Posted January 20, 201411 yr Hey all, this seems simple enough but ive tried multiple ways to no avail. In a mob spawners base logic class in the updateSpawner() method there are some particles that are always running: public void updateSpawner() { if (this.canRun()) { double d0; if (this.getSpawnerWorld().isRemote) { double d1 = (double)((float)this.getSpawnerX() + this.getSpawnerWorld().rand.nextFloat()); double d2 = (double)((float)this.getSpawnerY() + this.getSpawnerWorld().rand.nextFloat()); d0 = (double)((float)this.getSpawnerZ() + this.getSpawnerWorld().rand.nextFloat()); this.getSpawnerWorld().spawnParticle("smoke", d1, d2, d0, 0.0D, 0.0D, 0.0D); this.getSpawnerWorld().spawnParticle("flame", d1, d2, d0, 0.0D, 0.0D, 0.0D); Ive managed to get spawning to stop on redstone signal but the particles still continue. I want them to stop as well. So far I have: public void onNeighborBlockChange(World world, int par2, int par3, int par4, int par5) { TileEntityCustomSpawner te = (TileEntityCustomSpawner)world.getBlockTileEntity(par2, par3, par4); if (world.isBlockIndirectlyGettingPowered(par2, par3, par4)) { te.signal = true; } else { te.signal = false; } } in my Block class and my TE class has this: public void updateEntity() { if(this.signal == false) { this.field_98050_a.updateSpawner(); super.updateEntity(); } } As stated this stops spawning but particles still continue, can someone explain how this is the case and what I can do to stop it, ive got code blindness from staring at this problem for hours. Thanks.
January 20, 201411 yr Author ok, so i think my problem is down to desynch between server and client (ive done some digging and a lot of people hit this snag when first playing with tile entities it seems). Just so im sure this is the case I placed a print statement inside the updateSpawner method and printed the spawnDelay. This is the printout from my mobspawner: 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 20 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 20 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 19 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 19 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 20 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 18 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 19 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 17 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 16 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 18 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 15 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 17 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 14 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 16 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 13 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 15 2014-01-20 21:29:27 [iNFO] [sTDOUT] Delay 12 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 11 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 14 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 10 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 13 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 9 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 12 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 8 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 11 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 7 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 6 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 10 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 5 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 9 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 4 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 8 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 3 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 7 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 2 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 1 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 6 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 0 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 5 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 465 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 4 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 464 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 3 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 463 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 462 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 2 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 461 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 1 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 460 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 0 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 459 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 0 2014-01-20 21:29:28 [iNFO] [sTDOUT] Delay 458 now I guessed one of those is client and 1 is server. So I put the print inside the "if (this.getSpawnerWorld().isRemote)", the result was this: 2014-01-20 21:31:44 [iNFO] [sTDOUT] Delay 20 2014-01-20 21:31:44 [iNFO] [sTDOUT] Delay 19 2014-01-20 21:31:44 [iNFO] [sTDOUT] Delay 20 2014-01-20 21:31:44 [iNFO] [sTDOUT] Delay 19 2014-01-20 21:31:44 [iNFO] [sTDOUT] Delay 18 2014-01-20 21:31:44 [iNFO] [sTDOUT] Delay 17 2014-01-20 21:31:44 [iNFO] [sTDOUT] Delay 16 2014-01-20 21:31:44 [iNFO] [sTDOUT] Delay 15 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 14 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 13 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 12 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 11 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 10 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 9 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 8 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 7 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 6 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 5 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 4 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 3 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 2 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 1 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 0 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 0 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 0 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 0 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 0 2014-01-20 21:31:45 [iNFO] [sTDOUT] Delay 0 2014-01-20 21:31:46 [iNFO] [sTDOUT] Delay 0 and it stayed at 0 even though the mobspawner was still spawning. Now I have: public Packet getDescriptionPacket() { NBTTagCompound nbttagcompound = new NBTTagCompound(); this.writeToNBT(nbttagcompound); return new Packet132TileEntityData(this.xCoord, this.yCoord, this.zCoord, 1, nbttagcompound); } public void onDataPacket(INetworkManager net, Packet132TileEntityData pkt) { NBTTagCompound tag = pkt.data; readFromNBT(tag); } in my Tile Entity class and I believe they are structured correctly, is there a piece to this puzzle im missing? or something im not understanding (probably the case).
January 20, 201411 yr Author ok so it turns out that doing the below when it gets a redstone signal: TileEntityCustomSpawner spawner = (TileEntityCustomSpawner)world.getBlockTileEntity(x, y, z); spawner.getSpawnerLogic().spawnDelay = -1; then, putting this in the canRun of the spawner logic class: if(this.spawnDelay == -1) { return false; } makes everything work perfectly, I just set the spawn delay back to 20 when the redstone signal goes off. Now to test how it holds up on a server, I have a feeling it might not work so well...
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