Comments (6)
I use world load event and it works
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I never said that world load doesn't work, I said that world **un**load doesn't get fired.
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I could of sworn i stuck it somewhere, however, I have been meaning to go and re-look at these to provide a more useful Save.Load/Unload as Worlds can be loaded and unloaded in the same 'Save'. So if you guys have any suggestions of where to stick these events i'm all ears :p
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Well, FML has the server starting and stopping events that may provide what you need....
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World unload is needed for removing the tile entities from that particular world (since onChunkUnload() of tile entities does not work when a world unloads).
For changing maps FML server state events will be enough provided that the map can't change while the server is running.
Edit: does the serverStopping event have to be in the @mod file? It's the only place it seems to trigger.
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World unload events should now be run in all the proper places.
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