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Posted

I am looking to update a mod from 1.6.2 single player to 1.6.4 multiplayer. Right now, it has a number of cases of attempting to make rendering calls, and makes no attempt to separate server sided from client sided.

 

Naturally, this works fine in single player. Less so on a server.

 

What do I need to know to stop rendering calls on the server? Other than playing until a crash occurs, and then patching the code that triggered the crash, is there a good way to locate render calls? And is adding @Sided() annotations where needed the best way, or is there a better way to do this?

 

Mod in question: Draco's More Decays for Mystcraft: https://github.com/Draco18s/Decaying-World

 

Jeb! The sheep! The fence pens, they do nothing still leak!

Posted

Just add @SideOnly(Side.Client) Annotation to the rendering functions.

You can see this in every rendering-related functions in minecraft, it's a common solution.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Posted

Alright, I was wondering if there was a better way; that's the only way that I know, and wanted to see if there was a better tool.

 

(And yes, I did not use the right word before.)

Jeb! The sheep! The fence pens, they do nothing still leak!

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    • Please read the FAQ and post logs as described there.
    • Upon starting the server I get; [main/ERROR] [minecraft/Main]: Failed to start the minecraft server net.minecraftforge.fml.LoadingFailedException: Loading errors encountered: [     Framework (framework) has failed to load correctly §7java.lang.NoClassDefFoundError: net/minecraft/client/gui/components/toasts/Toast ] I suspect there is a (possibly a few) client-only mods installed on my server. Any help would be appreciated! (Yes I know there are a lot of mods...) Here is the crash log:   https://paste.ee/p/pRz5mhMl#s=0
    • That's basically what the failure does, my apologies for failing to specify.  It just tries again on the next tick until it detects the entities for that chunk are loaded, and then tries to load the entity.  From there it gets into different failure states depending on what goes wrong, but in short, if the entity fails to load once the entity list becomes available, the request is cleared and must be resubmitted by the end user.  There should be few cases where that actually happens. Yes, that is my understanding of forceloading.  That's why on a successful summon, it removes the forceload.  Otherwise it does just leave the chunks loaded long term. Thank you for your help, any knowledge is useful!  I don't often mess with forceloading and my prior experience is 1.16 so I'm also a bit out of my depth haha.
    • I will have to do more research about 1.18 chunk loading. You were unclear about how your code manages with the entity load failure. If you simply used a loop, I suggest submitting a tick task to the next tick which does the same thing, checking if the entities are loaded and if so teleporting the right one else submitting another tick task etc. Also I think forceloading permanently force loads the chunk, and it only starts to unload when you make a subsequent call to mark the chunk as not forceloaded. I may be completely wrong, I dont know much about 1.18, most of my experience is 1.20. Good luck I hope you figure it out after all this time 😅
    • i managed to fix it by reinstalling the modpack and re-add all the extra mods I've had previously.
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