Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

[Solved] [1.16.5] How to make Curios support optional?


Recommended Posts

Posted (edited)

I haven't made a working mod since 1.12, but I'm starting a new one for 1.16.5 and I'd like it to support the Curios API. I've gotten that working, but I realized that in order to register a Curios slot, I need to reference the Curios API SlotTypeMessage class. I was hoping I could make Curios support optional, i.e. register the slot if the Curios mod is installed, or just gracefully ignore it if not, but if I'm referencing SlotTypeMessage and someone installs my mod without including Curios, won't that just crash? Is there something special I need to do to make the support optional? Or am I totally misunderstanding how dependencies are handled and worrying about crashes that won't happen after all?

Edited by IceMetalPunk
Solved

Whatever Minecraft needs, it is most likely not yet another tool tier.

Link to post
Share on other sites
  • IceMetalPunk changed the title to [1.16.5] How to make Curios support optional?

You have to confine classes that interact with the dependency to one part of your mod which must not directly be accessed from anywhere else in your mod. The way you then interact with it is that you have an interface (say CuriosCompat) which is implemented twice. Once for when Curios is not present and once for when it is (this 2nd one can reference Curios classes). Then at startup check if Curios is loaded (the ModList class tells you whether a mod is loaded). If it isn't, instantiate the first implementation. If it is, get the 2nd implementat class using reflection (Class.forName) and create an isntance of it (newInstance()). You cannot reference it directly as otherwise the JVM will try and load this class even though the code is never executed.

  • Like 1
Link to post
Share on other sites
Posted (edited)
15 hours ago, diesieben07 said:

You have to confine classes that interact with the dependency to one part of your mod which must not directly be accessed from anywhere else in your mod. The way you then interact with it is that you have an interface (say CuriosCompat) which is implemented twice. Once for when Curios is not present and once for when it is (this 2nd one can reference Curios classes). Then at startup check if Curios is loaded (the ModList class tells you whether a mod is loaded). If it isn't, instantiate the first implementation. If it is, get the 2nd implementat class using reflection (Class.forName) and create an isntance of it (newInstance()). You cannot reference it directly as otherwise the JVM will try and load this class even though the code is never executed.

Ah! Using reflection to prevent crashing is the trick I needed to know! Thank you, I'll work on implementing it when I get a chance; hopefully it should go smoothly, if not, I'll ask more here with more details.

EDIT Worked perfectly the first try 😁 Thank you for your help!

Edited by IceMetalPunk
Update

Whatever Minecraft needs, it is most likely not yet another tool tier.

Link to post
Share on other sites
  • IceMetalPunk changed the title to [Solved] [1.16.5] How to make Curios support optional?

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • Ive made it like this, but nothing changed: public static class SoulProvider implements ICapabilitySerializable<INBT> { @CapabilityInject(SoulCap.class) public static Capability<SoulCap> SOUL_CAP; private final LazyOptional<SoulCap> instance = LazyOptional.of(() -> new SoulCap()); @Override public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap, @Nullable Direction side) { return cap == SOUL_CAP ? instance.cast() : LazyOptional.empty(); } @Override public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap) { return cap == SOUL_CAP ? instance.cast() : LazyOptional.empty(); } @Override public INBT serializeNBT() { return SOUL_CAP.getStorage().writeNBT(SOUL_CAP, this.instance.resolve().get(), null); } @Override public void deserializeNBT(INBT nbt) { SOUL_CAP.getStorage().readNBT(SOUL_CAP, this.instance.resolve().get(), null, nbt); } }  
    • For attached capabilities to be saved your ICapabilityProvider needs to implement INBTSerializable (or you can use the combination interface ICapabilitySerializable) and it needs to save any capabilities it provides to NBT.
    • It works fine in-game, but when I re-enter the world, all the fields are set to their default values. Its strange because Ive implemented writeNBT and readNBT methods. Also client and server are synchronized, so its not the problem. Capability code:   public class SoulCap { public int parryTimer = 0; public int CATimer = 0; public boolean justParried = false; public boolean rightClicked = false; public boolean leftClicked = false; public double mana = 0; public double maxMana = 10; public HashMap<String, Integer> usedKeyItems = new HashMap<>(); public boolean trySpendMana(double a) { if (mana >= a){ mana -= a; return true; } return false; } public void addMana(double a){ mana += a; if (mana > maxMana) mana = maxMana; } public CompoundNBT getNbt(){ CompoundNBT tag = new CompoundNBT(); tag.putInt("parryTimer", parryTimer); tag.putInt("CATimer", CATimer); tag.putBoolean("justParried", justParried); tag.putBoolean("rightClicked", rightClicked); tag.putBoolean("leftClicked", leftClicked); tag.putDouble("mana", mana); tag.putDouble("maxMana", maxMana); CompoundNBT keyItems = new CompoundNBT(); for (String s : usedKeyItems.keySet()){ keyItems.putInt(s, usedKeyItems.get(s)); } tag.put("usedKeyItems", keyItems); return tag; } public SoulCap setNbt(CompoundNBT nbt){ parryTimer = nbt.getInt("parryTimer"); CATimer= nbt.getInt("CATimer"); justParried = nbt.getBoolean("justParried"); rightClicked = nbt.getBoolean("rightClicked"); leftClicked = nbt.getBoolean("leftClicked"); mana = nbt.getDouble("mana"); maxMana = nbt.getDouble("maxMana"); CompoundNBT keyItems = nbt.getCompound("usedKeyItems"); for (String s : keyItems.keySet()){ usedKeyItems.put(s, keyItems.getInt(s)); } return this; } public static class SoulProvider implements ICapabilityProvider { @CapabilityInject(SoulCap.class) public static Capability<SoulCap> SOUL_CAP; private final LazyOptional<SoulCap> instance = LazyOptional.of(() -> new SoulCap()); @Override public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap, @Nullable Direction side) { return cap == SOUL_CAP ? instance.cast() : LazyOptional.empty(); } @Override public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap) { return cap == SOUL_CAP ? instance.cast() : LazyOptional.empty(); } } public static class SoulStorage implements Capability.IStorage<SoulCap> { @Override public INBT writeNBT(Capability<SoulCap> capability, SoulCap soulCap, Direction side) { return soulCap.getNbt(); } @Override public void readNBT(Capability<SoulCap> capability, SoulCap soulCap, Direction side, INBT nbt) { soulCap.setNbt((CompoundNBT)nbt); } } } Registering:   @Mod("soul") @Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD) public class Soul { // //various stuff // @SubscribeEvent public static void setup(final FMLCommonSetupEvent event) { CapabilityManager.INSTANCE.register(SoulCap.class, new SoulCap.SoulStorage(), () -> new SoulCap()); } } Attaching: @Mod.EventBusSubscriber public class CapabilityEvents { @SubscribeEvent static void playerCapability(AttachCapabilitiesEvent<Entity> event){ if (event.getObject() instanceof PlayerEntity) { event.addCapability(new ResourceLocation(Soul.id, "soul"), new SoulCap.SoulProvider()); } } }  
    • https://minecraft.fandom.com/wiki/Tutorials/Creating_a_resource_pack#Animation_Properties
    • you will need: a custom block (your crafting table block) a custom WorkbenchContainer, you need to overwrite the stillValid method and if you want you can change some vanilla logic  
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.