Jump to content

Copy item stack capabilities


Melonslise

Recommended Posts

15 hours ago, Melonslise said:

I’ve noticed that when updating nbt on the server, the client (most likely) recreates the stack, but doesn’t copy the attached capabilities.

It depends on what you mean by re-creates and how you are editing it. ItemStack capabilities are not synced.

 

How are you updating your capability data?

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.

Link to comment
Share on other sites

3 hours ago, Animefan8888 said:

It depends on what you mean by re-creates and how you are editing it. ItemStack capabilities are not synced.

 

How are you updating your capability data?

Identical code runs on both sides. Currently it works perfectly without updating the nbt.

Link to comment
Share on other sites

1 minute ago, Melonslise said:

Identical code runs on both sides.

This could cause problems based on how you are doing it, hopefully you are still basing actions off of the servers data.

1 minute ago, Melonslise said:

Currently it works perfectly without updating the nbt.

Define updating the NBT.

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.

Link to comment
Share on other sites

1 hour ago, Animefan8888 said:

This could cause problems based on how you are doing it, hopefully you are still basing actions off of the servers data.

Actually the action is started on the client whenever the player presses a key and finishes on the client whenever he releases the key. Thus sending a return packet to the client would be wasteful.

1 hour ago, Animefan8888 said:

Define updating the NBT.

Whenever I write to the stack’s compound tag, the capabilities seem to reset.

Edited by Melonslise
Link to comment
Share on other sites

6 hours ago, Melonslise said:

Whenever I write to the stack’s compound tag, the capabilities seem to reset.

Yes, because that's what Minecraft does when the stack NBT changes: when the server sends the update packet, the client assumes it is a new stack and recreates it.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

1 hour ago, Draco18s said:

Yes, because that's what Minecraft does when the stack NBT changes: when the server sends the update packet, the client assumes it is a new stack and recreates it.

Yeah, that’s what I wrote in my first post. But how do I fix that without syncing every tick? Is there any way I could copy the capabilities?

Edited by Melonslise
Link to comment
Share on other sites

You shouldn't be stuffing NBT data into the item. That's why you have a Capability.

  • Thanks 1

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

28 minutes ago, Melonslise said:

Oh didn’t think of that. But what if some other mod modifies the stack’s nbt? Thanks

They should also be using a capability. The only possible way to ensure that the capability stays in sync on an nbt change would be to constantly verify with the server and then send an update packet back to the client. Though as I said they should also be using a capability for ItemStack data.

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.

Link to comment
Share on other sites

Is this item capability only relevant when it is held? If so you might want to change it from being an item capability to being a player capability, as that might be easier to keep synced. Basically have player capability for "holding special item in my main hand" or whatever you need to trigger the rest of your logic.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Link to comment
Share on other sites

On 8/3/2018 at 6:44 PM, jabelar said:

Is this item capability only relevant when it is held? If so you might want to change it from being an item capability to being a player capability, as that might be easier to keep synced. Basically have player capability for "holding special item in my main hand" or whatever you need to trigger the rest of your logic.

Yes, they are mostly only relevant while held. I thought about that, but I’m not sure if adding 3-4 caps to every single player for a few items is good practice.

Link to comment
Share on other sites

45 minutes ago, Melonslise said:

Yes, they are mostly only relevant while held. I thought about that, but I’m not sure if adding 3-4 caps to every single player for a few items is good practice.

Merge them all into one cap.

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.

Link to comment
Share on other sites

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

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

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