RedWire's Plugin is a thing that I've been using mostly to help with my own mod-making experience. Hopefully, some of the additions from this plugin will be useful to other people :)
Supported plugin versions:
Forge 1.19.2, Forge 1.19.4, Forge 1.20.1, NeoForge 1.20.4, NeoForge 1.20.6, NeoForge 1.21.1, NeoForge 1.21.4, NeoForge 1.21.8
For info on most procedures and other stuff, check this file
Changelog
for the full list of changes, check this file
v6.4.0
Added procedure "Clamp number [x] between min: [y] and max: [z]" in UtilsSlightly changed procedure text of "Get object from registry" procedure + added a "warning" comment with variables that can be used inside the statementAdded a warning line for both "Get (display name/version string) of mod from id" procedures to clarify that it only checks active modsRe-colored the "Modify/Remove default component of [item]" procedures to fit in with the other global trigger procedures + changed textsImproved code for getting spawn egg item from entity type (Forge 1.20.1 and lower uses ForgeSpawnEggItem.fromEntityType)Reverted code change for getting block that enderman is holding *just* to avoid the ever-so-slight overhead with creating Optional instances
v6.3.7
Improved all global trigger procedures to include a warning line at the bottom of the procedure UI (so I'm not limited to the procedure blocks UI size)Try-only, try-and-catch, and directly set itemstack variable procedures have some unique warnings of their own
Comments
Uhh ur using the correct version, unless ur workspace is actually using Forge 1.20.1. Dunno why its ignoring the damage input cause it does what its intended to do.
Unless you have any other procedures that modify damage that might be overwriting yours, I dunno what I can do
Dunno, works for me fine no problem. If you wanna attempt to keep entities from targeting you, you can set a "Entity sets its attack target" global trigger, use the "Set new target of source entity to [entity]" under the event procedures tab, and use the "No entity" block
I believe it checks for the first block that is closest to Entity1 thats in the way of it and Entity2, considering the raycasting starts from that.
Also, make sure you're using the "Can Entity1 find Entity2" check from my plugin aswell, as it'll just return 0,0,0 if there is no block in the way
sorry but does the set dmg to 1 (NF:entity is attacked) work? because i thought it turned upcoming damaged into the inserted number, does the block work on its own or do i have to add anything else?, outside of the global trigger ofc