Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Posted

Hi there! I'm sure this is a noobish question, since I am new with forge, but I want to ask it anyway.

 

I'm updating a mod that integrates the YouTube Live Stream chat into the MC chat to 1.8.9. But after I make the necessary changes, the command won't execute. Not even a usage message (however, I do get one of those in the "mock" command). I'm not seeing anything in the MC client log, nor is it spitting out errors at me in the chat. It's just that nothing happens!

 

Here is my code: https://github.com/PeregrineZ/youtube-chat-for-minecraft/

 

Can anyone kindly explain to me what I've done wrong?

 

Thanks!

YouTubeCommand#processCommand checks if World#isRemote is false, i.e. if the code is being called on the logical server. Since you register it with the client command handler, it will only ever be called from the logical client and the method won't do anything.

 

Is it meant to be a client command or a server command? If it's the former, check for the logical client rather than the logical server (or don't check at all, it will only ever be called on the side you register it for). If it's the latter, you need to register it in FMLServerStartingEvent using FMLServerStartingEvent#registerServerCommand.

 

If your command has sub-commands, you can extend CommandTreeBase and register each sub-command with CommandTreeBase#addSubcommand.

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.

  • Author
1 hour ago, Choonster said:

YouTubeCommand#processCommand checks if World#isRemote is false, i.e. if the code is being called on the logical server. Since you register it with the client command handler, it will only ever be called from the logical client and the method won't do anything.

 

Is it meant to be a client command or a server command? If it's the former, check for the logical client rather than the logical server (or don't check at all, it will only ever be called on the side you register it for). If it's the latter, you need to register it in FMLServerStartingEvent using FMLServerStartingEvent#registerServerCommand.

 

If your command has sub-commands, you can extend CommandTreeBase and register each sub-command with CommandTreeBase#addSubcommand.

Ah, I didn't see that part of the source.

 

This mod was originally coded for single-player only (surprisingly), which is why it checked for a local server, and not a remote one. I was reprogramming it to work on multiplayer.

 

Anyways, I'll build again and see what happens.

  • Author
10 hours ago, Choonster said:

YouTubeCommand#processCommand checks if World#isRemote is false, i.e. if the code is being called on the logical server. Since you register it with the client command handler, it will only ever be called from the logical client and the method won't do anything.

 

Is it meant to be a client command or a server command? If it's the former, check for the logical client rather than the logical server (or don't check at all, it will only ever be called on the side you register it for). If it's the latter, you need to register it in FMLServerStartingEvent using FMLServerStartingEvent#registerServerCommand.

 

If your command has sub-commands, you can extend CommandTreeBase and register each sub-command with CommandTreeBase#addSubcommand.

 

8 hours ago, Irrational said:

Ah, I didn't see that part of the source.

 

This mod was originally coded for single-player only (surprisingly), which is why it checked for a local server, and not a remote one. I was reprogramming it to work on multiplayer.

 

Anyways, I'll build again and see what happens.

Alright, now I've got another problem. 

 

I can't seem to find a way to reference the current MP Player client-side. I can use ICommandSender sender with some methods, but I can't with others because they override. I'm sure this is very noobish, and I'm probably just overlooking a method in the javadocs, but could you quickly point me in the right direction?

 

Thanks!

13 hours ago, Irrational said:

I can't seem to find a way to reference the current MP Player client-side. I can use ICommandSender sender with some methods, but I can't with others because they override. I'm sure this is very noobish, and I'm probably just overlooking a method in the javadocs, but could you quickly point me in the right direction?

 

The ICommandSender will usually be the client player, but this isn't guaranteed. Mods can execute client commands with their own ICommandSender if they want.

 

The Minecraft#player field contains the current client player.

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.

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...

Important Information

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

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.