Jump to content

Recommended Posts

Posted

Right now EntityItem.onCollideWithPlayer is the only method that the EntityItemPickupEvent is called from and the event doesn't get sent out to the client when they pick up an item while on a non-integrated server because it's not called when the server is remote.

 

I've made an "item get" mod that will not work in SMP using the current event implementation.

 

Because of the fact the event is only called when the player collides with the entity after its delay is up, it retriggers when the player's inventory is full. Any methods using this event will run even if the player actually hasn't picked up the item, making it a misleading event.

 

In order to get the most out of this event I believe it would need a flag for successful pickup or even to be changed to only fire when an item was successfully picked up as well as carry information on the EntityItem the instant before pickup was attempted and after. Having that information fixes the issue of not knowing how much of the EntityItem was actually taken into the inventory (In the case of having 62 Fish and a full inventory, an EntityItem with a stack of 17 and only taking 2 of it, for example) and the event subscriber could easily see if the item was truly "picked up" based on if the stackSize had actually changed.

 

As for throwing the event on a server, Packet22Collect is the earliest trace of the client handling an item pickup event that I can find. It looks like the servers NetHandler does not handle the packet (unexpectedPacket method is called) while the client plays the pop sound and what have you, but it also gets rid of the entity on the WorldClient. I'm not positive it's the right packet to be looking at.

 

I don't really know what to do from here or how to dig any deeper into it. I'm also not entirely sure if the information above is absolutely correct, but I wouldn't release a mod making edits to base classes that aren't done absolutely correctly.

 

I'll still attempt to look more into it, but for now I've put this out there to get feedback.

Posted

The pickup event is specifically designed to be server side, the client really shouldn't be doing ANYTHING client side. So if you need to do something spectacular client side, then you eityher 1) are doing it wrong or 2) should probably hook into something else.

 

As for having the extra data that you need, this is fairly simple, the item is picked up AFTER the event fired, the item passed in is the full and complete item stack, and the player passed in is the player that is grabbing the item. You can use those peices of information to do whatever the hell you want.

 

As for the actual handeling, there is a flag to stop everything, as well as a flag that marks it so that the vanilla pickup {adding to the inventory} doesnt happen, yet your event can still process as it wished.

 

So in reality... I don't think this event needs to change at all.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

I understand now.

 

I expected that it would still fire if the mod was not loaded server side (since the client "picks up" the item as well), but it seems that I'll have to throw the event server side as well. Since it's a GUI I have to split up the mod into server side and client side, I suppose?

 

I feel like I'm doing unnecessary things to get this working on client and server though. I ended up sending a packet when the forge event is thrown and when the game's pickup event is thrown.

 

The client does handle them now (not properly, but it's progress), but I wonder if this was a very inefficient way to do it.

 

I've managed to work around most of it so far, so it may not be lacking in a purely technical sense, but for what I want to do (though it's probably my lack of understanding; still working on that part) it doesn't seem very friendly. I'll keep trying to get a better understanding of it.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hi, i'm really having problems trying to set the texture to my custom item. I thought i'm doing everything correctly, but all i see is the missing texture block for my item. I am trying this for over a week now and getting really frustrated. The only time i could make the texture work, was when i used an older Forge version (52.0.1) for Minecraft (1.21.4). Was there a fundamental change for textures and models somewhere between versions that i'm missing? I started with Forge 54.1.0 and had this problem, so in my frustration i tried many things: Upgrading to Forge 54.1.1, created multiple new projects, workspaces, redownloaded everything and setting things up multiple times, as it was suggested in an older thread. Therea are no errors in the console logs, but maybe i'm blind, so i pasted the console logs to pastebin anyway: https://pastebin.com/zAM8RiUN The only time i see an error is when i change the models JSON file to an incorrect JSON which makes sense and that suggests to me it is actually reading the JSON file.   I set the github repository to public, i would be so thankful if anyone could take a look and tell me what i did wrong: https://github.com/xLorkin/teleport_pug_forge   As a note: i'm pretty new to modding, this is my first mod ever. But i'm used to programming. I had some up and downs, but through reading the documentation, using google and experimenting, i could solve all other problems. I only started modding for Minecraft because my son is such a big fan and wanted this mod.
    • Please read the FAQ (link in orange bar at top of page), and post logs as described there.
    • Hello fellow Minecrafters! I recently returned to Minecraft and realized I needed a wiki that displays basic information easily and had great user navigation. That’s why I decided to build: MinecraftSearch — a site by a Minecraft fan, for Minecraft fans. Key Features So Far Straight-to-the-Point Info: No extra fluff; just the essentials on items, mobs, recipes, loot and more. Clean & Intuitive Layout: Easy navigation so you spend less time scrolling and more time playing. Optimized Search: Search for anything—items, mobs, blocks—and get results instantly. What I’m Thinking of Adding More data/information: Catch chances for fishing rod, traveling villager trades, biomes info and a lot more. The website is still under development and need a lot more data added. Community Contributions: Potential for user-uploaded tips for items/mobs/blocks in the future. Feature Requests Welcome: Your ideas could shape how the wiki evolves! You can see my roadmap at the About page https://minecraftsearch.com/about I’d love for you to check out MinecraftSearch and see if it helps you find the info you need faster. Feedback is crucial—I want to develop this further based on what the community needs most, so please let me know what you think. Thanks, and happy crafting!
    • Instructions on how to install newer Java can be found in the FAQ
    • That's just plain wrong... newer versions are much better optimised and start a lot faster than 1.8.9, both Forge and Minecraft itself. Comparing Fabric 1.21 with Forge 1.8 is like comparing apples and oranges... one's brand new and the other's over a decade old.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.