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IExtendedEntityProperties not saving after death


starwarsmace

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Hello people. For my mod I made an extended properties for a player and I store my properties in my common proxy for the players death.(Following CoolAlias's tutorial: http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-1-7-2-1-6-4-eventhandler-and ). But when the player does die and respawn it doesnt work.

 

Extended Player Class:

public class ExtendedPlayer implements IExtendedEntityProperties {

public final static String EXT_PROP_NAME = "ExtendedPlayer";
private final EntityPlayer player;
private int gold;
private int elixer;
private int gold_storage;
private int elixer_storage;
private boolean flag;

public ExtendedPlayer(EntityPlayer player)
{
this.player = player;
this.elixer=0;
this.gold=0;
this.gold_storage=0;
this.elixer_storage=0;
this.flag=false;
}
@Override
public void init(Entity entity, World world) {

}
@Override
public void saveNBTData(NBTTagCompound properties) {
	NBTTagCompound compound = new NBTTagCompound(); 
	compound.setInteger("Elixer",this.elixer);
	compound.setInteger("Gold", this.gold);
	compound.setInteger("Gold_Storage", this.gold_storage);
	compound.setInteger("Elixer_Storage", this.elixer_storage);
	compound.setBoolean("Flag", this.flag);

	compound.setTag(EXT_PROP_NAME, compound);
}

@Override
public void loadNBTData(NBTTagCompound properties) {
	NBTTagCompound compound = (NBTTagCompound) properties.getCompoundTag(EXT_PROP_NAME);
	this.gold=compound.getInteger("Gold");
	this.elixer=compound.getInteger("Elixer");
	this.gold_storage=compound.getInteger("Gold_Storage");
	this.elixer_storage=compound.getInteger("Elixer_Storage");
	this.flag=compound.getBoolean("Flag");
}
public static final void register(EntityPlayer player)
{
player.registerExtendedProperties(ExtendedPlayer.EXT_PROP_NAME, new ExtendedPlayer(player));
}
public static final ExtendedPlayer get(EntityPlayer player)
{
	return (ExtendedPlayer) player.getExtendedProperties(EXT_PROP_NAME);
}



public void changeResources(int id,int change){
	if (id==0){
		this.elixer=elixer+change;
	}
	if(id==1){
		this.gold=gold+change;
	}
}
public void changeStorage(int id,int change){
	if (id==0){
		this.elixer_storage=change;
	}
	if(id==1){
		this.gold_storage=change;
	}
}
public int getResources(int id){
	int resource = 0;
	if (id==0){
		resource=this.elixer;
	}
	if(id==1){
		resource=this.gold;
	}
	return resource;
}
public int getStorage(int id){
	int resource=0;
	if (id==0){
		resource=this.elixer_storage;
	}
	if(id==1){
		resource=this.gold_storage;
	}
	return resource;
}
public void changeFlag(boolean par1){
	this.flag=par1;
}
public boolean getFlag(){
	return this.flag;
}
private static final String getSaveKey(EntityPlayer player) {
	// no longer a username field, so use the command sender name instead:
	return player.getCommandSenderName() + ":" + EXT_PROP_NAME;
}
public static void saveProxyData(EntityPlayer player) {
	ExtendedPlayer playerData = ExtendedPlayer.get(player);
	NBTTagCompound savedData = new NBTTagCompound();

	playerData.saveNBTData(savedData);
	// Note that we made the CommonProxy method storeEntityData static,
	// so now we don't need an instance of CommonProxy to use it! Great!
	CommonProxyCoc.storeEntityData(getSaveKey(player), savedData);
}

	/**
	* This cleans up the onEntityJoinWorld event by replacing most of the code
	* with a single line: ExtendedPlayer.loadProxyData((EntityPlayer) event.entity));
	*/
	public static void loadProxyData(EntityPlayer player) {
	ExtendedPlayer playerData = ExtendedPlayer.get(player);
	NBTTagCompound savedData = CommonProxyCoc.getEntityData(getSaveKey(player));

	if(savedData != null) {
		playerData.loadNBTData(savedData);
	}

	ClashOfCraft.packetPipeline.sendTo(new SyncPlayerPropsPacket(player), (EntityPlayerMP) player);
}

}

 

EventHandler:

 

public class RegularEventHandler {
//	public boolean collect;
//	public EntityPlayer player;
@SubscribeEvent
public void onEntityConstructing(EntityConstructing event){
	if (event.entity instanceof EntityPlayer && ExtendedPlayer.get((EntityPlayer) event.entity) == null){
		ExtendedPlayer.register((EntityPlayer) event.entity);
	}
}
@SubscribeEvent
public void onLivingDeathEvent(LivingDeathEvent event){

	if (!event.entity.worldObj.isRemote && event.entity instanceof EntityPlayer){
		ExtendedPlayer.saveProxyData((EntityPlayer) event.entity);

	}
}

// we already have this event, but we need to modify it some
@SubscribeEvent
public void onEntityJoinWorld(EntityJoinWorldEvent event){
	if (!event.entity.worldObj.isRemote && event.entity instanceof EntityPlayer){
		ExtendedPlayer.loadProxyData((EntityPlayer)	 event.entity);
		ClashOfCraft.packetPipeline.sendTo(new SyncPlayerPropsPacket(), (EntityPlayerMP) event.entity);
	}
}

 

CommonProxy:

 

public class CommonProxyCoc implements IGuiHandler{
private static final Map<String, NBTTagCompound> extendedEntityData = new HashMap<String, NBTTagCompound>();
public void registerRenderers() {

}
public static void storeEntityData(String name, NBTTagCompound compound) {
	extendedEntityData.put(name, compound);
}

	/**
	 */
public static NBTTagCompound getEntityData(String name) {
	return extendedEntityData.remove(name);
}
	@Override
	public Object getServerGuiElement(int ID, EntityPlayer player,World world, int x, int y, int z) {
		return null;
	}
	@Override
	public Object getClientGuiElement(int ID, EntityPlayer player,World world, int x, int y, int z) {
		if(ID==GuiBasic.GUI_ID){
			EntityGoldMine mine =new EntityGoldMine(world);
			GuiBasic gui=new GuiBasic((EntityGoldMine) world.getEntityByID(x));
			return gui;
		}else{
			return null;
		}

	}

}


 

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Remove all that "saveProxyData" stuff. It is obsolete and not needed anymore.

Subscribe to the

PlayerEvent.Clone

event. In there you have to copy the data from the old player (

event.original

) to the new player (

event.player

). The easiest, but not the most efficient, method would be something like this:

 

void onClone(PlayerEvent.Clone event) {
    NBTTagCompound temp = new NBTTagCompound();
    event.original.getExtendedProperties(<myPropsID>).saveNBTData(temp);
    event.player.getExtendedProperties(<myPropsID>).loadNBTData(temp);
}

 

Unfortanutly that didn't work. Should I try saving it with the saveNBTData in my extended player class?

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Not sure what you mean. Show your IEEP class and your event handler.

 

Extended Player:

public class ExtendedPlayer implements IExtendedEntityProperties {

public final static String EXT_PROP_NAME = "ExtendedPlayer";
private final EntityPlayer player;
private int gold;
private int elixer;
private int gold_storage;
private int elixer_storage;
private boolean flag;

public ExtendedPlayer(EntityPlayer player)
{
this.player = player;
this.elixer=0;
this.gold=0;
this.gold_storage=0;
this.elixer_storage=0;
this.flag=false;

}
@Override
public void init(Entity entity, World world) {

}
@Override
public void saveNBTData(NBTTagCompound properties) {
	NBTTagCompound compound = new NBTTagCompound(); 
	compound.setInteger("Elixer",this.elixer);
	compound.setInteger("Gold", this.gold);
	compound.setInteger("Gold_Storage", this.gold_storage);
	compound.setInteger("Elixer_Storage", this.elixer_storage);
	compound.setBoolean("Flag", this.flag);

	compound.setTag(EXT_PROP_NAME, compound);
}

@Override
public void loadNBTData(NBTTagCompound properties) {
	NBTTagCompound compound = (NBTTagCompound) properties.getCompoundTag(EXT_PROP_NAME);
	this.gold=compound.getInteger("Gold");
	this.elixer=compound.getInteger("Elixer");
	this.gold_storage=compound.getInteger("Gold_Storage");
	this.elixer_storage=compound.getInteger("Elixer_Storage");
	this.flag=compound.getBoolean("Flag");
}
public static final void register(EntityPlayer player)
{
player.registerExtendedProperties(ExtendedPlayer.EXT_PROP_NAME, new ExtendedPlayer(player));
}
public static final ExtendedPlayer get(EntityPlayer player)
{
	return (ExtendedPlayer) player.getExtendedProperties(EXT_PROP_NAME);
}



public void changeResources(int id,int change){
	if (id==0){
		this.elixer=elixer+change;
	}
	if(id==1){
		this.gold=gold+change;
	}
}
public void changeStorage(int id,int change){
	if (id==0){
		this.elixer_storage=change;
	}
	if(id==1){
		this.gold_storage=change;
	}
}
public int getResources(int id){
	int resource = 0;
	if (id==0){
		resource=this.elixer;
	}
	if(id==1){
		resource=this.gold;
	}
	return resource;
}
public int getStorage(int id){
	int resource=0;
	if (id==0){
		resource=this.elixer_storage;
	}
	if(id==1){
		resource=this.gold_storage;
	}
	return resource;
}
public void changeFlag(boolean par1){
	this.flag=par1;
}
public boolean getFlag(){
	return this.flag;
}

public static void sync(EntityPlayer player) {

	ClashOfCraft.packetPipeline.sendTo(new SyncPlayerPropsPacket(player), (EntityPlayerMP) player);
}

}

 

Event Handler:

 

public class RegularEventHandler {
//	public boolean collect;
//	public EntityPlayer player;
@SubscribeEvent
public void onEntityConstructing(EntityConstructing event){
	if (event.entity instanceof EntityPlayer && ExtendedPlayer.get((EntityPlayer) event.entity) == null){
		ExtendedPlayer.register((EntityPlayer) event.entity);
	}
}
@SubscribeEvent
public void onLivingDeathEvent(LivingDeathEvent event){

}
// we already have this event, but we need to modify it some
@SubscribeEvent
public void onEntityJoinWorld(EntityJoinWorldEvent event){

}
@SubscribeEvent
public void onClone(PlayerEvent.Clone event) {
    NBTTagCompound temp = new NBTTagCompound();
    event.original.getExtendedProperties(ExtendedPlayer.EXT_PROP_NAME).saveNBTData(temp);
    event.entityPlayer.getExtendedProperties(ExtendedPlayer.EXT_PROP_NAME).loadNBTData(temp);
    ExtendedPlayer.sync(event.entityPlayer);
}
}

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Your saveNBTData method is broken. Look closely at the last line. You never save anything to the player's NBT.

Not sure what you mean. Can you explain more? Thanks.

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properties

is the NBTTagCompound that gets saved to disk. You never store anything into it.

 

Wait in this :

public void saveNBTData(NBTTagCompound properties) {
	NBTTagCompound compound = new NBTTagCompound(); 
	compound.setInteger("Elixer",this.elixer);
	compound.setInteger("Gold", this.gold);
	compound.setInteger("Gold_Storage", this.gold_storage);
	compound.setInteger("Elixer_Storage", this.elixer_storage);
	compound.setBoolean("Flag", this.flag);

	compound.setTag(EXT_PROP_NAME, compound);
}

I save it to the compound I make. And properties is just a parameter name right?

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Yes, you create a new NBTTagCompound named "compound". Then you store data into it. Then your method exits and the Garbage collector takes care of the object. It never goes anywhere.

But didn't I use a load function in which I get the compund tag which I set back in my save function?

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Your last line is wrong - it should be 'properties.setTag(EXT_PROP_NAME, compound);' rather than 'compound.setTag(EXT_PROP_NAME, compound);'

 

Personally, I think you may have confused yourself by naming your parameter 'properties' here:

public void saveNBTData(NBTTagCompound properties) {

 

That tag compound is NOT your properties, it is the tag compound given to you to which you are going to add the new tag storing your properties. I would have swapped the names 'properties' and 'compound' - semantics, but names are powerful.

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Your last line is wrong - it should be 'properties.setTag(EXT_PROP_NAME, compound);' rather than 'compound.setTag(EXT_PROP_NAME, compound);'

 

Personally, I think you may have confused yourself by naming your parameter 'properties' here:

public void saveNBTData(NBTTagCompound properties) {

 

That tag compound is NOT your properties, it is the tag compound given to you to which you are going to add the new tag storing your properties. I would have swapped the names 'properties' and 'compound' - semantics, but names are powerful.

Oh....................

Oops.

Well I tried this.

And it still didn't work when I killed myself.

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Show your updated IEEP code.

Here

ublic class ExtendedPlayer implements IExtendedEntityProperties {

public final static String EXT_PROP_NAME = "ExtendedPlayer";
private final EntityPlayer player;
private int gold;
private int elixer;
private int gold_storage;
private int elixer_storage;
private boolean flag;

public ExtendedPlayer(EntityPlayer player)
{
this.player = player;
this.elixer=0;
this.gold=0;
this.gold_storage=0;
this.elixer_storage=0;
this.flag=false;

}
@Override
public void init(Entity entity, World world) {

}
@Override
public void saveNBTData(NBTTagCompound properties) {
	NBTTagCompound compound = new NBTTagCompound(); 
	compound.setInteger("Elixer",this.elixer);
	compound.setInteger("Gold", this.gold);
	compound.setInteger("Gold_Storage", this.gold_storage);
	compound.setInteger("Elixer_Storage", this.elixer_storage);
	compound.setBoolean("Flag", this.flag);

	properties.setTag(EXT_PROP_NAME, compound);
}

@Override
public void loadNBTData(NBTTagCompound properties) {
	NBTTagCompound compound = (NBTTagCompound) properties.getCompoundTag(EXT_PROP_NAME);
	this.gold=compound.getInteger("Gold");
	this.elixer=compound.getInteger("Elixer");
	this.gold_storage=compound.getInteger("Gold_Storage");
	this.elixer_storage=compound.getInteger("Elixer_Storage");
	this.flag=compound.getBoolean("Flag");
}
public static final void register(EntityPlayer player)
{
player.registerExtendedProperties(ExtendedPlayer.EXT_PROP_NAME, new ExtendedPlayer(player));
}
public static final ExtendedPlayer get(EntityPlayer player)
{
	return (ExtendedPlayer) player.getExtendedProperties(EXT_PROP_NAME);
}



public void changeResources(int id,int change){
	if (id==0){
		this.elixer=elixer+change;
	}
	if(id==1){
		this.gold=gold+change;
	}
}
public void changeStorage(int id,int change){
	if (id==0){
		this.elixer_storage=change;
	}
	if(id==1){
		this.gold_storage=change;
	}
}
public int getResources(int id){
	int resource = 0;
	if (id==0){
		resource=this.elixer;
	}
	if(id==1){
		resource=this.gold;
	}
	return resource;
}
public int getStorage(int id){
	int resource=0;
	if (id==0){
		resource=this.elixer_storage;
	}
	if(id==1){
		resource=this.gold_storage;
	}
	return resource;
}
public void changeFlag(boolean par1){
	this.flag=par1;
}
public boolean getFlag(){
	return this.flag;
}

public static void sync(EntityPlayer player) {

	ClashOfCraft.packetPipeline.sendTo(new SyncPlayerPropsPacket(player), (EntityPlayerMP) player);
}

}

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Hrm, I can't see anything wrong with it on a first glance. Does your data save when you exist the world and rejoin? If so, please show your event handler again and where you register it.

No it does not save when I exit the world and rejoin. I can show the event handler if you want again.

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No it does not save when I exit the world and rejoin. I can show the event handler if you want again.

That's what he already asked you to do... no one can help you if you don't show your code.

Sorry.

 

@SubscribeEvent
public void onEntityConstructing(EntityConstructing event){
	if (event.entity instanceof EntityPlayer && ExtendedPlayer.get((EntityPlayer) event.entity) == null){
		ExtendedPlayer.register((EntityPlayer) event.entity);
	}
}
@SubscribeEvent
public void onLivingDeathEvent(LivingDeathEvent event){

}
// we already have this event, but we need to modify it some
@SubscribeEvent
public void onEntityJoinWorld(EntityJoinWorldEvent event){

}
@SubscribeEvent
public void onClone(PlayerEvent.Clone event) {
    NBTTagCompound temp = new NBTTagCompound();
    event.original.getExtendedProperties(ExtendedPlayer.EXT_PROP_NAME).saveNBTData(temp);
    event.entityPlayer.getExtendedProperties(ExtendedPlayer.EXT_PROP_NAME).loadNBTData(temp);
    ExtendedPlayer.sync(event.entityPlayer);
}



}

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Ok, that is weird. How did you diagnose that it does not save when you save and relog?

I added some gold to my extended properties and I saw the change. And then I exited the world and then came back on and it was gone. To check this I was using a gui could it be I didn't sync it when I reloged. Ill go check with the console and see if that changes anything.

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Ok, that is weird. How did you diagnose that it does not save when you save and relog?

I added some gold to my extended properties and I saw the change. And then I exited the world and then came back on and it was gone. To check this I was using a gui could it be I didn't sync it when I reloged. Ill go check with the console and see if that changes anything.

Nope it wasnt a syncing problem the console didn't show it saved either.

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Hello guys. Well I found something out. I call my init everytime the class is called. And I say in my init that the variable is equel to 0. Is there a way to call the gold=0 only the first time the player enters the world and then later keep it as is?

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Well I have just got some code from a friend. And it works but I have NO idea how.

 

EntityGoldMine

public class EntityGoldMine extends EntityLiving{
public int level;
public int effeciancy;
public int capacity;
public static int full;
public int tick;
public boolean isUpgrading;
public static int goldMath;

public String name;

public EntityGoldMine(World p_i1582_1_) {
	super(p_i1582_1_);

}
public void setOwnerName(String par1){
	this.name=par1;
}
  
public void entityInit(){
	this.effeciancy=1;
	this.level=1;
	this.capacity=500;
	this.full=0;
	this.tick=0;
	this.isUpgrading=false;
	super.entityInit();

}
protected void applyEntityAttributes()
    {
        super.applyEntityAttributes();
        this.getEntityAttribute(SharedMonsterAttributes.maxHealth).setBaseValue(30.0D);
        
    }
public boolean canDespawn(){
	return false;
}
  public void writeEntityToNBT(NBTTagCompound tag)
    {
	super.writeEntityToNBT(tag);

	tag.setInteger("Level", this.level);
	tag.setInteger("Effeciany", this.effeciancy);
	tag.setInteger("Capacity", this.capacity);
	tag.setInteger("Full",this.full);
	tag.setString("Owner", this.name);

    }
public void readEntityFromNBT(NBTTagCompound tag) {
	super.readEntityFromNBT(tag);
	this.level=tag.getInteger("Level");
	this.effeciancy=tag.getInteger("Effeciany");
	this.capacity=tag.getInteger("Capacity");
	this.full=tag.getInteger("Full");
	this.name=tag.getString("Owner");
}

public void onEntityUpdate(){

	switch(level){
		case 1:this.capacity=500;
		this.effeciancy=1;	
		break;

		case 2:this.capacity=1000;
		this.effeciancy=3;
	}
	if(this.worldObj.isRemote==true){
		if(this.full<this.capacity){
			if(this.isUpgrading==false){
				tick++;
			}
			if(tick==20){
				this.full++;
				this.tick=0;
			}
		}
	}
	super.onEntityUpdate();
}
public void collect(EntityPlayer par1){
	EntityPlayer player=par1;
	ExtendedPlayer data=ExtendedPlayer.get(player);
	data.changeResources(1, this.full);
	System.out.println("The button has been pressed!");
	this.goldMath = goldMath + full;
	this.full=0;
}
 protected boolean interact(EntityPlayer player)
 {	

	 player.openGui(ClashOfCraft.instance, 20, player.worldObj, (int)this.getEntityId(), (int)player.posY,(int) player.posZ);


     return true;
 }

 

ExtendedPlayer

 

And this is the part I find wierd in here he says

{
this.player = player;
this.elixer=0;
this.gold=EntityGoldMine.goldMath;
this.gold_storage=0;
this.elixer_storage=0;

}

How the heck does EntityGoldMine.goldMath work????????

Doesnt that make a new object and take it from there.

But somehow  it works

Anyone know how.

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Static variables? That sounds like a very bad idea.

Getters and setters would be better right? <---- I dont know why I said that.

And also how does the EntityGoldMine.goldmath work. Doesnt it make a new object and then take goldmath (which is 0 because its a new object) and then deletes the object. Or does it not work like that?

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No, that is not how static fields work. You should read up on what static means.

Ok I went and saw what it is. And that is totally not what we want. So how can we do it so that variales not static?

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Don't use the static keyword then...

Could you please describe what you are actually trying to achieve here?

To save the players data after death and after reloging into the world. Its seems like it has something to do when I initalize the variable.

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Are you sure the variables are read and written to NBT correctly? (Use println statements and an NBT editor to see if the data is stored).

If that is correct, your syncing is broken (I suspect it).

Will check.

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Welll actually I am sure that everything is being saved and read. Because when my friend put the code. Even though static is a bad way of doing things it saved it and loaded the numbers fine. And there was no syncing being changed there. So it must be my variable is not initialized or something?

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You need to stop with that vague shit. Give me code and console output to prove what you have done and what happens.

Or a proper git repo so I can do things myself.

1.Sorry about that.

2. didnt change any code so the code is on the thread already.

3. Heres a github anyway.  https://github.com/starwarsmace/Clash-of-Craft/

 

4.And I put a println statement in onLivingUpdateEvent and it reset to 0 after I respawned or reloged.

@SubscribeEvent
public void onLivingUpdateEvent(LivingUpdateEvent event){
	if(event.entity!=null && event.entity instanceof EntityPlayer){

		ExtendedPlayer player = ExtendedPlayer.get((EntityPlayer) event.entity);
		System.out.println("Gold: "+player.getResources(1));
	}
}

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    • Hallo all! I'm working on a custom mod pack for a few friends an I. However, whenever I launch it, it crashes and returns this error code. It appears to be crashing while trying to render some sprites from different mods, but I can't find a way to fix this.      The game crashed whilst stitching Error:      net.minecraft.client.renderer.texture.StitcherException:      Unable to fit: minecolonies:entity/citizen/nether/noblemale3_b - size: 128x64 -      Maybe try a lower resolution resourcepack? Here's the pastebin of the crash report: https://pastebin.com/17hgAPFS
    • when i join it looks normal until i look a mob or i have some thing in my hand and my screen starts turning different colors when i look around. i can see my inventory and the menu but not mobs or blocks in my hand I've tried to turn off the anti virus  uninstall and reinstalling the best driver  going back from version 20 to 8 and putting a ton of ram into minecraft. if i could get any help. thank you
    • Hi fellow minecrafter,   We've got exciting news from the Pacific Laboratory for Artificial Intelligence (PLAI) at UBC! We're merging the worlds of Minecraft and AI research, and you're invited to join through our platform, plaicraft.ai, to aid our data collection process. It's not just playing games; it's contributing to cutting-edge AI research.   BetterStructures and more!!: We want to make the server as fun as possible for everyone so we recently added a bunch of structural plugins that adds over a hundred of new structures and sites for you to explore and challenge. We are also working on PVP, bedwars and skyblock content, which will make the server even more fun!   Here’s how you can get involved! -Register on plaicraft.ai with your email(you can fake one, as long as you can receive email from it it's fine). -Complete a consent form. -Play Minecraft and contribute to science! (all you need is a Chrome browser and a steady internet, you'll be playing on VM)   Why You Should Participate? -Support AI Research: Your gameplay directly contributes to important AI advancements.  -Free Minecraft Access: Enjoy the game without any cost. -We have shaders and a bunch of cool mods loaded on our instances  -Great Community: Our server currently has a fantastic community, with many awesome players you can meet.   Elephant in the room: Now I want to address some obvious concerns, I sure did a good job making us sound like a scam by the above content. I know that the "free Minecraft" thing has always been taboo in the Minecraft community. So how can I prove to you that this is not a scam? - The easiest way and most official way is that we are approved by the University of British Columbia ethics board, our BREB number is H23-02389. You can verify this case number yourself. - The harder way is that I'll explain the technical details of this project and why we choose to provide free Minecraft. So the goal of this project is very similar to the paper MineDojo or MineRL, we want to collect a multi-modal dataset that consists of video, audio, keyboard and mouse movement. Minecraft has been a very important simulation environment for the ML community and there are tons of papers related to it. Now we obviously don't have enough money like those big tech companies who can just pay people to play, so we have to turn to the Minecraft community. To record all the data mentioned, there needs to be a lot of setup and coding, and it's definitely impossible for us to ask people to run these recording programs on their personal computers. So we carefully configured the AWS EC2 instance to run Minecraft alongside the programs. And that's where and why we also provide you with free Minecraft licenses, of course, we are not giving the account to you, just allowing you to be able to play Minecraft on these instances. You might ask, "Why can't I log in with my account on the instances?", that's because first login with your personal Minecraft account is another privacy risk; second not all our target audiences have an account; and lastly we restricted a lot on what you can do on the instance, basically all you can do is play Minecraft and that's all the data we want, allowing you to log in will make things complicated to control.   For more information on the project and the team, visit Dr. Frank Wood’s website or follow @frankdonaldwood on Twitter. You can also learn more about PLAI lab research on our website (just search ubc plai). Join us in transforming your gaming experience into a meaningful contribution to AI research. Let’s push the boundaries of what gaming can achieve together! Happy plaiing!   Best,  The PLAI Team
    • The mod has improved a lot from yesterday just 1 last issue  Here's the crash report- https://pastebin.com/k2A1BAKn   Please help, Thanks.
    • Take Your Gaming Experience to the Next Level with These Essential Tools   If you're a Minecraft enthusiast, you've likely experienced the need to customize your world and server to make it more exciting and challenging. Fortunately, there's a perfect solution for you: https://menzatyx.xyz, the website that offers a wide selection of free and pre-configured Minecraft plugins. At https://menzatyx.xyz, you'll find a diverse range of plugins that will allow you to take your gaming experience to the next level. From server management tools to mods that add new functionalities, each of these plugins has been carefully selected and configured, so you can enjoy a more personalized and thrilling Minecraft experience. One of the primary benefits of using these pre-configured plugins is the ease of implementation. You no longer have to spend hours configuring and adjusting each individual plugin. Simply download the package that best suits your needs, and you're good to go! You'll be able to enjoy all the features and improvements without investing too much time and effort. From plugins that enhance the security of your server to mods that add new game modes, the variety offered by https://menzatyx.xyz is impressive. Moreover, as these are free plugins, you can access these tools without spending a single penny. It's the perfect opportunity to take your Minecraft experience to the next level without affecting your wallet! Whether you're a casual player or an experienced server administrator, at https://menzatyx.xyz you'll find the Minecraft plugins you need to personalize and enhance your game. Visit the website now and discover how you can transform your Minecraft world into something unique and thrilling!
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