[1.11] Add a custom event?
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As long as the packets you are sending aren't lost, there's nothing wrong with what you're currently doing. Although, this sounds like something that would benefit from you making your own datapack registry instead of trying to arbitrarily sync static maps. Check out `DataPackRegistryEvent.NewRegistry`.
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Hey all, I've been working a lot with datapacks lately, and I'm wondering what the most efficient way to get said data from server to client is. I'm currently using packets, but given that a lot of the data I'm storing involves maps along the lines of Map<ResourceLocation, CustomDataType>, it can easily start to get messy if I need to transmit a lot of that data all at once. Recently I started looking into the ReloadableServerResources class, which is where Minecraft stores its built-ins. I see you can access it via the server from the server's resources.managers, and it seems like this can be done even from the client to appropriately retrieve data from the server, unless I'm misunderstanding. However, from what I can tell, this only works via built-in methods such as getRecipeManager() or getLootTables(), etc. These are all SimpleJsonResourceReloadListeners, just like my datapack entries are, so it seems like it could be possible for me to access my datapack entries similarly? But I don't see anywhere in ReloadableServerResources that stores loaded modded entries, so either I'm looking in the wrong place or it doesn't seem to be a thing. Are packets really the best way of doing this, or am I missing a method that would let me use ReloadableServerResources or something similar?
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By MagicWheel · Posted
Hi, everyone! I'm new to minecraft modding stuff and want ask you some questions. 1. I checked forge references and saw there com.mojang and net.minecraft (not net.minecraftforge) and as I understand it's original game packages with all minecraft logic inside including renderers and so on, right? 2. Does it mean that forge has a limited set of instruments which doesn't cover all the aspects of the game? If make my question more specific then does forge provide such instruments that allow me totally change minecraft itself, like base mechanics and etc.? Or I have to use "original game packages" to implement such things? 3. I actively learning basic concepts with forge documentation and tutorials. So in my plans make different inventory system like in diabloids. Is that possible with forge? 4. It is last question related to the second one. So how deeply I can change minecraft with forge? I guess all my questions above because of that I haven't globally understanding what forge is and how it works inside and how it works with minecraft. It would be great if you provide some links or topics about it or explain it by yourself but I guess it's to big to be explained in that post at once. Anyway, thank you all for any help! -
By KaxelDreamhack · Posted
Im trying add to block a hole in center, just a usual block and in center of it on up side, there is should be a hole. I tried to add it via BlockModelBuilder, but its not working. Problem is that it only can change block size outside. I tried it to do with VoxelShape and its working, but its has been on server side and looks like its just changed collision shape, but for client, there is a texture covering this hole. I tried to use: base.renderType("cutout"); and removed some pixels from texture. I thought its should work, but game optimization makes block inside looks transparent. So, only custom model? -
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