Posted March 14, 20196 yr Hello Forge-Community,I have the following taskYou have an area,for example with 10x10 (XxZ) blocks. The middle of these areal is located at the example coordinates 100;0;100 (X;Y;Z). Whenever the player enters the areal (no matter which y-coordinate), an event should be triggered and searched for "Item Frame". The player should automatically move to this item frame and open a chest ( behind the item frame ) and analyse its content. I'm new to Forge programming. I know the basic concept but the concrete implementation is difficult for me. Above all, I'm looking for solutions for the following questions: -How do I get the Event implemented that should be triggered when I enter the area ?-How can I access the chests in the program code and analyse their content? -How do I search for item frames / entities statically and not relative to the player?It would be nice, if you can help me. I say thank you in advance for the answers. Links to forum entries that answer one of these topics would also work. However, I could not find auch entries until now. Thanks and best regards Meeresgott Edited March 14, 20196 yr by Meeresgott
March 14, 20196 yr 1. How is the "middle of the area" defined? 2. Get the tile entity of the chest and get the item handler capability from it. 3. World#getEntitiesWithinAABBExcludingEntity (pass the player in the parameter to exclude it) Edited March 14, 20196 yr by DavidM Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
March 14, 20196 yr Author 1. you are right. Bad example for know the area is 11x11 an the middle of the area is identify by the center blocks coordinates. 2. Do you have any code example for me ? When I get the tile entity how can I transfer Items from the Chest to the player ? ( I know this isn't the original question, but for me an interesting one). 3. Oh so esay. But how can I check if "AABB" is in loaded chunks ? I have forgot to mentain, that the Mod I'm working on is for a client how connects to a Server. I assume, that the Client can't download spezific chunks from the Server. Only Chunks next to the player. Edited March 14, 20196 yr by Meeresgott
March 14, 20196 yr 32 minutes ago, Meeresgott said: Mod I'm working on is for a client how connects to a Server 32 minutes ago, Meeresgott said: transfer Items from the Chest to the player AFAIK you can't transfer items from one inventory to another without the player opening the chest in a client only mod. Edited March 14, 20196 yr by DavidM Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
March 14, 20196 yr Author 12 minutes ago, DavidM said: AFAIK you can't transfer items from one inventory to another in a client only mod. I know it is difficult but possible. In vanilla Minecraft you can. You have to open the chest drag the items from the chest an drop them into the in inventory or. the other way round. I have to emulate this. The Server have to think, that a real Human does this transaction then it is possible - I hope. The question is how can I do this ? As already stated I can't findy any solutions for this problem in the web but for my opinion there musst be a solution. Do you have any Idea ? Edited March 14, 20196 yr by Meeresgott Added question
March 14, 20196 yr 1 hour ago, Meeresgott said: I know it is difficult but possible. In vanilla Minecraft you can. You have to open the chest drag the items from the chest an drop them into the in inventory or. the other way round. I have to emulate this. The Server have to think, that a real Human does this transaction then it is possible - I hope. In that case you'll have to open the chest first. 1 hour ago, DavidM said: from one inventory to another without the player opening the chest I might have misunderstood your problem. I thought you meant to grab all items out of nearby inventories in a 11x11 area without opening them. Yes, this is possible (although I am not sure whether this is encouraged). If the intention of your mod is to cheat on servers (like auto grab stuff out of chest in hunger games), then I'm afraid you shouldn't be doing it. Edited March 14, 20196 yr by DavidM Added more detailed description Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
March 14, 20196 yr Author 31 minutes ago, DavidM said: If the intention of your mod is to cheat on servers (like auto grab stuff out of chest), then I'm afraid you shouldn't be doing it. No, no! I promises you this is not my intention! I want to write a automatic Trader for a Clan on a Server. The guidelines from the Server allows Bots like this. It is not my Intention to Steel anything from a Player. 31 minutes ago, DavidM said: I might have misunderstood your problem. I thought you meant to grab all items out of nearby inventories in a 11x11 area without opening them. I have read over the part "without opening them". Excuse me please for that. We want to trade more Items than a Inventory can grasp. We store each different item in a different chest and a item frame with the receptive item is in front of the chest. If the bot enters the our property he should make a inventory from our Items and message us from witch item we have to little. Than if someone buy something the Bot will pic this specific item out of its chest and give to the buyer. Again the Bot don't be able to Steel anything from other players. Edited March 14, 20196 yr by Meeresgott
March 14, 20196 yr Author So I'll rewrite my questions: 1. How can I open chest and transfer Items from the chest to the players inventory or. the other way round ? 2. How can I implement a trigger ( like a Event ) when the player enters a specific area ? or have I to check every tick if the player is in the area ? Links to others forum entries, will work to. I would be very pleased about one or the other code example.
March 14, 20196 yr Personally I don’t like people trying to do automation client-side, even if they say the server allows it. It would be too easy to repurpose such a mod to steal items on servers, if such automation is allowed then the server owner should consider a sponge plugin or something. 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. Spoiler Logs (Most issues require logs to diagnose): Spoiler 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 Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge) Make a launcher profile targeting this version of Forge. 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). Now launch the pack through that profile and follow the "Mojang Launcher" instructions above. Video: Spoiler 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 Server Not Starting: Spoiler If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output. Reporting Illegal/Inappropriate Adfocus Ads: Spoiler Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad. Lex will need the Ad ID contained in that URL to report it to Adfocus' support team. Posting your mod as a GitHub Repo: Spoiler 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. Open a command prompt (CMD, Powershell, Terminal, etc). Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in). Run the following commands: git init 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 git fetch git checkout --track origin/master git stage * git commit -m "[Your commit message]" git push 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) Now you can share your GitHub link with those who you are asking for help. [Workaround line, please ignore]
March 14, 20196 yr Author 27 minutes ago, DaemonUmbra said: Personally I don’t like people trying to do automation client-side, even if they say the server allows it. This is your opinion. But can you say why ? Why you think my approach makes me to a kind of people that you don't like ? What is reprehensible by my approach ? 27 minutes ago, DaemonUmbra said: It would be too easy to repurpose such a mod to steal items on servers, I'm playing on a CityBuild - Server the Bot have only "player"-rights. If I have "criminal" purposes how get the Bot the rights to open a Chest from a other player, when it isn't trusted at his plot? 27 minutes ago, DaemonUmbra said: if such automation is allowed then the server owner should consider a sponge plugin or something. Yes this would be a lot easier for me ( I think ) but it isn't Edited March 14, 20196 yr by Meeresgott
March 15, 20196 yr I don’t know much about creating automations on the client side with forge, but your idea seems very complicated as it requires: - Automatically navigating the player to nearby chests. - Identifying the item in the item frame. - Open the chest and count the items in it. Keep in mind that you are doing these on the client side. To be honest, I wouldn’t attempt to create such an automation, as there are simply too much aspects to consider and too many things that could go wrong. To be honest, I wouldn’t encourage you to make client-side bots in the first place. Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
March 18, 20196 yr Author Excuse my late response, I was away over the weekend. The algorithm behind is not a problem for me. I need an interface to control the player from the Client side ( something like increasePosition(x,z); jump(), increaseRotation(value), lookAt(x,y,z), doLeftClick() doRightClick() etc. ). And some kind of "Information-Container" a List where all Blocks/Entities are stored from the loaded Chunks around the player. And the knowlege how to correct open a Chest and interact with the Items witch it contains. On 3/15/2019 at 9:39 AM, DavidM said: Keep in mind that you are doing these on the client side. To be honest, I wouldn’t attempt to create such an automation, as there are simply too much aspects to consider and too many things that could go wrong. I do prefer this attempt, not because it is the "cleanest" way to integrate, I simply like the Idea of the "human" like navigation from a Bot and the Bot don't increase the server consuming resources it only blocks one Slot. To be honest, I know it is a dirty solution, but the idea from the Human like navigation etc. is so a great idea in my mind, that I have to implement this, even it doesn't come in action. I hope you can understand my motivation - childlike fascination.
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