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Luis_ST

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Everything posted by Luis_ST

  1. make sure you post the full log, in this case the launcher log is also helpful
  2. you can handle this via a Capability which is synced between server and all clients, for example, the Player "x" select Model "y" in your Gui, then send a Packet to the server which sets the Model of Player "x" on server to "y", after that sync the Capability update to all clients means all clients know now that Player "x" use Model "y" last but not least render the Player "x" with the selected Model "y"
  3. i'm be able to reproduce this error, i have know idea why this happens but seems to be a bug with modded Blocks both RenderTypes work how they should, are you sure your EventHandler is called?
  4. this should work, i will debug this local, which Forge version are you using
  5. should work, you can also try cutoutMipped
  6. you can take a look at the BucketItem for an example how to do it
  7. Problem with Cyclops Core. Make sure you are using the latest version. If the Mod is already up to date, report this bug to the Mod author.
  8. there is a debug log, if you using CurseForge you need to enable the debug log in the settings
  9. yeah you could but you could also tell us if the event handler is called
  10. you can use the debug feature of your IDE or use a simple console print
  11. you can save the Entity via Entity#save and load the Entity via EntityType.create
  12. re you exactly talking about
  13. show your code
  14. yes, you should only send the data which are 100% necessary to come from clients, since the most logic should be done on server and the most stuff exists on server if you really need to send the BlockState through Network you can use FriendlyByteBuf#writeWithCodec, but i would recommend you to avoid this
  15. you can get the Level from the ServerPlayer which you can get from the NetworkEvent.Context via NetworkEvent.Context#getSender
  16. this is the latest log, please post debug log if your on CurseForge you need to enable the debug log in the settings
  17. It could lead problems (as you have already noticed)
  18. send a network message to the server, and handle there your code (action of the button) you can read more about it here
  19. do not put DeferredRegister and RegistryObject in separate classes
  20. post debug log, also use a paste site like https://gist.github.com/ to upload the file and stop formatting the file it's unreadable
  21. post debug log from server and client
  22. you mean in the Client screen? if yes you can not do this, blocks must place on server also do not handle logic on the client, the client is not your friend do not trust him
  23. you can use Flat Directory Repositories, it's is also explained here: https://forge.gemwire.uk/wiki/Dependencies

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