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[1.19.2] Error when trying to implementing Player Animator Lib.


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Posted (edited)

I tried to implement Player Animator Lib in my dev environment, but it crashes when starting the dev client, I do not know what to do about this.

Here is the build script (sensitive info censored):

plugins {
    id 'eclipse'
    id 'maven-publish'
    id 'net.minecraftforge.gradle' version '5.1.+'
}

version = '1.0'
group = 'everyblu.mymod' // http://maven.apache.org/guides/mini/guide-naming-conventions.html
archivesBaseName = 'the_mod_id'

// Mojang ships Java 17 to end users in 1.18+, so your mod should target Java 17.
java.toolchain.languageVersion = JavaLanguageVersion.of(17)

println "Java: ${System.getProperty 'java.version'}, JVM: ${System.getProperty 'java.vm.version'} (${System.getProperty 'java.vendor'}), Arch: ${System.getProperty 'os.arch'}"
minecraft {
    // The mappings can be changed at any time and must be in the following format.
    // Channel:   Version:
    // official   MCVersion             Official field/method names from Mojang mapping files
    // parchment  YYYY.MM.DD-MCVersion  Open community-sourced parameter names and javadocs layered on top of official
    //
    // You must be aware of the Mojang license when using the 'official' or 'parchment' mappings.
    // See more information here: https://github.com/MinecraftForge/MCPConfig/blob/master/Mojang.md
    //
    // Parchment is an unofficial project maintained by ParchmentMC, separate from MinecraftForge
    // Additional setup is needed to use their mappings: https://github.com/ParchmentMC/Parchment/wiki/Getting-Started
    //
    // Use non-default mappings at your own risk. They may not always work.
    // Simply re-run your setup task after changing the mappings to update your workspace.
    mappings channel: 'official', version: '1.19.2'

    // accessTransformer = file('src/main/resources/META-INF/accesstransformer.cfg') // Currently, this location cannot be changed from the default.

    // Default run configurations.
    // These can be tweaked, removed, or duplicated as needed.
    runs {
        client {
            workingDirectory project.file('run')

            // Recommended logging data for a userdev environment
            // The markers can be added/remove as needed separated by commas.
            // "SCAN": For mods scan.
            // "REGISTRIES": For firing of registry events.
            // "REGISTRYDUMP": For getting the contents of all registries.
            property 'forge.logging.markers', 'REGISTRIES'

            // Recommended logging level for the console
            // You can set various levels here.
            // Please read: https://stackoverflow.com/questions/2031163/when-to-use-the-different-log-levels
            property 'forge.logging.console.level', 'debug'

            // Comma-separated list of namespaces to load gametests from. Empty = all namespaces.
            property 'forge.enabledGameTestNamespaces', 'the_mod_id'

            property 'mixin.env.remapRefMap', 'true'
            property 'mixin.env.refMapRemappingFile', "${projectDir}/build/createSrgToMcp/output.srg"

            mods {
                the_mod_id {
                    source sourceSets.main
                }
            }
        }

        server {
            workingDirectory project.file('run')

            property 'forge.logging.markers', 'REGISTRIES'

            property 'forge.logging.console.level', 'debug'

            property 'forge.enabledGameTestNamespaces', 'the_mod_id'

            property 'mixin.env.remapRefMap', 'true'
            property 'mixin.env.refMapRemappingFile', "${projectDir}/build/createSrgToMcp/output.srg"

            mods {
                the_mod_id {
                    source sourceSets.main
                }
            }
        }

        // This run config launches GameTestServer and runs all registered gametests, then exits.
        // By default, the server will crash when no gametests are provided.
        // The gametest system is also enabled by default for other run configs under the /test command.
        gameTestServer {
            workingDirectory project.file('run')

            property 'forge.logging.markers', 'REGISTRIES'

            property 'forge.logging.console.level', 'debug'

            property 'forge.enabledGameTestNamespaces', 'the_mod_id'

            mods {
                the_mod_id {
                    source sourceSets.main
                }
            }
        }

        data {
            workingDirectory project.file('run')

            property 'forge.logging.markers', 'REGISTRIES'

            property 'forge.logging.console.level', 'debug'

            // Specify the mod_id for data generation, where to output the resulting resource, and where to look for existing resources.
            args '--mod', 'the_mod_id', '--all', '--output', file('src/generated/resources/'), '--existing', file('src/main/resources/')

            mods {
                the_mod_id {
                    source sourceSets.main
                }
            }
        }
    }
}

// Include resources generated by data generators.
sourceSets.main.resources { srcDir 'src/generated/resources' }

repositories {
    // Put repositories for dependencies here
    // ForgeGradle automatically adds the Forge maven and Maven Central for you

    // If you have mod jar dependencies in ./libs, you can declare them as a repository like so:
    // flatDir {
    //     dir 'libs'
    // }
    maven {
        name "KosmX's maven"
        url 'https://maven.kosmx.dev/'
    }
}

dependencies {
    // Specify the version of Minecraft to use. If this is any group other than 'net.minecraft', it is assumed
    // that the dep is a ForgeGradle 'patcher' dependency, and its patches will be applied.
    // The userdev artifact is a special name and will get all sorts of transformations applied to it.
    minecraft 'net.minecraftforge:forge:1.19.2-43.2.0'

    // Real mod deobf dependency examples - these get remapped to your current mappings
    // compileOnly fg.deobf("mezz.jei:jei-${mc_version}:${jei_version}:api") // Adds JEI API as a compile dependency
    // runtimeOnly fg.deobf("mezz.jei:jei-${mc_version}:${jei_version}") // Adds the full JEI mod as a runtime dependency
    // implementation fg.deobf("com.tterrag.registrate:Registrate:MC${mc_version}-${registrate_version}") // Adds registrate as a dependency

    // Examples using mod jars from ./libs
    // implementation fg.deobf("blank:coolmod-${mc_version}:${coolmod_version}")

    // For more info...
    // http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html
    // http://www.gradle.org/docs/current/userguide/dependency_management.html

    implementation fg.deobf("dev.kosmx.player-anim:player-animation-lib-forge:0.4.0")
}

// Example for how to get properties into the manifest for reading at runtime.
jar {
    manifest {
        attributes([
                "Specification-Title"     : "the_mod_id",
                "Specification-Vendor"    : "the_mod_idsareus",
                "Specification-Version"   : "1", // We are version 1 of ourselves
                "Implementation-Title"    : project.name,
                "Implementation-Version"  : project.jar.archiveVersion,
                "Implementation-Vendor"   : "the_mod_idsareus",
                "Implementation-Timestamp": new Date().format("yyyy-MM-dd'T'HH:mm:ssZ")
        ])
    }
}

// Example configuration to allow publishing using the maven-publish plugin
// This is the preferred method to reobfuscate your jar file
jar.finalizedBy('reobfJar')
// However if you are in a multi-project build, dev time needs unobfed jar files, so you can delay the obfuscation until publishing by doing
// publish.dependsOn('reobfJar')

publishing {
    publications {
        mavenJava(MavenPublication) {
            artifact jar
        }
    }
    repositories {
        maven {
            url "file://${project.projectDir}/mcmodsrepo"
        }
    }
}

tasks.withType(JavaCompile).configureEach {
    options.encoding = 'UTF-8' // Use the UTF-8 charset for Java compilation
}

Here is the link to the log file (sensitive info censored), since it is massive:

https://pastebin.com/mYRpU1k9

Edited by EveryBlu
State that some sensitive info was censored.
Posted
  On 2/2/2023 at 6:28 AM, EveryBlu said:

Then how did Better Combat, Combat Roll, etc, use Player Animator on 1.19.2?

Expand  

I don't know, I'm looking at the mod compatibility list they specified on curseforge. You might just want to ask the author of the mod. You could also provide the debug.log of the crash as well to see if it's a separate issue on how you're implementing it.

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