Jump to content

Recommended Posts

Posted

Title pretty much sums up the issue I'm having. I've gotten the chunks to stay loaded (I know it's loaded because I set up a furnace to smelt a stack, got well out of chunk load range, easily +2000 blocks away, and when I tp'd back the stack of cobble was nearly smelted. That and I put a debug System.out.println to print "update" if the entity was updating, which can only happen if it is loaded.)

 

My problem comes in when I teleport to this loaded chunk. The chunks around it don't appear to render until I walk around on them and break/place blocks. I don't fall through the world, and I can see the outline of the block I'm pointing at, but it doesn't look like it would had I not kept the chunk loaded and just tp'd out there.

 

The second problem I'm encountering is that after I do this a few times, it seems that teleporting causes the chunk loaded in the chunk to "loose" it's ability to keep the chunk loaded.

 

Here's the update method where the chunk loading is kept:

public void onUpdate(){
    	this.worldObj.theProfiler.startSection("entityBaseTick");
    	this.ticksExisted++;
    	if(!worldObj.isRemote){
    	Block block = worldObj.getBlockState(this.getPosition().subtract(new Vec3i(0, 1, 0))).getBlock();
    	if(!(block instanceof PortalSpawner)){
    		this.setDead();
    	}else{
    		PortalSpawner ps = ((PortalSpawner)block);
    		ps.portal = this;
    	}
    	if(!worldObj.isRemote){
    		if(ticket == null){
    			ticket = ForgeChunkManager.requestTicket(ModLights.instance, worldObj, Type.NORMAL);
    			System.out.println("creating ticket");
    		}
    		ForgeChunkManager.forceChunk(ticket, new ChunkCoordIntPair((int)posX/16, (int)posZ/16));
    	}
    	}
    	this.worldObj.theProfiler.endSection();
    }

 

Yes, this is the same entity I was having trouble with earlier. :P

 

Thanks for the help guys!

-CJ

Posted

Okay, so I changed the teleport code from:

entityPlayer.setPosition(portals.get(i).posX, portals.get(i).posY +.5F, portals.get(i).posZ);

 

to:

 

entityPlayer.setPositionAndUpdate(portals.get(i).posX, portals.get(i).posY +.5F, portals.get(i).posZ);

 

And that fixed the problems with it not rendering, but now I have 2 new problems ( I changed the topic title accordingly). First it seems like things get reeeaallly laggy when I place a chunk loader, I expect some lag of course, but loading new chunks by moving around and exploring drops FPS to like 10 or so. Should I move this code:

 

if(!worldObj.isRemote){
    		if(ticket == null){
    			ticket = ForgeChunkManager.requestTicket(ModLights.instance, worldObj, Type.NORMAL);
    			System.out.println("creating ticket");
    		}
    		ForgeChunkManager.forceChunk(ticket, new ChunkCoordIntPair((int)posX/16, (int)posZ/16));
    	}

out of the onUpdate method to another one, and if so, what?

 

Second, it seems like saving and exiting the world, and then coming back in resets the chunk loader and I have to travel to that chunk to make it reload.

Posted

Okay, update, seems that the cave issue had nothing to do with being able to see the sky, it has to do with how close two chunk loaders are. If a chunk loader is within the player's chunk distance, it all boils down to which chunk loader gets update first (if they aren't in the same chunk of course), the other one is dropped out of the list. Not sure what's causing that either.

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

    • logs too big for one pastebin https://pastebin.com/ZjUGHu3u  https://pastebin.com/RqCUZf3X  https://pastebin.com/6ZPS99nD
    • You probably used jd-gui to open it, didn't you? Nothing wrong with that, I also made that mistake, except that Notch was a smart guy and he obfuscated the code. That's why you only see files called "a", "b", "c" and then a file that combines them all. As I said, use RetroMCP to deobfuscate the code so that you will 100% understand it and be able to navigate it.
    • Decompiling minecraft indev, infdev, alpha, beta or whichever legacy version is really easy. I'm not a plug, I just also got interested in modding legacy versions (Infdev to be specific). Use https://github.com/MCPHackers/RetroMCP-Java Once you install their client and the Zulu Architecture that they say they recommend (or use your own Java). I encountered some problems, so I run it with: "java -jar RetroMCP-Java-CLI.jar". You should run it in a seperate folder (not in downloads), otherwise the files and folders will go all over the place. How to use RetroMCP: Type setup (every time you want change version), copy-paste the version number from their list (they support indev), write "decompile" and done! The code will now be deobfuscated and filenames will be normal, instead of "a", "b" and "c"! Hope I helped you, but I don't expect you to reply, as this discussion is 9 years old! What a piece of history!  
    • I know that this may be a basic question, but I am very new to modding. I am trying to have it so that I can create modified Vanilla loot tables that use a custom enchantment as a condition (i.e. enchantment present = item). However, I am having trouble trying to implement this; the LootItemRandomChanceWithEnchantedBonusCondition constructor needs a Holder<Enchantment> and I am unable to use the getOrThrow() method on the custom enchantment declared in my mod's enchantments class. Here is what I have so far in the GLM:   protected void start(HolderLookup.Provider registries) { HolderLookup.RegistryLookup<Enchantment> registrylookup = registries.lookupOrThrow(Registries.ENCHANTMENT); LootItemRandomChanceWithEnchantedBonusCondition lootItemRandomChanceWithEnchantedBonusCondition = new LootItemRandomChanceWithEnchantedBonusCondition(0.0f, LevelBasedValue.perLevel(0.07f), registrylookup.getOrThrow(*enchantment here*)); this.add("nebu_from_deepslate", new AddItemModifier(new LootItemCondition[]{ LootItemBlockStatePropertyCondition.hasBlockStateProperties(Blocks.DEEPSLATE).build(), LootItemRandomChanceCondition.randomChance(0.25f).build(), lootItemRandomChanceWithEnchantedBonusCondition }, OrichalcumItems.NEBU.get())); }   Inserting Enchantments.[vanilla enchantment here] actually works but trying to declare an enchantment from my custom enchantments class as [mod enchantment class].[custom enchantment] does not work even though they are both a ResourceKey and are registered in Registries.ENCHANTMENT. Basically, how would I go about making it so that a custom enchantment declared as a ResourceKey<Enchantment> of value ResourceKey.create(Registries.ENCHANTMENT, ResourceLocation.fromNamespaceAndPath([modid], [name])), declared in a seperate enchantments class, can be used in the LootItemRandomChanceWithEnchantedBonusCondition constructor as a Holder? I can't use getOrThrow() because there is no level or block entity/entity in the start() method and it is running as datagen. It's driving me nuts.
  • Topics

×
×
  • Create New...

Important Information

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