Everything posted by Rohzek
So.. at the center of the nested ifs... drop the item if event.harvester isn't set to null.. And earlier in the ifs check if the player has already gotten one of the drops already.. if they have then set the harvester for this event call to null? Thanks again for your help. I'll play with this for a bit and pop back in if I have more questions. When I get it working I lock the post I guess?
So looking at IExtendedEntityProperties, that certainly answers questions for the next 3 or 4 things I want to play with, so thank you so much for that.. But will storing the data on a per player basis here mean the event will fire on a per player basis instead of just stopping spawning in the world/on the server altogether?
So.. I don't know enough about how Minecraft works to know if this is even possible.. but.. it's worth an ask.. And if it isn't I would like to know if there is any kind of work around... I have a custom drop for Stone blocks (code here): http://pastebin.com/Yhg7fhvm Which works perfectly fine in Singleplayer but obviously crashes a server when them item is dropped. Is there even a way to limit dropping of items on a player to player basis over a server? If not is there anyway around it easily.. is there something like... making my own version of silk touch.. and giving it to players until they find the item... and then disabling it.. and just make the drop require the new silk touch? Edit: My code if anyone else has a similar question: Item Spawning: http://pastebin.com/SjLxhDAS IExtendedEntityProperties: http://pastebin.com/uU8nwVv5 Entity Spawn Handler: http://pastebin.com/kziFX23P and finally registered with: MinecraftForge.EVENT_BUS.register(new ExtendedPlayerStatsHandler());