Posted January 4, 201510 yr Hello Is there a way to restrict item pickup in multiplayer? This is my current code for single player. I've removed the isRemote due to testing purposes in MP: @SubscribeEvent public void itemPickup(EntityItemPickupEvent event) { ItemStack itemCurrent = event.item.getEntityItem(); if (VariableReference.isEnabled == true) { //if (!event.item.worldObj.isRemote) //{ LogHelper.info(event.item.worldObj.isRemote); if (event.entity instanceof EntityPlayer) { if(ConfigHandler.itemsDisabled.contains(UtilityHelper.item(itemCurrent))); { event.setCanceled(true); } } //} } }
January 4, 201510 yr Author I edited the code to restrict any kind of pickup: public void itemPickup(EntityItemPickupEvent event) { ItemStack itemCurrent = event.item.getEntityItem(); if (VariableReference.isEnabled == true) { //if (!event.item.worldObj.isRemote) //{ LogHelper.info(event.item.worldObj.isRemote); if (event.entity instanceof EntityPlayer) { //if(ConfigHandler.itemsDisabled.contains(UtilityHelper.item(itemCurrent))); //{ event.setCanceled(true); //} } //} } }
January 4, 201510 yr Author a) Where is VariableReference.isEnabled set? b) How did you register your EventHandler? a)In local config b)@SubscribeEvent and MinecraftForge.EVENT_BUS.register(new ItemPickupHandler()); in preInit Stage
January 4, 201510 yr Author See? If it's set in the "local" (I assume you mean client side) config, then the server will never know about it. Alright, is there a way somehow send the config to server or make the mod only and strictly dependant on local config?
January 4, 201510 yr Author Mkay, I have absolutely no clue on how to do that. I'll have a look around and will be back if I don't find anything.
January 4, 201510 yr Author I found https://github.com/coolAlias/Forge_Tutorials/blob/master/IExtendedEntityPropertiesTutorial.java tutorial, but it says that the server needs to have the mod installed too. Is there a way that does not require the server to have my mod? Cause I meant my mod as a tool or an utility mod.
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