Started by
WonderingKitty
on
Topic category: Advanced modding
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!!!
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....
We need to separate the sub types like so!
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!
Once done move to making a new procedure to now replace the existing ones like this...
We're done your mod should now replace any of Minecraft's existing mobs like such...
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
And no I will not edit this so if you have trouble I am sorry
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.
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!!!
desperate