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Possibility of server-side only option? #20

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nazzyz opened this issue Sep 13, 2020 · 6 comments
Open

Possibility of server-side only option? #20

nazzyz opened this issue Sep 13, 2020 · 6 comments

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@nazzyz
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nazzyz commented Sep 13, 2020

Minecraft Forge v14.23.5.2854
I'm not sure how or if the client really interacts with the loot tables, I'd like to think that it doesn't? Is there a possible way to have this mod load as a server-only option?
Thank you for your willingness to look into this.

@dshadowwolf
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I don't know, myself - the available docs when I did the rewrite didn't note a difference and the existing code from before the rewrite also ran on both sides.

@nazzyz
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nazzyz commented Sep 14, 2020 via email

@dshadowwolf
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Not a problem. I cannot find information in any of the available documentation as to whether this needs to be on both sides or not, so when writing it, as I said, I defaulted to just having it required on both sides.

@The-Fireplace
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The-Fireplace commented Sep 14, 2020

I took a quick glance through the code, I don't see anything that looks like it should be required on the client if the server has it loaded. Honestly, you could probably just stick acceptableRemoteVersions="*" in the @Mod and I think that'll do it. On a related note, going through that proxy to get the world is also unnecessary, the only time it's used is from the dump command, and that function already has access to the MinecraftServer instance, which has a getter for the world on it.

@dshadowwolf
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With the code being set for both client and server it is needed. At that it is needed for single-player runs. I'll do some testing in a bit, as I have some extensions to the setup that should allow for both non-vanilla loot tables being modified and adding the ability to flatly override any table.

@The-Fireplace
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The singleplayer aspect of it is why I suggested acceptableRemoteVersions="*", which doesn't prevent loading in Singleplayer like serverSideOnly=true does.

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