Jump to content

Recommended Posts

Posted (edited)

I am working on an echolocation helmet that shows the player nearby ores.  For performance, I just scan each chunk for the specific ores I need when it is loaded.  I can subscribe to BlockEvent.EntityPlaceEvent and BlockEvent.BreakEvent to detect when the player places/breaks ores... but this doesn't detect when eg. a piston pushes an ore block.  While it's unlikely anyone will really care about this sort of situation, it's still incorrect behavior and I'd like to detect this.

 

I've thought about subscribing to BlockEvent.NeighborNotifyEvent on the server and then sending a packet to inform the player, but that seems like an unclean solution given that the server is already informing us about where the blocks are; asking it to tell the client again is a bit silly.  Nothing popped out at me during a skim through all the `Event` subclasses.

 

I've found recommendations that I use "IWorldEventListener", but I think that was removed in 1.14-ish?  

 

So my question is: is there a way to detect all block-place/break events (even when eg. pistons, other players are the ones doing them) without having to send my own packets?   Or if there isn't a proper interface, can I tap into the vanilla packets and just read which blocks are being set from those?

 

(I might be going through a bit much effort to avoid sending packets, but it feels like packets really shouldn't be necessary)

Edited by Ravenwolf397
Posted (edited)

Alas, no.  It does in single player, weirdly (even sets world.isRemote to true, which might be a bug), but I started a LAN server with my normal account and joined using my mod (with all the server stuff commented out), and it didn't fire.  

 

Also, if you check the comments above NeighborNotifyEvent, it says "This event is only called on the server", which is pretty unambiguous about the intended behavior =S

Edited by Ravenwolf397
Posted (edited)

Do you know what time it is?   

IT'S CORE MODDING TIME!

*screeches hysterically*

 

</hysteria>

(I spend like 14 hours on this what am I doing with my life)

 

So yeah, that's what you have to do to detect block changes client-side.  I won't go into details since the devs appear to be somewhat hostile towards anything to do with coremods, short of outright banning them.

 

In my case, I hooked my own custom event into the network manager and checked for SChangeBlockPacket s and SMultiBlockChangePacket s.

 

But yeah, as far as vanilla Forge goes, this is impossible.  Note that there *are* events for when the player breaks/places blocks though, so if that's all you need then you can use those.  It's just if you need to know when other things move blocks (pistons, falling blocks, etc.) that you need to break into the core.  

 

OR, you could bite the bullet and send your own packets from the server. 

 

That would probably have been much much easier. 

 

And more efficient.

 

But.

 

I like this.

Edited by Ravenwolf397
  • Like 1

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...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Start by following the docs to get a workspace setup: https://docs.minecraftforge.net/en/latest/gettingstarted/ Then poke around some of the tutorials, https://www.mcjty.eu/docs/1.20/ used to be the goto, but not sure if there are any updates for regular forge or not, but if you've brushed up on Java, it will be enough to get you started. Poke around the Minecraft and Forge sources to see how things are done. Read the FAQ for information on how to post code/logs when you run into issues. Share as much info on issues you have as possible. Use github to host projects, chances of someone helping are higher when they can actually see all your code and/or build it themselves. And finally, keep it on the forums, don't direct message people with questions, most people do not provide personal support like that. Also keep in mind forums posts are not always immediately answered, if you're looking for a quicker response, you can always try the Minecraft Forge discord server.
    • Hello, I have a Forge Minecraft sever (I host it at g-portal.com) which has always worked fine and I had no problems, but today it doesn't wanna work anymore. Today I started the server and the status said online, but after a few seconds it said this: "Start failed". And then out of nowhere it restarted itself and the same thing happened again and again and now it's in an infinite loop where it just keeps failing and then restarts. Here's the download link for the server logs: https://www.mediafire.com/file/sq30dgoonjevib1/2025-07-06-1.log/file Does anyone know how to fix this? If yes I would really appreciate help. Best wishes, Gabs1107
    • I'm experiencing a critical issue on a dedicated Arch Linux server running the latest Forge for Minecraft 1.20.1. When a player exits a Nether portal (not enters, and not via /tp) or teleports into the End via portal, the server completely freezes for 1–10 minutes. During this time, all commands are unresponsive, and the game world essentially locks up. This is with watchdog disabled. Environment: OS: Arch Linux (latest packages) Java: OpenJDK 17 (up to date) Forge Version: Latest 1.20.1 (tested multiple versions from the past ~3 months) Mods: None (issue occurs on a clean install) Server Type: Proxmox VM with: 4 virtual cores 64 GB RAM (63 GB allocated via -Xmx and -Xms flags) Observed Behavior: Observed Behavior: The server freezes for 1–10 minutes when: Exiting a Nether portal (entering does not trigger the issue) Entering or exiting the End using a portal Teleporting using commands (e.g., /tp) works only for the Nether; teleporting to the End via command also causes a freeze The issue occurs anywhere in the world, not tied to specific coordinates or builds During the freeze: The server becomes completely unresponsive to all commands and player actions No crash reports, no errors, and no warnings are logged CPU usage remains under 50%, and RAM usage stays around 6–14 GB After 1–10 minutes, the server recovers automatically and resumes normal operation
    • Hey man, I just found this section in your code.  Try to do this: { "parent": "minecraft:item/generated", "textures": { "layer0": "testmod:item/alexandrite" } } This means your png should be named alexandrite.png. Hope it helps  
  • Topics

×
×
  • Create New...

Important Information

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