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[1.10.2] [SOLVED] 2 Weird problems with a custom teleporter


xJon

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Hello!

 

I have a mod for 1.8.9 that worked perfectly that I decided to update to 1.10.2. I didn't think it'd be such a big deal but I got now some weird issues I can't manage to fix myself.

- The first issue is the custom biome of the custom dimension:

The dimension does use the custom ChunkProvider, but when you enter it, it says the biome is "Ocean", and not my custom biome, so the spawnable creatures and more parameters don't work correctly. Code to the world, code to the init.

- The second issue is the custom teleporter. I have this weird issue that when I come back to the overworld using my custom teleporter, I have a ghost block of the teleportation block from the custom dimension. It's easier to understand with pictures: one, two, three.

All solved!

 

I'll really appreciate any kind of help, and any tip, as I sincerely need them! :P

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Hello!

 

I have a mod for 1.8.9 that worked perfectly that I decided to update to 1.9.4. I didn't think it'd be such a big deal but I got now some weird issues I can't manage to fix myself.

- The first issue is the custom biome of the custom dimension:

The dimension does use the custom ChunkProvider, but when you enter it, it says the biome is "Ocean", and not my custom biome, so the spawnable creatures and more parameters don't work correctly. Code to the world, code to the init.

- The second issue is the custom teleporter. I have this weird issue that when I come back to the overworld using my custom teleporter, I have a ghost block of the teleportation block from the custom dimension. It's easier to understand with pictures: one, two, three.

 

I'll really appreciate any kind of help, and any tip, as I sincerely need them! :P

 

For your biome problem, you are registering the biome type, but not the actual biome. After you call BiomeDictionary.registerBiomeType (in your UselessBiomes class), register your biome with Biome.registerBiome

 

 

As for your teleporter problem, may I ask you are rechecking whether or not a machine exists near you every time a player teleports? Why not just cache the teleporter locations like how vanilla portals do it? Also, instead of checking whether or not an IBlockState instance is equal to the default IBlockState of your machine, check whether or not the Block is equal to you machine block. I only say this because I noticed your machine has different orientations, so checking against the default will fail for all the orientations except NORTH.

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Hello!

 

I have a mod for 1.8.9 that worked perfectly that I decided to update to 1.9.4. I didn't think it'd be such a big deal but I got now some weird issues I can't manage to fix myself.

- The first issue is the custom biome of the custom dimension:

The dimension does use the custom ChunkProvider, but when you enter it, it says the biome is "Ocean", and not my custom biome, so the spawnable creatures and more parameters don't work correctly. Code to the world, code to the init.

- The second issue is the custom teleporter. I have this weird issue that when I come back to the overworld using my custom teleporter, I have a ghost block of the teleportation block from the custom dimension. It's easier to understand with pictures: one, two, three.

 

I'll really appreciate any kind of help, and any tip, as I sincerely need them! :P

 

For your biome problem, you are registering the biome type, but not the actual biome. After you call BiomeDictionary.registerBiomeType (in your UselessBiomes class), register your biome with Biome.registerBiome

 

 

As for your teleporter problem, may I ask you are rechecking whether or not a machine exists near you every time a player teleports? Why not just cache the teleporter locations like how vanilla portals do it? Also, instead of checking whether or not an IBlockState instance is equal to the default IBlockState of your machine, check whether or not the Block is equal to you machine block. I only say this because I noticed your machine has different orientations, so checking against the default will fail for all the orientations except NORTH.

Thanks a lot for your reply!

The small registerBiome() did it and fixed my first issue.

As for my second issue, I did try it to check if it's equal to the block and not to the block state, yet it didn't fix my ghost block issue. About caching the location like vanilla - I'm not too sure how to do it, and I can look into it, but do you think it can solve my issue? Again: the teleporter that generates in the custom dimension, re-appears in the overworld when you come back, at the same location, as a ghost block. Isn't it a client-server thing?

In any case, I have no idea how to fix it, and I'd really appreciate any kind of help!

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  • 2 weeks later...

- The second issue is the custom teleporter. I have this weird issue that when I come back to the overworld using my custom teleporter, I have a ghost block of the teleportation block from the custom dimension. It's easier to understand with pictures: one, two, three.

 

I'll really appreciate any kind of help, and any tip, as I sincerely need them! :P

 

So I recently encountered a similar problem. It has to do with how you are actually teleporting into your new dimension. In your block class, you check if the player is an instance of EntityPlayerMP and then proceed with teleporting with the methods in PlayerList. For some reason, this causes this problem when you teleport via onBlockActivated. (I suspect it's because you are teleporting the server player and not the client player, so the loaded chunk data gets all mixed up between the client world and the server world, but that's just a speculation). Anyway, try teleporting the player with EntityPlayer#changeDimension instead. If you need a reference, just look at BlockEndPortal. Keep in mind, however, that you still need to wrap the teleport code in a "!world.isRemote" if statement

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- The second issue is the custom teleporter. I have this weird issue that when I come back to the overworld using my custom teleporter, I have a ghost block of the teleportation block from the custom dimension. It's easier to understand with pictures: one, two, three.

 

I'll really appreciate any kind of help, and any tip, as I sincerely need them! :P

 

So I recently encountered a similar problem. It has to do with how you are actually teleporting into your new dimension. In your block class, you check if the player is an instance of EntityPlayerMP and then proceed with teleporting with the methods in PlayerList. For some reason, this causes this problem when you teleport via onBlockActivated. (I suspect it's because you are teleporting the server player and not the client player, so the loaded chunk data gets all mixed up between the client world and the server world, but that's just a speculation). Anyway, try teleporting the player with EntityPlayer#changeDimension instead. If you need a reference, just look at BlockEndPortal. Keep in mind, however, that you still need to wrap the teleport code in a "!world.isRemote" if statement

Wow Gabriel, this might be it! How could've I figured this out myself?

My only problem is, that changeDimension() doesn't use my teleporter class, but the default one. What should I do about that?

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- The second issue is the custom teleporter. I have this weird issue that when I come back to the overworld using my custom teleporter, I have a ghost block of the teleportation block from the custom dimension. It's easier to understand with pictures: one, two, three.

 

I'll really appreciate any kind of help, and any tip, as I sincerely need them! :P

 

So I recently encountered a similar problem. It has to do with how you are actually teleporting into your new dimension. In your block class, you check if the player is an instance of EntityPlayerMP and then proceed with teleporting with the methods in PlayerList. For some reason, this causes this problem when you teleport via onBlockActivated. (I suspect it's because you are teleporting the server player and not the client player, so the loaded chunk data gets all mixed up between the client world and the server world, but that's just a speculation). Anyway, try teleporting the player with EntityPlayer#changeDimension instead. If you need a reference, just look at BlockEndPortal. Keep in mind, however, that you still need to wrap the teleport code in a "!world.isRemote" if statement

Wow Gabriel, this might be it! How could've I figured this out myself?

My only problem is, that changeDimension() doesn't use my teleporter class, but the default one. What should I do about that?

 

And...because for some reason the universe is trying to spite me, I can no longer reproduce the effect -_- I don't know why, but it has just stopped. I'm afraid I'll be useless now :(. I haven't really worked with tons of dimensions, but you could try to create the portal before teleporting? Hopefully someone with more knowledge knows what's happening.

 

Also, delving a bit deeper, it looks like EntityPlayer#changeDimension uses PlayerList#transferPlayerToDimension for EntityPlayerMP anyway, so I doubt changing it would have had an impact (although it appeared to have when I was having the same problem, so I honestly have no idea what was happening). Sorry I can't help more. I'll keep looking tho

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- The second issue is the custom teleporter. I have this weird issue that when I come back to the overworld using my custom teleporter, I have a ghost block of the teleportation block from the custom dimension. It's easier to understand with pictures: one, two, three.

 

I'll really appreciate any kind of help, and any tip, as I sincerely need them! :P

 

So I recently encountered a similar problem. It has to do with how you are actually teleporting into your new dimension. In your block class, you check if the player is an instance of EntityPlayerMP and then proceed with teleporting with the methods in PlayerList. For some reason, this causes this problem when you teleport via onBlockActivated. (I suspect it's because you are teleporting the server player and not the client player, so the loaded chunk data gets all mixed up between the client world and the server world, but that's just a speculation). Anyway, try teleporting the player with EntityPlayer#changeDimension instead. If you need a reference, just look at BlockEndPortal. Keep in mind, however, that you still need to wrap the teleport code in a "!world.isRemote" if statement

Wow Gabriel, this might be it! How could've I figured this out myself?

My only problem is, that changeDimension() doesn't use my teleporter class, but the default one. What should I do about that?

 

And...because for some reason the universe is trying to spite me, I can no longer reproduce the effect -_- I don't know why, but it has just stopped. I'm afraid I'll be useless now :(. I haven't really worked with tons of dimensions, but you could try to create the portal before teleporting? Hopefully someone with more knowledge knows what's happening.

 

Also, delving a bit deeper, it looks like EntityPlayer#changeDimension uses PlayerList#transferPlayerToDimension for EntityPlayerMP anyway, so I doubt changing it would have had an impact (although it appeared to have when I was having the same problem, so I honestly have no idea what was happening). Sorry I can't help more. I'll keep looking tho

Minecraft is so weird  :'(

I'll appreciate any help given, I'll keep looking too

Why are you reading this?

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- The second issue is the custom teleporter. I have this weird issue that when I come back to the overworld using my custom teleporter, I have a ghost block of the teleportation block from the custom dimension. It's easier to understand with pictures: one, two, three.

 

I'll really appreciate any kind of help, and any tip, as I sincerely need them! :P

 

So I recently encountered a similar problem. It has to do with how you are actually teleporting into your new dimension. In your block class, you check if the player is an instance of EntityPlayerMP and then proceed with teleporting with the methods in PlayerList. For some reason, this causes this problem when you teleport via onBlockActivated. (I suspect it's because you are teleporting the server player and not the client player, so the loaded chunk data gets all mixed up between the client world and the server world, but that's just a speculation). Anyway, try teleporting the player with EntityPlayer#changeDimension instead. If you need a reference, just look at BlockEndPortal. Keep in mind, however, that you still need to wrap the teleport code in a "!world.isRemote" if statement

Wow Gabriel, this might be it! How could've I figured this out myself?

My only problem is, that changeDimension() doesn't use my teleporter class, but the default one. What should I do about that?

 

And...because for some reason the universe is trying to spite me, I can no longer reproduce the effect -_- I don't know why, but it has just stopped. I'm afraid I'll be useless now :(. I haven't really worked with tons of dimensions, but you could try to create the portal before teleporting? Hopefully someone with more knowledge knows what's happening.

 

Also, delving a bit deeper, it looks like EntityPlayer#changeDimension uses PlayerList#transferPlayerToDimension for EntityPlayerMP anyway, so I doubt changing it would have had an impact (although it appeared to have when I was having the same problem, so I honestly have no idea what was happening). Sorry I can't help more. I'll keep looking tho

Minecraft is so weird  :'(

I'll appreciate any help given, I'll keep looking too

 

OK! I think I found the problem! In your block activated method, only return true if !world.isRemote and return false otherwise. Try that and see how it works. In case you're wondering what coding im testing this on, here it is:

 

public boolean onBlockActivated(World world, BlockPos pos, IBlockState state, EntityPlayer player, EnumHand hand, ItemStack item, EnumFacing side, float hitX, float hitY, float hitZ)
{
     if(!world.isRemote)
     {
          if(player instanceof EntityPlayerMP)
          {
               /* do teleport stuff with PlayerList#transferPlayerToDimension */
    	       return true;
          }	
     }
     
     return false;
}

 

-EDIT:

 

Also, I noticed that the orientation of your teleporter block thing isn't getting preserved across chunk loads. In your block class you are saving the direction it's facing to metadata, but not reading it back into your block state (you need Block#getStateFromMeta as well as Block#getMetaFromState)

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- The second issue is the custom teleporter. I have this weird issue that when I come back to the overworld using my custom teleporter, I have a ghost block of the teleportation block from the custom dimension. It's easier to understand with pictures: one, two, three.

 

I'll really appreciate any kind of help, and any tip, as I sincerely need them! :P

 

So I recently encountered a similar problem. It has to do with how you are actually teleporting into your new dimension. In your block class, you check if the player is an instance of EntityPlayerMP and then proceed with teleporting with the methods in PlayerList. For some reason, this causes this problem when you teleport via onBlockActivated. (I suspect it's because you are teleporting the server player and not the client player, so the loaded chunk data gets all mixed up between the client world and the server world, but that's just a speculation). Anyway, try teleporting the player with EntityPlayer#changeDimension instead. If you need a reference, just look at BlockEndPortal. Keep in mind, however, that you still need to wrap the teleport code in a "!world.isRemote" if statement

Wow Gabriel, this might be it! How could've I figured this out myself?

My only problem is, that changeDimension() doesn't use my teleporter class, but the default one. What should I do about that?

 

And...because for some reason the universe is trying to spite me, I can no longer reproduce the effect -_- I don't know why, but it has just stopped. I'm afraid I'll be useless now :(. I haven't really worked with tons of dimensions, but you could try to create the portal before teleporting? Hopefully someone with more knowledge knows what's happening.

 

Also, delving a bit deeper, it looks like EntityPlayer#changeDimension uses PlayerList#transferPlayerToDimension for EntityPlayerMP anyway, so I doubt changing it would have had an impact (although it appeared to have when I was having the same problem, so I honestly have no idea what was happening). Sorry I can't help more. I'll keep looking tho

Minecraft is so weird  :'(

I'll appreciate any help given, I'll keep looking too

 

OK! I think I found the problem! In your block activated method, only return true if !world.isRemote and return false otherwise. Try that and see how it works. In case you're wondering what coding im testing this on, here it is:

 

public boolean onBlockActivated(World world, BlockPos pos, IBlockState state, EntityPlayer player, EnumHand hand, ItemStack item, EnumFacing side, float hitX, float hitY, float hitZ)
{
     if(!world.isRemote)
     {
          if(player instanceof EntityPlayerMP)
          {
               /* do teleport stuff with PlayerList#transferPlayerToDimension */
    	       return true;
          }	
     }
     
     return false;
}

 

-EDIT:

 

Also, I noticed that the orientation of your teleporter block thing isn't getting preserved across chunk loads. In your block class you are saving the direction it's facing to metadata, but not reading it back into your block state (you need Block#getStateFromMeta as well as Block#getMetaFromState)

Thanks so much Gabriel! It fixed it! I'd never be able to fix it myself..

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Thanks so much Gabriel! It fixed it! I'd never be able to fix it myself..

 

Always happy to help. That it a very strange bug, however, I'm not sure why it happens but it does. And it only seems to happen when you right-click a block, so there isn't a flaw in the teleportation code, but probably something MC tries to do after right-clicking a block. Anyway, glad you fixed it. (The mod looks cool btw)

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