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Posted

I'm trying to get when a chicken is spawned and add an AI task to it so it will accept my item as a tempt item, but I'm having issues with the event handler I think. I've regestered it below:  It's a MinecraftForgeevent, I used the MinecraftForge bus, It's called server side; I added a check. But i'm not getting any console output from my code.... What am I doing wrong?

 

@EventHandler
    public void Init(FMLInitializationEvent event)
    {
    	if(event.getSide() == Side.SERVER)
    	{
    		System.out.println("Test-Server side");
                        MinecraftForge.EVENT_BUS.register(ChickenFollowHandler.class);
    	}

 

	@SubscribeEvent
public void onEntitySpawn(EntityJoinWorldEvent event) {
	System.out.println("something Spawned!");
	 if(event.entity instanceof EntityChicken){

		 EntityChicken chicken = (EntityChicken)event.entity;
		 chicken.tasks.addTask(8, new EntityAITempt(chicken, 1.0D, Corn.kernels, false));
	 }
}
}

You're passing a class reference for your event handler, the Forge event bus doesn't accept static references (until build 2014, and even then your handler method isn't static).  You need to pass

new ChickenFollowHandler()

instead.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Were you testing this with the integrated (single-player) server or the dedicated server?

 

FMLStateEvent#getSide

returns the physical side that the code is running on, i.e. the client or dedicated server. This isn't the same as the logical side, i.e. the client thread or server thread. This page explains sides in more detail.

 

You almost never want to use

FMLStateEvent#getSide

. Anything that depends on the physical side should be in the appropriate proxy class, anything that depends on the logical side should check

World#isRemote

.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

  • Author

Thanks guys, the combination of both of those fixed the issue, ans I was pleasantly surprised when the chicken code worked as well.

 

I moved that print statement into the check for a chicken and it is executing twice per spawn, is this once for server and once for client?

Would this mean I should only execute the add AI task for the server to aid performance?

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