Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

getWorldName()


Recommended Posts

Hello everyone,

 

I'm making a mod to save worlds, but I need to get the world name when the player disconnects. So I have overriden the ingamemenu, here's my button:

case 100:
            	par100GuiButton.enabled = false;
                this.mc.statFileWriter.readStat(StatList.leaveGameStat, 1);
                this.mc.theWorld.sendQuittingDisconnectingPacket();
                String world = mc.theWorld.getWorldInfo().getWorldName();
                this.mc.loadWorld((WorldClient)null);
                System.out.println("World Name: " + world);
                this.mc.displayGuiScreen(new GuiUpload());
                break;

The only problem is that the worldname is always equals to "MpServer", but I need the world name to zip the folder ...

 

Thanks in advance

Link to post
Share on other sites

Yes, the client-side world name is always MpServer.

You'll have to get the server side world name.

 

Oh yeah, I feel so stupid now ><

For those who need the solution: mc.getIntegratedServer().getWorldName();

Thanks man !

Link to post
Share on other sites

Mmh sorry for the doublepost but, I have the world name but I need the Folder... I can't get it by this way and I can't just use the function "makeUsableName" because if the player has renamed the world it won't be the same folder ...

Link to post
Share on other sites

Hi

 

Just a comment -

 

mc.getIntegratedServer().getWorldName();

I reckon this will only work if the client and the server are running on the same machine.  If a client uses this, it either won't work (or might crash).

 

If you need it on the server only, it's easy

MinecraftServer.getServer().getWorldName();

 

If on the client, the client should ask the server to send it via a custom packet 250

 

http://greyminecraftcoder.blogspot.com.au/2013/10/client-side-class-linkage-map.html

http://greyminecraftcoder.blogspot.com.au/2013/10/server-side-class-linkage-map.html

http://greyminecraftcoder.blogspot.com.au/2013/10/client-server-communication-using.html

 

-TGG

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • Whenever i try to run the installer it says This application requires a java runtime environment 1.6.0 im runing windows 10
    • So I thought that I had gotten pretty far on my own but now apparently my code crashes the game. I am new to using the forge API and modding in general and some help on why this crashes the game and how to fix it would be greatly appreciated:   public class SpecialItem extends ShootableItem {      public SpecialItem(Properties properties){ super(properties); }      @Override      public Predicate<ItemStack> getInventoryAmmoPredicate() { return null; }      @Override      public int func_230305_d_() { return 15; }      public int tcount=0;      @SubscribeEvent public void ontick(TickEvent.ClientTickEvent event){            tcount++;      }      @Override      public ActionResult<ItemStack> onItemRightClick(World worldIn, PlayerEntity playerIn, Hand handIn) {      if (!playerIn.getCooldownTracker().hasCooldown(this)) {           playerIn.getCooldownTracker().setCooldown(this, 40);           Vector3d v3 = playerIn.getLook(1);           for (tcount = 0; tcount <= 40;) {                if (tcount%10 == 0 && tcount!= 40) {                     final SmallFireballEntity entitysmallfireball = new SmallFireballEntity(playerIn.getEntityWorld(), playerIn.getPosX(), playerIn.getPosY() + playerIn.getEyeHeight() - 0.4, playerIn.getPosZ(), v3.x + playerIn.getRNG().nextGaussian() * 0.05, v3.y, v3.z);                     entitysmallfireball./* shoot */func_234612_a_(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0f, 1.5f, 1.0f); worldIn.addEntity(entitysmallfireball); } } tcount = 0;                     return ActionResult.resultSuccess(playerIn.getHeldItem(handIn));            } return ActionResult.resultFail(playerIn.getHeldItem(handIn));      } }
    • I found a way to handle this, using javapoet as you suggested. For those who are interested in how it works, you can take a look at my sample here: https://github.com/DarkShadow44/compatibilitymod/tree/sourcegen Might not work with eclipse yet, but it builds properly.
    • It's fired on the logical client and logical server. Most likely you'll only need to execute the logic on the server.
    • If you're translating individual files, there's not much you can do about it. You could use the updateMappings gradlew task, but that's better for large batches of code. As for JSON item models, that is a much more complicated issue that involves layers and custom transform types. While still possible, the tradeoff isn't really worth it.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.