Posted August 5, 201411 yr Hello, I have been having issues making my mod client/server side compatible. This is all new to me as I have never had the need for a server side of a mod. I was wondering what I would need to do -- I have heard of proxies and packets, but will those help me accomplish what I am doing? If you need more information, just ask. Best Regards, TheXFactor117 Developer of Levels and Lost Eclipse
August 5, 201411 yr This code is for telling Minecraft that we have proxies: @SidedProxy(clientSide = "com.example.ClientProxy", serverSide = "com.example.CommonProxy") public static CommonProxy proxy;
August 5, 201411 yr Author Ok, thanks for the reply. What would I put in CommonProxy and ClientProxy? Developer of Levels and Lost Eclipse
August 5, 201411 yr In ClientProxy you extends CommonProxy. ClientProxy is for functions only client-side(ex. tileentity render). CommonProxy is for ex. registering items .
August 5, 201411 yr Author In ClientProxy you extends CommonProxy. ClientProxy is for functions only client-side(ex. tileentity render). CommonProxy is for ex. registering items . Ah ok. I'll try that now. Edit: @SidedProxy is giving me an error. I put it above @Mod in the main class file. Developer of Levels and Lost Eclipse
August 6, 201411 yr Hi You may find the background info in this link helpful. It's written for 1.6.4 but the concepts are still the same. http://greyminecraftcoder.blogspot.com.au/p/list-of-topics.html See especially http://greyminecraftcoder.blogspot.com.au/2013/11/how-forge-starts-up-your-code.html and http://greyminecraftcoder.blogspot.com.au/2013/10/client-server-communication-using.html -TGG
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