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Posted

So I am trying to spawn an item in the world, but it is not spawning at all.

 

EventHandler Class

 

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EDIT:

 

Solved. Here is the class if anyone was wondering:

 

 

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while(awake)

{

    coffee++;

}

Posted

Your code is way too complicated for to me to figure out what you're even doing, much less why it is broken.

 

That said, why the FUCK are you storing the lengths of an array in another array?

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Posted

The size of the array is stored in another array because I need the length to be stored for later use in another file. So, I added it to an array.

 

Also, there is a comment saying where the EntityItem is spawned. (this is code for a ritual to bind one item into another) Everything works perfectly except for the item spawning.

while(awake)

{

    coffee++;

}

Posted

This:

new ItemStack(ItemRegistry.ItemElvenSpirit, 1, sp)

 

You have an amount of 1, and a metadata of a int set in a for loop? Switch those around.

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Posted

So, if there is a circle of runes on the ground and you throw a pair of wings and a spirit into the circle is binds the spirit to the wings. That works fine. (there are visual effects too) then if you shift click with only a pair of wings in the circle and there are spirits already bound to the wings it will remove the spirits from the wings nbt and drop the spirit item in the world. There are different spirits hence different metadata.

while(awake)

{

    coffee++;

}

Posted

diesieben can help you far more, but why not just spawn each spirit separately? I feel like that for loop is causing the problem.

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Posted

If I remove the worldObj check all works fine, but the items are ghost items and I cant pick them up. I don't think it is the for loop.

while(awake)

{

    coffee++;

}

Posted

Hm, that might be your problem. A ghost item means it only spawned on client side. Are you sure you're spawning it on both sides? And you're probably right, just throwing suggestions. :P

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Posted

I do not see any more checks for client/server. So it might be calling the event client-side only. Where do you register your event handler? Not in any client-only code I suppose...

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Posted

It used "!worldObj.isRemote". And it is registered under MinecraftForge.EVENT_BUS and FMLCommonHandler.instance().bus()

while(awake)

{

    coffee++;

}

Posted
  On 1/3/2016 at 9:45 PM, yorkeMC said:

It used "!worldObj.isRemote".

Yes, I meant I didn't see any more than that one.

  Quote

And it is registered under MinecraftForge.EVENT_BUS and FMLCommonHandler.instance().bus()

You showed HOW, but I asked WHERE you registered your event handler, i.e. show the class where you registered it.

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1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Posted

In my main class, in the init method.

 

 

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while(awake)

{

    coffee++;

}

Posted

public boolean checkRunes(World world, int x, int y, int z)
{
	int[][] pos = { { 1, 0 }, { -1, 0 }, { 0, 1 }, { 0, -1 }, { 1, 1 }, { -1, 1 }, { 1, -1 }, { -1, -1 } };

	ArrayList<Boolean> b = new ArrayList<Boolean>();

	for (int i = 0; i < 8; ++i)
	{
		if (world.getBlock(x + pos[i][0], y, z + pos[i][1]) == BlockRegistry.BlockSpiritRune) b.add(true);
		else b.add(false);
	}
	return !b.contains(false);
}

A boolean list? Just break the for loop with a false return. if the loop finishes return true. And if you're using an array of values as a constant reference turn it into a constant external to the method so that you're not constantly reassigning the pos array to the memory.

  Quote
I think its my java of the variables.

Posted

Yeah it is not perfect, and can be improved. But that doesn't do anything to change the fact that my items wont spawn / spawn ghost items.

while(awake)

{

    coffee++;

}

Posted

Where's your debugger experience? What happened when you set a break-point and walked through this whole process? Where did it deviate from what you expected, and what variable(s) had values you didn't expect?

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

Posted

I haven't debugged the runes Boolean. It works fine, the problem isn't weather the runes are found. It is to do with the client and server sides of spawning the entity.

 

Plus I had to add another check to that Boolean...

 

public boolean checkRunes(World world, int x, int y, int z)
{
	int[][] pos = { { 1, 0 }, { -1, 0 }, { 0, 1 }, { 0, -1 }, { 1, 1 }, { -1, 1 }, { 1, -1 }, { -1, -1 } };

	ArrayList<Boolean> b = new ArrayList<Boolean>();

	for (int i = 0; i < 8; ++i)
	{
		if (world.getBlock(x + pos[i][0], y, z + pos[i][1]) == BlockRegistry.BlockSpiritRune) b.add(true);
		else b.add(false);
	}
	if (world.getBlock(x, y, z) == Blocks.air)
	{
		b.add(true);
	}
	else b.add(false);

	return !b.contains(false);
}

while(awake)

{

    coffee++;

}

Posted

If you're not willing to use the debugger to get more info about your problem, then you can't expect us to put in much effort either.

 

Get into the debugger and see what's happening.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

Posted

Never mind, solved.

 

Here is the class if anyone was wondering:

 

 

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while(awake)

{

    coffee++;

}

Posted

I am not sure if event.world and EntityPlayer.worldObj are the same but in your initial class you were using the players worldObj to check if it was remote or no. Then you declared an entity item that belonged to the event world and then you tried to spawn that entity item using the player worldObj. I don't know if this was your problem because while i was reading through your code it seems that you already had found the solution.

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