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Posted

Hello,

I have made a dynamic lighting system that uses pakets to send the info from a client tickhandler to the server to create and update the lightsource!

In Netty im just get the server world and used world.setLightValue(EnumSkyBlock.Block, x, y, z, 15).

In SimpleNetworkWrapper i get the world like so: ctx.getServerHandler().playerEntity.worldObj.

Now the light isn't created somehow. It has to work both client and server side.

I tested out its something with world.setLightValue and EnumSkyBlock because every other function is working!

Just in case here is my PacketHandler:

 

Registerred with:

snw.registerMessage(Light1MessageHandler.class, Light1MessageHandler.class, 3, Side.SERVER);

 

Light1MessageHandler:

http://pastebin.com/dqPLT4QK

 

Before you say its not because .updateLightByType updates the light!

Its the same without it!

 

Thanks!

  • Author

Oh realy sorry i updated the wrong class.

Its aleady changed to the another world instance.

 

Every world function working except that one.

Something messed up with EnumSkyBlock.Block.

  • Author

Yes but without the update code its supposed to make a light trail after me but its not doing it.

  • Author

Tested on client tick handler and it works.

Its only not working server side.

 

You want video proof or what?

 

  • Author

But its worked in 1.7.2.

The only problem is others cant see the light emited by me. This is why i have to use pakets.

The PlayerTickEvent is totally mess up everythig so i stayed with tickhandler.

  • Author

Okey here it is.

Registered in preInit using:

FMLCommonHandler.instance().bus().register(new DynamicLightHandler());

 

And the DynamicLightHandler class:

http://pastebin.com/7CQLqh0Y

 

I used torch only for testing purposes.

The problem is its working client side, but on the server its keeps changing the player Y pos even if im using .isRemote.

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