Jump to content

Recommended Posts

Posted

I want to make food items which can spoil over time while in a stack. It seems logical to use the vanilla item damage/durability for the spoilage, but damaged items can't be stacked. My first instinct would be to make a subclass of ItemStack and implement my own functionality for combining damage and stack sizes, but since ItemStack is final I can't do that. Does anyone have any ideas for how I could achieve something like this? Or will it be painfully difficult/unachieveable?

 

Edit: update in post #5

Posted

A couple things:

 

1) any item stored in a chest (or other non-entityliving inventory) will not tick and thus not rot.

2) any item in an unloaded chunk (or in a player that is not connected to the server's inventory) will not tick and thus not rot.

3) how do you plan to handle combining a stack of "damage:1" meat with "damage:10" meat?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

1) I'm planning to create custom chest TileEntities, so I will be able to add ticking for that anyway.

2) I understand that, and I'll either introduce workarounds (instant rot when a chunk becomes re-loaded, perhaps) or just let it go.

3) Some sort of averaging process - something like how spoilage levels are combined in the game Don't Starve.

 

I know it's a big job and I might end up dropping it, but I'd like to give it a try if I can.

Posted

Hi

 

I think it shouldn't be too difficult.  Just add a few custom methods to your Item class (not the ItemStack) and Item renderer to implement the effects of rotting.  For example, instead of using the ItemStack durability bar to indicate rotting, draw a durability bar yourself when rendering the item; or alternatively change the item's appearance another way (eg its colour or a degraded texture).

 

You can work around the ticking problem by storing a timestamp in the Item NBT (or perhaps - as a Capability).

I.e. you have a master clock for the world, when an item is created, you copy the value of your master clock as "creation time".  Later, whenever you render the item or do something with it, check the clock against the saved "creation time" and calculate the amount of rotting.

 

-TGG

Posted

Since I posted, I've found a way to hijack the vanilla durability rendering without needing to use actual item durability - and made a capability to handle my decay process. The problem I'm stuck with now is how to enable combining stacks of the same item that have different levels of decay - I'd really like to be able to make that possible by some kind of averaging process. But the ability to combine stacks seems to mostly rely on

ItemStack.areItemStackTagsEqual

which checks the capabilities. So if I'm storing my decay capability then vanilla will automatically prevent stacks with different decay levels from being combined.

 

I could override all the various stack-combining methods in my inventory containers (I've already got custom containers anyway so that's easily possible), to manually check whether stacks can combine, and then update the stack capability accordingly, but that would be a lot of hassle and probably not totally reliable.

 

Another option is to somehow cheat the NBT check by making my own subclass of

NBTTagCompound

to override the

equals

method and prevent it from checking the values which I want to be irrelevant. But I'm pretty sure that overriding an

equals

method so that it tells an outright lie about whether two objects are equal is some kind of cardinal sin and will probably cause all kinds of problems I haven't thought of.

 

And even if I use one of those workarounds to make sure combining stacks is allowed, I still have the problem of how and where I combine the information from their capabilities to make the new one. It looks like

gatherCapabilities

in the

ForgeEventFactory

is the method that takes the capabilities of two stacks and combines them into one set. But that method uses the

CapabilityDispatcher

constructor which seems to always add the capabilities separately and doesn't have any ability to combine them in some other way.

 

Maybe the ability to combine differently-decayed stacks is just a lost cause. :( It's still pretty good that I've got damageable stacks at all, so perhaps I should just let it go. If anyone else has any ideas or suggestions though, please tell me!

Posted
  On 11/18/2016 at 3:00 PM, Jazzable said:

Since I posted, I've found a way to hijack the vanilla durability rendering without needing to use actual item durability - and made a capability to handle my decay process. The problem I'm stuck with now is how to enable combining stacks of the same item that have different levels of decay - I'd really like to be able to make that possible by some kind of averaging process. But the ability to combine stacks seems to mostly rely on

ItemStack.areItemStackTagsEqual

which checks the capabilities. So if I'm storing my decay capability then vanilla will automatically prevent stacks with different decay levels from being combined.

 

I could override all the various stack-combining methods in my inventory containers (I've already got custom containers anyway so that's easily possible), to manually check whether stacks can combine, and then update the stack capability accordingly, but that would be a lot of hassle and probably not totally reliable.

 

Another option is to somehow cheat the NBT check by making my own subclass of

NBTTagCompound

to override the

equals

method and prevent it from checking the values which I want to be irrelevant. But I'm pretty sure that overriding an

equals

method so that it tells an outright lie about whether two objects are equal is some kind of cardinal sin and will probably cause all kinds of problems I haven't thought of.

 

And even if I use one of those workarounds to make sure combining stacks is allowed, I still have the problem of how and where I combine the information from their capabilities to make the new one. It looks like

gatherCapabilities

in the

ForgeEventFactory

is the method that takes the capabilities of two stacks and combines them into one set. But that method uses the

CapabilityDispatcher

constructor which seems to always add the capabilities separately and doesn't have any ability to combine them in some other way.

 

Maybe the ability to combine differently-decayed stacks is just a lost cause. :( It's still pretty good that I've got damageable stacks at all, so perhaps I should just let it go. If anyone else has any ideas or suggestions though, please tell me!

You could put in a PR for slot click? Then when a slot is clicked handle averaging.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Little warning: You cannot by any means extend the ItemStack class as it is final!

Posted
  On 11/18/2016 at 3:11 PM, Jazzable said:

  Quote

  Quote

PR?

Pull Request

 

I don't understand what you mean by pull request here, isn't that a github thing? :S

Forge uses github and accepts pull requests, when they deem them useful.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
  On 11/18/2016 at 3:10 PM, XFactHD said:

Little warning: You cannot by any means extend the ItemStack class as it is final!

 

Yes, I acknowledged this in my original post!

 

  Quote
I want to make food items which can spoil over time while in a stack. It seems logical to use the vanilla item damage/durability for the spoilage, but damaged items can't be stacked. My first instinct would be to make a subclass of ItemStack and implement my own functionality for combining damage and stack sizes, but since ItemStack is final I can't do that. Does anyone have any ideas for how I could achieve something like this? Or will it be painfully difficult/unachieveable?
Posted
  On 11/18/2016 at 3:12 PM, Animefan8888 said:
  Quote

I don't understand what you mean by pull request here, isn't that a github thing? :S

Forge uses github and accepts pull requests, when they deem them useful.

 

Ohh, so you mean suggest a change to Forge that would make it easier for me to do this?

Posted
  On 11/18/2016 at 3:14 PM, Jazzable said:

  Quote
  Quote

I don't understand what you mean by pull request here, isn't that a github thing? :S

Forge uses github and accepts pull requests, when they deem them useful.

 

Ohh, so you mean suggest a change to Forge that would make it easier for me to do this?

Not a change an addition, you will suggest the event OnSlotClickEvent or some name similar.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Or you could reduce the number of stages of rot to the point that you don't mind having separate stacks. For instance, have only fresh and tainted before something turns completely into rotting flesh or its vegetable equivalent (dirt?).

 

Along the way, decide if/what will be durable for long journeys, and whether an enchantment (e.g. refrigeration) on a chest (or new device) might stop the rot.

 

And after all that, figure out if the game would still be playable. What if you go on vacation for two weeks while your baked chicken sits in a multiplayer world. Will your character starve to death the next time he logs in?

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

Posted

This is actually the decision I've come to! I'm going to have only three stages of spoiling, so that stacks can be combined if they're in the same stage but not if they're in different stages. As for the rate of spoiling, that'll need plenty of testing to get it calibrated right, but the aim of my mod is a harder survival game anyway. :)

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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • abro el juego pero al tocar un solo jugador me tira la de   [02:23:30] [Render thread/FATAL] [ne.mi.co.ForgeMod/]: Preparing crash report with UUID c3ff08d5-d285-458d-a3b5-fbba17743dff #@!@# Game crashed! Crash report saved to: #@!@# C:\juegos\Minecraft\instances\1.20.1 forge\.minecraft\crash-reports\crash-2025-05-02_02.23.30-client.txt Process exited with code -1 (0xffffffffffffffff). ¡Por favor, ten en cuenta que normalmente ni el código de salida ni su descripción son suficientes para diagnosticar problemas! Sube siempre el registro entero y no solo el código de salida.
    • So, First of I am new to modding so bare with me I am creating a 1.20.1 forge mod that needs Oculus/Embeddium as a dependancy because later on I need to add custom shaders in for lights and such. I am using ParchmentMC as I've heard its better because of namings of things but that doesn't seem to like it when I run it alongside Oculus (Its a very barebones script adding two blocks and an item, and tested it before I did this) The 4 errors I get when I run 'runClient' is Caused by: org.spongepowered.asm.mixin.transformer.throwables.MixinTransformerError: An unexpected critical error was encountered Caused by: org.spongepowered.asm.mixin.throwables.MixinApplyError: Mixin [mixins.oculus.json:texture.MixinAbstractTexture] from phase [DEFAULT] in config [mixins.oculus.json] FAILED during APPLY Caused by: org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException: Critical injection failure: @Inject annotation on iris$afterGenerateId could not find any targets matching 'Lnet/minecraft/client/renderer/texture/AbstractTexture;m_117963_()I' in net.minecraft.client.renderer.texture.AbstractTexture. Using refmap oculus-mixins-refmap.json [PREINJECT Applicator Phase -> mixins.oculus.json:texture.MixinAbstractTexture -> Prepare Injections ->  -> handler$zgm000$iris$afterGenerateId(Lorg/spongepowered/asm/mixin/injection/callback/CallbackInfoReturnable;)V -> Parse] And then a "Execution failed for task ':runClient'." error My dependancies are just these with latest forge for 1.20.1 implementation fg.deobf('curse.maven:oculus-581495:6020952') // Oculus for 1.20.1 - 1.8.0  implementation fg.deobf('curse.maven:embeddium-908741:5681725') // Embeddium for 1.20.1 - 0.3.31 I have tested these mods & forge in a different modpack alone and it works fine Any help is much appreciated!
    • Im trying to make a server for me and my friends. I have no mods on it, (yet) but i keep getting this on the terminal right before it closes out. it insist even open long enogth m=for me to log on .this is my most resent crash report thanks in advance.   ---- Minecraft Crash Report ---- // I blame Dinnerbone. Time: 2025-05-01 18:17:25 Description: Exception in server tick loop java.lang.IllegalStateException: Failed to initialize server     at TRANSFORMER/minecraft@1.21.5/net.minecraft.server.MinecraftServer.runServer(MinecraftServer.java:676) ~[server-1.21.5-20250325.162830-srg.jar%23141!/:?] {re:classloading,pl:accesstransformer:B}     at TRANSFORMER/minecraft@1.21.5/net.minecraft.server.MinecraftServer.lambda$spin$2(MinecraftServer.java:276) ~[server-1.21.5-20250325.162830-srg.jar%23141!/:?] {re:classloading,pl:accesstransformer:B}     at java.base/java.lang.Thread.run(Thread.java:1583) [?:?] {} A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- System Details -- Details:     Minecraft Version: 1.21.5     Minecraft Version ID: 1.21.5     Operating System: Linux (amd64) version 6.11.0-19-generic     Java Version: 21.0.6, Ubuntu     Java VM Version: OpenJDK 64-Bit Server VM (mixed mode, sharing), Ubuntu     Memory: 99161192 bytes (94 MiB) / 233832448 bytes (223 MiB) up to 1004535808 bytes (958 MiB)     CPUs: 2     Processor Vendor: GenuineIntel     Processor Name: Intel(R) Pentium(R) CPU B950 @ 2.10GHz     Identifier: Intel64 Family 6 Model 42 Stepping 7     Microarchitecture: Sandy Bridge (Client)     Frequency (GHz): 2.10     Number of physical packages: 1     Number of physical CPUs: 2     Number of logical CPUs: 2     Graphics card #0 name: 2nd Generation Core Processor Family Integrated Graphics Controller     Graphics card #0 vendor: Intel Corporation (0x8086)     Graphics card #0 VRAM (MiB): 256.00     Graphics card #0 deviceId: 0x0106     Graphics card #0 versionInfo: unknown     Virtual memory max (MiB): 5743.06     Virtual memory used (MiB): 3361.15     Swap memory total (MiB): 3828.00     Swap memory used (MiB): 811.72     Space in storage for jna.tmpdir (MiB): <path not set>     Space in storage for org.lwjgl.system.SharedLibraryExtractPath (MiB): <path not set>     Space in storage for io.netty.native.workdir (MiB): <path not set>     Space in storage for java.io.tmpdir (MiB): available: 421206.25, total: 467297.75     Space in storage for workdir (MiB): available: 421206.25, total: 467297.75     JVM Flags: 0 total;     Server Running: true     Active Data Packs: vanilla, mod_data, mod/neoforge     Available Data Packs: minecart_improvements, redstone_experiments, trade_rebalance, vanilla, mod/neoforge, mod_data     Enabled Feature Flags: minecraft:vanilla     World Generation: Stable     World Seed: -7131934175611965967     Suppressed Exceptions: ~~NONE~~     Is Modded: Definitely; Server brand changed to 'neoforge'     Type: Dedicated Server (map_server.txt)     ModLauncher: 11.0.4+main.d2e20e43     ModLauncher launch target: neoforgeserver     ModLauncher services:         sponge-mixin-0.15.2+mixin.0.8.7.jar mixin PLUGINSERVICE         loader-7.0.10.jar slf4jfixer PLUGINSERVICE         loader-7.0.10.jar runtime_enum_extender PLUGINSERVICE         at-modlauncher-11.0.2.jar accesstransformer PLUGINSERVICE         loader-7.0.10.jar runtimedistcleaner PLUGINSERVICE         modlauncher-11.0.4.jar mixin TRANSFORMATIONSERVICE         modlauncher-11.0.4.jar fml TRANSFORMATIONSERVICE     FML Language Providers:         javafml@7.0         minecraft@7.0     Mod List:         server-1.21.5-20250325.162830-srg.jar             |Minecraft                     |minecraft                     |1.21.5              |Manifest: NOSIGNATURE         neoforge-21.5.63-beta-universal.jar               |NeoForge                      |neoforge                      |21.5.63-beta        |Manifest: NOSIGNATURE     Crash Report UUID: 99fdd6a6-3898-4cfe-ab2c-80b1ace92081     FML: 7.0.10     NeoForge: 21.5.63-beta
    • My minecraft version is 1.20.1, I haven't had too many issues other than a mod not working sometimes, in which case I usually just delete and sift through the preexisting mods to try to find the issue, but I hit a big wall of not knowing what my issue is now. I just want to make a modpack for me and my partner!!! Here's the latest log url, https://pastebin.com/9LjctgYN 
    • i was having same problem, thanks 
  • Topics

×
×
  • Create New...

Important Information

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