Busti Posted November 29, 2013 Share Posted November 29, 2013 Hello, I've been trying to set up an Array in a TileEntity public boolean connect[] = {false, false, false, false, false, false}; but every time I set a new variable or every tick it magically resets itself. Is this just me derping with Java or does minecraft not like me? Busti Quote PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered. Link to comment Share on other sites More sharing options...
M3gaFr3ak Posted November 29, 2013 Share Posted November 29, 2013 could you give us the code? are you updating the value from your gui? cuz you need to change it on server side Quote Link to comment Share on other sites More sharing options...
Busti Posted November 29, 2013 Author Share Posted November 29, 2013 Its only client sided since I'm just using it for rendering. @SideOnly(Side.CLIENT) public boolean connect[] = {false, false, false, false, false, false}; @SideOnly(Side.CLIENT) public void updateSides() { for (int i = 0; i < 6; i++) { this.connect[i] = ApiXPPipe.checkForXPContainer(this.xCoord+Facing.offsetsXForSide[i], this.yCoord+Facing.offsetsYForSide[i], this.zCoord+Facing.offsetsZForSide[i], this.worldObj); } } updeteSides is called when the blocks neighbour Blocks are changed. Quote PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered. Link to comment Share on other sites More sharing options...
M3gaFr3ak Posted November 29, 2013 Share Posted November 29, 2013 you could try using a packet to change the state on the server and send dedscription packets on change, so it always is synced w/ clients, idk why it doesnt change on client if you set it... Quote Link to comment Share on other sites More sharing options...
Busti Posted November 29, 2013 Author Share Posted November 29, 2013 That would take time and why does the server need to know how to render the TE? Quote PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered. Link to comment Share on other sites More sharing options...
M3gaFr3ak Posted November 29, 2013 Share Posted November 29, 2013 since the server oftenly syncs the TE w/ the client, it's being overriden clientside with just the default vars i think. so... yeah Quote Link to comment Share on other sites More sharing options...
Busti Posted November 29, 2013 Author Share Posted November 29, 2013 Hmmm but when I set it only client sided It shouldn't do that ... Quote PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered. Link to comment Share on other sites More sharing options...
Busti Posted November 29, 2013 Author Share Posted November 29, 2013 OK! I just tested it without the @SideOnly... and it seems like its only updating the array on the server now!? EDIT1:But I dont want to send an extra Package to the server every time something changes around the block... Quote PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered. Link to comment Share on other sites More sharing options...
MineMaarten Posted November 29, 2013 Share Posted November 29, 2013 So apparently updateSides() is only called on the server side. And no you shouldn't have gotten an error or something because you're calling a @SideOnly(Side.CLIENT) annotated method because that only will be the case if you test it on a dedicated server instead of the internal SSP one. You'll then see that just the line @SideOnly(Side.CLIENT) public boolean connect[] = {false, false, false, false, false, false}; will throw an exception as the SideOnly notation only applies to the field and not it's initializer. Quote Author of PneumaticCraft, MineChess, Minesweeper Mod and Sokoban Mod. Visit www.minemaarten.com to take a look at them. Link to comment Share on other sites More sharing options...
TheGreyGhost Posted November 29, 2013 Share Posted November 29, 2013 Hi A couple of thoughts - your TileClient member variables will be reset every time the chunks are reloaded unless you add them to the constructor and save them to NBT. See for example TileEntityPiston - when/from where is your updateSides method called? - is there any reason your renderer can't just check the six adjacent blocks every time before it renders? -TGG BTW this link might help with background information about what @SideOnly does... as MineMaarten says, it's actually nothing to do with Server-side vs Client-side code. It's Client-with-integrated-server vs Dedicated Server. http://greyminecraftcoder.blogspot.com/2013/11/how-forge-starts-up-your-code.html Quote Link to comment Share on other sites More sharing options...
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