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How to use sided access transformers?


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I cant launch the server because the access transformer changes some rendering classes. How do I specify a different one for both?

 

public net.minecraft.entity.Entity * # All fields
public net.minecraft.client.multiplayer.PlayerControllerMP * # All fields
public net.minecraft.client.multiplayer.PlayerControllerMP *() # All methods
public net.minecraft.client.particle.EntityFX *() # All methods
public net.minecraft.client.particle.EntityDiggingFX *() # All methods
public net.minecraft.client.renderer.EntityRenderer * # All fields
public net.minecraft.client.renderer.EntityRenderer *() # All methods
public net.minecraft.network.INetHandler *() # All methods
public net.minecraft.network.play.INetHandlerPlayClient *() # All methods
public net.minecraft.client.network.NetHandlerPlayClient * # All fields
public net.minecraft.client.network.NetHandlerPlayClient *() # All methods
public net.minecraft.server.gui.IUpdatePlayerListBox *() # All methods
public net.minecraft.network.play.INetHandlerPlayServer  *() # All methods
public net.minecraft.network.NetHandlerPlayServer * # All fields
public net.minecraft.network.NetHandlerPlayServer *() # All methods
public net.minecraft.server.management.ItemInWorldManager * # All fields
public net.minecraft.server.management.ItemInWorldManager *() # All methods
public net.minecraft.client.Minecraft * # All fields
public net.minecraft.client.Minecraft *() # All methods
public net.minecraft.entity.Entity.MovingObjectPosition * # All fields
public net.minecraft.entity.Entity.MovingObjectPosition *() # All methods
public net.minecraft.client.renderer.RenderGlobal * # All fields
public net.minecraft.client.renderer.RenderGlobal *() # All methods

"you seem to be THE best modder I've seen imo."

~spynathan

 

ლ(́◉◞౪◟◉‵ლ

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public net.minecraft.server.gui.IUpdatePlayerListBox *() # All methods

That is an interface. What the hell were you thinking ?

Just stop using #All methods,and # All fields config.

You should specify what you want to change, each field, each method; and understand what is going to happen.

 

 

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From what I understand all the fields are set to public in runtime anyway so it doesnt matter either way. I just cant get a server to launch because I need some fields public.

 

I really doubt that access transformers were made with the intention that if you used a client/server only class the game would crash. I really dont want to spend hours specifying fields in reflection, is there a workaround?

"you seem to be THE best modder I've seen imo."

~spynathan

 

ლ(́◉◞౪◟◉‵ლ

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From what I understand all the fields are set to public in runtime anyway so it doesnt matter either way.

That is not true. FML used to do that, for a very short amount of time. It broke a lot of things.
I really doubt that access transformers were made with the intention that if you used a client/server only class the game would crash.
That is true. If the AT is not found, it is ignored. But again, do no just make everything public.
I really dont want to spend hours specifying fields in reflection, is there a workaround?

If that takes you hours, you should work on your programming skills. Seriously, writing a method that accesses a private field via reflection takes what, like... 2 minutes at most. How many fields do you need access to? :o
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public net.minecraft.entity.Entity * # All fields
public net.minecraft.client.multiplayer.PlayerControllerMP * # All fields
public net.minecraft.client.multiplayer.PlayerControllerMP *() # All methods
public net.minecraft.client.particle.EntityFX *() # All methods
public net.minecraft.client.particle.EntityDiggingFX *() # All methods
public net.minecraft.client.renderer.EntityRenderer * # All fields
public net.minecraft.client.renderer.EntityRenderer *() # All methods
public net.minecraft.network.INetHandler *() # All methods
public net.minecraft.network.play.INetHandlerPlayClient *() # All methods
public net.minecraft.client.network.NetHandlerPlayClient * # All fields
public net.minecraft.client.network.NetHandlerPlayClient *() # All methods
public net.minecraft.server.gui.IUpdatePlayerListBox *() # All methods
public net.minecraft.network.play.INetHandlerPlayServer  *() # All methods
public net.minecraft.network.NetHandlerPlayServer * # All fields
public net.minecraft.network.NetHandlerPlayServer *() # All methods
public net.minecraft.server.management.ItemInWorldManager * # All fields
public net.minecraft.server.management.ItemInWorldManager *() # All methods
public net.minecraft.client.Minecraft * # All fields
public net.minecraft.client.Minecraft *() # All methods
public net.minecraft.entity.Entity.MovingObjectPosition * # All fields
public net.minecraft.entity.Entity.MovingObjectPosition *() # All methods
public net.minecraft.client.renderer.RenderGlobal * # All fields
public net.minecraft.client.renderer.RenderGlobal *() # All methods

The exact goddamn reason I WANTED to disallow modders from using wildcards in ATs -.-

Seriously that's beyond stupid....

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Patreon: http://www.patreon.com/lexmanos
Paypal: http://paypal.me/LexManos

BitCoin: 1Q8rWvUNMM2T1ZfDaFeeYQyVXtYoeT6tTn

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