Posted January 6, 20241 yr Hello. I am trying to read the value (durability) from a config file for an Shield Item. I cant get the code to work and i need some help. So I just need help on how to call the value from the config file. The code from the Config file works absolutely fine. Here is the code of my Shield Item getting registered and getting the Properties. public static final DeferredItem<Item> LEATHER_SHIELD = ITEMS.register("leather_shield", () -> new ShieldItem(new Item.Properties().durability(MoreVanillaShieldsConfig.LEATHER_SHIELD_DURABILITY.get())){ @Override public int getMaxDamage(ItemStack stack) { return MoreVanillaShieldsConfig.LEATHER_SHIELD_DURABILITY.get(); } });
January 6, 20241 yr You cannot access config during registration. https://forge.gemwire.uk/wiki/Stages_of_Modloading https://forge.gemwire.uk/wiki/Configs Quote NOTE: Forge will only update the values of your config fields in code after the registry events are finished. Therefore, you should only attempt to grab the config values after the registry events are completed. (FMLCommonSetupEvent and later are safe) As I said on your hijack of the other thread, this question has been asked and answered many times before. You can use search instead of posting repeat questions. In your case, that config needs to be a server config so that client and server agree on what the durability is. Otherwise you will get inconsistencies. Basicially the value won't be known until the player joins the server, either loading a world in single player world or joining a remote server. That also means different single player worlds can set different values (like how game rules work). In your registration of the item you should set it some default value so the game knows the item has durablity. It does not matter what value you set as long as it not zero which would mean the item has no durability. That value won't actually be used because you have overridden the method to get the value from somewhere else. Edited January 6, 20241 yr by warjort 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.
January 6, 20241 yr Also if you want help with your code, you need to post reproducable examples of the problem on github. Not small snippets of code in the forum that contain that have no context. 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.
January 7, 20241 yr Author 13 hours ago, warjort said: You cannot access config during registration. https://forge.gemwire.uk/wiki/Stages_of_Modloading https://forge.gemwire.uk/wiki/Configs As I said on your hijack of the other thread, this question has been asked and answered many times before. You can use search instead of posting repeat questions. In your case, that config needs to be a server config so that client and server agree on what the durability is. Otherwise you will get inconsistencies. Basicially the value won't be known until the player joins the server, either loading a world in single player world or joining a remote server. That also means different single player worlds can set different values (like how game rules work). In your registration of the item you should set it some default value so the game knows the item has durablity. It does not matter what value you set as long as it not zero which would mean the item has no durability. That value won't actually be used because you have overridden the method to get the value from somewhere else. Thanks for your information. Gonna try that out
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