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Posted

Hi!

I want the player that has less than 9 food level to get Mining Fatigue.

Everything is working except the Mining fatigue effect that get stuck at 0:00s left

I know i could easily fix that by clearing his Mining Fatigue effect but if that happen, i guess something is wrong

 

The code :

Spoiler

	int ticksworld;
	private static PotionEffect HungryFatigue = new PotionEffect(MobEffects.MINING_FATIGUE, 40, 0, false, false);

	@SubscribeEvent
	public void onWorldTick(WorldTickEvent event) {
		World world = event.world;
		EntityPlayer player = Minecraft.getMinecraft().player;
		
		if(!(player == null) && !(world == null)) {
		
		if(ticksworld == 20) {
			ticksworld = 0;
			
			if(player.getFoodStats().getFoodLevel() <= 9 && player.getActivePotionEffect(MobEffects.MINING_FATIGUE) == null) {
				
				player.addPotionEffect(HungryFatigue);
				
				System.out.println("Effect Added"); //I used this to check if it stacks, and no its not
				}
			
		} else {ticksworld++;}
	}
	}

 

 

Posted

1. You should create a new PotionEffect each time; do not store it in a static field.

2. You cannot create a field and use it as the cool down value; the field will be “shared” across all players, thus will mess up your cool down.

3. Check World#isRemote to make sure your code is only ran on the server side.

  • Thanks 1

Some tips:

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Modder Support:

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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TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.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. 

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Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

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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:

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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.

 

 

Posted
29 minutes ago, DavidM said:

1. You should create a new PotionEffect each time; do not store it in a static field.

2. You cannot create a field and use it as the cool down value; the field will be “shared” across all players, thus will mess up your cool down.

3. Check World#isRemote to make sure your code is only ran on the server side.

I now have that, but still stuck at 0:00

Spoiler

int ticksworld;
	@SubscribeEvent
	public void onWorldTick(WorldTickEvent event) {
		World world = event.world;
		EntityPlayer player = Minecraft.getMinecraft().player;
		
		if(!(player == null) && !(world == null)) {
		
		if(ticksworld == 20) {
			ticksworld = 0;
			
			if(player.getFoodStats().getFoodLevel() <= 9 && player.getActivePotionEffect(MobEffects.MINING_FATIGUE) == null) {
				
				if(!world.isRemote) {
					
					player.addPotionEffect(new PotionEffect(MobEffects.MINING_FATIGUE, 40, 0, false, false));
				}
				
				System.out.println("Effect Added");
				}
			
		} else {ticksworld++;}
		}
	}

 

 

Posted
16 minutes ago, diesieben07 said:
  • WorldTickEvent is entirely server side, as such in your code you are reaching across logical sides by accessing Minecraft#player. Use PlayerTickEvent instead and check that you are on the server (World#isRemote). Only the server can manipulate potion effects.
  • TickEvent fires twice every tick, check TickEvent#phase.
  • As mentioned above, you cannot have a global counter like that. If you just want to check every 20 ticks on the server use (World#getTotalWorldTime() % 20) == 0.

Fixed! Thanks

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