Posted October 13, 20196 yr How do I get the blocks surrounding the player on client side during every player tick? I tried subscribing to the PlayerTickEvent, but it doesn't fire. package com.test.mod import net.minecraftforge.event.TickEvent.PlayerTickEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.common.Mod; @Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD, modid = Main.ID) public class Registry { @SubscribeEvent public static void onPlayerTick(PlayerTickEvent event) { System.out.println("Complete"); } } I also considered extending the PlayerEntity class, then overriding the Tick method, but I don't know how to register classes that extend PlayerEntity. Is it the same as registering other entities?
October 13, 20196 yr 2 hours ago, I am not AI said: I also considered extending the PlayerEntity class, then overriding the Tick method, but I don't know how to register classes that extend PlayerEntity. Is it the same as registering other entities? No, no, and no. There is no way to register it use the event. 2 hours ago, I am not AI said: bus = Mod.EventBusSubscriber.Bus.MOD, This part is unneeded. This event fires on Bus.FORGE, which is the default. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
October 13, 20196 yr Author @Animefan8888, thanks a lot! I spent 8 hours trying to get this to work. Removing this worked: bus = Mod.EventBusSubscriber.Bus.MOD So this works: package com.test.mod; import net.minecraftforge.event.TickEvent.PlayerTickEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.common.Mod; @Mod.EventBusSubscriber(modid = Main.ID) public class Registry { @SubscribeEvent public static void onPlayerTick(PlayerTickEvent event) { System.out.println("Complete"); } } Whew. I can move on with my day. Thanks again!
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