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Posted

hen .... i guess its sortof a good reason, you could always automagicly assign empty id to your block if you're not using the "give" command

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Posted

The blocks should all be accessible in the chosen creative Tab so you don't need to cheat them in.

PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.

Posted

yeah but sometimes if you know X item has Y id its easier to simply type give Y 64 instead of looking through hundreds of item

 

 

btw i actually agree with you more then i agree with the argument above, specially since theres a search bar

 

soooo ... since you dont care about ID, why dont you just fill in the blanks in the Block.blocksList ?

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Posted

because your method is extremmely memory intensive ?

 

imagine if you have a wall of those blocks. when the player needs to load them itll take forever to the server to send hundred of relativelly empty tile entity

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Posted

Thats something I've never thought of. Redpower does that and ive never been in the situation where my huge tunnel bore took long to load.

PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.

Posted

well like we were thinking earlier, the meta, but we dont knwo how to extend it beyond 16.

 

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Posted

It is also very hard to look where the Metadata is coming from because i cant find anything which is calling one of the methods in the block class.

PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.

Posted

the only way to have more than 16 meta is by having custom chunk files. I looked in the minecraft code, and it's saved as nibbles (half a byte) so you'd need to either make a core mod that changes that, or make them specific to a custom dimension.

Posted

Look into the world class, the get and set block metadata methods.

That should show you all involved classes and how/why they work ;)

If you guys dont get it.. then well ya.. try harder...

Posted

Considering the amount of work you are planning to do, you should have at least one hundred blocks to merge like this.

It would be a huge loss of time to do it for less.

Posted

Correct me if I'm wrong, but I thought that implementing unnecessary TileEntities isn't good for the performance.

 

//Edit: Sorry hydroflame, you already said that. Good to emphasize though :P

Author of PneumaticCraft, MineChess, Minesweeper Mod and Sokoban Mod. Visit www.minemaarten.com to take a look at them.

Posted

@MineMaarten: you are absolutelly right

its important to understand whats the process of loading a chunk

basicly chunk are simply arrays of number. so whenever a player need to load a chunk he will request the server to first get that chunk in memory and then end it to the client. but tile entity are EXTRA data that are saved separatelly. if a chunk is loaded the server will also send the tile entity in separate packet (not 1 packet for all TE, 1 packet PER TE)

 

basicly if you have 20 TE per chunk, you're goign to roughly receive 21 packet.

 

but you usually dont load 1 chunk at a time, you usually need like 10

meaning the server will need to send 210 packet instead of 10 and at THIS point your network will be congested.

 

tldr

dont do it, no one will use the mod and its not going to be playable

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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MountableWolfEntity package com.vals.valscraft.entity; import com.vals.valscraft.network.MountSyncPacket; import com.vals.valscraft.network.NetworkHandler; import net.minecraft.client.Minecraft; import net.minecraft.network.syncher.EntityDataAccessor; import net.minecraft.network.syncher.EntityDataSerializers; import net.minecraft.network.syncher.SynchedEntityData; import net.minecraft.server.MinecraftServer; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.EntityType; import net.minecraft.world.entity.Mob; import net.minecraft.world.entity.ai.attributes.AttributeSupplier; import net.minecraft.world.entity.ai.attributes.Attributes; import net.minecraft.world.entity.animal.Wolf; import net.minecraft.world.entity.player.Player; import net.minecraft.world.entity.Entity; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.item.ItemStack; import net.minecraft.world.item.Items; import net.minecraft.world.level.Level; import net.minecraft.world.phys.Vec3; import net.minecraftforge.event.TickEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.network.PacketDistributor; public class MountableWolfEntity extends Wolf { private boolean hasSaddle; private static final EntityDataAccessor<Byte> DATA_ID_FLAGS = SynchedEntityData.defineId(MountableWolfEntity.class, EntityDataSerializers.BYTE); public MountableWolfEntity(EntityType<? extends Wolf> type, Level level) { super(type, level); this.hasSaddle = false; } @Override protected void defineSynchedData() { super.defineSynchedData(); this.entityData.define(DATA_ID_FLAGS, (byte)0); } public static AttributeSupplier.Builder createAttributes() { return Wolf.createAttributes() .add(Attributes.MAX_HEALTH, 20.0) .add(Attributes.MOVEMENT_SPEED, 0.3); } @Override public InteractionResult mobInteract(Player player, InteractionHand hand) { ItemStack itemstack = player.getItemInHand(hand); if (itemstack.getItem() == Items.SADDLE && !this.hasSaddle()) { if (!player.isCreative()) { itemstack.shrink(1); 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import com.vals.valscraft.entity.MountableWolfEntity; import net.minecraft.network.FriendlyByteBuf; import net.minecraft.server.level.ServerLevel; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.Entity; import net.minecraft.world.entity.player.Player; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class MountSyncPacket { private final boolean isMounted; public MountSyncPacket(boolean isMounted) { this.isMounted = isMounted; } public void encode(FriendlyByteBuf buffer) { buffer.writeBoolean(isMounted); } public static MountSyncPacket decode(FriendlyByteBuf buffer) { return new MountSyncPacket(buffer.readBoolean()); } public void handle(NetworkEvent.Context context) { context.enqueueWork(() -> { ServerPlayer player = context.getSender(); // Get the player from the context if (player != null) { // Verifies if the player has dismounted if (!isMounted) { Entity vehicle = player.getVehicle(); if (vehicle instanceof MountableWolfEntity wolf) { // Logic to remove the player as a passenger wolf.removePassenger(player); 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