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Posted

My mod adds new crafting recipes on the init event, by adding them to the GameRegistry. But it is only doing it, if they are enabled in the config, which I already loaded in the preInit event.

 

But this now makes problems when playing on a dedicated server, as soon as the configs are different. I have read about syncing the important config options via packets. Lets just assume I would already know how to do this. How can I then disable or enable my crafting recipes on the client without restarting minecraft?

 

And then reverting it to the clients config after disconnecting from the server?

I have not tried this but I think GameRegistry.addSmelting and GameRegistry.addCrafting work after postInit so when the player connects have the server send the Crafting and smelting data over and compare it on the client then modify the clients.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

  • Author

Yeah, but how do I "modify the clients" recipes, when modifying means removing some recipes? Because the recipes where already added in singleplayer or from a previous connected server.

Yeah, but how do I "modify the clients" recipes, when modifying means removing some recipes? Because the recipes where already added in singleplayer or from a previous connected server.

 

When the player joins a server, send a packet with a list of booleans about each recipe.  When the packet is received, remove all your recipes from the recipe lists, then add back all the ones set to True.

 

https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/util/RecipesUtils.java#L44

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.

  • Author

Thank you for this two possible ways, that worked.

 

Now I tried to apply the same principle on my villager with the VillagerRegistry. But this doesn't seem to be as 'easy' as the crafting recipes  :(

First I registered a new profession and created a new career object to add the villager to the game.

Later on I tried to remove my object from VillagerRegistry.instance().getRegistry().getEntries(), but this doesn't seem to have an effect.

Thank you for this two possible ways, that worked.

 

Now I tried to apply the same principle on my villager with the VillagerRegistry. But this doesn't seem to be as 'easy' as the crafting recipes  :(

First I registered a new profession and created a new career object to add the villager to the game.

Later on I tried to remove my object from VillagerRegistry.instance().getRegistry().getEntries(), but this doesn't seem to have an effect.

I beleive you cannot remove from the Villager registry, but i may be mistaken.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

  • Author

Okay, thank you. Then I will just change the profession of zombies and villagers in the EntityJoinWorldEvent. This seems to work just fine. And this way I have more control over what to to with already created villagers, like removing the old trades.

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