Posted December 25, 20159 yr Hello, I am currently working on a simple mod which gathers data about mobs in the world and says it in chat to the player. The way I am going about this is by using Minecraft.getMinecraft().theWorld.getLoadedEntityList() and then calling Entity#getCustomNameTag() to get the entity's name. This works perfectly on singleplayer and multiplayer, except when the server uses packets to fake mobs. Is there any way to detect packet-mobs and then gather data on them?
December 25, 20159 yr This works perfectly on singleplayer and multiplayer, except when the server uses packets to fake mobs. What? The server sends a packet to spawn the mob client-side so the client can render it, so really the client-side mob is the fake one. Looks like you are running your code all client-side (Minecraft.getMinecraft() is client-side only), but you should be using the server version of the entity list - you can send chat messages from the server side just fine. http://i.imgur.com/NdrFdld.png[/img]
December 25, 20159 yr Author I'm sorry, I don't really understand what you're trying to say. Doesn't running code from server-side only work in singleplayer worlds when the server is also local? I thought that when using a mod on a multiplayer server hosted elsewhere server code doesn't work.
December 25, 20159 yr You've got it backwards - you can't run CLIENT code multiplayer because it will crash the server, so your mod, as is, will crash the server if you run it. Unless of course you are trying to make a client-side only mod, which you didn't say that you were; in that case, then yes, you wouldn't be able to run any server side code. But generally, when someone refers to a mod without specifying, that mod will be running on both the client and the server, and you should therefore always prefer to use the server's data over the client's. http://i.imgur.com/NdrFdld.png[/img]
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