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kiou.23

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Everything posted by kiou.23

  1. It need to be able to craft any crafting recipe as well, so I would need to use the getRecipe() method, passing IRecipeType.CRAFTING but then the IInventory parameter needs to be of CraftingInventory or is there a better way to get the recipes? this is my current code: public class ModWorkbenchTileEntity extends TileEntity implements INamedContainerProvider { final ItemStackHandler craftMatrix = new ItemStackHandler(9); public ModWorkbenchTileEntity() { super(ModTileEntityTypes.MOD_WORKBENCH.get()); } private Optional<ICraftingRecipe> getRecipe() { ItemStack[] stacks = new ItemStack[9]; for (int i = 0; i < craftMatrix.getSlots(); i++) stacks[i] = (craftMatrix.getStackInSlot(i)); Inventory inv = new Inventory(stacks); // This errors because inv needs to be a CraftingInventory return world.getRecipeManager().getRecipe(IRecipeType.CRAFTING, inv, world); } //this is unimplemented and isn't relevant to the issue @Override public ITextComponent getDisplayName() { return null; } @Override public Container createMenu(int windowId, PlayerInventory playerInv, PlayerEntity player) { return null; } }
  2. you just double click the jar and it should run the installer. you can also right-click and then click open. in the installer select install client, and click Ok and that should be it you need to have open Minecraft in the version you're trying to install at least once too
  3. I'm trying to make a tile entity that would have a superset of the Crafting Table functionality. However the Crafting Table doesn't have a Tile Entity, and I'm having a hard time trying to get the Crafting Matrix. The CraftingInventory class requires a container to be passed in, so I tried using an ItemStackHandler, but the world.getRecipeManager().getRecipe() method requires a Crafting Inventory to be passed in to find the recipe. And I just can't see how to get through this. any help?
  4. does your versions folder in the.minecraft has a 1.16.4 folder?
  5. I think you can do that with capabilities if I'm not mistaken, Forge provides an EnergyCapability even and for the indicator you can do that in the render method in your container screen class
  6. You need to learn Java first, I suggest this video to get started: https://www.youtube.com/watch?v=n-xAqcBCws4&ab_channel=DerekBanas
  7. You won't find tutorials on adding such specific features search and study on how Forge works with Energy then search about dynamically rendering models then put it all together
  8. First you need to register your feature to the ConfiguredFeature Registry Then you can add it to the biome generation through the Biome Loading Event (not the Common Setup) if you want an example: @Mod.EventBusSubscriber(modid = TutorialMod.MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD) public class ModFeatures { public static ConfiguredFeature<?, ?> ORE_SILVER_CONFIG; @SubscribeEvent public static void setup(FMLCommonSetupEvent event) { ORE_SILVER_CONFIG = Registry.register(WorldGenRegistries.CONFIGURED_FEATURE, "ore_silver", Feature.ORE.withConfiguration( new OreFeatureConfig( OreFeatureConfig.FillerBlockType.BASE_STONE_OVERWORLD, ModBlocks.SILVER_ORE.get().getDefaultState(), 9) ).range(64).square().func_242731_b(20) ); } } @SubscribeEvent public void onBiomeLoading(final BiomeLoadingEvent biome) { if(biome.getCategory() == Biome.Category.NETHER || biome.getCategory() == Biome.Category.THEEND) return; biome.getGeneration().getFeatures(GenerationStage.Decoration.UNDERGROUND_ORES) .add(() -> ModFeatures.ORE_SILVER_CONFIG); }
  9. I'm really bad at handling with exceptions, mostly because I have a limited experience with Java. What should I be doing instead? Makes sense, I don't know what those thing are but I'll look into that I was looking for a way to convert a Iterable into a List, and this was the first I found, I'll update it then My bad, I can use the length of the list, just didn't see it amidst the hundreds of times I rewrote this method
  10. Alright, something like this? @SubscribeEvent public void onWorldTick(final TickEvent.WorldTickEvent event) { if (event.side.isClient()) return; if (event.phase == TickEvent.Phase.END) return; ServerChunkProvider serverChunkProvider = (ServerChunkProvider) event.world.getChunkProvider(); Iterable<ChunkHolder> iterable; try { iterable = (Iterable<ChunkHolder>)getLoadedChunksIterable.invoke(serverChunkProvider.chunkManager); } catch(Exception e) { return; } List<ChunkHolder> chunkHolders = Arrays.stream(Iterables.toArray(iterable, ChunkHolder.class)).collect(Collectors.toList()); int length = Iterables.size(chunkHolders); int n = 500; if (length < n) n = length; for (int i = length - 1; i >= length - n; i-- ) { Collections.swap(chunkHolders, i, RANDOM.nextInt(i + 1)); } for(ChunkHolder chunkHolder : chunkHolders.subList(length - n, length);) { Chunk chunk = chunkHolder.getChunkIfComplete(); if (chunk == null) continue; ChunkValue chunkValue = chunk.getCapability(ModCapabilities.CHUNK_VALUE_CAP, null).orElse(null); if (chunkValue == null) continue; chunkValue.incrementValue(RANDOM.nextInt(40) == 0 ? 1 : 0); } } Having to iterate over the incomplete Chunk Holders just feels inefficient. But it does work
  11. you can also use the onBlockActivated method from your block class, and check what item the player is holding. Or you can use the onItemUse method from your item class, and check what is the block the item is being used on. This may be better than listening to the event, because then you're only running code when your item is used or when your block is right-clicked, not on every player Interaction
  12. Hold on, can I subscribe to a Chunk Tick Event? That would really simplify things, but There is no ChunkTickEvent in the TickEvent actually, is the WorldTickEvent even what I should be using? (Also, I heard that the tick event is called twice, one for each phase, so I should check the phase before running right? for what phase should I check, does it make a difference?) This isn't realted to Forge, but I don't see how I would do this? would if I iterate, say, through only 20% of the chunks wouldn't the other 80% never be updated? or is the Iterable in a random order every time? Edit: There is a ChunkEvent, does that help me?
  13. Yeah, that's what I was using at first, but if I looped through all valeus of the Iterable it would have about 2000 to 3000 ChunkHolders, and more than half of them would be null (I think the ChunkHolder wasn't null, but returned null when I tried to get the chunk using getChunkIfComplete). Then after looking at the Chunk Manager class I found the loadedPositions field, which seemed to only contain the position of the ChunkHolders that were completed. But if I should use the getLoadedChunksIterable, then what should I do to not waste loop iterations on ChunkHolders that would return null? or is ChunkHolder#getChunkIfComplete not the correct method to use? Wouldn't I have to iterate trough alll chunks in the same way tho?
  14. https://forums.minecraftforge.net/topic/91712-supported-version-directory/
  15. Okay, I thought I had solved it but the the way I did it is very innefective I tried getting the loadedPositions from ChunkManager, and pass it into a method that returns the Chunk from the pos as a long: public void onTick(final TickEvent.WorldTickEvent event) { ChunkManager chunkManager = ((ServerChunkProvider) event.world.getChunkProvider()).chunkManager; LongSet loadedPositions; try { loadedPositions = (LongSet)loadedPositionsField.get(chunkManager); } catch (Exception e) { LOGGER.error("Error on TickEvent Handler (loadedPositions): " + e.getMessage()); return; } for (Long pos : loadedPositions) { ChunkHolder chunkHolder; try { chunkHolder = (ChunkHolder)getLoadedChunkMethod.invoke(chunkManager, pos); } catch (Exception e) { LOGGER.error("Error on TickEvent Handler (getLoadedChunk): " + e.getMessage()); continue; } Chunk chunk = chunkHolder.getChunkIfComplete(); if (chunk == null) continue; ChunkValue chunkValue = chunk.getCapability(ModCapabilities.CHUNK_VALUE_CAP, null).orElse(null); if (chunkValue == null) { LOGGER.error("chunkValue is null"); continue; } chunkValue.incrementValue(RANDOM.nextInt(200) == 0 ? 1 : 0); } } But it erroed when trying to get the loadedPositions can anyone help with this? or additionally, is there a better way to do this? that doesn't require getting the loaded chunks at all?
  16. Can't you make the method generic? make it receive a EntityType<T> and then return the entity from it It also seems very redundant, why do you need a method for this, isn't it easier to call EntityRegistry.RANDOM_ENTITY_TYPE.get().create()? I also don't get why you are using reflections. I suppose you're using Deferred Registries, and the Deferred Regsitry has a method that returns all entries. And if you're not using Deferred Registries, you should
  17. You can use EntityType.create(), this returns a new Entity Oh yeah, those are static, my bad. It's that I just spended the whole day doing reflection and getting non static values
  18. I don't see in which scenario not using reflection would result in a giant conditional statement Trying to get things by string is very error-prone, you should at a minimun store the Entity Id String in your EntityRegistry as a static final, and then use it when needed
  19. Okay... first thing wrong is with your reflection code: you are passing null into the .get() method, that's not how it works. you need to pass it an instance of the Object that you got the Field from, in this case you need the instance of EntityRegistry. But there's a way better way of accomplishing what you want, you can just get the Deffered Register from your EntityRegistry class, and it has a method called .getEntries(), I think it's pretty self explanatory what it does. This should solve your problem and drastically simplify the code
  20. Sorry buddy, 1.7 isn't supported in this forum anymore, you really should update (However, it seems the problem may be that you're just missing a core mod, something related to xreliquary? edit: after reading the crash log a bit more, I have no idea)
  21. It's explained in the comment above the definition for the method
  22. Hmm, seems that the problem is with replacing vanilla blocks and adding more states to them, I think forge doesn't like that... and I haven't tried to replace anything in vanilla I found this thread on the forum: https://forums.minecraftforge.net/topic/71283-1132-vanilla-block-replacement/ may be a bit old but seems like the OP was having the same problem, maybe it helps Maybe make a new Cauldron Block and just replace the recipe to return your block?
  23. Can you share your Registry code and your Mod main class? I'm talking about this snippet: @Nullable @Override public BlockState getStateForPlacement(BlockItemUseContext context) { return this.getDefaultState().with(CONTENT, 0).getBlockState(); } this function return the state for placement based on the context of the placement, it's useful so you can orient a directional block for example, but in this case it always return the same block state independent of the state, so it's redundant this clearly isn't the problem that's causing the crash tho The crash log doesn't say anything about the State Container crashing, it says the error ocurred when registering, did you alter something in the registration before it started crashing?
  24. So I have a class attached to the chunks through capabilities, and I want to update the values in world tick. I have an event subscriber for the TickEvent.WorldTickEvent event, but I don't know how to get the loaded chunks. I would also need access to multiple chunks at once, as the value for a chunks next state would depend on it's neighbours Edit: I solved it myself, took me a few hours... If anyone croses this topic and is also looking how to do it (I stripped the code to only contain the relevant snippets): @Mod(TutorialMod.MOD_ID) public class TutorialMod { public static final String MOD_ID = "tutorial"; public static final Logger LOGGER = LogManager.getLogger(); public static final Random RANDOM = new Random(); public static final Method getLoadedChunksMethod; public TutorialMod() { IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); modEventBus.addListener(this::setup); MinecraftForge.EVENT_BUS.register(this); } public void setup(final FMLCommonSetupEvent event) { if (getLoadedChunksMethod == null) { LOGGER.error("getLoadedChunksMethod: Chunk Reflection didn't work!"); return; } getLoadedChunksMethod.setAccessible(true); } @SubscribeEvent public void onTick(final TickEvent.WorldTickEvent event) { World world = event.world; ServerChunkProvider serverChunkProvider = (ServerChunkProvider) world.getChunkProvider(); try { Iterable<ChunkHolder> chunks = (Iterable<ChunkHolder>)getLoadedChunksMethod.invoke(serverChunkProvider.chunkManager); chunks.forEach(chunkHolder -> { Chunk chunk = chunkHolder.getChunkIfComplete(); if (chunk == null) return; ChunkValue chunkValue = chunk.getCapability(ModCapabilities.CHUNK_VALUE_CAP, null).orElse(null); if (chunkValue == null) { LOGGER.error("chunkValue is null"); return; } chunkValue.incrementValue(RANDOM.nextInt(200) == 0 ? 1 : 0); }); } catch (Exception e) { LOGGER.error("Error on TickEvent Handler: " + e.getMessage()); return; } } private static Method getGetLoadedChunksMethod() { try { return ChunkManager.class.getDeclaredMethod("getLoadedChunksIterable"); } catch (Exception e) { LOGGER.error("Exception in getGetLoadedChunksMethod: " + e.getMessage()); return null; } } static { getLoadedChunksMethod = getGetLoadedChunksMethod(); } }
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