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Coder
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Posts posted by Coder
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3 minutes ago, DaemonUmbra said:
Exactly why do you need a stealth mod if you're NOT doing something that's frowned upon?
Created a client-side mod, connected to my server, and saw the option to see the full mods list the users use. Figured out this should be displayed only if the mod as any connection to that server. Turnes out it's not the case.
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11 minutes ago, Draco18s said:
That's its job.
Meh, I don't like that idea. Hacked clients will name their mod something else that's undetectable anyways. This is just weird
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True, but I'd give the user the option to choose if they want to share this info with the server owners or not, or the mod creators.
Mind you it's not the big servers that can see this, this is any server out there.
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11 minutes ago, Draco18s said:
Because of client side mods that allow cheating.
e.g. X Ray mods.
X Ray mods are cheating. X Ray mods are listed in the handshake so the server can say "oh hell no."
It's not like the mod creators can't change the id and the name of the mod.
Idk, the whole idea of the server knowing everything I use is kinda creepy
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Just now, Draco18s said:
No, stop hacking.
Nobody is talking about hacking, why does the server need to know what mods I'm using.
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Is it possible to create a client-side only mod that is not displayed in the handshake packet?
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Hello,
I've added a client-side command using CommandBase and IClientCommand. I would like to execute it at times without the need to write the command in chat.
I tried achieving this using Minecraft.getMinecraft().player.sendMessage("/commandName"); However, is sent the command to the server and ignored the existence of the client sided command.
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Hello,
I would like to send a client-side message with a link, is there a way the link will automatically be clickable from a string only? Just like sending a regular chat message? (without the blue underline text)
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Or the opposite?
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15 hours ago, diesieben07 said:
For the future: Provide all information. In your case the fact that you making a client-side command.
Implement IClientCommand.
Thank you!
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I am using the most simple way of implementing CommandBase and setting its variables in order to register a command, for some reason when I write the name of the command without a backslash it still executes as if it was a command.
Why is this happening?
@Override public String getName() { return "thing"; } @Override public String getUsage(ICommandSender sender) { return "/thing"; } @Override public List<String> getAliases() { return Arrays.asList(new String[] { "thing", "thingst" }); } @Override public void execute(MinecraftServer server, ICommandSender sender, String[] args) throws CommandException { // execute the command here } public int getRequiredPermissionLevel() { return 0; }
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2 hours ago, diesieben07 said:
You cannot interact with the game in any way (except through the methods in IThreadListener and maybe a very few others) from threads other than the main thread.
Why is it happening only at random occasions then?
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I have a code that uses ExecutorService to execute code async from the client so the game doesn't freeze.
In rare occasions the game will actually crash after playing a sound, can this be possible?
java.util.ConcurrentModificationException: null
at com.google.common.collect.HashBiMap$Itr.hasNext(HashBiMap.java:401) ~[guava-21.0.jar:?]
at net.minecraft.client.audio.SoundManager.func_148605_d(SoundManager.java:252) ~[chm.class:?]
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2 minutes ago, loordgek said:
it is giving you (the mod user) advantage over the rest of the server
It just makes your life a little easier, you won't gain anything from it except not waste time dropping items out of your inventory.
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1 minute ago, loordgek said:
so cheating
I don't see how managing your inventory via not picking up certain items is considered cheating.
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3 minutes ago, loordgek said:
no that is handed server side
why do you want to do this ??
the first thing i think of when somebody want to stuff client side is cheating/hacking
This is why:
8 hours ago, Animefan8888 said:Inventory management, specifically for stuff like mining; sometimes granite and the other stone blocks clutter inventory. Well, this might be why I am just assuming.
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21 hours ago, diesieben07 said:
No, picking up items is handled server-side.
Isn't it possible to trick the server in thinking my inventory has no space for an item?
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I would love for an option to load the textures without the whole game lagging, is something like this even possible?
Just to load the textures Async.
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I would like to make it so my client can't pick certain items, for example, Cobblestone when it's on the ground.
Something like this should be possible to execute only on the client side?
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On 5/28/2018 at 5:25 PM, diesieben07 said:
Hi sorry for writing after some time.
Do I need to iterate tough all entities on the ground and find the items in between them to achieve this?
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1 minute ago, diesieben07 said:
If you want to draw an overlay, check the name wherever you draw the overlay.
If you want to send a chat message, see above.
Yes, but didn't we say it's not possible to get the name of the item using this method?
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Just now, diesieben07 said:
Not on the client, no.
What would you suggest? I was doing it with reflection as I showed before, but it makes the item invisible at times...
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1 minute ago, diesieben07 said:
Define "highlight". I assume that means you want to draw some kind of overlay? If so, EntityJoinWorldEvent is the wrong place to do so anyways.
Yeah, or just send a chat message to start of. Is it possible to get the name of the item at all with EntityJoinWorldEvent?
[1.12] Client Side Only
in Modder Support
Posted
It's giving the server owners insights on what mods their users use, which is never disclosed anywhere. Unethical.
Forge is a modding platform, I understand this may help in detecting hackers, but something like this can be easily exploited.