Files
HalbearsVehicleFramework/ReadMe.md
T
2026-05-19 23:16:12 +01:00

2.6 KiB

Hal's Vehicle Framework

a simple to use but powerful vehicle library for Minecraft Forge 1.16.5, 1.20.1, and 1.21.1

Getting Started

after importing the library, to create an entity with the framework you structure it as so

The entity itself:

public class MyVehicleClass extends VehicleBaseEntity {

    private static final VehicleBuildInfo buildInfo = new VehicleBuildInfo(VehicleClassification.Zepplin)
            .SetEngineCount(2)                                      //example properties
            .SetEngineType(EngineCategories.Aircraft_Propeller)     //this example uses the Zepplin vehicle properties
            .SetMaxEngineRPM(3000)
            .SetMaxSpeedMS(70)
            .SetGasCelCount(8)
            .SetGasCelCapacity(1000);

    public MyVehicleClass(EntityType<?> Type, World WorldIn) {
        super(Type, WorldIn, new Vector3d[]{new Vector3d(0.0D, -1D, 0.0D)}, buildInfo); // The super class handles everything entity related
        VehicleCameraSettings.AddEntityCameraPreset(this.getType(),
                new VehicleCameraPreset(new Vector3f(0,4.0f, 16.0f),
                new Vector3f(0,0,0),70,65f));
    }
}

The entity renderer:

this you put an array of models in but for this example its an array of 1 size, this is so you can put multiple models for a single vehicle in, or make it dynamically swappable in game

@OnlyIn(Dist.CLIENT)
public class MyVehicleRenderer extends VehicleBaseRenderer {
    public AirboatRenderer(EntityRendererManager renderManagerIn) {
        super(renderManagerIn, new EntityModel<?>[]{new MyVehicleModel()},"textures/entities/MyVehicleTexture.png");
    }
}

Registering the entity

you register the entity as if it were any other entity

    public static DeferredRegister<EntityType<?>> ENTITY_TYPES = DeferredRegister.create(ForgeRegistries.ENTITIES, MOD_ID);

    public static final RegistryObject<EntityType<MyVehicleClass>> MY_VEHICLE =
            ENTITY_TYPES.register("my_vehicle", ()-> EntityType.Builder.create(MyVehicleClass::new,
                    EntityClassification.MISC ).size(3f,2f).build(new ResourceLocation(MOD_ID, "my_vehicle").toString()));

Registering the renderer

this is also the same as if it were any other entity, it is put in the client event handler

@Mod.EventBusSubscriber(modid = MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD, value = Dist.CLIENT)
public class ClientEventHandler {
    @SubscribeEvent
    public static void init(final FMLClientSetupEvent event) {
        RenderingRegistry.registerEntityRenderingHandler(ModEntities.MY_VEHICLE.get(),  MyVehicleRenderer::new);
    }
}