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someRandomKid

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About someRandomKid

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    Tree Puncher
  1. SOLVED: instead of using this.movedDistance I used this.distanceWalkedModified and it works fine.
  2. so after taking a break from modding (sorry for not responding!) I finally figured out the problem. The problem is that this.movedDistance doesn't get updated on the server, but is getting updated on client. How would I fix that? EDIT: The data manager can't get the correct value to sync because this.movedDistance only gets updated on client. So I think I have to make a packet for this to all work.
  3. I guess that's fine, I was planning on making this mod open-source anyway
  4. So then how do I fix it? So far I have fixed the tick function.
  5. updated code: package com.new_swords.Entities; import net.minecraft.block.BlockState; import net.minecraft.client.Minecraft; import net.minecraft.client.world.ClientWorld; import net.minecraft.entity.EntityType; import net.minecraft.entity.LivingEntity; import net.minecraft.entity.SharedMonsterAttributes; import net.minecraft.entity.passive.horse.AbstractChestedHorseEntity; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.item.ItemStack; import net.minecraft.nbt.CompoundNBT; import net.minecraft.network.datasync.DataParameter; import net.minecraft.network.datasync.Dat
  6. I am syncing them in the tick function. It still is not working.
  7. oh wait I just realized how dumb I was this is what it should be: this.dataManager.register(Fuel, this.movedDistance);
  8. //updated code public class Car extends AbstractChestedHorseEntity { public boolean outofgas; private boolean particle_reducer; public static final DataParameter<Float> Fuel = EntityDataManager.createKey(Car.class, DataSerializers.FLOAT); public Car(EntityType<? extends Car> type, World worldIn) { super(type, worldIn); this.outofgas = false; this.particle_reducer = false; } //forgot to do super.registerAttributes() [Sorry] @Override protected void registerAttributes() { this.getAttributes().registerAttribute(SharedMon
  9. what do you mean by that? that text is always rendering no matter if the horse gui is opened or not.
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