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Posted

Okay so, this is not an specific coding question, but rather a probably rather basic question:

I'm fairly new to the minecraft modding scene. I've started to tinker around with Forge for Minecraft 1.19.2 and so right now I'm playing with items and such, and while making some random ideas I've come to a point where I want to just wait for some moments (around a sec or two) after a player has used an item. (Right now I'm doing everything on 

public InteractionResultHolder<ItemStack> use(Level world, Player player, InteractionHand hand){...} 

)

After trying thin gs like "K let's put the thread to sleep", and "What IF i create A NEW THREAD and put that to sleep" which were the easy thing to do and, obviously wrong, I find myself searching about events, and ticks and tick handlers, and while I'm familiar with the concept due to having played with datapacks and command blocks before, I'm going in blindly with Forge. If someone could point into the right direction, what should I research about, what things I could try, (maybe even point me to sources to better learn about Forge in general) that'd be greatly appreciated.

Edited by chxr

Minecraft does not have generic support for scheduling things.

There is special support for things like playing sounds, mob effects (e.g. potions wearing off) and scheduling block/fluid ticks (e.g. delayed spread of liquids).

For other things you need to code it yourself.

You definitely don't want to do things with threads, including sleeping. You will just break things.

 

First you need to remember your data somewhere that is relevant to what you are doing, e.g. setting the countdown to the event in a Player capability.

https://forge.gemwire.uk/wiki/Capabilities

Then you subscribe to the relevant tick event, e.g. PlayerTickEvent which will decrement the countdown and does the processing when it reaches zero

You can see this kind of processing in many places in vanilla, e.g. Entity.remainingFireTicks, Entity.portalTime, LivingEntity.removeArrowTime, etc.

Pay attention to the side (client or server) and phase (start or end of tick) of the tick event, so you are processing things in the correct place.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

  • Author
40 minutes ago, warjort said:

Minecraft does not have generic support for scheduling things.

There is special support for things like playing sounds, mob effects (e.g. potions wearing off) and scheduling block/fluid ticks (e.g. delayed spread of liquids).

For other things you need to code it yourself.

You definitely don't want to do things with threads, including sleeping. You will just break things.

 

First you need to remember your data somewhere that is relevant to what you are doing, e.g. setting the countdown to the event in a Player capability.

https://forge.gemwire.uk/wiki/Capabilities

Then you subscribe to the relevant tick event, e.g. PlayerTickEvent which will decrement the countdown and does the processing when it reaches zero

You can see this kind of processing in many places in vanilla, e.g. Entity.remainingFireTicks, Entity.portalTime, LivingEntity.removeArrowTime, etc.

Pay attention to the side (client or server) and phase (start or end of tick) of the tick event, so you are processing things in the correct place.

Thanks for mentioning capabilites, I will definitely need it somewhere down the line.

I managed to get a tickevent working after having squeezed my head for these last days. It turns out I was having problems understanding how to register the event handler using and so I was trailing off searching for other unrelated things.  All I needed was to 

 MinecraftForge.EVENT_BUS.register(this);

in the item constructor instead of going around all the mumbo jumbo I was trying to make. Since the handler itself was correctly constructed and with the correct decorator, it worked immediately.

 

I still need to figure out some other things but I think the info you provided should suffice, so thanks!

Edited by chxr
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