jredfox
Members-
Posts
660 -
Joined
-
Last visited
Everything posted by jredfox
-
You could try either making your own spawn egg and look at my code. if you copy and paste give me credit. https://github.com/jredfox/silkspawners/tree/master/src/main/java/com/EvilNotch/silkspawners Or you could download silk spawners mod which already adds in eggs to the creative tab for missing eggs your choice. Note it might add eggs for 1.9+ that are not there as it's not fully tested with the new egg system but, still should work. https://minecraft.curseforge.com/projects/silk-spawners-forge-edition
-
[Solved]Letting Client Player know It Needs to read NBT
jredfox replied to jredfox's topic in Modder Support
Fixing a vanilla/forge/mod specific bug which for a split second has a reading error and wipes your playerdata. So I cache the playerdata and on event of uuid change from it grabs your username cache and tries to make the player read NBT. So I need to know the proper way to make the player update all playerdata, dimension,xyz,inventory, custom forge data, custom properties -
Edit: in order to update the player from the server side properly, you have to call on these in preciously this order or it might screw up. If you don't have access to client side next tick and know it's not possible you could try sending alot of packets but, otherwise do this. Server: dimension change, readfromNBT(),teleport network manager, manually, fire forge events[player respawn event, if not teleported entity join world event] Client Next Tick: readFromNBT(), player.respawn() (I think the second one is an animation but, still nice to call on client side)
-
No it's fine I have to learn ASM anyways to revert the combat system if configured to do so. After I do this for older versions and learned asm I will then submit an issue.
-
I don't like the fact that both the light map and the tile entity into the world should already be vanilla forge events. Why were these never done?
-
I realized this after 8 hours of debugging this past week. Everything will run clean soon if you could tell me please how to create the event ASM needed? Is this the same for lightmap event?
-
Just tell me how to do the event thing. I need to know more then just a tile entity event I need to create a custom lightmap event to so my mod could configure different mc version light maps based on the clients happiness
-
My thing is suppose to be able for vanilla map makers to make as well as modded features like mounted spawners A: I plan on all tags being used in mounting when modded B: I plan on having vanilla tags in the spawner for when the map creator leaves yes it will have the issues described as above. C: map makers know of these issues already and would be happy to have a program make spawners them for them.... D: it would confuse the heck out of people to setblock mob spawner with the tags specified and get no output and doesn't work with silk spawners....
-
Not possible otherwise silk spawners blocks would be modded blocks and when you leave your would your vanilla spawners would disappear with vanilla tags.
-
Stupid quoting system / editor. Explanation is above I am not sure if you get a notification otherwise. Sorry for spamming?
-
Vanilla: shows pig on spawner for a second before reading it Vanilla: creates same mob every time rather then by name if(multi index spawnpotential spawner, or spawn data spawner regardless of mounts) Vanilla: doesn't support multi render mounted spawner system Only way to fix said issues: replace tile entity mob spawner with a new one extending it create custom event on tile entity pre creation to remove invalid tile entities You still don't believe me that I haven't tried this is why I am re-writing silk spawners because of the vanilla bugs that I no longer support / make work arounds for. https://github.com/jredfox/silkspawners/tree/master/src/main/java/com/EvilNotch/silkspawners
-
I have that's why I am hacking around with the vanilla one. I have done my best and it's a complete mess that I refuse to do the same thing to newer versions. I had to create them by name use the interface and then put all that messy nbt tags into the riding tags for 1.7.10 and 1.10.2 it was a mess. It only creates them by nbt meaning it will be the same type every time.
-
No it doesn't I dare you to try to create a dynamic mounted horse spawner that will spawn in different horses each time based on one index of mounted spawners. The answer is you can't because, it's going to create them from nbt every time for either multiple index spawners or passenger tags
-
can't find out how to put the quote to the above comment . The answers why I need to make a custom event are above and are pretty detailed.
-
Well I haven't written it for anything besides older versions and can't really port it to newer versions without this event thing... Basically {EntityId:"id",mounts:[{id:"entityid"},{id:"entityid",EntityNBT:{nbtstuff} }]} where EntityId is the top mob and mounts go from 0 to max index get created downwards. No there is two ways to create the spawnage, A:create by name and use interface (no EntityNBT:{}) B: create by nbt if has tag EntityNBT:{}. Vanilla can't support this so I just have to completly override it. I have reported several spawner issues like not supporting anything but, nbt with multiple index spawner but, they said it works as intended which can't be right since EntityId tag with no spawn data single index spawner creates it by name. So I have to patch the tile entity itself as well as the render. Yes I want the furnace to have a bigger savetime as long that's hours of real game time smelting for charcoal block mod yay?
-
Each displayed render represents one entity in the mounting:[] tag list where it's created by name or nbt depending on the logic which vanilla can't handle
-
Make furnace save to long, Totally override the vanilla mob spawner to support mounting dynamic logic
-
Yes invalid tile entities since I replaced and removed the vanilla ones. Take a look at this thing https://pastebin.com/EVG9s7Ve
-
I am trying to make an event that fires pre-creation of a tile entity into the world. This would fire on both server and client so neither would crash? I need a custom event to replace invalid tile entities with my new tile entities. Although I removed the mappings /setblock ~ ~ ~ blockTileEntity crashes. This is because, I only patched it only for block place event which doesn't fire with world.setBlockState...
-
Let's try this again I am going to ask this for 1.10.2 then.... I know you are suppose to extend the event class then register it with forge event bus. I don't know how your suppose to get the variables from vanilla and stop vanilla from doing it's function nor how/when to manually fire it. I need the event to fire upon creation of any tile entity into the world as a pre-initialization so I don't use asm for removing tile entities. Then I need to grab variables... Tile Entity,World,BlockPos,BlockState. Basically I am asking how to create the event with it registers, when/how to manually fire it with a pre and post,grabbing vanilla variables, runs on server and client....
-
I am trying to delete any invalid tile entity since my utility mod can replace them with new ones. For example the mob spawner. However setblock ~ ~ ~ mob_spawner crashes.... Then after that I need to replace it with the new one once I got the proper event. is this for 1.7.10 as well. I am trying to finish the utility mod for 1.7.10 then port to newer versions because, I am tired of porting back and forth when still in heavy dev.
-
I know you are suppose to extend the event class then register it with forge event bus. I don't know how your suppose to get the variables from vanilla and stop vanilla from doing it's function nor how/when to manually fire it. I need the event to fire upon creation of any tile entity into the world as a pre-initialization so I don't use asm for removing tile entities. Then I need to grab variables... Tile Entity,World,BlockPos,BlockState. Basically I am asking how to create the event with it registers, when/how to manually fire it with a pre and post,grabbing vanilla variables, runs on server and client....
-
This is better and reasonable but, no explanation on why they are making a simple concept so complex.
-
No it's more like have users download 10+ files have users be so restrictive have modders discouraged from using the only modding api out there since forge killed mod loader!
-
great because it's impossible for me and other modders that I know to update to newer versions