Jump to content

Inventory Reversing [1.6.2]


LemonLake

Recommended Posts

I am having a problem with items in Forge 9.10.0.804. When I create my new item using two old items, I recieve the new one fine, however as soon as I click it my inventory resets to it's previous state. The video explains it better:

[flash=640,360]https://youtube.googleapis.com/v/NXLulVE8x8k

Here is my code for swapping the items:

public void castSpellBlockFirst(ItemStack stack,EntityPlayer player,World world,int x,int y,int z,int side,float hitX,float hitY,float hitZ) {
	if(world.getBlockId(x,y,z)==Items.block_spelltable.blockID&&side==1){
		if(player.inventory.getStackInSlot(0)!=null){
			if(player.inventory.getStackInSlot(0).itemID!=Items.item_apprenticewand.itemID){
				/* Here's the items that can turn into spells */
				switch(player.inventory.getStackInSlot(0).itemID){
				case 370:
					player.inventory.consumeInventoryItem(Items.item_apprenticewand.itemID);
					player.inventory.consumeInventoryItem(Item.ghastTear.itemID);
					player.inventory.addItemStackToInventory(new ItemStack(Items.item_apprenticewand_soul, 1, 0));
					break;
				default:
					player.addChatMessage("§cNo available items found in first slot");
					break;
				}
			}else{
				player.addChatMessage("§cWands cannot be transmuted");
			}
		}else{
			player.addChatMessage("§cNo available items found in first slot");
		}
	}
}

 

Any help would be appreciated. If you need any information, just post or PM.

Aspergers is annoying sometimes :(

Link to comment
Share on other sites

you're not doing the change server side

 

if(!world.isRemote){

//activate effect

}

 

I thought that was the problem, but ignored it because in another spell I used it and thought I used it in my base function. Thanks!

 

EDIT: Now nothing happens when I right click, and I have a similar problem with my Soul Spell.

 

	public void castSpellBlockFirst(ItemStack stack,EntityPlayer player,World world,int x,int y,int z,int side,float hitX,float hitY,float hitZ) {
	if(!world.isRemote&&world.getBlockId(x,y,z)==Items.block_spelltable.blockID&&side==1){
		if(player.inventory.getStackInSlot(0)!=null){
			if(player.inventory.getStackInSlot(0).itemID!=Items.item_apprenticewand.itemID){
				/* Here's the items that can turn into spells */
				switch(player.inventory.getStackInSlot(0).itemID){
				case 370:
					player.inventory.consumeInventoryItem(Items.item_apprenticewand.itemID);
					player.inventory.consumeInventoryItem(Item.ghastTear.itemID);
					player.inventory.addItemStackToInventory(new ItemStack(Items.item_apprenticewand_soul, 1, 0));
					break;
				default:
					player.addChatMessage("§cNo available items found in first slot");
					break;
				}
			}else{
				player.addChatMessage("§cWands cannot be transmuted");
			}
		}else{
			player.addChatMessage("§cNo available items found in first slot");
		}
	}
}

Aspergers is annoying sometimes :(

Link to comment
Share on other sites

Here's four classes: ItemWand, Spell, NullSpell (the one I'm referencing in my first post) and SoulSpell:

ItemWand.java:

 

package lemmy.eldercraft;

import java.util.List;

import org.lwjgl.opengl.GL11;

import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.passive.EntityCow;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;
import net.minecraftforge.event.ForgeSubscribe;
import net.minecraftforge.event.entity.player.EntityInteractEvent;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class ItemWand extends Item {
public int type;
public Spell spell=new Spell();
public int cooldown=0;
private final Minecraft mc;

public ItemWand(int id,int type,Spell spell) {
	super(id);
	this.type=type;
	this.spell=spell;
	this.setCreativeTab(CreativeTabs.tabBrewing);
	this.setUnlocalizedName("wand_"+type);
	this.setMaxDamage((type==1?150:(type==2?400:800)));
	this.setMaxStackSize(1);
	this.setNoRepair();
	this.setFull3D();
	this.setHasSubtypes(true);
	mc = Minecraft.getMinecraft();
}

@Override
public boolean isDamageable() {
	return true;
}

@Override
@SideOnly(Side.CLIENT)
public void registerIcons(IconRegister icon) {
	itemIcon=icon.registerIcon("eldercraft:wand_"+type);
}

@Override
public boolean getIsRepairable(ItemStack par1ItemStack,ItemStack par2ItemStack) {
	return false;
}

@SideOnly(Side.CLIENT)
public void addInformation(ItemStack par1ItemStack,EntityPlayer par2EntityPlayer,List par3List,boolean par4) {
	super.addInformation(par1ItemStack,par2EntityPlayer,par3List,par4);
	switch(type){
	case 1:
		par3List.add("§bApprentice");
		String colorCode="2";
		int percentCharged=(int)((par1ItemStack.getMaxDamage()-par1ItemStack.getItemDamage())*100/par1ItemStack.getMaxDamage());
		if(percentCharged>85){
			colorCode="2";
		}else if(percentCharged>57){
			colorCode="a";
		}else if(percentCharged>43){
			colorCode="e";
		}else if(percentCharged>20){
			colorCode="c";
		}else{
			colorCode="4";
		}
		par3List.add("§"+colorCode+percentCharged+"% charged ("+par1ItemStack.getItemDamage()+"/"+par1ItemStack.getMaxDamage()+")");
		par3List.add("§bSpell: "+spell.name);
		for(String s:spell.descriptionlines){
			par3List.add(s);
		}
		break;
	}
}

public boolean onItemUse(ItemStack stack,EntityPlayer player,World world,int x,int y,int z,int side,float hitX,float hitY,float hitZ) {
	if(cooldown!=0) return false;
	cooldown=10;
	return spell.castSpellBlockEvent(stack,player,world,x,y,z,side,hitX,hitY,hitZ);
}

public boolean onItemUseFirst(ItemStack stack,EntityPlayer player,World world,int x,int y,int z,int side,float hitX,float hitY,float hitZ) {
	if(cooldown!=0) return false;
	cooldown=10;
	return spell.castSpellBlockFirstEvent(stack,player,world,x,y,z,side,hitX,hitY,hitZ);
}

public ItemStack onItemRightClick(ItemStack stack,World world,EntityPlayer player) {
	if(cooldown!=0) return stack;
	cooldown=10;
	return spell.castSpellAirEvent(stack,world,player);
}

public boolean func_111207_a(ItemStack stack,EntityPlayer player,EntityLivingBase entity) {
	if(cooldown!=0) return false;
	cooldown=10;
	return spell.castSpellEntityEvent(stack, player, entity);
}

public void onUpdate(ItemStack par1ItemStack,World par2World,Entity par3Entity,int par4,boolean par5) {
	super.onUpdate(par1ItemStack,par2World,par3Entity,par4,par5);
	if(cooldown>0)
		cooldown--;
	if(cooldown<0)
		cooldown=0;	
}

@SideOnly(Side.CLIENT)
public void renderHelmetOverlay(ItemStack stack,EntityPlayer player,ScaledResolution resolution,float partialTicks,boolean hasScreen,int mouseX,int mouseY) {
	super.renderHelmetOverlay(stack,player,resolution,partialTicks,hasScreen,mouseX,mouseY);
	GL11.glPushMatrix();
	GL11.glDisable(GL11.GL_LIGHTING);
	ScaledResolution res = new ScaledResolution(this.mc.gameSettings,
	this.mc.displayWidth, this.mc.displayHeight);
	FontRenderer fontRender = mc.fontRenderer;
	int width = res.getScaledWidth();
	int height = res.getScaledHeight();
	mc.entityRenderer.setupOverlayRendering();
	fontRender.drawStringWithShadow("Spell:",2,height-32,0xFFFFFF);
	fontRender.drawStringWithShadow(spell.name,2,height-23,0x000000);
	GL11.glPopMatrix();
}
}

 

 

Spell.java:

 

package lemmy.eldercraft;

import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;
import net.minecraftforge.event.entity.player.EntityInteractEvent;

public class Spell {
public int level=1;
public int castChargeRequired=10;
public int wandRequired=1;
public int id=-1;
public boolean castAir,castBlock,castBlockFirst,castEntity=false;
public boolean renderGUI=true;
public String name="§4Unknown";
public String descriptionlines[]={"§cThis wand is spawned incorrectly.", "§cIf this was crafted, please report"};

public ItemStack castSpellAirEvent(ItemStack stack,World world,EntityPlayer player) {
	if(!castAir) return stack;
	if(stack.getMaxDamage()-stack.getItemDamage()>=castChargeRequired){
		stack.damageItem(castChargeRequired,player);
		castSpellAir(stack,world,player);
	}
	return stack;
}

public void castSpellAir(ItemStack stack,World world,EntityPlayer player) {
	// your code here
}

public boolean castSpellBlockEvent(ItemStack stack,EntityPlayer player,World world,int x,int y,int z,int side,float hitX,float hitY,float hitZ){
	if(!castBlock) return false;
	if(stack.getMaxDamage()-stack.getItemDamage()>=castChargeRequired){
		stack.damageItem(castChargeRequired,player);
		castSpellBlock(stack,player,world,x,y,z,side,hitX,hitY,hitZ);
	}
	return true;
}

public void castSpellBlock(ItemStack stack,EntityPlayer player,World world,int x,int y,int z,int side,float hitX,float hitY,float hitZ){
	// your code here
}

public boolean castSpellBlockFirstEvent(ItemStack stack,EntityPlayer player,World world,int x,int y,int z,int side,float hitX,float hitY,float hitZ){
	if(!castBlockFirst) return false;
	if(stack.getMaxDamage()-stack.getItemDamage()>=castChargeRequired){
		stack.damageItem(castChargeRequired,player);
		castSpellBlockFirst(stack,player,world,x,y,z,side,hitX,hitY,hitZ);
	}
	return true;
}

public void castSpellBlockFirst(ItemStack stack,EntityPlayer player,World world,int x,int y,int z,int side,float hitX,float hitY,float hitZ){
	// your code here
}

public boolean castSpellEntityEvent(ItemStack stack, EntityPlayer player, EntityLivingBase entity){
	if(!castEntity) return false;
	if(stack.getMaxDamage()-stack.getItemDamage()>=castChargeRequired){
		stack.damageItem(castChargeRequired,player);
		castSpellEntity(stack,player,entity);
	}
	return true;
}

public void castSpellEntity(ItemStack stack, EntityPlayer player, EntityLivingBase entity){
	// your code here
}
}

 

 

NullSpell.ava:

 

package lemmy.eldercraft;

import java.util.Random;

import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.monster.EntityPigZombie;
import net.minecraft.entity.passive.EntityPig;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;

public class NullSpell extends Spell {
public NullSpell() {
	castChargeRequired=0;
	level=-1;
	wandRequired=-1;
	id=0;
	name="§eNo Spell";
	descriptionlines=new String[]{};
	castBlockFirst=true;
}

public void castSpellBlockFirst(ItemStack stack,EntityPlayer player,World world,int x,int y,int z,int side,float hitX,float hitY,float hitZ) {
	if(!world.isRemote&&world.getBlockId(x,y,z)==Items.block_spelltable.blockID&&side==1){
		if(player.inventory.getStackInSlot(0)!=null){
			if(player.inventory.getStackInSlot(0).itemID!=Items.item_apprenticewand.itemID){
				/* Here's the items that can turn into spells */
				switch(player.inventory.getStackInSlot(0).itemID){
				case 370:
					player.inventory.consumeInventoryItem(Items.item_apprenticewand.itemID);
					player.inventory.consumeInventoryItem(Item.ghastTear.itemID);
					player.inventory.addItemStackToInventory(new ItemStack(Items.item_apprenticewand_soul, 1, 0));
					break;
				default:
					player.addChatMessage("§cNo available items found in first slot");
					break;
				}
			}else{
				player.addChatMessage("§cWands cannot be transmuted");
			}
		}else{
			player.addChatMessage("§cNo available items found in first slot");
		}
	}
}

}

 

 

SoulSpell.java

 

 

package lemmy.eldercraft;

import java.util.Random;

import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.monster.EntityPigZombie;
import net.minecraft.entity.passive.EntityPig;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;

public class SoulSpell extends Spell {
Random rand = new Random();
public SoulSpell() {
	castChargeRequired=50;
	level=1;
	wandRequired=1;
	id=1;
	castEntity=true;
	name="§eSoul Swap";
	descriptionlines=new String[]{"§dBasic"};
}

public void castSpellEntity(ItemStack stack,EntityPlayer player,EntityLivingBase entity) {
	if(!player.worldObj.isRemote){
		if(entity instanceof EntityPigZombie){
			EntityPig entity1=new EntityPig(player.worldObj);
			entity1.setPosition(entity.posX,entity.posY,entity.posZ);
			entity1.rotationPitch=entity.rotationPitch;
			entity1.rotationYaw=entity.rotationYaw;
			entity.setDead();
			player.worldObj.spawnEntityInWorld(entity1);
			for(int i=0;i<60;i++){
				player.worldObj.spawnParticle("enchantmenttable",entity.posX+rand.nextDouble()-0.5,entity.posY+(i*0.05)+3,entity.posZ+rand.nextDouble()-0.5,0,-5,0);
			}
		}else if(entity instanceof EntityPig){
			EntityPigZombie entity1=new EntityPigZombie(player.worldObj);
			entity1.setPosition(entity.posX,entity.posY,entity.posZ);
			entity1.rotationPitch=entity.rotationPitch;
			entity1.rotationYaw=entity.rotationYaw;
			entity1.setCurrentItemOrArmor(0,new ItemStack(Item.swordGold));
			entity.setDead();
			player.worldObj.spawnEntityInWorld(entity1);
			for(int i=0;i<60;i++){
				player.worldObj.spawnParticle("enchantmenttable",entity.posX+rand.nextDouble()-0.5,entity.posY+(i*0.05)+3,entity.posZ+rand.nextDouble()-0.5,0,-5,0);
			}
		}
	}
}
}

 

 

Summary: There are events in ItemWand. In spell, there are functions such as castSpellBlockFirstEvent. These do a few checks, then call castSpellBlockFirst. The event functions are called in ItemWand, and the non-event functions are overriden in the new spell.

 

Aspergers is annoying sometimes :(

Link to comment
Share on other sites

1 just letting you know

onItemFirstUse is called every time a player start usign an item

 

2 in your ItemWand class you have a int cooldown

minecraft is not making a new item for each wand available in the world, so by putting this variable there everybody in the world will have the SAME cooldown

 

Now nothing happens when I right click

can you make a bunch of println and try to see which condition is failing ?

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

	public void castSpellBlockFirst(ItemStack stack,EntityPlayer player,World world,int x,int y,int z,int side,float hitX,float hitY,float hitZ) {
	System.out.println("1");
	if(!world.isRemote&&world.getBlockId(x,y,z)==Items.block_spelltable.blockID&&side==1){
		System.out.println("2");
		if(player.inventory.getStackInSlot(0)!=null){
			System.out.println("3");
			if(player.inventory.getStackInSlot(0).itemID!=Items.item_apprenticewand.itemID){
				/* Here's the items that can turn into spells */
				System.out.println("4");
				switch(player.inventory.getStackInSlot(0).itemID){
				case 370:
					System.out.println("5");
					player.inventory.consumeInventoryItem(Items.item_apprenticewand.itemID);
					player.inventory.consumeInventoryItem(Item.ghastTear.itemID);
					player.inventory.addItemStackToInventory(new ItemStack(Items.item_apprenticewand_soul, 1, 0));
					break;
				default:
					System.out.println("6");
					player.addChatMessage("§cNo available items found in first slot");
					break;
				}
				System.out.println("7");
			}else{
				System.out.println("8");
				player.addChatMessage("§cWands cannot be transmuted");
			}
		}else{
			System.out.println("9");
			player.addChatMessage("§cNo available items found in first slot");
		}
		System.out.println("10");
	}
	System.out.println("11");
}

 

2013-08-09 15:10:12 [iNFO] [sTDOUT] 1
2013-08-09 15:10:12 [iNFO] [sTDOUT] 11

Aspergers is annoying sometimes :(

Link to comment
Share on other sites

Spell:

public boolean castSpellBlockFirstEvent(ItemStack stack,EntityPlayer player,World world,int x,int y,int z,int side,float hitX,float hitY,float hitZ){
if(FMLCommonHandler.instance().getEffectiveSide.isServer()){
System.out.println("server side thinks: "+castBlockFirst);
}else{
System.out.println("client side thinks: "+castBlockFirst);
}
	if(!castBlockFirst) return false;
	if(stack.getMaxDamage()-stack.getItemDamage()>=castChargeRequired){
		stack.damageItem(castChargeRequired,player);
		castSpellBlockFirst(stack,player,world,x,y,z,side,hitX,hitY,hitZ);
	}
	return true;
}

 

 

whats the output of thsi ?

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

Description Resource Path Location Type

getEffectiveSide cannot be resolved or is not a field Spell.java /Minecraft/src/lemmy/eldercraft line 49 Java Problem

 

Edit: Added parenthasis to the end of getEffectiveSide, testing now.

 

2013-08-09 15:19:19 [iNFO] [sTDOUT] client side thinks: true

Aspergers is annoying sometimes :(

Link to comment
Share on other sites

server side thinks what ? nothing ? hmmm

 

 

try the same print in onItemFirstUse

 

if nothing appears there, that mean onItemFirstUse is never called server side :\

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

After adding castAir=true; to the constructor of NullItem, and adding your code to castAirEvent, then finally right clicking towards the sky, I just got 2013-08-09 15:25:29 [iNFO] [sTDOUT] client side thinks: true. No mention of serverside.

Aspergers is annoying sometimes :(

Link to comment
Share on other sites

*reasearch a bit more in the issue*

*suspicious look*

*wtfbbq*

soooo onItemUseFirst is actually called by a method in ItemInWorldManager which is a class that is mainly used server side ... *suspicious look x2*

 

honestly you should start by changing the cooldown and spell reference to the nbt because its going to cause a butlaod of problem anyway later. and it will probably fix the current one too

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

which is why you should start by changing spell and cooldown to the nbt, everything will work wonderfully after that

 

Spell should be an int, right? I only really need the object instance for the variables, nothing is stored in it really.

Edit: How would I go about storing NBT in an item?

 

Aspergers is annoying sometimes :(

Link to comment
Share on other sites

well spell cannot be an int becasue you cant add method to int

but you COUDL store the spellID and whenever someone cast a wand it would check in the SpellLibrary (that you have to create btw) for which spell he is actually casting

 

pseudo code:

public class SpellLibrary{
    public static Spell[] allSpells;

    public static void populateLibrary(){
        allSpells = new Spell[10];
        allSpells[0] = new SpellWtv();
        allSpells[1] = new SpellEtc();
        allSpells[2] = new SpellMore();

    }
}

onItemUse(){
int spellid = getSpellId();
Spell aboutToCast = SpellLibrary.allSpells[spellid];
aboutToCast.cast();
}

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

not in the item but in the itemStack

 

ItemStack.java(line ~51):

/**
     * A NBTTagMap containing data about an ItemStack. Can only be used for non stackable items
     */
    public NBTTagCompound stackTagCompound;

 

conviniently, the itemStack used in "onItemUseFirst" and similar method is provided by the caller

 

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

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
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
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

    • I'm developing a dimension, but it's kinda resource intensive so some times during player teleporting it lags behind making the player phase down into the void, so im trying to implement some kind of pregeneration to force the game loading a small set of chunks in the are the player will teleport to. Some of the things i've tried like using ServerLevel and ServerChunkCache methods like getChunk() dont actually trigger chunk generation if the chunk isn't already on persistent storage (already generated) or placing tickets, but that doesn't work either. Ideally i should be able to check when the task has ended too. I've peeked around some pregen engines, but they're too complex for my current understanding of the system of which I have just a basic understanding (how ServerLevel ,ServerChunkCache  and ChunkMap work) of. Any tips or other classes I should be looking into to understand how to do this correctly?
    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. 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.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.