hand with the next one in sequence, looping back to the first after the last. Play a short “click” or mechanical cycling sound on switch. Guns cannot be dropped, placed in inventories, or stored — they only exist as part of the Rotary Armory system. Gun Behavior: Right-click: Aim (slows movement slightly, adds accuracy, zoom for sniper). Left-click: Fire. All guns have infinite ammo but follow magazine and reload mechanics. Magazine sizes & reload/overheat mechanics: .50 Cal Sniper → 1 shot before reload (2s reload). AR-15 → 30 shots before reload (2.5s reload). Shotgun → 6 shells before reload (3s reload, pellet spread). Minigun → 100 shots before overheating (5s cooldown, spin-up 0.5s). Dual Pistols → 16 shots before reload (2s reload, alternating shots). Fire rate: .50 Cal → 1 shot / 1.5s AR-15 → 0.1s between shots Shotgun → 0.75s between shots Minigun → 0.05s between shots (after spin-up) Dual Pistols → 0.15s alternating Damage: .50 Cal → Highest single-shot damage. Minigun → High sustained DPS. Shotgun → Close-range burst (each pellet deals a portion of total). AR-15 → Balanced mid-range. Dual Pistols → Quick but low damage per shot. Other effects: Add muzzle flash particles and slight recoil. Use NBT tags to store magazine counts & selected gun state. Use scoreboard timers for reload/overheat cooldowns. Prevent weapon switching while reloading. Crafting Recipe: css Copy Edit B R B R N R I R I (B = Blaze Rod, R = Redstone Block, I = Iron Block, N = Netherite Ingot) Edit v51: Create an item called Rotary Armory. Function: The Rotary Armory is a single item that can cycle between 5 built-in guns: .50 Cal Sniper AR-15 Shotgun Minigun Dual Pistols Cycling between guns is done via a custom keybind (default “V”), not right-click. The keybind should replace the current gun in the player’s hand with the next one in sequence, looping back to the first after the last. Play a short “click” or mechanical cycling sound on switch. Guns cannot be dropped, placed in inventories, or stored — they only exist as part of the Rotary Armory system. Gun Behavior: Right-click: Aim (slows movement slightly, adds accuracy, zoom for sniper). Left-click: Fire. All guns have infinite ammo but follow magazine and reload mechanics. Magazine sizes & reload/overheat mechanics: .50 Cal Sniper → 1 shot before reload (2s reload). AR-15 → 30 shots before reload (2.5s reload). Shotgun → 6 shells before reload (3s reload, pellet spread). Minigun → 100 shots before overheating (5s cooldown, spin-up 0.5s). Dual Pistols → 16 shots before reload (2s reload, alternating shots). Fire rate: .50 Cal → 1 shot / 1.5s AR-15 → 0.1s between shots Shotgun → 0.75s between shots Minigun → 0.05s between shots (after spin-up) Dual Pistols → 0.15s alternating Damage: .50 Cal → Highest single-shot damage. Minigun → High sustained DPS. Shotgun → Close-range burst (each pellet deals a portion of total). AR-15 → Balanced mid-range. Dual Pistols → Quick but low damage per shot. Other effects: Add muzzle flash particles and slight recoil. Use NBT tags to store magazine counts & selected gun state. Use scoreboard timers for reload/overheat cooldowns. Prevent weapon switching while reloading. Crafting Recipe: css Copy Edit B R B R N R I R I (B = Blaze Rod, R = Redstone Block, I = Iron Block, N = Netherite Ingot) AI Implementation Notes (Important): Use a scoreboard or NBT value to store which gun is currently selected. The keybind should only change this value, never fire or aim. On item tick, check the stored gun value and adjust its texture, display name, and attack stats accordingly. Right-click and left-click actions should call a “shoot gun” procedure that reads the current gun value to determine projectile type, damage, fire rate, and reload status. Use a cooldown system via scoreboard or setItemCooldown so guns cannot be spammed. For reloading, use a scoreboard timer and play a reload sound before allowing shooting again. Minigun overheating can be done by tracking shots fired in a row; after the limit is reached, trigger cooldown and play “overheat” sound. Prevent cycling during reload or cooldown to avoid logic breaks. Make sure aiming is independent of gun cycling by handling both in separate procedures. Edit v52: you didn’t just pick the same physical key (H), you also reused the same internal ID that Fabric uses to identify the keybind. The game doesn’t actually care if multiple actions share the same key — you can totally bind two actions to H — but it does crash if two keybinds have the same registry name (that "key.something.something" string). Right now, your “revert to rotary” keybind is probably declared something like: java Copy Edit "key.ender-sai-teleporter-rkqcb2w5.rotary_cycle" …and the other weapon’s mod already registered that exact same string. How to fix without losing your H shortcut You can: Keep H as the default physical key. Give it a totally different internal ID. Example: java Copy Edit KeyBinding revertToRotaryKey = KeyBindingHelper.registerKeyBinding(new KeyBinding( "key.rotary_armory.revert_rotary", // Unique internal ID! InputUtil.Type.KEYSYM, GLFW.GLFW_KEY_H, // Still 'H' by default "category.rotary_armory" )); This way: The display name in the controls menu will be "key.rotary_armory.revert_rotary" (which you can localize in en_us.json). The default key will still be H. No crash, because the internal ID no longer collides. Edit v53: Make sure the "Revert to Rotary" keybinding is only registered once. Remove any duplicate KeyBindingHelper.registerKeyBinding calls so that "key.rotary_armory.revert_rotary" is only registered in a single place during client initialization. Edit v54: It looks like the game crashed with the following stacktrace: [21:46:34] [INFO] [FabricLoader/GameProvider]: Loading Minecraft 1.21.5 with Fabric Loader 0.16.14 [21:46:34] [WARN] [FabricLoader/GameRemap]: Incomplete remapped file found! This means that the remapping process failed on the previous launch. If this persists, make sure to let us at Fabric know! [21:46:34] [INFO] [FabricLoader/GameRemap]: Fabric is preparing JARs on first launch, this may take a few seconds... [21:46:40] [ERROR] [FabricLoader/]: Uncaught exception in thread "main" java.lang.RuntimeException: error remapping game jars [C:\Users\ADEN\.creative-mode\minecraft\versions\1.21.5\1.21.5.jar] at net.fabricmc.loader.impl.game.GameProviderHelper.deobfuscate(GameProviderHelper.java:249) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.initialize(MinecraftGameProvider.java:331) at net.fabricmc.loader.impl.launch.knot.Knot.init(Knot.java:140) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:68) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) Caused by: java.nio.file.NoSuchFileException: C:\Users\ADEN\.creative-mode\quick-play\dc267934-10fe-40f3-97dc-19900beef772\.fabric\remappedJars\minecraft-1.21.5-0.16.14\client-intermediary.jar.tmp at java.base/sun.nio.fs.WindowsException.translateToIOException(WindowsException.java:85) at java.base/sun.nio.fs.WindowsException.rethrowAsIOException(WindowsException.java:103) at java.base/sun.nio.fs.WindowsException.rethrowAsIOException(WindowsException.java:108) at java.base/sun.nio.fs.WindowsFileSystemProvider.implDelete(WindowsFileSystemProvider.java:273) at java.base/sun.nio.fs.AbstractFileSystemProvider.delete(AbstractFileSystemProvider.java:105) at java.base/java.nio.file.Files.delete(Files.java:1153) at jdk.zipfs/jdk.nio.zipfs.ZipFileSystem.sync(ZipFileSystem.java:1864) at jdk.zipfs/jdk.nio.zipfs.ZipFileSystem.lambda$close$9(ZipFileSystem.java:484) at java.base/java.security.AccessController.doPrivileged(AccessController.java:571) at jdk.zipfs/jdk.nio.zipfs.ZipFileSystem.close(ZipFileSystem.java:483) at net.fabricmc.loader.impl.lib.tinyremapper.FileSystemReference.close(FileSystemReference.java:131) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath.close(OutputConsumerPath.java:213) at net.fabricmc.loader.impl.game.GameProviderHelper.deobfuscate0(GameProviderHelper.java:319) at net.fabricmc.loader.impl.game.GameProviderHelper.deobfuscate(GameProviderHelper.java:247) ... 4 more Please apply a fix to prevent this crash.
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Aug 11, 2025, 10:28 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls Edit v45: you need to make the ghast mount thats summoned by the haunting blade have controllable movment, as if the ghast flies to high and the player cant control it, he will die from fall damage, and theres nothing he can do, so controllable movement has to be added or it wont work in survival Edit v46: make a ghast have the save momement control a pig with a sadle has, or a strider with a sadle has. make it so when you are riding the ghast the sword works like a fishing rod so the ghast will move in what ever way the sword is pointing just like a pig would when you hold a carrot on a stick Edit v47: add another weapon, its called "ethans remote". the remote will look like an ordinary tv remote, and it a ranged weapon. when you right click with "ethans remote" it shoots out a blue tv ray that when it hits an entity, will make them not be able to move for 5 seconds. to craft "ethans remote you need to make a battery (this is crafted by surrounding a redstone with cobblestone, and two slime balls on the right middle and left middle in a cratfing table), then you need to in a crafting table place a battery on the middle middle, a diamond on the top middle, and cobblestone on the top, bottom, and middle of the left and right collums, and redstone on the bottom middle, to make the remote. the remoe uses batteries as amo, when it uses a battery it becomes fully charged, then you can use it five times before it dies and uses another battery. each tv ray shot has a 10 second cooldown Edit v48: retexture the tv remote, i want it to look like a tv remote as if it was from minecraft you just grabbed an image from google, and it sitll have the background, i want you to retexture it to be a remote you made and not have a png background. also the crafting recipe for the battery didnt work, i want it to be crafted by putting a redstone dust in the middle middle, a slime ball to the right and left of it and then cobblestone all through the top and bottom row
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Aug 11, 2025, 10:06 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls Edit v45: you need to make the ghast mount thats summoned by the haunting blade have controllable movment, as if the ghast flies to high and the player cant control it, he will die from fall damage, and theres nothing he can do, so controllable movement has to be added or it wont work in survival Edit v46: make a ghast have the save momement control a pig with a sadle has, or a strider with a sadle has. make it so when you are riding the ghast the sword works like a fishing rod so the ghast will move in what ever way the sword is pointing just like a pig would when you hold a carrot on a stick Edit v47: add another weapon, its called "ethans remote". the remote will look like an ordinary tv remote, and it a ranged weapon. when you right click with "ethans remote" it shoots out a blue tv ray that when it hits an entity, will make them not be able to move for 5 seconds. to craft "ethans remote you need to make a battery (this is crafted by surrounding a redstone with cobblestone, and two slime balls on the right middle and left middle in a cratfing table), then you need to in a crafting table place a battery on the middle middle, a diamond on the top middle, and cobblestone on the top, bottom, and middle of the left and right collums, and redstone on the bottom middle, to make the remote. the remoe uses batteries as amo, when it uses a battery it becomes fully charged, then you can use it five times before it dies and uses another battery. each tv ray shot has a 10 second cooldown
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Aug 9, 2025, 03:34 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls Edit v45: you need to make the ghast mount thats summoned by the haunting blade have controllable movment, as if the ghast flies to high and the player cant control it, he will die from fall damage, and theres nothing he can do, so controllable movement has to be added or it wont work in survival Edit v46: make a ghast have the save momement control a pig with a sadle has, or a strider with a sadle has. make it so when you are riding the ghast the sword works like a fishing rod so the ghast will move in what ever way the sword is pointing just like a pig would when you hold a carrot on a stick
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Aug 9, 2025, 03:20 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls Edit v45: you need to make the ghast mount thats summoned by the haunting blade have controllable movment, as if the ghast flies to high and the player cant control it, he will die from fall damage, and theres nothing he can do, so controllable movement has to be added or it wont work in survival
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Aug 7, 2025, 07:51 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again. Edit v44: make shooting a fireball cost 10 souls and make it so you can have up to 500 souls
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Aug 7, 2025, 07:40 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one Edit v43: Make the Ghost Mount fly like a normal Ghast, but allow the player to control it. The ghost mount is ridden by the player. Movement should be slow, smooth, and floaty, just like a ghast. It should glide in the direction the player is looking (yaw and pitch) but with some inertia, not instant like elytra or creative flight. 🛠 Specific Instructions: In the Ghost Mount entity code, check if the entity isBeingRidden(). If yes, get the player’s lookVec or direction and apply gentle velocity toward it: java Copy Edit Vec3d look = rider.getLookVec(); // or getRotationVec(1.0F) double speed = 0.1D; // smooth ghast-like floaty speed this.setVelocity(look.x * speed, look.y * speed, look.z * speed); You can also add a lerpMotion() call to interpolate smoother acceleration. Keep ghast-like gravity (no falling) by overriding isNoGravity() or setting setNoGravity(true). Optional: Slowly rotate the Ghost Mount to match the rider’s facing direction using: java Copy Edit this.setYaw(rider.getYaw()); this.setPitch(rider.getPitch()); 🎮 Fireball Cooldown: 2. Add a 2-Second Cooldown to Fireball Shooting When the player triggers the fireball (right-click or keybind), store a cooldown timestamp. Use either: cooldownTracker.setCooldown(item, 40); (if using item logic), or A lastFireballTime variable on the ghost entity, check world.getGameTime() - lastFireballTime > 40. On right-click: java Copy Edit if (canShootFireball) { shootFireball(); canShootFireball = false; cooldown = 40; // in ticks } Then reduce the cooldown every tick and reset canShootFireball when it reaches 0. Optional: Show cooldown visually by: Player hand animation (player.swingArm()), A temporary glowing effect, Or playing a sound like entity.ghast.shoot when fireball is ready again.
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Aug 7, 2025, 07:26 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you Edit v42: make the haunting blade work as almost like a fishing rod for the ghast, so when i summon it i can control where it moves with where i look when i hold the sword. also make the fireball cooldown actually work it just says "10 second cooldown" but doesnt actually have one
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Aug 7, 2025, 07:11 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai Edit v41: Make Ghost Mount movement fully controllable: When riding the Ghost Mount: The mount should move in the direction the player is looking. Forward movement should follow the pitch and yaw (i.e. where they’re aiming). The movement should be smooth, like flying with an Elytra or creative mode flight. the fire ball projectile should also have a cooldown (10 seconds) also the vanish point should have a throw cooldown. after throwing it once you cant throw it again until it hits someting/teleports you
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Aug 7, 2025, 05:29 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash. Edit v35: change the netherite plated goold sword crafting recipe to be a gold sword with a netherite scrap on top. and retexture the vanish point, to look more like a sai (釵). It's a traditional Okinawan weapon, often described as a dagger with two curved prongs projecting from the handle. you can use reforance from raphael from ninja turtles as he uses a sai, how even i want the sai to be colored like it was painted to look like an enderpearl but still have the shape of a sai
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Aug 7, 2025, 06:17 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v32: undo what i said and do not give the wither a sword when you summon it with the haunting blade // Remove this line: this.setStackInHand(Hand.MAIN_HAND, new ItemStack(ModItems.HAUNTING_BLADE)); This stops the crash entirely and the mob works fine. Edit v34: go back to the version before i asked you to give it a sword and remove the fire, when the crash wasnt present since you iwll not do what im saying to fix the crash Edit v36: Fix crafting recipe for Gold-Plated Netherite Sword: Add a shaped crafting recipe: in crafting table, place a gold sword, any row, then on top of it place a netherite scrap (can only be in the row above gold sword) Output: Gold-Plated Netherite Sword This sword is required to craft the Haunting Blade, so this recipe must work properly. Ensure it only works in the standard crafting table. Edit v37: so you still didnt make the crafting recipe. make a gold plated sword crafting recipe. have it so when the gold sword is in the middle middle slot, and a netherite scrap on the top middle and bottom middle of the sword in thecrafting table it will craft the netherite plated gold sword needed for crafting the haunting blade Edit v39: please revert back to version 26, when the haunting blade was still apart of the mod
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Aug 7, 2025, 06:10 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v32: undo what i said and do not give the wither a sword when you summon it with the haunting blade // Remove this line: this.setStackInHand(Hand.MAIN_HAND, new ItemStack(ModItems.HAUNTING_BLADE)); This stops the crash entirely and the mob works fine. Edit v34: go back to the version before i asked you to give it a sword and remove the fire, when the crash wasnt present since you iwll not do what im saying to fix the crash Edit v36: Fix crafting recipe for Gold-Plated Netherite Sword: Add a shaped crafting recipe: in crafting table, place a gold sword, any row, then on top of it place a netherite scrap (can only be in the row above gold sword) Output: Gold-Plated Netherite Sword This sword is required to craft the Haunting Blade, so this recipe must work properly. Ensure it only works in the standard crafting table. Edit v37: so you still didnt make the crafting recipe. make a gold plated sword crafting recipe. have it so when the gold sword is in the middle middle slot, and a netherite scrap on the top middle and bottom middle of the sword in thecrafting table it will craft the netherite plated gold sword needed for crafting the haunting blade Edit v38: revert back to version 36, i didnt want you to remove the haunting blade or netherite plated gold sword i ust wanted you to make a crafting recipe for the netherite plated gold sword
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Aug 7, 2025, 06:00 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v32: undo what i said and do not give the wither a sword when you summon it with the haunting blade // Remove this line: this.setStackInHand(Hand.MAIN_HAND, new ItemStack(ModItems.HAUNTING_BLADE)); This stops the crash entirely and the mob works fine. Edit v34: go back to the version before i asked you to give it a sword and remove the fire, when the crash wasnt present since you iwll not do what im saying to fix the crash Edit v36: Fix crafting recipe for Gold-Plated Netherite Sword: Add a shaped crafting recipe: in crafting table, place a gold sword, any row, then on top of it place a netherite scrap (can only be in the row above gold sword) Output: Gold-Plated Netherite Sword This sword is required to craft the Haunting Blade, so this recipe must work properly. Ensure it only works in the standard crafting table. Edit v37: so you still didnt make the crafting recipe. make a gold plated sword crafting recipe. have it so when the gold sword is in the middle middle slot, and a netherite scrap on the top middle and bottom middle of the sword in thecrafting table it will craft the netherite plated gold sword needed for crafting the haunting blade
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Aug 7, 2025, 05:49 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v32: undo what i said and do not give the wither a sword when you summon it with the haunting blade // Remove this line: this.setStackInHand(Hand.MAIN_HAND, new ItemStack(ModItems.HAUNTING_BLADE)); This stops the crash entirely and the mob works fine. Edit v34: go back to the version before i asked you to give it a sword and remove the fire, when the crash wasnt present since you iwll not do what im saying to fix the crash Edit v36: Fix crafting recipe for Gold-Plated Netherite Sword: Add a shaped crafting recipe: in crafting table, place a gold sword, any row, then on top of it place a netherite scrap (can only be in the row above gold sword) Output: Gold-Plated Netherite Sword This sword is required to craft the Haunting Blade, so this recipe must work properly. Ensure it only works in the standard crafting table.
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Aug 7, 2025, 06:27 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v32: undo what i said and do not give the wither a sword when you summon it with the haunting blade // Remove this line: this.setStackInHand(Hand.MAIN_HAND, new ItemStack(ModItems.HAUNTING_BLADE)); This stops the crash entirely and the mob works fine. Edit v34: go back to the version before i asked you to give it a sword and remove the fire, when the crash wasnt present since you iwll not do what im saying to fix the crash Edit v36: Fix crafting recipe for Gold-Plated Netherite Sword: Add a shaped crafting recipe: in crafting table, place a gold sword, any row, then on top of it place a netherite scrap (can only be in the row above gold sword) Output: Gold-Plated Netherite Sword This sword is required to craft the Haunting Blade, so this recipe must work properly. Ensure it only works in the standard crafting table. Edit v37: so you still didnt make the crafting recipe. make a gold plated sword crafting recipe. have it so when the gold sword is in the middle middle slot, and a netherite scrap on the top middle and bottom middle of the sword in thecrafting table it will craft the netherite plated gold sword needed for crafting the haunting blade Edit v39: please revert back to version 26, when the haunting blade was still apart of the mod Edit v40: please go back to version 36 before i asked for the netherite plated gold sword recipe, so the haunting blade, netherite plated gold sword, living matter, and organism like substance are sitll in the game as well as the haunting blades abilities
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Aug 7, 2025, 04:18 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v32: undo what i said and do not give the wither a sword when you summon it with the haunting blade // Remove this line: this.setStackInHand(Hand.MAIN_HAND, new ItemStack(ModItems.HAUNTING_BLADE)); This stops the crash entirely and the mob works fine. Edit v34: go back to the version before i asked you to give it a sword and remove the fire, when the crash wasnt present since you iwll not do what im saying to fix the crash
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Aug 7, 2025, 04:18 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v33: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 2025-08-07 12:14:05 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 24.843s Wall uptime: 14.291s High-res time: 13.143s Client ticks: 83 ticks / 4.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=17, pos=(2.5349467425015013, -60.0, -0.46496811283081035), mode=CREATIVE, permission=4} Chunk stats: 961, 197 Please apply a fix to prevent this crash.
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Aug 7, 2025, 04:03 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v32: undo what i said and do not give the wither a sword when you summon it with the haunting blade // Remove this line: this.setStackInHand(Hand.MAIN_HAND, new ItemStack(ModItems.HAUNTING_BLADE)); This stops the crash entirely and the mob works fine.
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Aug 7, 2025, 03:50 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash. Edit v31: its crashing the crash is Caused by: java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, float, float, net.minecraft.class_4587, net.minecraft.class_4597, int)" because "$$5" is null This means the renderer is trying to call a method (method_3933, probably renderItem or renderRightArm) on a null object, most likely because a mob is being made to hold an item (e.g., your Haunting Blade) — but its model doesn’t have hands or item slots defined. 🔥 Why This Keeps Happening You're probably doing something like: java Copy Edit this.setStackInHand(Hand.MAIN_HAND, new ItemStack(ModItems.HAUNTING_BLADE)); But the mob model (e.g., a flying or custom ghost) doesn’t support held items, so when Minecraft tries to render it — boom, crash. fix option 🛠 Option : Remove Held Item Simplest and safest – edit the mob’s code or procedure so it never holds anything: java Copy Edit this.setStackInHand(Hand.MAIN_HAND, ItemStack.EMPTY); basically do this ai: ❌ Do not give the mob any held item. Remove all code that puts items in its hand.
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Aug 7, 2025, 03:34 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v30: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 2025-08-07 11:34:01 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 27.463s Wall uptime: 14.841s High-res time: 13.723s Client ticks: 85 ticks / 4.250s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=15, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 182 Please apply a fix to prevent this crash.
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Aug 7, 2025, 03:27 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v29: From the bottom of the crash log: csharp Copy Edit Caused by: java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null This confirms again: your mob's renderer is trying to render a null item, likely a hand, weapon, or rendering layer that was expected to exist — but doesn’t. 🔍 Here's the Technical Breakdown: The Method in Question: class_897.method_3933(...) That’s an obfuscated Minecraft method — but in Forge 1.20.1, this is known to relate to: scss Copy Edit ItemInHandRenderer.renderItem(...) This method renders an item (like a sword) held by an entity. The Problem: $$5 is the item renderer or some render-specific object (like a LivingEntity’s right arm or its RenderLayer), and it’s null. This means: The mob (Wither or your custom mob) doesn’t have a valid hand, or The code responsible for rendering held items was never initialized, or The AI tried to give it a sword without setting up the actual entity model to support it. ✅ Solution Path: Option 1: Remove the Sword (Safest Fix) Feed the following to your Creative Mode AI: “Undo the change where the mob was given a sword. Revert to the default Wither attack method. Do not attempt to make the Wither hold any item or render anything in its hand.” This will fix the crash for now.
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Aug 7, 2025, 03:20 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v28: undo what i just told you to do, do not make it hold a sword
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Aug 7, 2025, 03:20 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire Edit v27: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // I let you down. Sorry :( Time: 2025-08-07 11:15:02 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 57.098s Wall uptime: 31.361s High-res time: 30.162s Client ticks: 372 ticks / 18.600s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=3, pos=(2.5, -60.0, -0.5), mode=CREATIVE, permission=4} Chunk stats: 961, 637 Please apply a fix to prevent this crash.
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Aug 7, 2025, 03:09 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner. Edit v26: give the wither summon a sword and make him not be on fire
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Aug 7, 2025, 02:38 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v25: You're getting this crash: kotlin Copy Edit Cannot invoke "net.minecraft.world.entity.LivingEntity.getLastHurtMob()" because the return value of "net.minecraft.world.entity.TamableAnimal.getOwner()" is null Despite trying to check for null. This means the AI didn't actually add the null check in the right place inside the goal class. ✅ What To Tell Creative Mode's AI (Final Fix) Paste this exact prompt into Creative Mode's AI editor: Fix the NullPointerException caused by calling getOwner().getLastHurtMob() when getOwner() is null. Open the custom goal class that uses getOwner().getLastHurtMob() (probably a goal like FollowOwner, DefendOwner, or AttackOwnerTarget). In the canUse() method and any other place where getOwner() is used, add a null check before accessing it. The correct structure should look like this: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); if (target != null) { this.mob.setTarget(target); return true; } } return false; Do not assume getOwner() is never null — it may be null during the first few ticks of the mob's life or if the owner despawns. Also check the tick() and start() methods of the goal class and add the same null checks if they access the owner.
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Aug 7, 2025, 02:37 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything. Edit v24: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // My bad. Time: 2025-08-06 22:36:33 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 62.587s Wall uptime: 40.869s High-res time: 39.873s Client ticks: 643 ticks / 32.150s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=3, pos=(4.034502767368994, -60.0, 3.4762651883252906), mode=CREATIVE, permission=4} Chunk stats: 961, 637 Please apply a fix to prevent this crash.
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Aug 7, 2025, 12:19 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running. Edit v23: Final Working Prompt for Creative Mode: Fix the crash caused by getOwner() being null in my custom mob's behavior. Specifically: In any goal that uses getOwner().getLastHurtMob(), add a check so it only runs if getOwner() is not null. Example fix: java Copy Edit if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue targeting logic } Also delay assigning the owner by 20 ticks after spawn, to make sure the owner exists. Make sure the mob doesn't crash if it has no owner or if the owner's last attacked target is null. 🧠 Why this works: You're accessing getOwner().getLastHurtMob() too early — likely before the mob is tamed or assigned. If either getOwner() or getOwner().getLastHurtMob() is null, it crashes. This fix checks both before doing anything.
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Aug 7, 2025, 12:06 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working. Edit v22: Fix a crash where the mob tries to access getOwner().getLastHurtMob() while the owner is still null. In any custom goal or behavior that uses getOwner(), add a null check like: java Copy Edit if (this.mob.getOwner() != null) { LivingEntity target = this.mob.getOwner().getLastHurtMob(); // continue logic... } Also delay setting the owner for 20 ticks after spawn to avoid issues. In the tick() method, after 20 ticks, set the nearest player holding the Haunting Blade as the owner if it's not already set. Make sure the mob’s behavior goals (like defending owner or attacking owner’s target) all check if getOwner() != null before running.
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Aug 6, 2025, 11:59 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v21: Fix a crash caused by the mob trying to get its owner when the owner is null. Specifically: In the attackTargetSelector or hurtByTargetSelector, make sure to check if the owner is not null before using getOwner() or ownerUUID. Delay setting the owner until at least 20 ticks after the mob spawns. Only assign the nearest player with the Haunting Blade as the owner if the mob doesn't already have one. Ensure any targeting or follow goals only run if the owner is valid.
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Aug 6, 2025, 11:49 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work Edit v20: ⚠️ Fix a crash caused by the mob trying to access its owner before it's set. Add a check wherever the mob uses getOwner() or ownerUUID to only run that code if the owner is not null. Also, instead of assigning the nearest player as the owner immediately on spawn, wait a few ticks (like 20 ticks = 1 second) before assigning the owner. This avoids early access issues. Example logic: In tick(), after 20 ticks, find the nearest player holding the Haunting Blade and assign them as the owner if not already set. Anywhere the mob tries to attack or defend based on the owner's attacker or target, check that the owner is not null first. Make sure the mob renderer also checks for null owner if rendering based on owner (e.g. for nameplates, special glow, etc). 🧪 Optional: Add Debug Logging If Creative Mode supports debug messages (some versions do), you could ask: Also, log a message like "Owner set to <player>" in the console when the owner is assigned, to confirm it’s working.
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Aug 6, 2025, 11:17 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability Edit v19: 👻 4. Ghost Mob (Wither Skeleton variant): Currently doesn’t act like a tameable companion. Required behavior: Acts like a tamed dog. Attacks any mob its owner attacks (by hitting them). Defends owner if owner is hit. Suggested implementation: On spawn, set the nearest player holding the Haunting Blade as ownerUUID. Set target behavior to: Any entity damaged by owner Any entity damaging the owner Use AngerGoal or FollowOwnerTargetGoal clones for behavior Mob should not attack passives by default, only when owner is engaged in combat 💡 Consider giving it a tag like wither_ghost_minion and adding attack goals conditional on the owner’s target or attackers. please fix this so it will work because this is also needed for the haunting blades abilities to work
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Aug 6, 2025, 10:57 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work Edit v18: The summoned Ghost Mount currently spawns but doesn’t move or shoot. Required behavior: Should move in the direction the rider is looking. Should fire a small fireball or projectile every few seconds. Suggested fixes/workarounds: Set mob movement goals to: Move forward relative to the rider’s pitch/yaw Can be done using Vec3 based on player’s look vector For shooting: Use timer (tick method or goal counter) to spawn SmallFireball or a custom projectile Make sure hasPassenger() returns true before shooting this needs to work, because the sword is supposed to spawn a ghast it can ride and move so if it doesnt move it ruins the whole point of the ability
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Aug 6, 2025, 10:49 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v17: okay remove the electro inducing table since the gui wont work and replace the living matter crafting recipe to this. ⚗️ 2. Alternate way to create Living Matter: Add a ground item + splash potion mechanic as an alternate recipe. Required behavior: If Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any type) lands in the same chunk or within 3 blocks, transform the Rotten Flesh into Living Matter. ✅ TIP: This can be done using: Area-of-effect potion detection (PotionSplashEvent) Check EntityItem for Rotten Flesh within radius Replace the entity item with a new Living Matter item when hit by potion this is very needed as you need living matter to craft organism like substance and you need that to make the haunting blade so this needs to work
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Aug 6, 2025, 10:41 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks). Edit v16: i need you to change the crafting recipe for living matter, since you havnt made functionality for the electro inducing table the crafting recipe wont work so fix this 🔧 1. Electro-Inducing Table (replace broken custom GUI): Instead of using a broken custom GUI, make the Electro-Inducing Table function like a normal furnace but with unique recipes and fuel. Required behavior: Smelting recipe: When Rotten Flesh is smelted in the Electro-Inducing Table, it outputs Living Matter. Custom fuel: Only Redstone can be used as fuel, and only inside this table. Make this block act like a furnace internally — use FurnaceBlockEntity behavior if possible. ⚠️ If a fully custom GUI is too broken to make work, just clone the Furnace GUI and swap the arrow animation with a lightning bolt texture if supported.
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Aug 6, 2025, 04:19 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked. Edit v15: change the electro inducing table to work exactly lke a furnace, and make a new smelting recipe that when rotten flesh is smelted it will make living matter and make redstone a fuel but make this only exclusive to the electro inducing table. also make it so when rotten flesh is dropped on the ground and has a splash potion of regeneration (any kind) splashed on it or in the same chunk as it it will turn into living matter. then make the ghast mount summoned by the haunting blade move to wherever the perosn riding it is looking. also make the wither ghost that the person with the haunting blade summons act like a tamed dog and attack things its owner attacks (when the wither ghost is summoned the person who is holding the haunting blade becomes its owner) (b things the owner attacks i mean any entity it hits, and if its owner gets hit it will also attack it) so make it hostile towards everything but will only attack if its owner is attacked or if an entitiy is attacked by its owner Change the Electro-Inducing Table to work exactly like a Furnace: It should have the furnace GUI with input, output, and fuel slots. Replace the standard furnace arrow with a lightning bolt animation during smelting (visual only, doesn't need to change the mechanics unless easily done). Create a custom smelting recipe exclusive to this block: When Rotten Flesh is smelted in the Electro-Inducing Table, it produces Living Matter. Redstone should act as the fuel but only in this block (not in a regular furnace). Additionally, add a ground-based alternative crafting method: When Rotten Flesh is dropped on the ground and a Splash Potion of Regeneration (any level) lands on it or in the same chunk, it transforms into Living Matter. Add particle effects (enchant or lightning particles) and sound (like firework blast or thunder) to indicate successful transformation. Ghost Mount (Ghast): When summoned by the Haunting Blade, the ghast should: Be rideable like a boat or horse. Move in the direction the rider is looking (use setMotion() or player’s look vector as movement direction). Optionally, shoot fireballs (as the player right-clicks or sneaks) if this behavior can be attached via item procedures. Possible workaround idea: If direct AI control of ghast isn't available, teleport the ghast a few blocks in the direction of player view every tick or two. Use entity.getLookVec() or player.getLookDirection() and move the ghast accordingly. Fireballs can be created using world.spawnEntity() with a projectile of type FIREBALL from the ghast’s position in the look direction. Ghost Companion (Wither Skeleton): When summoned by the Haunting Blade, the wither skeleton: Becomes "owned" by the player (like a wolf). Follows and defends its owner. Attacks any entity the player attacks or that attacks the player. Clarification for AI: Use a custom NBT tag like OwnerUUID or OwnerName tied to the player who summoned it. For attacking: If the owner's lastHurtEntity or lastAttackedEntity is not null, make the ghost target it. If the owner gets hurt, retrieve the attacker with event.getSource().getTrueSource() and set that as target. Mark the mob as persistent so it doesn’t despawn. General Notes (to help AI work within item limitations): If you're unable to fully modify mob AI directly: Use item procedures to simulate behavior: Example: every few ticks, check for nearby summoned mobs using NBT tags and manually adjust their position, target, or state. Use UUID matching to link mobs to their summoning player. Consider checking whether the mod allows custom mob procedures via item events, and use them to create illusion of AI behavior (e.g., teleporting ghost mount to follow direction, forcing attacks).
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Aug 6, 2025, 03:21 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable Edit v14: Please update my item mod with the following changes and fixes: 🔧 Fix Existing Features: Haunting Blade (Spectral Beam): The beam attack should deal damage when it hits a target. If possible, make the beam's damage scale with how many souls the player has. Wither Skeleton (Ghost Companion): Make it act like a tamed wolf: Automatically tamed when summoned. Follows and defends the player. Attacks any mob the player attacks or any mob that attacks the player. Make it persistent (doesn't despawn). Ghast Mount (Ghost Mount): Allow the player to control movement while riding it. Add a keybind or right-click action to make the ghast shoot fireballs forward while being ridden. Make it seat 2 players like a boat, if possible. 🔄 Change Crafting Mechanic: Remove the living matter crafting recipe and change it Instead, make the following feature: If a player throws rotten flesh on the ground, and then splashes it with a splash potion of regeneration, the rotten flesh will be replaced by 1 Living Matter (amount of living matter is determined by amount of rotten flesh for example 3 rotten flesh makes 3 living matter if a splash potion hits all three) (the item already created in the mod). There should be a small particle or sound effect to show it worked.
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Aug 6, 2025, 02:57 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v13: make the spectral beam do damage upon hit. also the wither still doesnt attack things i hit after i summon it with the sword, make it so after i hit any mob or any mob hits me it will fight it, so make it spawn with a sword. also the ghast needs to be able to be controlled and needs to fly as if its a person with creative flight
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Aug 6, 2025, 02:18 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you! Edit v12: make it so the ghast can be moved with WASD as if it was a boat, and then make the wither be able to be tamed and when its spawned, have it be automatically tamed the the person whos holding the haunting blade, and then when its tamed have it attack anything that attacks the person its tamed to or whatever the person its tamed to attacks. also make them both visable since they are both invisable
0
Aug 5, 2025, 11:41 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it Edit v11: Please update the mod by replacing the current placeholder mobs (zombie and skeleton horse) with better stand-ins until full custom mobs are possible. 1. **Replace the zombie with a wither skeleton**: - The wither skeleton should act like a **tamed wolf**: - Automatically tame itself to the player who summons it. - Follow the player. - Defend the player if the player is attacked. - Attack the same target the player attacks. - Give it a **custom name**: "Ghost" and make the name visible. - Make it **passive toward the summoner** and only attack enemies. - Prevent it from burning in daylight. - Optionally, give it glowing eyes or a slightly white/translucent appearance if possible. 2. **Replace the skeleton horse with a ghast**: - The ghast should act as a **2-player flying mount**: - Can be ridden like a boat. - Supports **two players** at the same time. - The front player (driver) should be able to **control movement**. - The driver can **shoot fireballs**, either using a keybind or automatically on a cooldown. - Make sure the ghast does **not attack on its own** or damage terrain. - Name it "Ghost Mount", with visible name. - If possible, make it smaller and more ghost-like (white/glowing texture). This should allow the weapon’s summon ability to feel closer to the final version until real custom mobs are supported. Thank you!
0
Aug 5, 2025, 11:10 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v6: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // Daisy, daisy... Time: 2025-08-05 17:11:44 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 103.601s Wall uptime: 60.451s High-res time: 59.359s Client ticks: 800 ticks / 40.000s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=3, pos=(-30.214080470788055, -60.0, 16.354516778169007), mode=CREATIVE, permission=4} Chunk stats: 961, 637 User was doing: i have a sword that supposed to summon a mob and it crashed upon trying to summon it Please apply a fix to prevent this crash. Edit v10: The mod crashes when I use the weapon that’s supposed to summon the mob. The crash report shows a NullPointerException because the mob entity is not being correctly initialized. Please fix this by: 1. Properly defining and registering both of the following mobs in the mod: - "ghost" - "ghost_mount" 2. Ensure that: - Each entity has a correct `EntityType` registered. - Both mobs have valid model, texture, AI behavior, and spawn group (e.g., MONSTER). - The ghost mount is rideable if intended, and doesn’t crash when spawned. 3. In the weapon's ability code, make sure that: - You are referencing the correct entity ID for summoning (e.g., `my_mod:ghost` and `my_mod:ghost_mount`). - You do **not** attempt to summon a mob unless the entity type is fully registered and non-null. - If the entity fails to load, do not crash — just cancel the summon gracefully. 4. Test that summoning the mobs works properly and doesn't crash the game. Finally, regenerate the mod with these changes fixed.
1
Aug 5, 2025, 09:40 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v9: okay since the ghost and ghost mount wont work, change the haunting blade to summon a wither skeleton that wont attack you and will fight with you, if you attack someone or are attacked, and change the ghost mount to summon a ghast that will not attack you and that you will be able to ride on. (change ghats functionality to be able to be ridden but only if summoned with the haunting blade and make wither skeletons act like tamed wolves but only if summoned with haunting blade) then make the electro inducing table have the same funcitonality as a furnace but only be able to turn rotten flesh into living matter when redstone is used as fuel (right click on block when placed to enter the furnace like gui)
0
Aug 5, 2025, 09:24 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade Edit v8: so you still havnt made the ghost and ghost mount mobs. so when i try to summon them with the haunting blade it crashes my game, fix this and actually make the mobs, ghost and ghost mount, the ghost is supposed to look like an average ghost just in minecraft and the ghost mount is supposed to look like a smaller ghast but still the same look as the ghost mob you will make. make the ghost mount ridable to the person who summoned it and make eggs for the mobs like youre supposed to, ive tried to make you do this twice and you havnt made the mobs. make them this time and fix it
0
Aug 5, 2025, 09:13 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v7: add a new ghost mob that can be tamed and fights/behaves like a wolf, and a new ghost mount mob thats a bigger ghost that can be ridden by two people. both can only be summoned by the haunting blade
0
Aug 5, 2025, 09:12 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls Edit v6: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // Daisy, daisy... Time: 2025-08-05 17:11:44 Description: Unexpected error java.lang.NullPointerException: Cannot invoke "net.minecraft.class_897.method_3933(net.minecraft.class_1297, net.minecraft.class_4604, double, double, double)" because "$$5" is null at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) at knot//net.minecraft.class_757.method_3192(class_757.java:517) at knot//net.minecraft.class_310.method_1523(class_310.java:1353) at knot//net.minecraft.class_310.method_1514(class_310.java:936) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at knot//net.minecraft.class_898.method_3950(class_898.java:154) at knot//net.minecraft.class_761.method_62211(class_761.java:782) at knot//net.minecraft.class_761.method_22710(class_761.java:473) at knot//net.minecraft.class_757.method_3188(class_757.java:756) -- Uptime -- Details: JVM uptime: 103.601s Wall uptime: 60.451s High-res time: 59.359s Client ticks: 800 ticks / 40.000s Stacktrace: at knot//net.minecraft.class_310.method_1587(class_310.java:2382) at knot//net.minecraft.class_310.method_54580(class_310.java:1005) at knot//net.minecraft.class_310.method_1514(class_310.java:960) at knot//net.minecraft.client.main.Main.main(Main.java:265) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- Affected level -- Details: All players: 1 total; class_746{name=wonder_154, id=3, pos=(-30.214080470788055, -60.0, 16.354516778169007), mode=CREATIVE, permission=4} Chunk stats: 961, 637 User was doing: i have a sword that supposed to summon a mob and it crashed upon trying to summon it Please apply a fix to prevent this crash.
1
Aug 5, 2025, 08:54 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created Edit v5: you messed up the haunting blade abilities, when i try to summon the ghost or mount it just gives me effects, make two new mobs, the ghostly companion, and the ghost mount, then allow the blade to summon them with the soul system, also add a "souls set" command that will let me set the amount of souls i have but make it only a command you can use with cheats not in survival. then i want you to retexture the sai again to make it look like the shape of raphael's sai from ninja turtles but keep the color theme of end/enderpearls
0
Aug 5, 2025, 07:12 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box Edit v4: change the vanish point to open up a gui when you shift right click, not a command, and in the gui have a "create waypoint button" and when you click it will create the waypoint where you standing and let you name it, then when you open the gui again you can click the waypoint you just made and teleport to it if you stand still for 5 seconds after clicking it (desplay a countdown after clciking) then change the haunting blade to have keybinds, which you can change in the keybinds area in settings that allow you to use its abilities and soul system, not a commmand, as well as make it give you soul speed 3 when holding it and if you are on soulsand. than add functionality to the electro inducing table, make its gui like a furnace, you put redstone in the fuel compartment, and rotten flesh in the top compartment, and change the arrow the furnace normally has to a lightning bolt that charges up and when its done charging gives you the "living matter" you created
0
Aug 5, 2025, 05:52 PM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade Edit v3: retexture the vanish point to look more like an actual sai and not a trident, but still make the colors of the sai end/enderpearl themed, as well as retexture the haunting blade to look almost identical to the blasphemous blade from elden ring. then add a new villiger profession called a "progressor" which is when an unemployed villiger has a crying obsidian placed next to it. then have the progressor sell various items one may find when traveling the different demensions in minecraft (make sure it always sells end stone), then add the waystone funcionality to the vanish point and the soul system functionality to the haunting blade. then i want you to add the functionality to the electro-inducing table, and make it so it uses redstone as fuel. also retexture the table to look like an electric box
3
Aug 5, 2025, 01:31 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds Edit v2: make a weapons mod that has custom weapons for me and my friends, as well as the creating recipes and other stuff needed to craft them. first weapon: a sai, which textured based off of the end/enderman/enderpearls and can be thrown and when thrown will teleport the player to where ever it hits. it will also funtion like a teleporter, can when "set keybind" is pressed will pop up a gui that will let you make waypoints, and in the gui will let you teleport to the waypoints after pressing a button in the gui, but only if the player is standing still for 5 seconds after pressing. they can only make up to 5 waypoints. it will be called "vanish point" and the way to craft it is by placing a crying obsidian next to a jobless villger to make a "progresser" villager (a new villiger profession you will create) (he'll sell an assortment of items that a normal survival player might have, and will always sell end stone), which you will trade 2 stone and a peice of gold for a peice of end stone then with two end stone you can make end stone sticks (a new item+creating recipe youll have to make, its ust a stick made of endestone), 3 of them then you will need to get a heart of the sea, and four ender pearls, and craft a heart of an enderman (another new item youll hve to make) by surrounding the heart of the sea with the ender pearls (crafting recipe for new "heart of enderman" item) then putting in three end stone sticks as if ur crafting a bucket then a heart of an enderman in the middle and an iron sword on top (crafting recipe for original sai weapon i told you to make) youll craft the "vanish point". then the second weapon is a sword that looks like the "blasphemous blade" from elden ring. when you kill things with the sword it will make any mod have a chance to drop "souls" (a new item youll have to create) the amount of souls is random but based on size and health of a mob (for example a chicken will drop less souls then a cow) the souls will work like mana with the sword and will allow you to use special abilities for different keybinds (set a keybind for each ability) ability 1: a big leap attack like the infinity blade from fortnite (you can charge up the leap attack but it cost more souls) ability 2: a charged slash that does more damage then a regular attack and shoots a sword beam after slash. ability 3: summons a ghost (new mob youll have to create) that works like a wolf and spawns tamed to the sword welder, and will fight anyone that attacks its owner or that the owner attacks and can sometimes shoot small projectiles but mainly does melee attacks. ability 4: a big ghost (another mob youll create) its like a happy ghast only a big smaller and can let 2 people ride it, will shoot fire balls at the users command (only when riding it) and finally passive ability: gives user soul speed 3. the sword will do netherite damage and will be called "haunting blade" and it will be crafted by making an electro-inducing table (a crafting table like block youll have to create) which is crafted by block of redstone, surrounded by iron, and a lever on the top middle, then with the table u will put in 8 rotten flesh, to make 8 living matter (an item youll have to create), then you will surround a bone by the living matter, to make an "organism like substance"(another item youll have to create) then you will take a gold sword, and put it into a smithing table with a netherite scrap to make a "netherite plated gold sword"(a new weapon youll need to make) then with that sword you will put it in the crafting table on the bottom, a wither skeleton skull on top of the sword, and the "orginism like substance" on top of the wither skeleton skull to craft the haunting blade
1
Aug 5, 2025, 01:05 AM
User request: create a sai like weapon, thats texture is based of the end/enderman/enderpearls that when thrown will teleport the thrower to where it was thrown, also make it so when you click "c" or whatever keybind the player sets it too, it will open a gui like waystones and will allow you to create 5 waystones that you can teleport too after being pressed and if you are standing still for 5 seconds
Click here for installation instructions
This mod is licensed under the CreativeMode Mods License.