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[1.11.2] Update block when something changes on the server side?


Kander16

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Hi,

 

I'm making a ripening rack and I want to update that block when the state changes in the tileEntity (The state is changed when an item is removed/added/changed inside a slot of that ripening rack).

I have a boolean "stateChanged". When that boolean is true, the block should be updated once with world.notifyBlockUpdate() and then the boolean should be set to false again.

The problem I have is with the client/server sides. I'm setting "stateChanged" to true in the server side, but the client side still thinks it's false. Because "stateChanged" is false on the client side, world.notifyBlockUpdate() will never be executed. 

 

My question is, could I send a message to the TileEntity client "make 'stateChanged' true" so that the client knows that the state has changed and world.notifyBlockUpdate() will be exectuted (or something like that)?

 

TileEntity code: https://hastebin.com/ayobomenuc.java

Edited by Kander16

Creator of the Master Chef Mod and many more to come.

 

If I helped you, please click the 'thank you' button.

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15 minutes ago, Kander16 said:

Hi,

 

I'm making a ripening rack and I want to update that block when the state changes in the tileEntity (The state is changed when an item is removed/added/changed inside a slot of that ripening rack).

I have a boolean "stateChanged". When that boolean is true, the block should be updated once with world.notifyBlockUpdate() and then the boolean should be set to false again.

The problem I have is with the client/server sides. I'm setting "stateChanged" to true in the server side, but the client side still thinks it's false. Because "stateChanged" is false on the client side, world.notifyBlockUpdate() will never be executed. 

 

My question is, could I send a message to the TileEntity client "make 'stateChanged' true" so that the client knows that the state has changed and world.notifyBlockUpdate() will be exectuted (or something like that)?

 

TileEntity code: https://hastebin.com/ayobomenuc.java

You need to send packets to the client when your TileEntity changes, to update its state.

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5 hours ago, Kander16 said:

The problem I have is with the client/server sides. I'm setting "stateChanged" to true in the server side, but the client side still thinks it's false. Because "stateChanged" is false on the client side, world.notifyBlockUpdate() will never be executed. 

After your TE updates the block state at pos on the server, doesn't the server communicate the new block state to the client automatically?

 

As for the TE itself, I think you just need to mark it dirty. The server should then take care of it (presuming that your NBT write and read are  coherent). At least my TE's all worked up to version 1.10.2 without need for manual packet sending.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

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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.

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