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Daring Do

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Everything posted by Daring Do

  1. ...yeah, alright that's fair. Not the best wording on my part. I did, however, say that I assumed people didn't have an answer later down, though. I saw you were looking at it after it was originally posted, and when you stopped, I kinda guessed that my odds of getting a solution were slim if you didn't have one.
  2. I can stop it from being killed. The method in Chunk that kills an entity for moving wrongly calls setDead(). Altering that (and onKillCommand()) will keep it from being able to kill the broom, but that just leaves a server side broom unsynced with the broom a player is riding in the world. It, unfortunately, doesn't fix the problem. What I've seen so far is when it does desync, it does so in chunks that unload before the setDead() method can be fired. We've even tried moving the movement over to the server side, and it still desyncs between the two. Same problems as the client side, plus some where your broom now flies on forever, with no control over it.
  3. I never even implied that they were ignoring me. I actually outright said that I assumed they also didn't know the answer x.x
  4. I'm aware of the hard-coded limits. They're located in a few places (Chunk, NetHandlerPlayServer, NetHandlerPlayClient, and WorldServer). But what we're trying to do is find a work-around to forcefully resync the data that's on the client to the server again. If I could remove the limits, or make an exception to the limits, I would have already. And while it's probably possible with coremods, I don't know how to make them, so I don't want to risk doing it for this project that I just contribute to. As for patience, I've spent 3 days straight trying to make these brooms work, constantly trying to whittle down the possible problems. I can stop the killing of the broom, but that doesn't fix it. I can spam a packet every tick to the server to set the position and rotation of the broom on the server, but that doesn't fix it. I can change the frequency of which the entity sends velocity updates to the server, but that doesn't fix it. If people take too long to get back to me, then oh well. I'll just keep doing my own thing, and assume no one else has a solution. Just means I don't have to deal with being yelled at for bad programming practices, despite the code not being mine. I literally am here to fix one thing, and one thing only. Not the 50 thousand other problems in the code. Yet on multiple occurrences, my experience here has been people telling me "oh, no don't do that. It doesn't solve your problem, and your code isn't causing any real problems, but you shouldn't do that because it's not the way I like". That's the kind of pretension I was talking about, for the record, and that's something I'm more than happy to mention, without saying who. If it's not you, then good on you. I really don't care if I have code that isn't the exact way someone else wants. If it works, it works. I just want to know how to fix the thing I came here for. If no one knows, then no one knows, and they don't have to respond. If I figure out what's causing the problem, but still don't know how to fix it, I'm going to update the post, and if I worry that the post has gotten buried because no one has said anything, and I'm still holding out that someone may have a solution, I'm going to bump the post so that said person may see it, and may give the solution. Look, I don't care who has the solution. It can be the people I dislike the most on the entire internet. If their solution works under every stress load, then I don't care who it was. I'll thank them and be on my way.
  5. I was bumping it because it's been over 24 hours since it was originally sent. I only come here when I desperately need help, because everywhere else has failed first. This place is full of pretentious people (not everyone, but there are quite a few), so I generally avoid here if I can. Going ignored for 15 hours is a pretty good time to bump a thread that no one has responded to. Then the other "bump" was me updating anyone who might look at the thread with an idea of what the problem is now. The second to last bump was me getting ready to just stop waiting for help from here, and the last one was me updating anyone who might be looking at helping with what the exact problem is. As for packets, I've tried that. It doesn't seem to make a difference. And Minecraft is killing the broom in the Chunk class, because the broom "moved wrongly" when it desynced from the client side.
  6. Okay, so now we, for sure, know the problem. It's the broom desyncing between the client and the server. They both end up in the same place, but they don't interact like they normally would (if I break the client broom, the server broom doesn't break, but to the client, it looks like it does, until you relog. Same with dismounting). So I need a way to force sync them. Any ideas?
  7. I guess that means no one knows the solution to this. Rip
  8. Okay, so it's a desync issue caused by the server setting the broom to dead because it's moving too fast, but only on the server side, I think. How can I disable that check?
  9. So basically what's going on is we have a flying broom entity that, when flown at a fast enough speed for long enough, causes Minecraft to try and kill it and respawn it. It's not noticeable to the player, because it doesn't rubber band them, or drop them out of the air, but when the player goes to dismount, they can't. They're just stuck on the broom. When the player relogs, they end up with the broom item in their hand (if they tried dismounting before logging off) and still on the broom entity, which causes them to end up with two brooms (sometimes more) when they can actually dismount. Code: https://pastebin.com/eT4682Y1 Log: https://pastebin.com/3pi6G9nQ
  10. It was apparently because someone told him entities register before preinit? Idk if that's true, seems dumb and not the case, but idk.
  11. Apparently he never did, so I just setup the workspace and did it. For the record, I'm sort of acting as a proxy on his behalf, because the guy who did almost everything in there is annoying with this packet not working, so I'm trying to solve the problem for him. Apparently the reason he's not using registry events is because he needs to dictate when things are registered. Anyways, I removed the bit you referred to as pointless, added a System.out.println printing out the tag data in console, and it worked. Sooooo... uhhhh... thanks.
  12. So we're trying to get some capability information onto the client-side for some things (like displaying tarot cards), but for whatever reason it throws an error, kicks us from the world, and we have no idea why. Log: https://pastebin.com/A8kx7mSp Packet: https://github.com/Um-Mitternacht/Bewitchment/blob/the-snappening/src/main/java/com/bewitchment/api/message/SyncExtendedPlayer.java
  13. I know for a fact it's something in my setBlocksInChunk method, but I'm not sure why. From what I can tell, this should be less intensive than a place like the Nether, yet for some reason, TPS goes down to averaging around 0.580 whenever new chunks are loaded for a solid minute or longer. https://pastebin.com/vJZ06hps Figured it out. Just had to set hasSkyLight() to false in my WorldProvider class.
  14. You don't need IHasModel for it. Registering a model for it would just take up time, and is completely unnecessary. I'm not. I just like to keep my code clean. Messy code is hard for me to read, and it takes me longer to find an issue in it that code I've kept nice and tidy. It's not just for cleanliness's sake, it's for identifying potential problems easier.
  15. SpecialTileEntityRenders. Clutters the main file. Some people like to keep their nice and neat main file clear of clutter, like myself. While I don't use my proxies for that (though I should definitely use my client proxy for client-side stuff), it has the same effect. It's not really as bad as you want to think it is, since most of the time, mods don't register stuff solely on the server-side. A common proxy setup really just saves space in your main file, for most people. And by the time an aspiring mod dev is making server only mods, they probably have a good idea of how to register it so it's not needed on the client.
  16. I mean, I respect you, Cadiboo, but I've not had a situation where it was the things I've used that many would've considered bad practice breaking other mods, or my own. The most incompatible mod I've made would be Resizing Potion/ArtemisLib, and its issues are with mods that mess with hitboxes or eye height, just like those do. That's less bad practices, and more lack of easy compatibility (which is the whole reason ArtemisLib was made in the first place). As I stated, I've yet to be given an actual reason to not use IHasModel when registering item renders, despite how many people have said they don't recommend using it to others. There's blind acceptance on all sides.
  17. I've literally never heard a reason to not uses IHasModel beyond "it's a terrible idea, use this far more complicated method instead". As for common proxy, I don't think any of the 3 "big" modding tutorial channels even use it for registry. I literally only use it for networking, and have never had a problem with it.
  18. As Mod stated above, these "bad practices" don't matter too much for someone just starting out, as they'll learn how to improve it themselves as time goes on. Most of the text based tutorials rarely actually explain anything, or are outdated, or don't get into the complexities of some of the good YouTube tutorials, like those by McJty. Not for everyone. Some, like myself, learn better by example, and fixing one issue at a time, not having every single mistake pointed out all at once, in one massive dump. It's why I only use this forum as a last resort. Depending on OP's learning style, your advice could steer them away from making mods. My suggestion, OP, is to look around in general, to figure out what method of learning helps you the most. I learn best from looking at YouTube tutorials by McJty, and looking through other mods' code, as well as Vanilla's. From there, I gather what I need to do to accomplish the task that I set out to do. You may learn in the way David supplied, or you may learn in a way unmentioned in this thread so far. But if you want my personal suggestion: don't mess with 1.13.2 yet. It's buggy, it's broken, and it's a pain to set up. If you want video tutorials, go to YouTube and search up "McJty modding tutorials". He's pretty good at what he does, and generally has good practices. Maybe not perfect, and maybe not universally considered as good, as it's a fairly subjective term, but at least in my experience, many people think his videos are good. I also recommend looking at other mods, and how they do things. Just looking at 1.13.2 mods on GitHub won't give you everything, though, as you do have to do some things that weren't necessary in 1.12.2.
  19. New problem: EntityPlayer#eyeheight isn't in there. Are there any other ways I could gain access to it that doesn't require its obfuscated name or coremodding?
  20. Nvm, apparently I can just download them.
  21. Idk why, but the csv files that contain the obfuscated names for methods and fields aren't where they are for 1.12.2. Anyone know where they would be located?
  22. Never mind, I've figured it out. I should read more.
  23. Hmm... any ideas on how to use the PotionApplicableEvent?
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