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wogurkim

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  1. Yep, Packet was the answer. Now my tile entity saves and loads properly in a dedicated server
  2. Haha unfortunately im stuck with 1.12 modding for personal reasons. It feels painful I think the markDirty and notifyBlockUpdate are equivalent to blockEntityChanged(), which I've already overridden. Right now, my guess is that I have to set up a network system with packets and handlers which I have little knowledge of. Anyways, thanks for the answer!
  3. I'm trying to create a very simple tile entity that has a INT NBT data for testing. Saving and loading this TE works fine on single player and NBT is properly showing up. However, whenever I try to do the same in a dedicated server, the NBT data always resets whenever the chunks are unloaded(moving far away or leaving the game while server is running) I have getUpdatePacket, onDataPacket, handleUpdateTag, getUpdateTag overridden, and markDirty, notifyBlockUpdate is called. I've searched everywhere but couldn't find a solution please help me. Tile Entity Block
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