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By BattleDash · Posted
Hello all, I'm trying to make a mod that can tell you all the players on a bungee server you're connected to, I've never worked with Forge before and this API is very abstract to me compared to plugin development which is what I normally do. Does anyone know how I would go about getting a list of Player Entities of every player on the network you're connected to? -
Does anyone else have any thoughts as to what might be causing this issue?
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By diesieben07 · Posted
You cannot call Minecraft methods from a separate thread. You need to wait a tick using ClientTickEvent. -
By bismuth210 · Posted
I'm creating a custom gamemode using forge in which players get teleported around regularly. I've run into a problem when I do the following: I spawn a firework rocket near a player I teleport the player to a different location I wait a couple of seconds (or minutes) I teleport the player back to the same location as in step 1. Doing this will show the firework spawned in step 1 in step 4, despite significant time having passed in 3. This video shows what I mean: I suspect the reason for why this happens is because once I teleport the player somewhere else, the chunk with the firework is no longer loaded and doesn't get updated. Is there a simple way for me to simply "get rid" of all active fireworks shortly before teleporting players so that this doesn't occur? Or do I really have to forcibly keep all chunks loaded? To be more clear: I don't want to disable fireworks all together, but I don't want remnants of old fireworks showing up when I teleport players. "Killing" all firework rockets when I teleport a player would work fine, but I don't know if/how I can do that. I've tried using /kill @e[type=!player] But that doesn't work for firework rockets apparently.
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