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Mr Bonobo

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Everything posted by Mr Bonobo

  1. Hello, how can I write VoxelShape inside TileEntity-CompoundNBT tag? Or if its not possible or not-effective, how do I fire event when Client player connects to the server?
  2. Thank you for replies, I made it static and thought its the way to go because only example I stumbled upon on the internet (atleast as new forge versions goes) about packets, handling and creating was with Static Itemhandler on packet class (which is as bad as Static BlockPos if I understood it correctly?) And yes, its because Im testing everything on singleplayer, and I don't think its possible to do it server-client separate at least with Intelij-gradle. And about other question, I will now post whole code which is non-static, with every single usage / function and try to ma
  3. This is where i register packet: public MyMod() { ModLoadingContext.get().registerConfig(ModConfig.Type.COMMON, Config.COMMON_CONFIG); ModLoadingContext.get().registerConfig(ModConfig.Type.CLIENT, Config.CLIENT_CONFIG); // Register the setup method for modloading FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup); // Register ourselves for server and other game events we are interested in Config.loadConfig(Config.COMMON_CONFIG, FMLPaths.CONFIGDIR.get().resolve("mymod-common.toml")); Config.loadConfig(Config.CLIENT_CONFIG, FMLPaths.CONFIGD
  4. Thank you for reply, I'm posting by myself first time, so I'm not familiar with this environment. And non-static is preferable, because I don't want client side to initialize value and use ram when it's not necessary (static values are initialized in both sides, even if I assigned value on server side). So by using non-static value it should be more efficient (if I'm wrong, and it uses ram only when client side requests value from a static member, please correct me, i was using c++ previously, so static and non-static members are kinda new for me)
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