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Posted

Hello there, I'm looking for resources to learn how to create a custom mob with custom model and so on in the latest forge version 1.14.4.
Haven't found anything yet, did create a model with blockbench but I don't know how to implement it.

I just finished experimenting with this. Here's my repository if you want to have a look: https://github.com/TheMikeste1/Wabbits

 

You'll need to register an EntityType. Please note that the way I'm doing this is a little strangely because of the way I set up my spawn eggs. There's a lot of code you don't need in my repository. Once you've registered an EntityType, you'll need a probably need a custom entity class. For rendering, you'll need a renderer, renderer factory, and a model (unless you want to use one of the existing models. Once you've made those, you can register your renderer like so (note that this is client side only!):

RenderingRegistry.registerEntityRenderingHandler(WabbitEntity.class, RenderWabbitFactory.INSTANCE);

 

Edited by TheMikeste1

  • 1 month later...

Just followed these steps and made a new mob, it renders and behaves corruptly AI-wise, however it cannot be hit for some reason. Anyway I try to attack it, the mob is simply unfazed. Please help. 

 

SOLVED. 

Edited by MineModder2000

Having trouble spawning my new mob naturally (though I can through events and what not) 

 

Main Mod

Spoiler

   private static EntityType<Skeleton2> skeleton2;

   @Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD)
    	
        @SubscribeEvent
        public static void registerEntities(final RegistryEvent.Register<EntityType<?>> event) {

            LOGGER.debug("Hello from Register Entities");
            
            event.getRegistry().registerAll(
            						
            	skeleton2 = register("skeleton2", EntityType.Builder.<Skeleton2>create(Skeleton2::new, EntityClassification.MISC)
            		.setCustomClientFactory((spawnEntity, world) -> new Skeleton2(skeleton2, world)))
            );
            
            setSpawnBiomes();
        }
        
        @SuppressWarnings("deprecation")
    	private static <T extends Entity> EntityType<T> register(String key, EntityType.Builder<T> builder) {
    	    	
    	    return Registry.register(Registry.ENTITY_TYPE, key, builder.build(key));
    	}     
    } 
    
    private static void setSpawnBiomes() {
    	
        EntitySpawnPlacementRegistry.register(skeleton2,
        	EntitySpawnPlacementRegistry.PlacementType.ON_GROUND,
            Heightmap.Type.MOTION_BLOCKING_NO_LEAVES,
            (entityType, world, spawnReason, pos, random) -> {
                		
                if (entityType != skeleton2) {
                	
                	throw new IllegalArgumentException(skeleton2.getRegistryName() + " only!");
                }
                    
                return true; 
             }
        );
        
        for (Biome biome : Biome.BIOMES) {

			biome.getSpawns(EntityClassification.MONSTER).add(new Biome.SpawnListEntry(skeleton2, 100, 1, 2));
		}
    }

 

 

EntityClass

Spoiler

package mymod;

import java.util.Random;

import net.minecraft.entity.EntityType;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraft.entity.SpawnReason;
import net.minecraft.entity.monster.AbstractSkeletonEntity;
import net.minecraft.entity.projectile.AbstractArrowEntity;
import net.minecraft.entity.projectile.ArrowEntity;
import net.minecraft.inventory.EquipmentSlotType;
import net.minecraft.item.ItemStack;
import net.minecraft.item.Items;
import net.minecraft.potion.EffectInstance;
import net.minecraft.potion.Effects;
import net.minecraft.util.DamageSource;
import net.minecraft.util.SoundEvent;
import net.minecraft.util.SoundEvents;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.DifficultyInstance;
import net.minecraft.world.IWorld;
import net.minecraft.world.World;

public class Skeleton2 extends AbstractSkeletonEntity {

	protected Skeleton2(EntityType<? extends AbstractSkeletonEntity> type, World worldIn) {
		
		super(type, worldIn);
	}
	
	@Override
	protected void registerAttributes() {
		
	    super.registerAttributes();
	    this.getAttribute(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(50); 
	}
	
	@Override
    protected SoundEvent getAmbientSound() {
    	
	    return SoundEvents.ENTITY_SKELETON_AMBIENT;
	}

    @Override
	protected SoundEvent getHurtSound(DamageSource damageSourceIn) {
		
		return SoundEvents.ENTITY_SKELETON_HURT;
	}

	@Override
	protected SoundEvent getDeathSound() {
		
		return SoundEvents.ENTITY_SKELETON_DEATH;
	}

	@Override
	protected SoundEvent getStepSound() {

		return SoundEvents.ENTITY_SKELETON_STEP;
	}

	@Override
	protected AbstractArrowEntity func_213624_b(ItemStack p_213624_1_, float p_213624_2_) {
		
        AbstractArrowEntity abstractarrowentity = super.func_213624_b(p_213624_1_, p_213624_2_);
        
        if (abstractarrowentity instanceof ArrowEntity) {
        	
        	((ArrowEntity)abstractarrowentity).addEffect(new EffectInstance(Effects.POISON, 60));
        }

        return abstractarrowentity;
	}
}

 

 

  • 1 month later...
On 9/3/2019 at 6:26 PM, TheMikeste1 said:

I just finished experimenting with this. Here's my repository if you want to have a look: https://github.com/TheMikeste1/Wabbits

 

You'll need to register an EntityType. Please note that the way I'm doing this is a little strangely because of the way I set up my spawn eggs. There's a lot of code you don't need in my repository. Once you've registered an EntityType, you'll need a probably need a custom entity class. For rendering, you'll need a renderer, renderer factory, and a model (unless you want to use one of the existing models. Once you've made those, you can register your renderer like so (note that this is client side only!):


RenderingRegistry.registerEntityRenderingHandler(WabbitEntity.class, RenderWabbitFactory.INSTANCE);

 

Have you make the model with blockbench or with tabula? I am interessed 

New in Modding? == Still learning!

7 hours ago, DragonITA said:

Have you make the model with blockbench or with tabula? I am interessed 

No, I have not. It's all code.

On 10/28/2019 at 12:18 AM, MineModder2000 said:

Just followed these steps and made a new mob, it renders and behaves corruptly AI-wise, however it cannot be hit for some reason. Anyway I try to attack it, the mob is simply unfazed. Please help. 

 

SOLVED. 

Why you resolved it.

New in Modding? == Still learning!

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