Tupaç
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Posts posted by Tupaç
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1 minute ago, ChampionAsh5357 said:
But why not save the data on the player regardless? A singleplayer world still has as associated integrated server that others can join.
Sorry I may be explaining this incorrectly, the idea is that any player with the mod can join a server that doesn't have the mod, so I can't ask the server to save my data because of this, witch I solve saving the data on a json in the profile folder.
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I know how to save the data, what I want to know if the mod is installed on the server or not, if is in the server I save the data on the player, if the mods is being use clientside only, I save the data on a json.
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Hi, I want to know if my mod is installed in the server or just being used clientside only, this is because I want to save data on a Json if the mod is clientside only.
I've tried with the world Load/Unload events but on a singleplayer world those trigger multiple times giving both (True/False) results.
Thanks!
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5 hours ago, diesieben07 said:
You can use setValidator to provide a check for which texts are valid.
Yes, that's exactly what I was looking for, Thanks!!
4 hours ago, Sinphy said:tupac???11??/1?!???!
???1?
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is it possible to make a TextFieldWidget only accept numbers?
I want to let the player config a range (int) in a TextFieldWidget, and I'd like to prevent the player from typing non numeric values.
Thanks
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ServerWorld#getSaveFolder seems to no exist anymore
I'm trying to get the save folder name when world loads and unloads with their respective WorldEvents
Cheers
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Thank you very much 🤗
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is it possible to get a list with all the name of the sounds in the game? if so, what's the best way to do it?.
I need a List<ResourceLocation> with all the sounds, included modded if possible. 🤞
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I want to keep the mod client side, so i can't access the server side... i think?
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Hi! i want to save a json file in the world save folder, how can i locate that folder client side? i know that getWorldName() exists, but Minecrafts allows to have multiple worlds with the same name but with different folders.
An alternative could be creating a custom folder and delete it when the world gets deleted, is there any way to know when the world get deleted?
For servers I am planning to use a custom folder.
Cheers! ?
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Yes! that worked. Thank you very much ?
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Hi, is there a way to detect client side when player joins/exits the world?
i was using PlayerEvent.PlayerLoggedInEvent and PlayerEvent.PlayerLoggedOutEvent but this doesn't work on servers.
i need to detect when the player exits the world or closes the game to save data on disk.
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Ah, i see. ok
is there a suggested method for saving data on disk? or you recommend anyone in special? -
Hi, is it possible to save a resourceLocation List on the player (or similar) clientside? if so, how?
i have a gui with a list of names and i want to keep those names after the client is closed and open.
thanks
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I basically have a gui with buttons, if you press a button, its name is added to the list.
The problem seems to be that the server can't access that list, or maybe it access a different one, so when the nbt is saved, the position is ok but the list is empty.
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Certainly i was missing
getUpdatePacket()
, but still it is not working, it seems that the server can't access to the list i am saving, i put a print in the write/read functions and it prints empty while the client prints correctly, i assume i have to use a custom network for this? -
I have a TE that stores a List, i'm using a ListNBT with CompoundNBT to store the block position and the list beloging to the TE, it works perfectly on client, but it does not load/save on server.
This are probably the useful errors:
Client
Quote[Render thread/ERROR] [ne.mi.fm.ne.si.IndexedMessageCodec/SIMPLENET]: Received empty payload on channel fml:handshake
[Netty Client IO #0/ERROR] [minecraft/ArgumentTypes]: Could not deserialize minecraft:
[Netty Client IO #0/ERROR] [minecraft/ArgumentTypes]: Could not deserialize minecraft:Server:
Quote[Netty Server IO #1/ERROR] [minecraft/ArgumentTypes]: Could not serialize net.minecraftforge.server.command.ModIdArgument@37225730 (class net.minecraftforge.server.command.ModIdArgument) - will not be sent to client!
[Netty Server IO #1/ERROR] [minecraft/ArgumentTypes]: Could not serialize net.minecraftforge.server.command.EnumArgument@1d34fe74 (class net.minecraftforge.server.command.EnumArgument) - will not be sent to client!And this is the write/read functions:
Quote@Nonnull @Override public CompoundNBT write(CompoundNBT compound) { ListNBT mList = new ListNBT(); Map<BlockPos, Set<ResourceLocation>> mPos = SMBlock.getMap(); if (mPos != null) { mPos.forEach((pos, rec) -> { if (rec.size() > 0) { CompoundNBT map = new CompoundNBT(); map.putString(pos.toString(), rec.toString()); mList.add(map); } }); } compound.put("mComp", mList); return super.write(compound); } @Override public void read(CompoundNBT compound) { Set<ResourceLocation> mPos = new HashSet<>(); ListNBT mList = compound.getList("mComp", 10); for (int i = 0; i < mList.size(); i++) { CompoundNBT mCompound = mList.getCompound(i); BlockPos position = getPosition(mCompound.keySet().toString()); String sArray = mCompound.getString(position.toString()); if (SMBlock.getPositions().contains(position)) return; SMBlock.setPosition(position); if (!sArray.equals("")) { for (String s : sArray.split(", ")) { sList.add(new ResourceLocation(s.replaceAll("]\\[", ""))); } } SMBlock.setMap(position, rec); sArray.clear(); } super.read(compound); }
Obviously i am missing something, can anyone help me?
How can I know if my mod is instaled on a server or just clientside
in Modder Support
Posted
Hmm, unfortunately this doesn't seems to work, it considers singleplayer as client and that doesn't work with my purpose.