Jump to content

[1.10.2]How do I know if a player has my mod installed?


Blackop778

Recommended Posts

My mod simply adds a command so it isn't necessary for players to have my mod. When there is an error with the command a TextComponentTranslation is sent to the player which only displays properly if the player has my mod. I'd like to just send a regular chat English chat message if the player doesn't have the mod but I have no idea whether or not the player does. How could I find this out?

 

Link to comment
Share on other sites

It isn't translated because the player doesn't have the mod (and therefore doesn't have the mod's lang file).  You can't fix this as the server cannot translate.

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.

Link to comment
Share on other sites

1 hour ago, diesieben07 said:

Then you need to hard-code the text. The server can only translate from the vanilla en_US file.

 

I think the OP knows that they can't translate if the mod isn't on the client, they want to know how to detect this.

 

I explained how to detect if the mod is on the server from the client here (sorry about the formatting, the forum migration broke it), it should be mostly the same in reverse. One caveat is that the server needs to store this per-payer rather than in a static field. Two possible options for this are capabilities or a Map<UUID, Boolean>.

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.

Link to comment
Share on other sites

13 hours ago, Choonster said:

 

I think the OP knows that they can't translate if the mod isn't on the client, they want to know how to detect this.

 

I explained how to detect if the mod is on the server from the client here (sorry about the formatting, the forum migration broke it), it should be mostly the same in reverse. One caveat is that the server needs to store this per-payer rather than in a static field. Two possible options for this are capabilities or a Map<UUID, Boolean>.

The issue with this solution is that I don't know which player's modlist I'm looking at. I could assume it's the next player to connect but I'd imagine it may break if many players connect at once.

Link to comment
Share on other sites

10 minutes ago, Blackop778 said:

The issue with this solution is that I don't know which player's modlist I'm looking at. I could assume it's the next player to connect but I'd imagine it may break if many players connect at once.

 

Indeed, I didn't realise that you don't have access to the player in a @NetworkCheckHandler method.

 

I think you'll need to send a packet from the client to the server when they connect to tell the server that the player has your mod installed.

Edited by Choonster

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.

Link to comment
Share on other sites

1 minute ago, Choonster said:

 

Indeed, I didn't realise that you don't have access to the player in a @NetworkCheckHandler method.

 

I think you'll need to send a packet from the client to the server when they connect to tell the server that the player has your mod installed.

How do you send a packet? :))

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
    • It is an issue with quark - update it to this build: https://www.curseforge.com/minecraft/mc-mods/quark/files/3642325
    • Remove Instant Massive Structures Mod from your server     Add new crash-reports with sites like https://paste.ee/  
    • Update your drivers: https://www.amd.com/en/support/graphics/amd-radeon-r9-series/amd-radeon-r9-200-series/amd-radeon-r9-280x
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.