Nope, since only the server knows about the bounding boxes. On a regular vanilla server the only way to get that data to the client for the BB rendering is to copy over the *.dat files.
@Jeg222 As @masa_fi stated, in an SMP scenario the client only knows what blocks/entities there are, but not the bounding boxes. This is because the bounding boxes are only needed for mob spawning which is handled server side. Copying the dat files to the client gives you access to the existing bounding boxes but doesn't cater for when new bounding boxes are generated on the server.
If you know the seed you can make a world locally and fly around to generate structures although this assumes you use the same version as the server when those structures were generated. It's doable but pretty hit and miss especially if it's a long running world.
Just checking in to confirm that there have been no mappings released for 1.8.2+ so for the time being there's no new version of this mod. I'm looking into an alternative way of injecting the mod into the runtime, but it's a real brain bender so you'll have to bear with me I'm afraid!
Now I'm here,and Thanks the mod you have made.It helps me a lot,but what I mean is:wither skeleton can also spawn out of the bounding box.In 1.7 it even can spawn up on the bedrock,and the lowest floor is Y48.I used this made a very fast wither skeleton farm(faster than Ghast wither ripper).Maybe you don't know about it,defanive and burst found this,and he upload a video about it.
In 1.8 and later,top of the nether,wither skeleton can't spawn,but it can spawn down of the bounding boxes,so,we can use it to make a really LOW-Y farm.And it will spawn wither skeletons very fast.
Which launcher are you using? For example in MultiMC you should be able to add the vanilla version of the mod using the "Add jar mod" button from "Edit instance".
Also, I have no idea if the vanilla version will work with Forge installed, they might conflict... Because they might both be editing some of the same class files...
I haven't. I created a mod that did nothing but inject into games render code and this also failed when OptiFine was loaded. I reached out to the creator of OptiFine but he was unable or unwilling to offer any response so I'm at a dead end. It "feels" like something in OptiFine is unstable when the render method has been injected into. Sorry but I can offer no solution other than to not use the mod with OptiFine.
The vanilla mod very similar class updates as Forge so they won't play nicely together I'm afraid. I did try to build a version of the mod for 1.7.10 Forge but Forge had changed so extensively between 1.7.x and 1.8 that it was a much larger undertaking than I was willing to make.
Sorry for the bad news although of course you can have multiple versions of Minecraft running so if you want you can use 1.7.10 vanilla with the mod, and 1.71.0 Forge without the mod. #winning
Hi irtimaled. Could you explain how to use a server's .dat files more clearly?
I'm hosting a 1.8 forge server (never vanilla) from my desktop and I connect to it at "127.0.0.1:25565" from minecraft. I'm mainly interested in nether fortresses, so I copied the Fortress.dat from my server to "\config\BBOutlineReloaded\127.0.0.1\25565\Fortress.dat" on my client, but I'm not seeing any boxes at all. I thought perhaps it needs to be in the same folder layout as the world folder, so I also tried putting it under "..\25565\DIM-1\data\Fortress.dat" with similar results.
I tested it in a single player world and it works fine there. Am I missing something?
So in your case it would be "config\BBOutlineReloaded\127.0.0.1,25565\Fortress.dat"
And all the *.dat files are directly in that directory.
Edit:
Actually, it seems that separating the port into a subdirectory should also be supported since the beta11 version. Are you on that or older?
[ /endEdit ]
Further information:
Not directly related to your case, but possibly useful to know if you do single player testing:
Forge handles the per-dimension storage of data differently from vanilla. As you already said you copied the Fortress.dat from worldname/DIM-1/data/Fortress.dat from the Forge server.
In vanilla all of the *.dat files are directly under worldname/data/*.dat. So keep that in mind if you need to copy them between a vanilla and a Forge instance. I think currently the only file that has that problem is the Fortress.dat for the Nether, all other structures are in the overworld, which would be the same location for both, under worldname/data/.
NOTE: This only applies in single player, when you connect to a server (= play multiplayer instead of single player from the main menu), you need to copy the *.dat files in the above mentioned directory under config/, and there they are all always in the same location.
Yes I'm on beta 11. Using "127.0.0.1,25565" works, as does just "127.0.0.1" (with no port). There appears to be a logic error when trying to load from a subdirectory of the hostname directory. I'll make an issue on github. Thanks for the reply.
Thank you for your time and effort as well as getting back to let me know your results. Hopefully in the future this may get resolved but until then I wont use Opti. Thank you again
Are you using the mod against a singleplayer or multiplayer world? To confirm the mod is correctly installed check the controls menu to see if you see the key binding. If you see it then it is correctly installed and so should work.
Looks like my fix for Forge has been rolled up into a release so you should be able to load a vanilla world into at least version 11.14.3.1457 of 1.8 Forge and the bounding boxes will be accurate for nether fortresses.
irtimaled, thanks for this mod it is wonderful and very well done. but with that being said i had some problems with 1.7.10 version of your mod, i raised two issues on github see here and here. but then decided i would try to fix it myself, so i forked your github and applied all the patches myself and ran it, and it worked fine no crashes or anything wrong. so i think(dont know for sure) that the problems is somehow the code recompiled wrong, i have my zip containing the working version, if you want i can post or show it to you in a pm. thanks
I think this is because I built against a newer version of Java - I plan to release an update in the near future now that MCP has been updated to 1.8.8 - will target an earlier version of java to avoid this in future.
Nope, since only the server knows about the bounding boxes. On a regular vanilla server the only way to get that data to the client for the BB rendering is to copy over the *.dat files.
My mods on CurseForge. My Github page with mods, tools and other stuff.
@Jeg222 As @masa_fi stated, in an SMP scenario the client only knows what blocks/entities there are, but not the bounding boxes. This is because the bounding boxes are only needed for mob spawning which is handled server side. Copying the dat files to the client gives you access to the existing bounding boxes but doesn't cater for when new bounding boxes are generated on the server.
If you know the seed you can make a world locally and fly around to generate structures although this assumes you use the same version as the server when those structures were generated. It's doable but pretty hit and miss especially if it's a long running world.
Update 1.0.0 Beta 11
Adds:-
Support for local dat files in config\BBOutlineReloaded\host\port
Fixes:-
Improve performance when 0,0 is within render distance
Available for Forge 1.8 and Vanilla 1.8.1, 1.8 & 1.7.10
Hi all,
Just checking in to confirm that there have been no mappings released for 1.8.2+ so for the time being there's no new version of this mod. I'm looking into an alternative way of injecting the mod into the runtime, but it's a real brain bender so you'll have to bear with me I'm afraid!
Thanks,
Irti
Have you been able to fix or determine the cause of this mod and Opti cashing?
Now I'm here,and Thanks the mod you have made.It helps me a lot,but what I mean is:wither skeleton can also spawn out of the bounding box.In 1.7 it even can spawn up on the bedrock,and the lowest floor is Y48.I used this made a very fast wither skeleton farm(faster than Ghast wither ripper).Maybe you don't know about it,defanive and burst found this,and he upload a video about it.
In 1.8 and later,top of the nether,wither skeleton can't spawn,but it can spawn down of the bounding boxes,so,we can use it to make a really LOW-Y farm.And it will spawn wither skeletons very fast.
How do i install the vanilla version?
Im using Forge 1.7.10 since it supports more mods
Which launcher are you using? For example in MultiMC you should be able to add the vanilla version of the mod using the "Add jar mod" button from "Edit instance".
Also, I have no idea if the vanilla version will work with Forge installed, they might conflict... Because they might both be editing some of the same class files...
My mods on CurseForge. My Github page with mods, tools and other stuff.
Hi Dracconis,
I haven't. I created a mod that did nothing but inject into games render code and this also failed when OptiFine was loaded. I reached out to the creator of OptiFine but he was unable or unwilling to offer any response so I'm at a dead end. It "feels" like something in OptiFine is unstable when the render method has been injected into. Sorry but I can offer no solution other than to not use the mod with OptiFine.
Thanks, Irti
Hi there,
The vanilla mod very similar class updates as Forge so they won't play nicely together I'm afraid. I did try to build a version of the mod for 1.7.10 Forge but Forge had changed so extensively between 1.7.x and 1.8 that it was a much larger undertaking than I was willing to make.
Sorry for the bad news although of course you can have multiple versions of Minecraft running so if you want you can use 1.7.10 vanilla with the mod, and 1.71.0 Forge without the mod. #winning
Thanks,
Irti
Hi irtimaled. Could you explain how to use a server's .dat files more clearly?
I'm hosting a 1.8 forge server (never vanilla) from my desktop and I connect to it at "127.0.0.1:25565" from minecraft. I'm mainly interested in nether fortresses, so I copied the Fortress.dat from my server to "\config\BBOutlineReloaded\127.0.0.1\25565\Fortress.dat" on my client, but I'm not seeing any boxes at all. I thought perhaps it needs to be in the same folder layout as the world folder, so I also tried putting it under "..\25565\DIM-1\data\Fortress.dat" with similar results.
I tested it in a single player world and it works fine there. Am I missing something?
The directory structure is:
config/BBOutlineReloaded/url.to.server,portnumber
So in your case it would be "config\BBOutlineReloaded\127.0.0.1,25565\Fortress.dat"
And all the *.dat files are directly in that directory.
Edit:
Actually, it seems that separating the port into a subdirectory should also be supported since the beta11 version. Are you on that or older?
[ /endEdit ]
Further information:
Not directly related to your case, but possibly useful to know if you do single player testing:
Forge handles the per-dimension storage of data differently from vanilla. As you already said you copied the Fortress.dat from worldname/DIM-1/data/Fortress.dat from the Forge server.
In vanilla all of the *.dat files are directly under worldname/data/*.dat. So keep that in mind if you need to copy them between a vanilla and a Forge instance. I think currently the only file that has that problem is the Fortress.dat for the Nether, all other structures are in the overworld, which would be the same location for both, under worldname/data/.
NOTE: This only applies in single player, when you connect to a server (= play multiplayer instead of single player from the main menu), you need to copy the *.dat files in the above mentioned directory under config/, and there they are all always in the same location.
My mods on CurseForge. My Github page with mods, tools and other stuff.
Yes I'm on beta 11. Using "127.0.0.1,25565" works, as does just "127.0.0.1" (with no port). There appears to be a logic error when trying to load from a subdirectory of the hostname directory. I'll make an issue on github. Thanks for the reply.
Thank you for your time and effort as well as getting back to let me know your results. Hopefully in the future this may get resolved but until then I wont use Opti. Thank you again
The vanilla version doesn't seem to work for me, nothing seem to have changed, and when i press B, nothing happens
Hi Stanly,
Are you using the mod against a singleplayer or multiplayer world? To confirm the mod is correctly installed check the controls menu to see if you see the key binding. If you see it then it is correctly installed and so should work.
Thanks,
Irti
Hi guys,
Looks like my fix for Forge has been rolled up into a release so you should be able to load a vanilla world into at least version 11.14.3.1457 of 1.8 Forge and the bounding boxes will be accurate for nether fortresses.
Thanks,
Irti
okay, i will try installing it again, thank you!
irtimaled, thanks for this mod it is wonderful and very well done. but with that being said i had some problems with 1.7.10 version of your mod, i raised two issues on github see here and here. but then decided i would try to fix it myself, so i forked your github and applied all the patches myself and ran it, and it worked fine no crashes or anything wrong. so i think(dont know for sure) that the problems is somehow the code recompiled wrong, i have my zip containing the working version, if you want i can post or show it to you in a pm. thanks
edit:
Zark,
I think this is because I built against a newer version of Java - I plan to release an update in the near future now that MCP has been updated to 1.8.8 - will target an earlier version of java to avoid this in future.
Thanks,
Irti