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Featured Replies

Forgot how to fix it, I know there's a way though.

What is happening is that it is resetting per tick.

In other words, being removed then rendered again.

  • Author

Hey, I didn't write this. I just updated it to 1.7 so that it didn't die. I'll definitely look into that Interface. I'm still getting acquainted with how all the code works. Does it have to do with my Tick Handler maybe?

  • Author

Well, in 1.6.4 (when it was ITickHandler and not events), it had this: https://github.com/iguanaman/IguanaTweaks/blob/master/src/iguanaman/iguanatweaks/IguanaTickHandler.java#L83-L86

 

Which I assume means that this tick handler is for client side only(?)

I guess I've got to being rewriting the entity data collection and storage using the interface you talked about earlier. However, does it do what I need it to do? I need it to store data about each individual entity in the world, and it appears that this needs to be attached to an entity class.

 

Also, I needed RenderTickUpdate because I'm manipulating the tick rate with a config setting (https://github.com/Parker8283/IguanaTweaks/blob/master/src/main/java/iguanaman/iguanatweaks/IguanaTickHandler.java#L45)

  • Author

Ok, so now I'm really confused. I need to manipulate the tick rate, so I would use RenderTickEvent, but that needs to manipulate the entityDataMap, so I would use what?...

Also, so I just create a class that implements the IExtendedEntityProperties, add the function to the methods that I need, then attach them how in the EntityConstructing event?

  • Author

Well, I hope that the IExtendedEntityProperties solves the need to figure out how to use the entityDataMap. What I meant was that I'm manipulating "How often the speed of entities are calculated (in ticks)."

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