How To Replace Existing Entities!!!!

Started by WonderingKitty on

Topic category: Advanced modding

Last seen on 00:18, 8. Sep 2023
Joined Jul 2022
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • MCreator plugins:
  • Comments:
How To Replace Existing Entities!!!!
Sat, 05/27/2023 - 09:00 (edited)

This guide is straight to the point no exceptions if its to hard to understand my apologies as I'm a Leo by heart & most photos are blurred so use Ctrl Scroll Wheel to zoom if necessary!!!

Let us began so first of all you need to create a new entity that will be the replacement for an existing one be creative as this will change everyone's overall experience in game...

Once you've created it now make a new procedure precisely as such & make sure to put in your new entity in Spawn Entity section like bellow!!!

Simple Replacer Example

Now this is the simple replacer version if you want to replace lets say a Villager you'll need the following done!

First create a new entity once done addon to the following On Initial Entity Spawn....

Initial Spawn Example

We need to separate the sub types like so!

Sub Type Example

As this option will make your unique entity act like an existing one....

Now back to the On Initial Entity Spawn make it like this!

Entity Mark Example

Once done move to making a new procedure to now replace the existing ones like this...

Entity Advanced Replacer Example

We're done your mod should now replace any of Minecraft's existing mobs like such...

Finished Produced

I hope this helped you in making your mod as did I please enjoy & take care <3

Edited by WonderingKitty on Sat, 05/27/2023 - 09:00
Last seen on 00:18, 8. Sep 2023
Joined Jul 2022
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • MCreator plugins:
  • Comments:
And no I will not edit this…
Sat, 05/27/2023 - 09:04

And no I will not edit this so if you have trouble I am sorry

Last seen on 11:57, 26. Apr 2024
Joined Dec 2020
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • MCreator plugins:
  • Comments:
nice tutorial but this is…
Sat, 05/27/2023 - 10:11

nice tutorial but this is extremely inefficient.

checking for all entities in tick takes a lot of performance and this procedure can be made much more efficient and performant.

global trigger: entity spawns 

if [is (sub)type of (the entity you want to replace)]

{

- cancel event

- spawn your entity

}

 

this way the game isn’t checking every tick for the entity you want to replace. 

Last seen on 00:18, 8. Sep 2023
Joined Jul 2022
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • MCreator plugins:
  • Comments:
Thanks I have tried that and…
Sat, 05/27/2023 - 18:58

Thanks I have tried that and works the exactly same way as On Loaded Entity Tick surprisingly this isn't a performance wrecker as it only switches out entities that are rendered in by the player have a great day!!!

Last seen on 10:51, 2. Jul 2023
Joined Aug 2021
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • MCreator plugins:
  • Comments:
desperate
Wed, 06/14/2023 - 16:00

desperate