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

[SOLVED][1.16.5] Deferred register vs static register


TonyOneG112
 Share

Recommended Posts

Hi, I'm new on this,

1. can anyone tell me why use deferred and not use static? 

2. If I use deferred, how can I take a "declared" item/entity/block... Example: 

public static final DeferredRegister<EntityType<?>> ENTITIES = DeferredRegister.create(ForgeRegistries.ENTITIES, "livinglife");

public static final RegistryObject<EntityType<verruct>> VERRUCT = ENTITIES..register("verruct", () -> EntityType.Builder.<verruct>of(verruct::new, EntityClassification.MISC) .sized(0.98F, 0.7F) .clientTrackingRange(8) .build("verruct"));

vs

public static final EntityType<verruct> VERRUCT = (EntityType<verruct>) EntityType.Builder.of(verruct::new, EntityClassification.MONSTER).build("verruct") .setRegistryName("livinglife", "verruct");

 

why i ask that? because in second I can call "VERRUCT", in first idk how can i call it :(, any help it's fine ❤️

and is because i need to register render and register entity, code of register render:

public class onRendersEntity { public static void onRendersRegistry() { RenderingRegistry.registerEntityRenderingHandler((EntityType<verruct>) "HERE I PUT VERRUCT" , verructRenderer::new); LifeAndLive.LOGGER.debug("LIFE AND LIVE - Entity rendered"); } }

 

but idk how to call the entity when using deferred, i came to this because i'm having same problem of this thread: 



PDT, I'm still learning, sorry if this is obvious. 

Edited by TonyOneG112
Solved, close thread
Link to comment
Share on other sites

If you're asking how to get the EntityType when using the DeferredRegister way, you can call VERRUCT.get() and that will get you the EntityType out of the registry object. You can do the same for any other type of registry object.

The only thing to be careful about is to make sure that the entities have actually been registered by the time you call VERRUCT.get(), but if you register your renderer at the right time that won't be a problem. In 1.17.1 you register renderers with the EntityRenderersEvent.RegisterRenderers event, I'm not sure about 1.16.5 but it's probably similar. This event will always fire after entities have been registered, so you can safely call the getter. 

You should use deferred registration because it ensures that your entities (or blocks, or whatever else you register) get registered at the right time. If everyone did this, it would allow forge to introduce a lot of useful features, such as reloading/enabling/disabling mods while the game is running. This is impossible to do with static initialisers. 

By the way, you can click the <> button while drafting your post and it will let you format your code like this:

RenderingRegistry.registerEntityRenderingHandler(VERRUCT.get(), verructRenderer::new);
LifeAndLive.LOGGER.debug("LIFE AND LIVE - Entity rendered"); 

 

  • Thanks 1
Link to comment
Share on other sites

8 hours ago, TonyOneG112 said:

can anyone tell me why use deferred and not use static? 

What do you mean by "static registration"?

8 hours ago, TonyOneG112 said:

2. If I use deferred, how can I take a "declared" item/entity/block... Example: 

public static final DeferredRegister<EntityType<?>> ENTITIES = DeferredRegister.create(ForgeRegistries.ENTITIES, "livinglife");

public static final RegistryObject<EntityType<verruct>> VERRUCT = ENTITIES..register("verruct", () -> EntityType.Builder.<verruct>of(verruct::new, EntityClassification.MISC) .sized(0.98F, 0.7F) .clientTrackingRange(8) .build("verruct"));

vs

public static final EntityType<verruct> VERRUCT = (EntityType<verruct>) EntityType.Builder.of(verruct::new, EntityClassification.MONSTER).build("verruct") .setRegistryName("livinglife", "verruct");

Registry entries such as EntityType must be initialized at a very specific time (during the registry event). If you don't do this, various problematic things can happen that aren't immediately obvious, specifically when your mod is installed on an already existing world, when your mod is removed from a world, etc. etc.

When you use a static initializer to create it, you have no precise control over when exactly the instance is created.

DeferredRegister ensures that your supplier is called at the correct time.

8 hours ago, TonyOneG112 said:

why i ask that? because in second I can call "VERRUCT", in first idk how can i call it :(, any help it's fine ❤️

You need to use the methods on RegistryObject, specifically the get method.

  • Thanks 1
Link to comment
Share on other sites

  • TonyOneG112 changed the title to [SOLVED][1.16.5] Deferred register vs static register

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

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.

 Share



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • Hello. I decided to try to make a mod, but for some reason I stumbled at the very beginning. How do I register a block for it to appear in the inventory? It seems that I'm trying to do it according to the manual, but only the procedure for registering new blocks is described there. So I made a mod class. I registered the registration, but when I install it into the game, I do not see my block in the intent. And I will also be grateful if you give a link to some kind of detailed manual. So that step by step it was described how what can be created. Thanks.   @Mod("examplemod") public class ExampleMod { // Directly reference a log4j logger. private static final Logger LOGGER = LogManager.getLogger(); private static final String MODID = "0.1"; private static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, MODID); public static final RegistryObject<Block> MyBlock = BLOCKS.register("mysuperblockreg", () -> new SuperBlock(BlockBehaviour.Properties.of(Material.WOOD).lightLevel((s) -> { return 1; }).sound(SoundType.WOOD))); public ExampleMod() { // Register the setup method for modloading FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup); // Register the enqueueIMC method for modloading FMLJavaModLoadingContext.get().getModEventBus().addListener(this::enqueueIMC); // Register the processIMC method for modloading FMLJavaModLoadingContext.get().getModEventBus().addListener(this::processIMC); BLOCKS.register(FMLJavaModLoadingContext.get().getModEventBus()); // Register ourselves for server and other game events we are interested in MinecraftForge.EVENT_BUS.register(this); } private void setup(final FMLCommonSetupEvent event) { // some preinit code LOGGER.info("HELLO FROM PREINIT"); LOGGER.info("DIRT BLOCK >> {}", Blocks.DIRT.getRegistryName()); } private void enqueueIMC(final InterModEnqueueEvent event) { // some example code to dispatch IMC to another mod InterModComms.sendTo("examplemod", "helloworld", () -> { LOGGER.info("Hello world from the MDK"); return "Hello world"; }); } private void processIMC(final InterModProcessEvent event) { // some example code to receive and process InterModComms from other mods LOGGER.info("Got IMC {}", event.getIMCStream().map(m -> m.messageSupplier().get()).collect(Collectors.toList())); } // You can use SubscribeEvent and let the Event Bus discover methods to call @SubscribeEvent public void onServerStarting(FMLServerStartingEvent event) { // do something when the server starts LOGGER.info("HELLO from server starting"); } // You can use EventBusSubscriber to automatically subscribe events on the // contained class (this is subscribing to the MOD // Event bus for receiving Registry Events) @Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD) public static class RegistryEvents { @SubscribeEvent public static void onBlocksRegistry(final RegistryEvent.Register<Block> blockRegistryEvent) { // register a new block here LOGGER.info("HELLO from Register Block"); } } }  
    • I'm probably really stupid but how do I fix this error. It happens whenever I try to startup Minecraft forge 1.8.9 recommended [19:13:10 ERROR]: Gave up trying to download https://maven.minecraftforge.net/jline/jline/2.13/jline-2.13.jar for job 'Version & Libraries' [19:13:10 ERROR]: Job 'Version & Libraries' finished with 1 failure(s)! (took 0:00:13.982)   How do I fix this?
    • Override attackEntityFrom and do checks there, for example DamageSource#isProjectile. Or check how Enderman does it.
    • Hey, I just started modding, and especially texturing, so I'm still new to all of this. I thought a fun thing to do would be to turn the world to glass (turn blocks such as grass and stone and ores etc..) to have the grass texture, so the world would be glass. Seemed kinda fun. So I just copy-pasted the glass texture into my pack, renamed it to stone, and ran into a problem. It is rendering the glass texture, but is not transparent. Its just grey on the inside, with the glass textures on the side. I am completely lost as of what to do. Does anyone have a solution ? thank you
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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