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Posted (edited)

Entities kinda need to be both client & server side. Not having them on both leads to desync and weird bugs

Edited by Cadiboo

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My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

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Posted

Well to be fair it is possibly without any bug AS FAR AS THEY DONT INTERRACT WITH THE PLAYER

I remember the old minecraft beta version had the "animal mod" with horses etc and they spawned on servers for me because i had the mode. But they wont be able to interract with anything in any form. So basically just rendered graphics.

Also I was into proxies and other weird stuff in mmorpg's so I am sure you could even make them be interractable for you if they would use Only vanilly packets towards the sever to communicate but that is complicated as hell and would need way too much research. If you don't even have an idea how would that work i would just abandone the idea of this paragraph.(also it can go into the direction when it is considered as hacking sooo :shrug: )

Posted
1 hour ago, Eiachh said:

Well to be fair it is possibly without any bug AS FAR AS THEY DONT INTERRACT WITH THE PLAYER

No, networking IDs would break

About Me

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My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Posted
30 minutes ago, Cadiboo said:

No, networking IDs would break

Actually, it is possible, and a working example is the PneumaticCraft Programmable Controller: https://github.com/TeamPneumatic/pnc-repressurized/blob/master/src/main/java/me/desht/pneumaticcraft/common/tileentity/TileEntityProgrammableController.java#L153

 

The drone entity is only created and spawned client-side, and it does work.  Obviously the entity has no AI, so the only movement is whatever the client sets the entity's position to (in this case, the server gives the client a target position, and the client-side entity simply moves toward that position). This works fine as an indicator for the position that the Programmable Controller tile entity is currently operating at.

Posted

The issue is that the term "entity" usually implies a number of things (such as registration) and functionality (like AI) that is expected to also be run on the server.

 

ESPECIALLY note that if you want to do the following then the server MUST be involved:

  • Syncing across multiple clients so that all players can see the entity.
  • Saving so that the entity persists across saves.

There are cases though where it can make sense for an entity that exists only for each play on the client side. In that case I think your best bet for client-side "entity" behavior is to create your own system. All an entity really is is a loop of code that runs along with some rendering. So you can simply have a tick handler running the AI and some rendering that hooks into the normal rendering process. But it is somewhat of an advanced approach that would require decent programming skills and fairly high modding experience.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted

It is possible. You'd simply need to add a ghost entity to the current world, and not allow it to sync with the server. I'm curious why you want this though. Additionally, this client-sided entity won't be able to do anything, other than exist on your screen. Kinda pointless, no?

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Posted

The one use of it I can think of was mentioned in a thread about how to teleport the player’s camera around without moving the player

About Me

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My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

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  • 3 weeks later...
Posted

Is there a reason this has to be client-side-only?

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

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Logs (Most issues require logs to diagnose):

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Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

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or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

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Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

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When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Posted (edited)

If you want the companion to be visible to other players, it needs to be server-side.

 

If you want the companion to interact with the world, in some cases it *could* be done client-side, but in the massive majority of those cases, it would be considered a client exploit / hack mod on many servers, so it should be done server-side.  Note that I'm not counting basic physics here; if you want it to hop around on the ground using blocks the client knows about to collide with, that's fine.

 

If this is purely visual, and does not interact with the world in any way that could be considered a client hack / expoit, then it might be viable to do client-side, but note that no other players on the server will be able to see it.  If you're fine with these circumstances, I would actually say that in this very specific case, it's better to do this client-side than to do it server-side, as it won't use server resources or cause any additional network traffic.

As for *how* to accomplish it, I'm not helping with that part!  Good luck! XD

Edited by Laike_Endaril
Grammar

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