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Tslat

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Everything posted by Tslat

  1. The data being stored is just pure text, basically (Assume the amount could be arbitrarily large, or potentially small) Data does not need to be edited manually, just by a mod. It should be stored outside the world though.
  2. Edited post, thanks
  3. Could look at something like this, though it's reasonably advanced http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571568-tutorial-1-6-2-changing-vanilla-without-editing
  4. Hooray, another post from me.. Anyway, I've worked with bukkit quite a bit, and using its storage methods (I.E. config files, txt files, sql, etc..). Obviously some are better than others depending on the circumstances. For forge however, I haven't looked into data storage too much just yet, and I was wondering what sort of options there are, and what the best options are in a case of just storing pure data, where the structure doesn't need to be changed but the data does. EDIT: For reference, assume the data is all being stored purely as text (Strings) It does not need to be edited externally, it's used purely for mod storage. This being in terms of reliability, stability, efficiency, and usability. Feel free to post opinions and such.
  5. Yeah, was what I was thinking, thanks
  6. Thanks for the tip loord, but often it's not crafting them that's the problem.. a lot of them come from dungeons/ruins/towers, etc..
  7. Is it possible to disable items from mods if their configs don't have an option for it? I was just wondering because there's a number of mods that are good for servers, but there are specific items in them that are far from balanced.. curious to know if it's possible to disable them somehow
  8. I understand and agree, I prefer 1.7.2 by a long way aswell. The unfortunate truth is however, that the majority of mods in modpacks and such are not updated for 1.7.2, and some are likely never to be Regardless that's not really the question, I was more curious as to what would cause the methods to disappear for the server but not the eclipse environment
  9. but then why would it show up correctly in eclipse and on compile, but not when it's running in the server? I should note that all 3 versions I tried on, I downloaded the installer and the src of the exact same version
  10. hmmm... any idea what could cause the server to not recognise any of my methods/fields?
  11. So I'm still trying to create a serverside mod. Regardless of which version I try though (1.5.x, 1.6.x, 1.7.x), every time I try to get something to run when a player logs in, it always gives me an error telling me what I'm doing doesn't exist For example I create an empty mod, with: package tslat; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.EventHandler; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.network.NetworkRegistry; @Mod(modid="TRPG",version="0.9.b") @NetworkMod(clientSideRequired=false,serverSideRequired=true) public class mod { @EventHandler public void load(FMLInitializationEvent event) { NetworkRegistry.instance().registerConnectionHandler(new CustConnectionHandler()); } } Or something similar.. then set up the connection handler class with something like: package tslat; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.network.INetworkManager; import net.minecraft.network.NetLoginHandler; import net.minecraft.network.packet.NetHandler; import net.minecraft.network.packet.Packet1Login; import net.minecraft.server.MinecraftServer; import cpw.mods.fml.common.network.IConnectionHandler; import cpw.mods.fml.common.network.Player; public class CustConnectionHandler implements IConnectionHandler { public void playerLoggedIn(Player player, NetHandler netHandler, INetworkManager manager) { netHandler.getPlayer().addChatMessage("Hello... anyone..."); } public String connectionReceived(NetLoginHandler netHandler, INetworkManager manager) { // TODO Auto-generated method stub return null; } public void connectionOpened(NetHandler netClientHandler, String server, int port, INetworkManager manager) { // TODO Auto-generated method stub } public void connectionOpened(NetHandler netClientHandler, MinecraftServer server, INetworkManager manager) { // TODO Auto-generated method stub } public void connectionClosed(INetworkManager manager) { } public void clientLoggedIn(NetHandler clientHandler, INetworkManager manager, Packet1Login login) { } } And no matter what I do, it always tells me there's no such thing.. In this case, it crashes telling me that there's no such method as addChatMessage I can't do anything because everything I do doesn't exist
  12. PlayerEvent only seems to have HarvestCheck and BreakSpeed fields though I should probably mention that of course I'm trying to make it in 1.5.2 (for compatibility with modpacks) Sorry to be a pain
  13. I'm trying to make a mod that keeps track of individual players (loosely). It also gives them a name prefix and a restriction set based on a group they're previously assigned.. This means that even for their first logon, they should be assigned a prefix and a group, as soon as they log in.. I've already made a plugin for bukkit (not published), and now I'm trying to make it for forge aswell So what I'm trying to ask is how to get the instance of the a player as they join the server, only from the server side
  14. But I'm trying to get a player without them sending a command, i need to initalize them on login..
  15. Hey guys, I'm looking to see if it's at all possible to create a forge-based mod that is only required to be installed on the server (I.E not installed on the client.) I have got one working, so that's not really my main question, unless there's something I should know. My main question is how do I identify the username of a player logging in via the serverside. I've been trying to implement IConnectionHandler into a custom class, but trying to pull the username field from EntityPlayer crashes the server, saying there is no such field.
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