
xJon
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[1.10.2] [SOLVED] 2 Weird problems with a custom teleporter
xJon replied to xJon's topic in Modder Support
So I recently encountered a similar problem. It has to do with how you are actually teleporting into your new dimension. In your block class, you check if the player is an instance of EntityPlayerMP and then proceed with teleporting with the methods in PlayerList. For some reason, this causes this problem when you teleport via onBlockActivated. (I suspect it's because you are teleporting the server player and not the client player, so the loaded chunk data gets all mixed up between the client world and the server world, but that's just a speculation). Anyway, try teleporting the player with EntityPlayer#changeDimension instead. If you need a reference, just look at BlockEndPortal. Keep in mind, however, that you still need to wrap the teleport code in a "!world.isRemote" if statement Wow Gabriel, this might be it! How could've I figured this out myself? My only problem is, that changeDimension() doesn't use my teleporter class, but the default one. What should I do about that? And...because for some reason the universe is trying to spite me, I can no longer reproduce the effect I don't know why, but it has just stopped. I'm afraid I'll be useless now . I haven't really worked with tons of dimensions, but you could try to create the portal before teleporting? Hopefully someone with more knowledge knows what's happening. Also, delving a bit deeper, it looks like EntityPlayer#changeDimension uses PlayerList#transferPlayerToDimension for EntityPlayerMP anyway, so I doubt changing it would have had an impact (although it appeared to have when I was having the same problem, so I honestly have no idea what was happening). Sorry I can't help more. I'll keep looking tho Minecraft is so weird :'( I'll appreciate any help given, I'll keep looking too OK! I think I found the problem! In your block activated method, only return true if !world.isRemote and return false otherwise. Try that and see how it works. In case you're wondering what coding im testing this on, here it is: public boolean onBlockActivated(World world, BlockPos pos, IBlockState state, EntityPlayer player, EnumHand hand, ItemStack item, EnumFacing side, float hitX, float hitY, float hitZ) { if(!world.isRemote) { if(player instanceof EntityPlayerMP) { /* do teleport stuff with PlayerList#transferPlayerToDimension */ return true; } } return false; } -EDIT: Also, I noticed that the orientation of your teleporter block thing isn't getting preserved across chunk loads. In your block class you are saving the direction it's facing to metadata, but not reading it back into your block state (you need Block#getStateFromMeta as well as Block#getMetaFromState) Thanks so much Gabriel! It fixed it! I'd never be able to fix it myself.. -
[1.10.2] [SOLVED] 2 Weird problems with a custom teleporter
xJon replied to xJon's topic in Modder Support
So I recently encountered a similar problem. It has to do with how you are actually teleporting into your new dimension. In your block class, you check if the player is an instance of EntityPlayerMP and then proceed with teleporting with the methods in PlayerList. For some reason, this causes this problem when you teleport via onBlockActivated. (I suspect it's because you are teleporting the server player and not the client player, so the loaded chunk data gets all mixed up between the client world and the server world, but that's just a speculation). Anyway, try teleporting the player with EntityPlayer#changeDimension instead. If you need a reference, just look at BlockEndPortal. Keep in mind, however, that you still need to wrap the teleport code in a "!world.isRemote" if statement Wow Gabriel, this might be it! How could've I figured this out myself? My only problem is, that changeDimension() doesn't use my teleporter class, but the default one. What should I do about that? And...because for some reason the universe is trying to spite me, I can no longer reproduce the effect I don't know why, but it has just stopped. I'm afraid I'll be useless now . I haven't really worked with tons of dimensions, but you could try to create the portal before teleporting? Hopefully someone with more knowledge knows what's happening. Also, delving a bit deeper, it looks like EntityPlayer#changeDimension uses PlayerList#transferPlayerToDimension for EntityPlayerMP anyway, so I doubt changing it would have had an impact (although it appeared to have when I was having the same problem, so I honestly have no idea what was happening). Sorry I can't help more. I'll keep looking tho Minecraft is so weird :'( I'll appreciate any help given, I'll keep looking too -
[1.10.2] [SOLVED] 2 Weird problems with a custom teleporter
xJon replied to xJon's topic in Modder Support
So I recently encountered a similar problem. It has to do with how you are actually teleporting into your new dimension. In your block class, you check if the player is an instance of EntityPlayerMP and then proceed with teleporting with the methods in PlayerList. For some reason, this causes this problem when you teleport via onBlockActivated. (I suspect it's because you are teleporting the server player and not the client player, so the loaded chunk data gets all mixed up between the client world and the server world, but that's just a speculation). Anyway, try teleporting the player with EntityPlayer#changeDimension instead. If you need a reference, just look at BlockEndPortal. Keep in mind, however, that you still need to wrap the teleport code in a "!world.isRemote" if statement Wow Gabriel, this might be it! How could've I figured this out myself? My only problem is, that changeDimension() doesn't use my teleporter class, but the default one. What should I do about that? -
[1.10.2] [SOLVED] 2 Weird problems with a custom teleporter
xJon replied to xJon's topic in Modder Support
Bump? -
[1.10.2] [SOLVED] 2 Weird problems with a custom teleporter
xJon replied to xJon's topic in Modder Support
No, it doesn't, that's why it may indeed be a client-side only problem.. -
[1.10.2] [SOLVED] 2 Weird problems with a custom teleporter
xJon replied to xJon's topic in Modder Support
Bump.. -
[1.10.2] [SOLVED] 2 Weird problems with a custom teleporter
xJon replied to xJon's topic in Modder Support
How can I tell? You can see it, but when you right click it or put a block next to it, it disappears. -
[1.10.2] [SOLVED] 2 Weird problems with a custom teleporter
xJon replied to xJon's topic in Modder Support
Bump -
[1.10.2] [SOLVED] 2 Weird problems with a custom teleporter
xJon replied to xJon's topic in Modder Support
Anyone that can help me with my second issue? -
[1.10.2] [SOLVED] 2 Weird problems with a custom teleporter
xJon replied to xJon's topic in Modder Support
For your biome problem, you are registering the biome type, but not the actual biome. After you call BiomeDictionary.registerBiomeType (in your UselessBiomes class), register your biome with Biome.registerBiome As for your teleporter problem, may I ask you are rechecking whether or not a machine exists near you every time a player teleports? Why not just cache the teleporter locations like how vanilla portals do it? Also, instead of checking whether or not an IBlockState instance is equal to the default IBlockState of your machine, check whether or not the Block is equal to you machine block. I only say this because I noticed your machine has different orientations, so checking against the default will fail for all the orientations except NORTH. Thanks a lot for your reply! The small registerBiome() did it and fixed my first issue. As for my second issue, I did try it to check if it's equal to the block and not to the block state, yet it didn't fix my ghost block issue. About caching the location like vanilla - I'm not too sure how to do it, and I can look into it, but do you think it can solve my issue? Again: the teleporter that generates in the custom dimension, re-appears in the overworld when you come back, at the same location, as a ghost block. Isn't it a client-server thing? In any case, I have no idea how to fix it, and I'd really appreciate any kind of help! -
[1.10.2] [SOLVED] 2 Weird problems with a custom teleporter
xJon replied to xJon's topic in Modder Support
No?.. -
[1.10.2] [SOLVED] 2 Weird problems with a custom teleporter
xJon replied to xJon's topic in Modder Support
Anybody?.. -
Hello! I have a mod for 1.8.9 that worked perfectly that I decided to update to 1.10.2. I didn't think it'd be such a big deal but I got now some weird issues I can't manage to fix myself. - The first issue is the custom biome of the custom dimension: The dimension does use the custom ChunkProvider, but when you enter it, it says the biome is "Ocean", and not my custom biome, so the spawnable creatures and more parameters don't work correctly. Code to the world, code to the init. - The second issue is the custom teleporter. I have this weird issue that when I come back to the overworld using my custom teleporter, I have a ghost block of the teleportation block from the custom dimension. It's easier to understand with pictures: one, two, three. All solved! I'll really appreciate any kind of help, and any tip, as I sincerely need them!
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[1.9.4] [SOLVED] Custom dimension - Crash upon creating a world
xJon replied to xJon's topic in Modder Support
I was stupid and set getDimensionType() to return null. -
Hello Recently I started updating a mod of mine from Minecraft 1.8.9 to 1.9.4. After a lot of changes, when the game finally launched and there were no errors showing up in the log, upon creating a world, it crashed, and with a very weird log. Here's a link to the crash-report: http://pastebin.com/A48RqsU9 Here's a link to the mod's source code: https://github.com/xJon/Jons-Useless-Mod I suspect it has something to do with the custom dimension of the mod, but I really have no idea. Probably did some stupid mistake. Thanks for any reply!
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[1.8.9] [Solved] Making a new chest class by extending TileEntityChest
xJon replied to xJon's topic in Modder Support
Reading, dude, seriously, do it sometime. Okay, thank you both! I got my answers. -
[1.8.9] [Solved] Making a new chest class by extending TileEntityChest
xJon replied to xJon's topic in Modder Support
But how does the normal chest detect my custom one as a TileEntityChest? -
[1.8.9] [Solved] Making a new chest class by extending TileEntityChest
xJon replied to xJon's topic in Modder Support
But can't I override anything in my chest to make it unique, so normal chests wouldn't want to connect to it? -
Is it possible without this happening? This is the TileEntity chest class, and this is the renderer. I tried tweaking things a bit, but it's just a complete mess. What you see in the picture happens when you put down a normal chest next to the custom chest, which should have double-chest disabled. But, if you put the custom chest next to the vanilla chest, everything is okay. Any help would be very appreciated!
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[1.8] [SOLVED] addPotionEffect weirdness in onArmorTick
xJon replied to xJon's topic in Modder Support
Oh, I see. I went on the second solution that looked more simple, and did this: @Override public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack) { if (!world.isRemote) { if(player.getCurrentArmor(0) != null && player.getCurrentArmor(1) != null && player.getCurrentArmor(2) != null && player.getCurrentArmor(3) != null) { ItemStack boots = player.getCurrentArmor(0); ItemStack leggings = player.getCurrentArmor(1); ItemStack chestplate = player.getCurrentArmor(2); ItemStack helmet = player.getCurrentArmor(3); if(boots.getItem() == UselessItems.useless_boots && leggings.getItem() == UselessItems.useless_leggings && chestplate.getItem() == UselessItems.useless_chestplate && helmet.getItem() == UselessItems.useless_helmet) { if (player.getActivePotionEffect(Potion.regeneration) == null) { player.addPotionEffect(new PotionEffect(Potion.regeneration.id, 50, 0)); } if (world.getWorldTime() % 50 > 0) { return; } player.addPotionEffect(new PotionEffect(Potion.regeneration.id, 50, 0)); } } } else { super.onArmorTick(world, player, itemStack); } } This seems to work! Thank you guys -
[1.8] [SOLVED] addPotionEffect weirdness in onArmorTick
xJon replied to xJon's topic in Modder Support
First of all thank you for replying, I believe this is indeed the issue. I did understand the issue but I didn't understand the solution. I tried to follow what you said but it didn't work out, I probably derped. Here's the code: @Override public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack) { int effectDuration; if (!world.isRemote) { if(player.getCurrentArmor(0) != null && player.getCurrentArmor(1) != null && player.getCurrentArmor(2) != null && player.getCurrentArmor(3) != null) { ItemStack boots = player.getCurrentArmor(0); ItemStack leggings = player.getCurrentArmor(1); ItemStack chestplate = player.getCurrentArmor(2); ItemStack helmet = player.getCurrentArmor(3); if(boots.getItem() == UselessItems.useless_boots && leggings.getItem() == UselessItems.useless_leggings && chestplate.getItem() == UselessItems.useless_chestplate && helmet.getItem() == UselessItems.useless_helmet) { player.addPotionEffect(new PotionEffect(Potion.regeneration.id, effectDuration = 50, 0)); if ((effectDuration % 50) == 0) //<- never been called { Log.debug("Test"); player.addPotionEffect(new PotionEffect(Potion.regeneration.id, effectDuration, 0)); effectDuration = 0; } } } } else { super.onArmorTick(world, player, itemStack); } } -
Hi, Whenever I try to use addPotionEffect with the regeneration effect, I have a strange problem. While I set the effectDuration to less than a 100 (5 seconds), I have the particles and the effect, but I don't actually regenerate. While I set the effectDuration to 100+, the regeneration effect shows like it's in level 1, but it feels like it's in level 10 (insta-regen). Not sure what's the problem. Here's the code: @Override public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack) { if (!world.isRemote) { if(player.getCurrentArmor(0) != null && player.getCurrentArmor(1) != null && player.getCurrentArmor(2) != null && player.getCurrentArmor(3) != null) { ItemStack boots = player.getCurrentArmor(0); ItemStack leggings = player.getCurrentArmor(1); ItemStack chestplate = player.getCurrentArmor(2); ItemStack helmet = player.getCurrentArmor(3); if(boots.getItem() == UselessItems.useless_boots && leggings.getItem() == UselessItems.useless_leggings && chestplate.getItem() == UselessItems.useless_chestplate && helmet.getItem() == UselessItems.useless_helmet) { player.addPotionEffect(new PotionEffect(Potion.regeneration.id, 200, 0)); } } } else { super.onArmorTick(world, player, itemStack); } } Thanks for any reply, Jon
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[1.8] [SOLVED] Config not saving if changed in the Config GUI
xJon replied to xJon's topic in Modder Support
You're our saviour! -
[1.8] [SOLVED] Config not saving if changed in the Config GUI
xJon replied to xJon's topic in Modder Support
I tried removing mod instance event in the syncConfig method but it didn't do it unfortunately.. I looked at your way and it's completely different, you send it back to the main mod class and then use the instance? I didn't really understand that. :\ -
Hi, Recently I worked on a configuration GUI and when I tested it, it didn't save. The configuration file is working okay though. I have a syncConfig method here, onConfigChanged method here, and this is my main class. I'll really appreciate if someone could look at the code and see what's wrong. I'm trying for hours and I can't figure it out. I also tried searching online but nope - I did everything they said, well at least I think I did. Thanks for any reply!