Posted August 21, 201411 yr how do i get the name of the world that the player is in I need this for Client side Minecraft.getMinecraft().thePlayer.getEntityWorld().getWorldInfo().getWorldName(); does NOT work
August 21, 201411 yr What do you mean "does NOT work"? What doesn't work? What do you get? Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
August 21, 201411 yr try "system.out.println(Minecraft.getMinecraft().thePlayer.getEntityWorld().getWorldInfo().getWorldName();" This will give you the "getWorldName".
August 21, 201411 yr Author i did that , thats how i know it dosnt work, the client returns "MpServer" event though the world name is "Borkland" I tried other single player worlds they all return the same thing this is for a tracking device and i need the world name during the public IIcon getIconIndex(ItemStack i) method, so i can set the icon to what is needed depending on the world
August 21, 201411 yr Sounds like you want something like "Overworld", or "Nether", or "End" not the actual save name. Am I correct? Try Minecraft.getMinecraft().thePlayer.getEntityWorld().provider.getDimensionName();
August 21, 201411 yr Author its the world name that i want , (it happens to be the same name as the folder [usually])
August 21, 201411 yr You can't possibly expect to know every name for every save and have a different icon for the infinite number of possibilities. What exactly is it you are trying to do and are you sure there isn't a better way to do it? Even if you're not sure if there is, someone here might know a better way than relying on a save name determined by the end user. I'm not sure I understand what you plan to do with the name you receive. (But, how you were trying to get it should have been working)
August 22, 201411 yr Author when the item is configured, a location and the name of the world is stored in the nbtcompoundtag that is done server side, so the name is being stored correctly, this IS NOT the problem, that part works properly when the item is displayed in inventory or in hand, it uses icons similar to the compass (32 of them) if you are in the world it was configured to it will point to the location it is configured to, if you are in a different world it will flick about randomly well it would , but i cant get the world name client side while rendering
August 22, 201411 yr when the item is configured, a location and the name of the world is stored in the nbtcompoundtag that is done server side, so the name is being stored correctly, this IS NOT the problem, that part works properly when the item is displayed in inventory or in hand, it uses icons similar to the compass (32 of them) if you are in the world it was configured to it will point to the location it is configured to, if you are in a different world it will flick about randomly well it would , but i cant get the world name client side while rendering So you are basically trying to save a compass/thing across worlds that holds no data in all worlds except one? Why not do the opposite, instead of trying to get names of saves, just set a boolean on the configured world to true and save that on the server. And if you're trying to share the item, e.g. pass it along with the player the same logic applies. Example: The player can take a compass on him to different saves. To do so you set a textfile that reads the playername and that he has a compass on him(or whatever other method you want to use to do this). Since the player needs to have the itemstack on him to take it with him he'll need to have it in his inventory. When exiting the save, save to the file the playername and the unique id's of each itemstack of that particular item. On loading, simply check whether the inventory of the player has those items with those id's and if he doesn't create those. And simply don't care about the configured thing. If it is, it'll read it from the server automatically and if isn't it'll be set to false on that particular server. Well, there might be easier ways, that what I came up with on the top of my head just now.
August 22, 201411 yr Author NO I am saving the data in the ItemStack NBTCompoundTag I am NOT trying to get it to work across different game saves here is a scenario I have a game running with multiple worlds world1) name: mainland type: normal Overworld world2) name: mainland_nether type: normal nether world3) name: mainland_the_end type: normal end world4) name: flatland type: flat Overworld world5) name: loonyland type: Amplified Overworld world6) name: expanse type: LargeBiome Overworld I have one of the tracker devices set to track location (world= loonyland x=1735.5 z=-456) when im in the loonyland world the device is surposed to points to the marked location when im in any other world it randomly flicks around the problem i am facing is that when rendering the screen i cannot tell which world i am in,
August 22, 201411 yr Author I'm not worried about multiplayer servers at this time, but i dont see any reason it should be a problem yes i did know that single player runs a server custom packet , yes looks like that will be the easiest solution, though knowing when to send them could be problematic, but doable "save name can change" , this is how i have been getting the world name @Override public ItemStack onItemRightClick(ItemStack i, World w, EntityPlayer p) { String wn=w.getWorldInfo().getWorldName()); ... } do worlds have a UUID ?
August 22, 201411 yr NO I am saving the data in the ItemStack NBTCompoundTag I am NOT trying to get it to work across different game saves here is a scenario I have a game running with multiple worlds world1) name: mainland type: normal Overworld world2) name: mainland_nether type: normal nether world3) name: mainland_the_end type: normal end world4) name: flatland type: flat Overworld world5) name: loonyland type: Amplified Overworld world6) name: expanse type: LargeBiome Overworld I have one of the tracker devices set to track location (world= loonyland x=1735.5 z=-456) when im in the loonyland world the device is surposed to points to the marked location when im in any other world it randomly flicks around the problem i am facing is that when rendering the screen i cannot tell which world i am in, Just to point out but those aren't worlds. Those are dimensions. Quite a different thing, so it is quite normal that we misunderstood you, especially when you were trying to get names on folders and such. Dimensions each have ids. Save those to the item and you're done. player.dimension player.worldObj.provider.dimensionId world.provider.dimensionId And if this is still not what you're looking for well, either you're on the wrong forum for the wrong game or I have completely lost you.
August 22, 201411 yr Author sorry, im used to bukkit (been using it for years), in which they are called worlds, and i have only been using forge for about 3 weeks why couldnt they have named things the same
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