Posted July 30, 20187 yr Where can I get an unlocalized name of the entity I tried a little something here and works if it's one entity per class but, it breaks(grabs wrong unlocalized name) with the chicken mod found here:https://minecraft.curseforge.com/projects/chickens Code: public String getEntityUnlocalizedName(NBTTagCompound data, World w) { ResourceLocation loc = new ResourceLocation(data.getString("id")); Entity e; String s = "entity." + EntityList.getEntityString(EntityList.createEntityFromNBT(data, w)) + ".name"; return s; } The itemstack which I send in has all the right data it needs for a water chicken yet it gives the deafult chickens:chicken unlocalized name. So the getUnlocalized() name should be fetched on the server side so the client can translate it later. The name is stored inside of an itemstack. Edited July 30, 20187 yr by jredfox
July 30, 20187 yr Author 8 hours ago, diesieben07 said: Translating on the server is not possible in a reliable way. Use EntityList.createEntityFromNBT to create entities from NBT. No, your stupid hacks are not needed. This is the only method you need. Use Entity#getDisplayName to get the name for an entity. This is the only method you need. Server fetches unlocalized name then client translates it later sorry I wasn't clear upon that. How do you get the entity unloclalized name if there is a way? Yeah I know no hacks are needed would it make you happy if I used EntityList? Changed post up for you Edited July 30, 20187 yr by jredfox
July 30, 20187 yr Author 5 minutes ago, diesieben07 said: Unfortunately no real way to do so. Only proper way is to call getDisplayName on the client. I guess I could make a system to define sub types unlocalized name based on nbt. As creating an entity on the client every tick for just a display name is not optional. Thanks anyways. I am going to have to look at nbt as paths rather then the current setup. Re-create my NBTPathAPI and maybe learn recursion Edited July 30, 20187 yr by jredfox
July 30, 20187 yr Author 2 minutes ago, diesieben07 said: Don't create it every tick then. And no, you could not make such a system. It would be broken. create it once then send a packet to the server saying this is it's new name? If I do that then it would update it for everybody else looking into a chest? What am I only suppose to change the itemstack's nbt on client side? I am confused on the process on what to do here Edited July 30, 20187 yr by jredfox
July 30, 20187 yr Author 4 minutes ago, diesieben07 said: Client knows the ItemStack. Keep a client-side map (weak keys and weak values) of ItemStack to Entity. I will try it your way first but, in the future might decide the other way as I am not storing entities on the client side for translations
July 30, 20187 yr Author 1 minute ago, diesieben07 said: Note that you don't have to permanently store them. This map is only a cache so you do not have to do the NBT -> Entity translation all the time. yeah I don't know when I should clear the cache since they don't have to be stored in your inventory to view. Just every so often and keep it as a weak hashmap?
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