Jump to content

Recommended Posts

Posted

Hello, I'm experiencing an issue with two tags of mine changing their value apparently randomly. We're talking about a long  and a boolean. Moreover, it appears that both values are getting changed OUTSIDE of my code, perhaps meaning something is happening in the vanilla code.

The idea here is that a special ability for the armour can to be activated through a key bind every 180s (3600 ticks) lasting for only 10 seconds (200 ticks). However, it's not key bindings I'm having issues with, the problem I'm having is with the lastUsage and isEffectActive tags which seem to be changing, somewhere, somehow.

 

Here is the class where most of the logic is happening: https://github.com/DrNickenstein/Rework-mod/blob/main/src/main/java/io/github/drnickenstein/reworkmod/items/wearables/armour/AmethystChestplate.java

Here is the class where everything starts, calling the activateEffects method of the class: https://github.com/DrNickenstein/Rework-mod/blob/main/src/main/java/io/github/drnickenstein/reworkmod/handler/ClientForgeHandler.java

And here is the latest.log: https://pastebin.com/MZdDK3sz

Particularly, this is the section of the log where I'm printing the value of the isEffectActive tag and as you can see the way it is changing is quite odd.

key pressed
set is full
Effect applied.
tick start, isEffectActive: false
tick end, isEffectActive: false
activateEffects call ending. true
tick start, isEffectActive: true
Invulnerability set
isEffect active if, isEffectActive: true
tick end, isEffectActive: true
tick start, isEffectActive: true
Invulnerability set
isEffect active if, isEffectActive: true
tick end, isEffectActive: true
tick start, isEffectActive: true
Invulnerability set
isEffect active if, isEffectActive: true
tick end, isEffectActive: true
tick start, isEffectActive: false
tick end, isEffectActive: false
tick start, isEffectActive: false
tick end, isEffectActive: false
tick start, isEffectActive: true
Invulnerability set
isEffect active if, isEffectActive: true
tick end, isEffectActive: true
tick start, isEffectActive: false
tick end, isEffectActive: false
tick start, isEffectActive: true
Invulnerability set
isEffect active if, isEffectActive: true
tick end, isEffectActive: true
tick start, isEffectActive: false
tick end, isEffectActive: false
tick start, isEffectActive: true
Invulnerability set
isEffect active if, isEffectActive: true
tick end, isEffectActive: true
tick start, isEffectActive: true
Invulnerability set
isEffect active if, isEffectActive: true
tick end, isEffectActive: true
tick start, isEffectActive: false
tick end, isEffectActive: false
tick start, isEffectActive: false
tick end, isEffectActive: false

If there is anything I could optimize/do in a better way or anything I should specify, please let me know :) Thanks in advance!

Posted

You know the inventoryTick is called on both the client and server?

 

And you shouldn''t have any mutable data in singletons.

I don't understand why you have it since it just seems to be redundantly storing the game time?

 

But your biggest problem is you shouldn't be doing this logic on the client.

From the code you posted, it looks like the server never knows about your changes?

It would be unsuprising that when the server decides to send inventory updates to the client, it reverts to the uninitialised data from the server.

https://forge.gemwire.uk/wiki/Sides

When the key is pressed, you should send a network message to the server and change all state there.

https://docs.minecraftforge.net/en/latest/networking/

The server is the definitive storage of game state. Making the player invulnerable on the client would be a ghost modification that has no real effect.

 

I would also guess the correct place for that cooldown is the player not the item?

https://forge.gemwire.uk/wiki/Capabilities

Or do you intend to allow to let users accumulate multiple items and switch between them when each cooldown ends?

 

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted
16 minutes ago, warjort said:

You know the inventoryTick is called on both the client and server?

 

And you shouldn''t have any mutable data in singletons.

I don't understand why you have it since it just seems to be redundantly storing the game time?

 

But your biggest problem is you shouldn't be doing this logic on the client.

From the code you posted, it looks like the server never knows about your changes?

It would be unsuprising that when the server decides to send inventory updates to the client, it reverts to the uninitialised data from the server.

https://forge.gemwire.uk/wiki/Sides

When the key is pressed, you should send a network message to the server and change all state there.

https://docs.minecraftforge.net/en/latest/networking/

The server is the definitive storage of game state. Making the player invulnerable on the client would be a ghost modification that has no real effect.

 

I would also guess the correct place for that cooldown is the player not the item?

https://forge.gemwire.uk/wiki/Capabilities

Or do you intend to allow to let users accumulate multiple items and switch between them when each cooldown ends?

 

Hello

 

Oh I didn't know that sir

The currentTime is there because I thought it would be more readable if I had that instead of always doing level.getGameTime. it doesn't matter that it's a mutable variable in a singleton since the game time is the same for everything anyway. I can remove it though if if really is useless

Hmmm in this case may I also just check if it's on the server and then do the same logic?

I read a little into that Capability thing and it's not quite clear what that is for but I'll look into it properly later, it may be useful, thanks

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hi,  I'm using Forge 47.3.0 for Minecraft 1.20.1 I apologise if this is obvious I am very new to modding for Minecraft. I sucessfully made a mod that launched without errors or crashes (without it doing anything) but in order to add the features I need, I need to add "Custom Portal API [Forge]" as a dependency. However no matter the way I've tried to acheive this, it crashes. I am pretty sure it's not the way I'm putting it in the repositories, the dependencies or the way I'm refrencing it, as I've a hundred diffrent combinations and multiple Maven methods. And on all those diffrent variations I still get this crash: pastebin.com/UhumzZCZ Any tips would be invaluable as I've been loosing my mind over this!
    • Hi, i'm really having problems trying to set the texture to my custom item. I thought i'm doing everything correctly, but all i see is the missing texture block for my item. I am trying this for over a week now and getting really frustrated. The only time i could make the texture work, was when i used an older Forge version (52.0.1) for Minecraft (1.21.4). Was there a fundamental change for textures and models somewhere between versions that i'm missing? I started with Forge 54.1.0 and had this problem, so in my frustration i tried many things: Upgrading to Forge 54.1.1, created multiple new projects, workspaces, redownloaded everything and setting things up multiple times, as it was suggested in an older thread. Therea are no errors in the console logs, but maybe i'm blind, so i pasted the console logs to pastebin anyway: https://pastebin.com/zAM8RiUN The only time i see an error is when i change the models JSON file to an incorrect JSON which makes sense and that suggests to me it is actually reading the JSON file.   I set the github repository to public, i would be so thankful if anyone could take a look and tell me what i did wrong: https://github.com/xLorkin/teleport_pug_forge   As a note: i'm pretty new to modding, this is my first mod ever. But i'm used to programming. I had some up and downs, but through reading the documentation, using google and experimenting, i could solve all other problems. I only started modding for Minecraft because my son is such a big fan and wanted this mod.
    • Please read the FAQ (link in orange bar at top of page), and post logs as described there.
    • Hello fellow Minecrafters! I recently returned to Minecraft and realized I needed a wiki that displays basic information easily and had great user navigation. That’s why I decided to build: MinecraftSearch — a site by a Minecraft fan, for Minecraft fans. Key Features So Far Straight-to-the-Point Info: No extra fluff; just the essentials on items, mobs, recipes, loot and more. Clean & Intuitive Layout: Easy navigation so you spend less time scrolling and more time playing. Optimized Search: Search for anything—items, mobs, blocks—and get results instantly. What I’m Thinking of Adding More data/information: Catch chances for fishing rod, traveling villager trades, biomes info and a lot more. The website is still under development and need a lot more data added. Community Contributions: Potential for user-uploaded tips for items/mobs/blocks in the future. Feature Requests Welcome: Your ideas could shape how the wiki evolves! You can see my roadmap at the About page https://minecraftsearch.com/about I’d love for you to check out MinecraftSearch and see if it helps you find the info you need faster. Feedback is crucial—I want to develop this further based on what the community needs most, so please let me know what you think. Thanks, and happy crafting!
    • Instructions on how to install newer Java can be found in the FAQ
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.