Не изменяется NBT

Версия Minecraft
1.7.10
Есть энтити с переменной цвета, которая должна изменяться при нажатии определенных клавиш и записываться в нбт. Но проблема в том, что в нбт записывается значение, которое было получено при спавне, и больше не изменяется, хотя при нажатии клавиш цвет изменяется и остается таким до перезахода на карту.
Код:
package com.flansmod.common.driveables;

import io.netty.buffer.ByteBuf;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.ChatComponentText;
import net.minecraft.util.DamageSource;
import net.minecraft.util.MathHelper;
import net.minecraft.util.Vec3;
import net.minecraft.world.World;

import org.lwjgl.input.Keyboard;

import com.flansmod.api.IExplodeable;
import com.flansmod.client.KeyInputHandler;
import com.flansmod.common.FlansMod;
import com.flansmod.common.network.PacketDriveableKey;
import com.flansmod.common.network.PacketPlaySound;
import com.flansmod.common.network.PacketVehicleControl;
import com.flansmod.common.teams.TeamsManager;
import com.flansmod.common.tools.ItemTool;
import com.flansmod.common.vector.Vector3f;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;


public class EntityVehicle extends EntityDriveable implements IExplodeable
{
    /** Weapon delays */
    public int shellDelay, gunDelay;
    /** Position of looping sounds */
    public int soundPosition;
    /** Front wheel yaw, used to control the vehicle steering */
    public float wheelsYaw;
    /** Despawn time */
    private int ticksSinceUsed = 0;
    /** Aesthetic door switch */
    public boolean varDoor;
    /** Wheel rotation angle. Only applies to vehicles that set a rotating wheels flag */
    public float wheelsAngle;
    /** Delayer for door button */
    public int toggleTimer = 0;
    public float fg;
    public float fb;
    private float fr=(float)Math.random();
    
    public EntityVehicle(World world)
    {
        super(world);
        stepHeight = 1.0F;
    }
    
    //This one deals with spawning from a vehicle spawner
    public EntityVehicle(World world, double x, double y, double z, VehicleType type, DriveableData data)
    {
        super(world, type, data);
        stepHeight = 1.0F;
        setPosition(x, y, z);
        initType(type, false);
    }
    
    //This one allows you to deal with spawning from items
    public EntityVehicle(World world, double x, double y, double z, EntityPlayer placer, VehicleType type, DriveableData data)
    {
        super(world, type, data);
        stepHeight = 1.0F;
        setPosition(x, y, z);
        rotateYaw(placer.rotationYaw + 90F);
        initType(type, false);
    }
    
    @Override
    protected void initType(DriveableType type, boolean clientSide)
    {
        super.initType(type, clientSide);
    }
    public float getFR()
    {
        return fr;
    }
    @Override
    public void readSpawnData(ByteBuf data)
    {
        super.readSpawnData(data);
        fr = data.readFloat();
    }

    @Override
    public void writeSpawnData(ByteBuf data)
    {
        super.writeSpawnData(data);
        data.writeFloat(fr);
    }
    @Override
    protected void writeEntityToNBT(NBTTagCompound tag)
    {
        super.writeEntityToNBT(tag);
        tag.setBoolean("VarDoor", varDoor);
        tag.setFloat("floatr", fr);
    }

    @Override
    protected void readEntityFromNBT(NBTTagCompound tag)
    {
        super.readEntityFromNBT(tag);
        varDoor = tag.getBoolean("VarDoor");
        fr = tag.getFloat("floatr");
    }
        
    /**
     * Called with the movement of the mouse. Used in controlling vehicles if need be.
     * @param deltaY
     * @param deltaX
     */
    @Override
    public void onMouseMoved(int deltaX, int deltaY)
    {
    }
    
    @Override
    public void setPositionRotationAndMotion(double x, double y, double z, float yaw, float pitch, float roll, double motX, double motY, double motZ, float velYaw, float velPitch, float velRoll, float throt, float steeringYaw)
    {
        super.setPositionRotationAndMotion(x, y, z, yaw, pitch, roll, motX, motY, motZ, velYaw, velPitch, velRoll, throt, steeringYaw);
        wheelsYaw = steeringYaw;
    }
            
    @Override
    public boolean interactFirst(EntityPlayer entityplayer)
    {
        if(isDead)
            return false;
        if(worldObj.isRemote)
            return false;
        
        //If they are using a repair tool, don't put them in
        ItemStack currentItem = entityplayer.getCurrentEquippedItem();
        if(currentItem != null && currentItem.getItem() instanceof ItemTool && ((ItemTool)currentItem.getItem()).type.healDriveables)
            return true;
        
        VehicleType type = getVehicleType();
        //Check each seat in order to see if the player can sit in it
        for(int i = 0; i <= type.numPassengers; i++)
        {
            if(seats[i].interactFirst(entityplayer))
            {
                if(i == 0)
                {
                    shellDelay = type.vehicleShellDelay;
                    FlansMod.proxy.doTutorialStuff(entityplayer, this);
                }
                return true;
            }
        }
        return false;
    }
    
    @Override
    public boolean pressKey(int key, EntityPlayer player)
    {
        VehicleType type = getVehicleType();
        //Send keys which require server side updates to the server
        if(worldObj.isRemote && (key == 6 || key == 8 || key == 9))
        {
            FlansMod.getPacketHandler().sendToServer(new PacketDriveableKey(key));
            return true;
        }
        switch(key)
        {
            case 0 : //Accelerate : Increase the throttle, up to 1.
            {
                throttle += 0.01F;
                if(throttle > 1F)
                    throttle = 1F;
                return true;
            }
            case 1 : //Decelerate : Decrease the throttle, down to -1, or 0 if the vehicle cannot reverse
            {
                throttle -= 0.01F;
                if(throttle < -1F)
                    throttle = -1F;
                if(throttle < 0F && type.maxNegativeThrottle == 0F)
                    throttle = 0F;
                return true;
            }
            case 2 : //Left : Yaw the wheels left
            {   
                wheelsYaw -= 1F;
                return true;
            }
            case 3 : //Right : Yaw the wheels right
            {
                wheelsYaw += 1F;
                return true;
            }
            case 4 : //Up : Do nothing
            {
                return true;
            }
            case 5 : //Down : Do nothing
            {
                return true;
            }
            case 6 : //Exit : Get out
            {
                seats[0].riddenByEntity.mountEntity(null);
                  return true;
            }
            case 7 : //Inventory
            {
                if(worldObj.isRemote)
                {
                    FlansMod.proxy.openDriveableMenu((EntityPlayer)seats[0].riddenByEntity, worldObj, this);
                }
                return true;
            }
            case 8 : //Shoot shell
            case 9 : //Shoot bullet
            {
                return super.pressKey(key, player);
            }
            case 10 : //Change control mode : Do nothing
            {
                return true;
            }
            case 11 : //Roll left : Do nothing
            {
                return true;
            }
            case 12 : //Roll right : Do nothing
            {
                return true;
            }
            case 13 : // Gear : Do nothing
            {
                return true;
            }
            case 14 : // Door
            {
                if(toggleTimer <= 0)
                {
                    varDoor = !varDoor;
                    if(type.hasDoor)
                        player.addChatMessage(new ChatComponentText("Doors " + (varDoor ? "open" : "closed")));
                    toggleTimer = 10;
                    FlansMod.getPacketHandler().sendToServer(new PacketVehicleControl(this));
                }
                return true;
            }
            case 15 : // Wing : Do nothing
            {
                return true;
            }
            case 16 : // Trim Button
            {
                //applyTorque(new Vector3f(axes.getRoll() / 10, 0F, 0F));
                return true;
            }
            case 17 : //Park
            {
               // break;
                return true;
            }
            case 18 :
            {
                fr+=0.01F;
                return true;
            }
            case 19 :
            {
                fr-=0.01F;           
                return true;
            }
        }
        return false;
    }
    
    
    @Override
    public Vector3f getLookVector(DriveablePosition dp)
    {
        return rotate(seats[0].looking.getXAxis());
    }
    
    @Override
    public void onUpdate()
    {
        super.onUpdate();
        
        //Get vehicle type
        VehicleType type = this.getVehicleType();
        DriveableData data = getDriveableData();
        if(type == null)
        {
            FlansMod.log("Vehicle type null. Not ticking vehicle");
            return;
        }
          
        //Work out if this is the client side and the player is driving
        boolean thePlayerIsDrivingThis = worldObj.isRemote && seats[0] != null && seats[0].riddenByEntity instanceof EntityPlayer && FlansMod.proxy.isThePlayer((EntityPlayer)seats[0].riddenByEntity);
                
        //Despawning
        ticksSinceUsed++;
        if(!worldObj.isRemote && seats[0].riddenByEntity != null)
            ticksSinceUsed = 0;
        if(!worldObj.isRemote && TeamsManager.vehicleLife > 0 && ticksSinceUsed > TeamsManager.vehicleLife * 20)
        {
            setDead();
        }
        
        //Shooting, inventories, etc.
        //Decrement shell and gun timers
        if(shellDelay > 0)
            shellDelay--;
        if(gunDelay > 0)
            gunDelay--;
        if(toggleTimer > 0)
            toggleTimer--;
        if(soundPosition > 0)
            soundPosition--;
        
        //Aesthetics
        //Rotate the wheels
        if(hasEnoughFuel())
        {
            wheelsAngle += throttle / 7F;   
        }
        
        //Return the wheels to their resting position
        wheelsYaw *= 0.9F;
        //Limit wheel angles
        if(wheelsYaw > 20)
            wheelsYaw = 20;
        if(wheelsYaw < -20)
            wheelsYaw = -20;
        if(fr>1F) fr =1F;
        if(fr<0F) fr =0F;
        
        //Player is not driving this. Update its position from server update packets
        if(worldObj.isRemote && !thePlayerIsDrivingThis)
        {
            //The driveable is currently moving towards its server position. Continue doing so.
            if (serverPositionTransitionTicker > 0)
            {
                double x = posX + (serverPosX - posX) / serverPositionTransitionTicker;
                double y = posY + (serverPosY - posY) / serverPositionTransitionTicker;
                double z = posZ + (serverPosZ - posZ) / serverPositionTransitionTicker;
                double dYaw = MathHelper.wrapAngleTo180_double(serverYaw - axes.getYaw());
                double dPitch = MathHelper.wrapAngleTo180_double(serverPitch - axes.getPitch());
                double dRoll = MathHelper.wrapAngleTo180_double(serverRoll - axes.getRoll());
                rotationYaw = (float)(axes.getYaw() + dYaw / serverPositionTransitionTicker);
                rotationPitch = (float)(axes.getPitch() + dPitch / serverPositionTransitionTicker);
                float rotationRoll = (float)(axes.getRoll() + dRoll / serverPositionTransitionTicker);
                --serverPositionTransitionTicker;
                setPosition(x, y, z);
                setRotation(rotationYaw, rotationPitch, rotationRoll);
                //return;
            }
            //If the driveable is at its server position and does not have the next update, it should just simulate itself as a server side driveable would, so continue
        }
        
        //Movement

        Vector3f amountToMoveCar = new Vector3f();
        
        for(EntityWheel wheel : wheels)
        {
            if(wheel == null)
                continue;
            
            //Hacky way of forcing the car to step up blocks
            onGround = true;
            wheel.onGround = true;
            
            //Update angles
            wheel.rotationYaw = axes.getYaw();
            //Front wheels
            if(!type.tank && (wheel.ID == 2 || wheel.ID == 3))
            {
                wheel.rotationYaw += wheelsYaw;
            }
            
            wheel.motionX *= 0.9F;
            wheel.motionY *= 0.9F;
            wheel.motionZ *= 0.9F;
            
            //Apply gravity
            wheel.motionY -= 0.98F / 20F;
            
            //Apply velocity
            //If the player driving this is in creative, then we can thrust, no matter what
            boolean canThrustCreatively = !TeamsManager.vehiclesNeedFuel || (seats != null && seats[0] != null && seats[0].riddenByEntity instanceof EntityPlayer && ((EntityPlayer)seats[0].riddenByEntity).capabilities.isCreativeMode);
            //Otherwise, check the fuel tanks!
            if(canThrustCreatively || data.fuelInTank > data.engine.fuelConsumption * throttle)
            {
                if(getVehicleType().tank)
                {
                    boolean left = wheel.ID == 0 || wheel.ID == 3;
                    
                    float turningDrag = 0.02F;
                    wheel.motionX *= 1F - (Math.abs(wheelsYaw) * turningDrag);
                    wheel.motionZ *= 1F - (Math.abs(wheelsYaw) * turningDrag);
                    
                    float velocityScale = 0.04F * (throttle > 0 ? type.maxThrottle : type.maxNegativeThrottle) * data.engine.engineSpeed;
                    float steeringScale = 0.1F * (wheelsYaw > 0 ? type.turnLeftModifier : type.turnRightModifier);
                    float effectiveWheelSpeed = (throttle + (wheelsYaw * (left ? 1 : -1) * steeringScale)) * velocityScale;
                    wheel.motionX += effectiveWheelSpeed * Math.cos(wheel.rotationYaw * 3.14159265F / 180F);
                    wheel.motionZ += effectiveWheelSpeed * Math.sin(wheel.rotationYaw * 3.14159265F / 180F);
                    
    
                }
                else
                {
                    //if(getVehicleType().fourWheelDrive || wheel.ID == 0 || wheel.ID == 1)
                    {
                        float velocityScale = 0.1F * throttle * (throttle > 0 ? type.maxThrottle : type.maxNegativeThrottle) * data.engine.engineSpeed;
                        wheel.motionX += Math.cos(wheel.rotationYaw * 3.14159265F / 180F) * velocityScale;
                        wheel.motionZ += Math.sin(wheel.rotationYaw * 3.14159265F / 180F) * velocityScale;
                    }
                    
                    //Apply steering
                    if(wheel.ID == 2 || wheel.ID == 3)
                    {
                        float velocityScale = 0.01F * (wheelsYaw > 0 ? type.turnLeftModifier : type.turnRightModifier) * (throttle > 0 ? 1 : -1);
        
                        wheel.motionX -= wheel.getSpeedXZ() * Math.sin(wheel.rotationYaw * 3.14159265F / 180F) * velocityScale * wheelsYaw;
                        wheel.motionZ += wheel.getSpeedXZ() * Math.cos(wheel.rotationYaw * 3.14159265F / 180F) * velocityScale * wheelsYaw;
                    }
                    else
                    {
                        wheel.motionX *= 0.9F;
                        wheel.motionZ *= 0.9F;
                    }
                }
            }
            
            if(type.floatOnWater && worldObj.isAnyLiquid(wheel.boundingBox))
            {
                wheel.motionY += type.buoyancy;
            }

            wheel.moveEntity(wheel.motionX, wheel.motionY, wheel.motionZ);
            
            //Pull wheels towards car
            Vector3f targetWheelPos = axes.findLocalVectorGlobally(getVehicleType().wheelPositions[wheel.ID].position);
            Vector3f currentWheelPos = new Vector3f(wheel.posX - posX, wheel.posY - posY, wheel.posZ - posZ);
            
            Vector3f dPos = ((Vector3f)Vector3f.sub(targetWheelPos, currentWheelPos, null).scale(getVehicleType().wheelSpringStrength));
                
            if(dPos.length() > 0.001F)
            {
                wheel.moveEntity(dPos.x, dPos.y, dPos.z);
                dPos.scale(0.5F);
                Vector3f.sub(amountToMoveCar, dPos, amountToMoveCar);
            }
        }
        
        moveEntity(amountToMoveCar.x, amountToMoveCar.y, amountToMoveCar.z);
        
        if(wheels[0] != null && wheels[1] != null && wheels[2] != null && wheels[3] != null)
        {
            Vector3f frontAxleCentre = new Vector3f((wheels[2].posX + wheels[3].posX) / 2F, (wheels[2].posY + wheels[3].posY) / 2F, (wheels[2].posZ + wheels[3].posZ) / 2F);
            Vector3f backAxleCentre = new Vector3f((wheels[0].posX + wheels[1].posX) / 2F, (wheels[0].posY + wheels[1].posY) / 2F, (wheels[0].posZ + wheels[1].posZ) / 2F);
            
            float dx = frontAxleCentre.x - backAxleCentre.x;
            float dy = frontAxleCentre.y - backAxleCentre.y;
            float dz = frontAxleCentre.z - backAxleCentre.z;
            
            float dxz = (float)Math.sqrt(dx * dx + dz * dz);
            
            float yaw = (float)Math.atan2(dz, dx);
            float pitch = -(float)Math.atan2(dy, dxz);
            float roll = 0;
            
            if(type.tank)
            {
                yaw = (float)Math.atan2(wheels[3].posZ - wheels[2].posZ, wheels[3].posX - wheels[2].posX) + (float)Math.PI / 2F;
            }
            
            axes.setAngles(yaw * 180F / 3.14159F, pitch * 180F / 3.14159F, roll * 180F / 3.14159F);
        }
        
        checkForCollisions();

        //Sounds
        //Starting sound
        if (throttle > 0.01F && throttle < 0.2F && soundPosition == 0 && hasEnoughFuel())
        {
            PacketPlaySound.sendSoundPacket(posX, posY, posZ, 50, dimension, type.startSound, false);
            soundPosition = type.startSoundLength;
        }
        //Flying sound
        if (throttle > 0.2F && soundPosition == 0 && hasEnoughFuel())
        {
            PacketPlaySound.sendSoundPacket(posX, posY, posZ, 50, dimension, type.engineSound, false);
            soundPosition = type.engineSoundLength;
        }
        
        for(EntitySeat seat : seats)
        {
            if(seat != null)
                seat.updatePosition();
        }
        
        //Calculate movement on the client and then send position, rotation etc to the server
        if(thePlayerIsDrivingThis)
        {
            FlansMod.getPacketHandler().sendToServer(new PacketVehicleControl(this));
            serverPosX = posX;
            serverPosY = posY;
            serverPosZ = posZ;
            serverYaw = axes.getYaw();
        }
        
        //If this is the server, send position updates to everyone, having received them from the driver
        if(!worldObj.isRemote && ticksExisted % 5 == 0)
        {
            FlansMod.getPacketHandler().sendToAllAround(new PacketVehicleControl(this), posX, posY, posZ, FlansMod.driveableUpdateRange, dimension);
        }
    }
    
    private float averageAngles(float a, float b)
    {
        FlansMod.log("Pre  " + a + " " + b);
        
        float pi = (float)Math.PI;
        for(; a > b + pi; a -= 2 * pi) ;
        for(; a < b - pi; a += 2 * pi) ;
        
        float avg = (a + b) / 2F;
            
        for(; avg > pi; avg -= 2 * pi) ;
        for(; avg < -pi; avg += 2 * pi) ;
        
        FlansMod.log("Post " + a + " " + b + " " + avg);
        
        return avg;
    }
    
    private Vec3 subtract(Vec3 a, Vec3 b)
    {
        return Vec3.createVectorHelper(a.xCoord - b.xCoord, a.yCoord - b.yCoord, a.zCoord - b.zCoord);
    }
    
    private Vec3 crossProduct(Vec3 a, Vec3 b)
    {
        return Vec3.createVectorHelper(a.yCoord * b.zCoord - a.zCoord * b.yCoord, a.zCoord * b.xCoord - a.xCoord * b.zCoord, a.xCoord * b.yCoord - a.yCoord * b.xCoord);
    }
        
    @Override
    public boolean landVehicle()
    {
        return true;
    }

    @Override
    public boolean attackEntityFrom(DamageSource damagesource, float i)
    {
        if(worldObj.isRemote || isDead)
            return true;
        
        VehicleType type = getVehicleType();
        
        if(damagesource.damageType.equals("player") && damagesource.getEntity().onGround && (seats[0] == null || seats[0].riddenByEntity == null))
        {
            ItemStack vehicleStack = new ItemStack(type.item, 1, 0);
            vehicleStack.stackTagCompound = new NBTTagCompound();
            driveableData.writeToNBT(vehicleStack.stackTagCompound);
            entityDropItem(vehicleStack, 0.5F);
             setDead();
        }
        return true;
    }
        
    public VehicleType getVehicleType()
    {
        return VehicleType.getVehicle(driveableType);
    }
    
    @Override
    public float getPlayerRoll()
    {
        return axes.getRoll();
    }

    @Override
    protected void dropItemsOnPartDeath(Vector3f midpoint, DriveablePart part)
    {       
    }

    @Override
    public String getBombInventoryName()
    {
        return "Mines";
    }
    
    @Override
    public String getMissileInventoryName()
    {
        return "Shells";
    }
    
    @Override
    public boolean hasMouseControlMode()
    {
        return false;
    }
    
    @Override
    @SideOnly(Side.CLIENT)
    public EntityLivingBase getCamera()
    {
        return null;
    }
    
    @Override
    public void setDead()
    {
        super.setDead();
        for(EntityWheel wheel : wheels)
            if(wheel != null)
                wheel.setDead();
    }
}
 
3,005
192
592
хотя при нажатии клавиш цвет изменяется и остается таким до перезахода на карту.
Скорее всего, потому что цвет сохраняется только на клиенте, а сервер об изменениях не знает.
(Нужно сделать синхронизацию с сервером)
 
Сверху