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1.6.2 Armor Multiplayer Issues


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Hello guys! I'm working on a mod adding armor and some other stuff. I've got the armor rendering working, but I've been working for hours trying to get it to work on multiplayer.

 

To help me you probably need the crash-report and code so here it is:

Crash-report

---- Minecraft Crash Report ----
// This doesn't make any sense!

Time: 24.07.13 00:09
Description: Exception in server tick loop

java.lang.NoSuchMethodError: net.minecraft.src.ModLoader.addArmor(Ljava/lang/String;)I
at dcx.emerdian.Emerdian.<clinit>(Emerdian.java:51)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:264)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:42)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:519)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:193)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:173)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:104)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.startServer(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows Vista (x86) version 6.0
Java Version: 1.7.0_03, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 1028066144 bytes (980 MB) / 1060372480 bytes (1011 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 3 total; -Xincgc -Xms1024M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.19.789 Minecraft Forge 9.10.0.789 7 mods loaded, 7 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.19.789} [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge{9.10.0.789} [Minecraft Forge] (coremods) Unloaded->Constructed
DCXCore{0.01-dev} [DCX Core] (minecraft) Unloaded
DCXEmerdian{0.01-dev} [DCX Emerdian] (minecraft) Unloaded
DCXMoreCrafting{0.01-dev} [DCX More Crafting] (minecraft) Unloaded
DCXMoreEatables{0.01-dev} [DCX More Eatables] (minecraft) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)

 

Emerdian.java (Yes thats the name of my mod, removed lots of code to make it shorter):

package dcx.emerdian;

import net.minecraft.block.Block;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.EnumArmorMaterial;
import net.minecraft.item.EnumToolMaterial;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.src.ModLoader;
import net.minecraftforge.common.EnumHelper;
import cpw.mods.fml.client.registry.RenderingRegistry;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.EventHandler;
import cpw.mods.fml.common.Mod.Instance;
import cpw.mods.fml.common.SidedProxy;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.network.NetworkMod;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.common.registry.LanguageRegistry;
import dcx.core.EasyItem;

@Mod(modid="DCXEmerdian", name="DCX Emerdian", version="0.01-dev",dependencies = "required-after:DCXCore")
@NetworkMod(clientSideRequired=true, serverSideRequired=false)
public class Emerdian {
public final static String assetsFolder = "dcxemerdian";

public static EnumArmorMaterial armorEmerdian = EnumHelper.addArmorMaterial("EMERDIAN", 1000000, new int[] {100,100,100,100}, 30);
// Armor
public static Item emerdianHelmet = new ItemEmerdianHelmet(7507, armorEmerdian, ModLoader.addArmor("emerdian"), 0).setUnlocalizedName("emerdianHelmet").setCreativeTab(CreativeTabs.tabCombat);
public static Item emerdianChestplate = new ItemEmerdianChestplate(7508, armorEmerdian, ModLoader.addArmor("emerdian"), 1).setUnlocalizedName("emerdianChestplate").setCreativeTab(CreativeTabs.tabCombat);
public static Item emerdianLeggings = new ItemEmerdianLeggings(7509, armorEmerdian, ModLoader.addArmor("emerdian"), 2).setUnlocalizedName("emerdianLeggings").setCreativeTab(CreativeTabs.tabCombat);
public static Item emerdianBoots = new ItemEmerdianBoots(7510, armorEmerdian, ModLoader.addArmor("emerdian"), 3).setUnlocalizedName("emeridanBoots").setCreativeTab(CreativeTabs.tabCombat);

@Instance("Emerdian")
public static Emerdian instance;

@SidedProxy(clientSide="dcx.emerdian.client.ClientProxy", serverSide="dcx.emerdian.CommonProxy")
public static CommonProxy proxy;

@EventHandler
public void load(FMLInitializationEvent event) {
	// Armor Language
	LanguageRegistry.addName(emerdianHelmet, "Emerdian Helmet");
	LanguageRegistry.addName(emerdianChestplate, "Emerdian Chestplate");
	LanguageRegistry.addName(emerdianLeggings, "Emerdian Leggings");
	LanguageRegistry.addName(emerdianBoots, "Emerdian Boots");

	// Armor Crafting
	GameRegistry.addShapedRecipe(new ItemStack(emerdianHelmet), "eee", "e e", 'e', new ItemStack(emerdianItem));
	GameRegistry.addShapedRecipe(new ItemStack(emerdianChestplate), "e e", "eee", "eee", 'e', new ItemStack(emerdianItem));
	GameRegistry.addShapedRecipe(new ItemStack(emerdianLeggings), "eee", "e e", "e e", 'e', new ItemStack(emerdianItem));
	GameRegistry.addShapedRecipe(new ItemStack(emerdianBoots), "e e", "e e", 'e', new ItemStack(emerdianItem));
}
}

 

ItemEmerdianHelmet(The others are mostly the same):

package dcx.emerdian;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.entity.Entity;
import net.minecraft.item.EnumArmorMaterial;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;

public class ItemEmerdianHelmet extends ItemArmor {

public ItemEmerdianHelmet(int par1, EnumArmorMaterial par2EnumArmorMaterial, int par3, int par4) {
	super(par1, par2EnumArmorMaterial, par3, par4);
	// TODO Auto-generated constructor stub
}

@SideOnly(Side.CLIENT)
    public void registerIcons(IconRegister iconRegister) {
        this.itemIcon = iconRegister.registerIcon(Emerdian.assetsFolder + ":" + (this.getUnlocalizedName().substring(5)));
    }

public String getArmorTexture(ItemStack itemStack, Entity entity, int slot, int layer) {
	return Emerdian.assetsFolder + ":textures/models/armor/emerdian_1.png";
}

}

 

I know it's probably an easy error, but I've been looking at it for hours. Now I'm asking you for help(hopefull you're can see it :D).

 

Thanks in advance, see you in-game! :)

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Still can't get it to work in multiplayer, but if it is like you say and I can't use ModLoader. How can I add armor in multiplayer? I have changed so i only call the function 1 time. Also switched over from

ModLoader.addArmor("emerdian");

to

RenderRegistry.addNewArmourRendererPrefix("emerdian");

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RenderRegistry.addNewArmourRendererPrefix("emerdian");

 

i think this is for rendering

 

But the ModLoader.addArmor("emerdian"); function just calls the RenderRegistry.addNewArmourRenderingPrefix("emerdian"); function. Do you have any idea on have to get the armor working or do you know of any open source mods for 1.6 that adds armor?

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RenderRegistry.addNewArmourRendererPrefix("emerdian");

 

i think this is for rendering

 

But the ModLoader.addArmor("emerdian"); function just calls the RenderRegistry.addNewArmourRenderingPrefix("emerdian"); function. Do you have any idea on have to get the armor working or do you know of any open source mods for 1.6 that adds armor?

my mod is is for 1.6.2, feel free too look at my github.

this link will send you too my armor class

https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java

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my mod is is for 1.6.2, feel free too look at my github.

this link will send you too my armor class

https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java

 

Thanks, I will look into it now!  :)

 

Edit: It's working finally!!! :D Thank you so much!

 

Can you share the code with me?I have exactly the same problem but I can not seem to fix it.I am getting an error in my main mod class at this line:

 

private static int renderingRegistry=RenderingRegistry.addNewArmourRendererPrefix("reinforcedarmor");

 

And when I register the armor I do it like this:

 

reinforcedHelmet = new ReinforcedHelmet(reHelmet, ReinforcedArmorMaterial, renderingRegistry, 0)
			.setUnlocalizedName("reinforcedhelmet").setCreativeTab(CreativeTabs.tabCombat);
reinforcedChest = new ReinforcedChest(reChest, ReinforcedArmorMaterial, renderingRegistry, 1)
			.setUnlocalizedName("reinforcedchest").setCreativeTab(CreativeTabs.tabCombat);

 

 

However, I am not quite sure if this is how I am supposed to do it...

 

 

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my mod is is for 1.6.2, feel free too look at my github.

this link will send you too my armor class

https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java'>https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java

 

Thanks, I will look into it now!  :)

 

Edit: It's working finally!!! :D Thank you so much!

 

Can you share the code with me?I have exactly the same problem but I can not seem to fix it.I am getting an error in my main mod class at this line:

 

int renderingRegistry=RenderingRegistry.addNewArmourRendererPrefix("reinforcedarmor");

 

And when I register the armor I do it like this:

 

reinforcedHelmet = new ReinforcedHelmet(reHelmet, ReinforcedArmorMaterial, renderingRegistry, 0)
			.setUnlocalizedName("reinforcedhelmet").setCreativeTab(CreativeTabs.tabCombat);

 

 

However, I am not quite sure if this is how I am supposed to do it...

feel free too look my mods github

https://github.com/henrikse55/Item-Pack

and btw it is not a int :)

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my mod is is for 1.6.2, feel free too look at my github.

this link will send you too my armor class

https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java'>https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java

 

Thanks, I will look into it now!  :)

 

Edit: It's working finally!!! :D Thank you so much!

 

Can you share the code with me?I have exactly the same problem but I can not seem to fix it.I am getting an error in my main mod class at this line:

 

private static int renderingRegistry=RenderingRegistry.addNewArmourRendererPrefix("reinforcedarmor");

 

And when I register the armor I do it like this:

 

reinforcedHelmet = new ReinforcedHelmet(reHelmet, ReinforcedArmorMaterial, renderingRegistry, 0)
			.setUnlocalizedName("reinforcedhelmet").setCreativeTab(CreativeTabs.tabCombat);
reinforcedChest = new ReinforcedChest(reChest, ReinforcedArmorMaterial, renderingRegistry, 1)
			.setUnlocalizedName("reinforcedchest").setCreativeTab(CreativeTabs.tabCombat);

 

 

However, I am not quite sure if this is how I am supposed to do it...

feel free too look my mods github

https://github.com/henrikse55/Item-Pack

and btw it is not a int :)

 

 

I looked at your mod but I could not find the exact declarations of your armor items and where you did the RenderingRegistry thing.

 

And also, I checked out the RenderingRegistry.class, and the functions returns an int...

 

    /**
     * Add a new armour prefix to the RenderPlayer
     *
     * @param armor
     */
    public static int addNewArmourRendererPrefix(String armor)
    {
        RenderBiped.bipedArmorFilenamePrefix = ObjectArrays.concat(RenderBiped.bipedArmorFilenamePrefix, armor);
        return RenderBiped.bipedArmorFilenamePrefix.length - 1;
    }

 

EDIT: I managed to find where you are registering your armor, but instead of the RenderingRegistry, you just use a function that returns 0 for every armor item...

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my mod is is for 1.6.2, feel free too look at my github.

this link will send you too my armor class

https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java'>https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java

 

Thanks, I will look into it now!  :)

 

Edit: It's working finally!!! :D Thank you so much!

 

Can you share the code with me?I have exactly the same problem but I can not seem to fix it.I am getting an error in my main mod class at this line:

 

private static int renderingRegistry=RenderingRegistry.addNewArmourRendererPrefix("reinforcedarmor");

 

And when I register the armor I do it like this:

 

reinforcedHelmet = new ReinforcedHelmet(reHelmet, ReinforcedArmorMaterial, renderingRegistry, 0)
			.setUnlocalizedName("reinforcedhelmet").setCreativeTab(CreativeTabs.tabCombat);
reinforcedChest = new ReinforcedChest(reChest, ReinforcedArmorMaterial, renderingRegistry, 1)
			.setUnlocalizedName("reinforcedchest").setCreativeTab(CreativeTabs.tabCombat);

 

 

However, I am not quite sure if this is how I am supposed to do it...

feel free too look my mods github

https://github.com/henrikse55/Item-Pack

and btw it is not a int :)

 

 

I looked at your mod but I could not find the exact declarations of your armor items and where you did the RenderingRegistry thing.

 

And also, I checked out the RenderingRegistry.class, and the functions returns an int...

 

    /**
     * Add a new armour prefix to the RenderPlayer
     *
     * @param armor
     */
    public static int addNewArmourRendererPrefix(String armor)
    {
        RenderBiped.bipedArmorFilenamePrefix = ObjectArrays.concat(RenderBiped.bipedArmorFilenamePrefix, armor);
        return RenderBiped.bipedArmorFilenamePrefix.length - 1;
    }

 

EDIT: I managed to find where you are registering your armor, but instead of the RenderingRegistry, you just use a function that returns 0 for every armor item...

i do not register the armors i just use a code that checks if it is helmet, chestplate,legs or boots

here a small explanation of how it works

public class ObsidianArmor extends ArmorCore{

private String texturePath = "armor:"; ----- this is the first part of the folder:texture_1.png
private String type = "obsidian"; <---- this is a part of the texture file string

    public ObsidianArmor(int par1, EnumArmorMaterial par2EnumArmorMaterial,
            int par3, int par4) {
        super(par1, par2EnumArmorMaterial, par3, par4);
        this.setCreativeTab(CreativeTabs.tabCombat);
        this.setArmorType(type.toLowerCase(), par4);
    }
    
private void setArmorType(String type, int par4){ <--- this code checks what armor it is
	switch (par4){
	case 0: 
		this.texturePath += type +"_1.png";  ------
		break;
	case 1:
		this.texturePath += type +"_1.png"; -------
		break;
	case 2:
		this.texturePath += type +"_2.png";-------
		break;
	case 3:
		this.texturePath += type +"_1.png";------- all this make the texturePath complete by putting _1.png or _2.png at the end
		break;
	}
}
public String getArmorTexture(ItemStack itemstack, Entity entity, int slot, int layer){
	return this.texturePath; --- this use the texturePath and use it as the texture you will see when you equip the armor
}

 

hope this helped a bit more :)

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I understand that.My problem is not with the class itself, it's with this:

 

ObsidianHelmet = new ObsidianArmor(Itemids.OBSIDIAN_HELMET, ObsidianArmor1, CommonProxy.addArmor(Strings.OBSIDIANARMOR), 0).setUnlocalizedName(Strings.OBSIDIANHELMET);

 

And this

 CommonProxy.addArmor(Strings.OBSIDIANARMOR)

just returns 0 for whatever string it's there, not a RenderingRegistry thing.That's what I do not understand.

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I understand that.My problem is not with the class itself, it's with this:

 

ObsidianHelmet = new ObsidianArmor(Itemids.OBSIDIAN_HELMET, ObsidianArmor1, CommonProxy.addArmor(Strings.OBSIDIANARMOR), 0).setUnlocalizedName(Strings.OBSIDIANHELMET);

 

And this

 CommonProxy.addArmor(Strings.OBSIDIANARMOR)

just returns 0 for whatever string it's there, not a RenderingRegistry thing.That's what I do not understand.

that's bekos it is proxys

the commonproxy is the server proxy and the clientproxy is the client proxy

if you look in the client proxy the same method is there and the client extends the commonproxy

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I understand that.My problem is not with the class itself, it's with this:

 

ObsidianHelmet = new ObsidianArmor(Itemids.OBSIDIAN_HELMET, ObsidianArmor1, CommonProxy.addArmor(Strings.OBSIDIANARMOR), 0).setUnlocalizedName(Strings.OBSIDIANHELMET);

 

And this

 CommonProxy.addArmor(Strings.OBSIDIANARMOR)

just returns 0 for whatever string it's there, not a RenderingRegistry thing.That's what I do not understand.

that's bekos it is proxys

the commonproxy is the server proxy and the clientproxy is the client proxy

if you look in the client proxy the same method is there and the client extends the commonproxy

 

I seen that.But I just don't get it.So what you are saying is that for the server you do not need to register through the RenderRegistry but for the client you have too.

And if this is the case, how is the method in the ClientProxy called?Is it because they are proxies, when you call a function in the CommonProxy it automatically calls the same function with the same arguments in the ClientProxy?

I've got to look more into proxies, I haven't realized this was a proxy problem.

 

And one more thing, I see that for each piece of armor you have a different name, so do I have to register a RenderRegistry value for every armor item I have?

 

EDIT: Anyways, I did it the same as you and it worked.I understand how proxies work now.Thanks!

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I understand that.My problem is not with the class itself, it's with this:

 

ObsidianHelmet = new ObsidianArmor(Itemids.OBSIDIAN_HELMET, ObsidianArmor1, CommonProxy.addArmor(Strings.OBSIDIANARMOR), 0).setUnlocalizedName(Strings.OBSIDIANHELMET);

 

And this

 CommonProxy.addArmor(Strings.OBSIDIANARMOR)

just returns 0 for whatever string it's there, not a RenderingRegistry thing.That's what I do not understand.

that's bekos it is proxys

the commonproxy is the server proxy and the clientproxy is the client proxy

if you look in the client proxy the same method is there and the client extends the commonproxy

 

I seen that.But I just don't get it.So what you are saying is that for the server you do not need to register through the RenderRegistry but for the client you have too.

And if this is the case, how is the method in the ClientProxy called?Is it because they are proxies, when you call a function in the CommonProxy it automatically calls the same function with the same arguments in the ClientProxy?

I've got to look more into proxies, I haven't realized this was a proxy problem.

 

And one more thing, I see that for each piece of armor you have a different name, so do I have to register a RenderRegistry value for every armor item I have?

 

EDIT: Anyways, I did it the same as you and it worked.I understand how proxies work now.Thanks!

yea the server side do not use any textures so i return 0 and when the method is called on commonproxy it will do the same in the client proxy where i then return the render register. :)

glad that it works now (if you need more help feel free too pm me :))

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This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
    • When I came across the 'Exit Code: I got a 1 error in my Minecraft mods, so I decided to figure out what was wrong. First, I took a look at the logs. In the mods folder (usually where you'd find logs or crash reports), I found the latest.log file or the corresponding crash report. I read it through carefully, looking for any lines with errors or warnings. Then I checked the Minecraft Forge support site, where you can often find info on what causes errors and how to fix them. I then disabled half of my mods and tried running the game. If the error disappeared, it meant that the problem was with the disabled mod. I repeated this several times to find the problem mod.
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