In addition to regular network messages, there are various other systems provided to handle synchronizing entity data.
In general, the spawning of modded entities is handled separately, by Forge.
This means that simply extending a vanilla entity class may not inherit all its behavior. You may need to implement certain vanilla behaviors yourself.
You can add extra data to the spawn packet Forge sends by implementing the following interface.
If your entity has data that is needed on the client, but does not change over time, then it can be added to the entity spawn packet using this interface.
#readSpawnData control how the data should be encoded to/decoded from the network buffer.
This is the main vanilla system for synchronizing entity data from the server to the client. As such, a number of vanilla examples are available to refer to.
Firstly, you need a
EntityDataAccessor<T> for the data you wish to keep synchronized. This should be stored as a
static final field in your entity class, obtained by calling
SynchedEntityData#defineId and passing the entity class and a serializer for that type of data. The available serializer implementations can be found as static constants within the
You should only create data parameters for your own entities, within that entity’s class. Adding parameters to entities you do not control can cause the IDs used to send that data over the network to become desynchronized, causing difficult to debug crashes.
Entity#defineSynchedData and call
this.entityData.define(...) for each of your data parameters, passing the parameter and an initial value to use. Remember to always call the
super method first!
You can then get and set these values via your entity’s
entityData instance. Changes made will be synchronized to the client automatically.