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Posted

I have several old "registries" in my code that I want to convert to IForgeRegistrys.  The problem is, my block/item registration relies on these existing, and from what I understand, loading order is always "blocks -> items -> all other registries a-z".

 

Example:

I have a list of metal casts, such as for pickaxes and swords.  Currently, I iterate over the casts and register one block for each.  My block registration relies on the casts already being registered, but there doesn't seem to be a way to control the order in which the registration events are fired.

 

Is there some way around this?  It'd make my code a lot cleaner.

Posted

Are you always registering these items or are they being excluded from load at times?

Do these blocks need to store a reference to items?

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As the most common issue I feel I should put this outside the main bulk:

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If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

  Reveal hidden contents

 

Posted

They are always loaded, but it's coded like this so that adding a new entry into the registry generates blocks, items, etc. automatically.  In this instance, the blocks do need a reference to their cast.

Posted
  On 7/23/2018 at 8:30 PM, Corey said:

They are always loaded, but it's coded like this so that adding a new entry into the registry generates blocks, items, etc. automatically.  In this instance, the blocks do need a reference to their cast.

Expand  

Blocks are registered first because of ItemBlocks, since they need a reference to the block. But you can instantiate your items in preInit and then your blocks can reference them, they just won't be registered.

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Posted

I can appreciate the issues with arbitrary sorting, but I was referring only to being able to say "I need this to be loaded before blocks/items" (ie. three phases instead of two: a-z pre-b/i registries, blocks/items, a-z post-b/i registries)

Posted
  On 7/23/2018 at 9:12 PM, diesieben07 said:

Yes. And the same issue I mentioned already applies. Mod B wants to generate items based on it's great registry, so it makes it a "pre" registry. Now Mod A comes along and says "but I want to register things in Mod B's great registry based on my items, why can't the great registry be a post registry?".

Expand  

A solution to this would be to fire the event twice, once before Item/Block Registration and another time after. Modders would just have to add an if statement to check the if it is Pre or Post, or make the registry event have a pre or post subevent. Though the first option would be the easiest to implement, while the second would be more efficient.

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Posted
  On 7/23/2018 at 10:19 PM, diesieben07 said:

You then need another pass after the post, because someone might have registered stuff in post and you need to react to that. How often do you repeat this? 

Expand  

This is where EventPriority would take place, and if you need to react to another mod doing stuff then this should be where Loader.isModLoaded should take place and the modder would need to write custom code to interact with that mod.

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Forge and vanilla BlockState generator.

Posted

In the generalized case, there is definitely a lot of possible situations of "circular" dependencies. But in the specific case of your own mod registry it is somewhat more manageable. For example if you need your registry to occur before blocks and items, you can do it in pre-init. If some other mod wants to use your registry they could access it in the block registry handling method -- I think you should be able to access other, previously populated registries during the vanilla events, right?

 

So isn't the solution to the original poster is to make his registry in pre-init and instruct other mods that want to use it to interact with it at the beginning of their block registry event handling method?

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Posted

@Animefan8888 Future plans for registry reloading is still a much larger issue.  You'd have to specify that registry A relies on registry B, and therefore is registry B is reloaded, registry A must be as well... and I'm sure you can see how that'd instantly lead to unresolvable cyclic dependencies

Posted
  On 7/23/2018 at 10:26 PM, diesieben07 said:

By pre-init all registration has taken place.

Expand  

Is that true? In my console output I get:

[15:29:43] [main/INFO] [GradleStart]: username: MistMaestro
[15:29:43] [main/INFO] [GradleStart]: Extra: []
[15:29:43] [main/INFO] [GradleStart]: Running with arguments: [--userProperties, {}, --assetsDir, C:/Users/agilroy/.gradle/caches/minecraft/assets, --assetIndex, 1.12, --accessToken{REDACTED}, --version, 1.12.2, --username, MistMaestro, --tweakClass, net.minecraftforge.fml.common.launcher.FMLTweaker, --tweakClass, net.minecraftforge.gradle.tweakers.CoremodTweaker]
[15:29:43] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLTweaker
[15:29:43] [main/INFO] [LaunchWrapper]: Using primary tweak class name net.minecraftforge.fml.common.launcher.FMLTweaker
[15:29:43] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.gradle.tweakers.CoremodTweaker
[15:29:43] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLTweaker
[15:29:43] [main/INFO] [FML]: Forge Mod Loader version 14.23.4.2732 for Minecraft 1.12.2 loading
[15:29:43] [main/INFO] [FML]: Java is Java HotSpot(TM) 64-Bit Server VM, version 1.8.0_101, running on Windows 10:amd64:10.0, installed at C:\Program Files\Java\jdk1.8.0_101\jre
[15:29:43] [main/ERROR] [FML]: Apache Maven library folder was not in the format expected. Using default libraries directory.
[15:29:43] [main/ERROR] [FML]: Full: C:\Users\agilroy\.gradle\caches\modules-2\files-2.1\org.apache.maven\maven-artifact\3.5.3\7dc72b6d6d8a6dced3d294ed54c2cc3515ade9f4\maven-artifact-3.5.3.jar
[15:29:43] [main/ERROR] [FML]: Trimmed: c:/users/agilroy/.gradle/caches/modules-2/files-2.1/org.apache.maven/maven-artifact/3.5.3/
[15:29:43] [main/INFO] [FML]: Managed to load a deobfuscated Minecraft name- we are in a deobfuscated environment. Skipping runtime deobfuscation
[15:29:43] [main/INFO] [FML]: Detected deobfuscated environment, loading log configs for colored console logs.
[15:29:45] [main/INFO] [FML]: Ignoring missing certificate for coremod FMLCorePlugin (net.minecraftforge.fml.relauncher.FMLCorePlugin), we are in deobf and it's a forge core plugin
[15:29:45] [main/INFO] [FML]: Ignoring missing certificate for coremod FMLForgePlugin (net.minecraftforge.classloading.FMLForgePlugin), we are in deobf and it's a forge core plugin
[15:29:45] [main/INFO] [FML]: Searching C:\ModdingWorkspace\run\assets\.\mods for mods
[15:29:45] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.gradle.tweakers.CoremodTweaker
[15:29:45] [main/INFO] [GradleStart]: Injecting location in coremod net.minecraftforge.fml.relauncher.FMLCorePlugin
[15:29:45] [main/INFO] [GradleStart]: Injecting location in coremod net.minecraftforge.classloading.FMLForgePlugin
[15:29:45] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker
[15:29:45] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLDeobfTweaker
[15:29:45] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.gradle.tweakers.AccessTransformerTweaker
[15:29:45] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker
[15:29:45] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker
[15:29:45] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper
[15:29:48] [main/ERROR] [FML]: FML appears to be missing any signature data. This is not a good thing
[15:29:48] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper
[15:29:48] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLDeobfTweaker
[15:29:49] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.gradle.tweakers.AccessTransformerTweaker
[15:29:49] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.TerminalTweaker
[15:29:49] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.TerminalTweaker
[15:29:49] [main/INFO] [LaunchWrapper]: Launching wrapped minecraft {net.minecraft.client.main.Main}
[15:29:50] [main/INFO] [minecraft/Minecraft]: Setting user: MistMaestro
[15:29:56] [main/WARN] [minecraft/GameSettings]: Skipping bad option: lastServer:
[15:29:56] [main/INFO] [minecraft/Minecraft]: LWJGL Version: 2.9.4
[15:29:57] [main/INFO] [FML]: -- System Details --
Details:
	Minecraft Version: 1.12.2
	Operating System: Windows 10 (amd64) version 10.0
	Java Version: 1.8.0_101, Oracle Corporation
	Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
	Memory: 445135024 bytes (424 MB) / 568852480 bytes (542 MB) up to 3786407936 bytes (3611 MB)
	JVM Flags: 0 total; 
	IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
	FML: 
	Loaded coremods (and transformers): 
	GL info: ' Vendor: 'Intel' Version: '4.5.0 - Build 23.20.16.4973' Renderer: 'Intel(R) HD Graphics 530'
[15:29:57] [main/INFO] [FML]: MinecraftForge v14.23.4.2732 Initialized
[15:29:58] [main/INFO] [FML]: Starts to replace vanilla recipe ingredients with ore ingredients.
[15:29:58] [main/INFO] [FML]: Replaced 1036 ore ingredients
[15:29:58] [main/INFO] [FML]: Searching C:\ModdingWorkspace\run\assets\.\mods for mods
[15:29:59] [main/INFO] [FML]: Forge Mod Loader has identified 5 mods to load
[15:30:00] [main/INFO] [FML]: Attempting connection with missing mods [minecraft, mcp, FML, forge, examplemod] at CLIENT
[15:30:00] [main/INFO] [FML]: Attempting connection with missing mods [minecraft, mcp, FML, forge, examplemod] at SERVER
[15:30:00] [Thread-3/INFO] [FML]: Using sync timing. 200 frames of Display.update took 78672809 nanos
[15:30:02] [main/INFO] [minecraft/SimpleReloadableResourceManager]: Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:Example Mod, jabelar_resource_pack.zip
[15:30:02] [main/INFO] [FML]: Processing ObjectHolder annotations
[15:30:02] [main/INFO] [FML]: Found 1197 ObjectHolder annotations
[15:30:02] [main/INFO] [FML]: Identifying ItemStackHolder annotations
[15:30:02] [main/INFO] [FML]: Found 0 ItemStackHolder annotations
[15:30:03] [main/INFO] [FML]: Configured a dormant chunk cache size of 0
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.MainMod:preInit:101]: preInit() Example Mod
[15:30:03] [Forge Version Check/INFO] [forge.VersionCheck]: [forge] Starting version check at http://files.minecraftforge.net/maven/net/minecraftforge/forge/promotions_slim.json
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModConfig:initConfig:47]: Example Mod config path = C:\ModdingWorkspace\run\assets\config\examplemod.cfg
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModConfig:initConfig:48]: Config file exists = true
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModConfig:syncConfig:67]: Allow unrealistic deconstruction = false
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModConfig:syncConfig:71]: Allow horse armor crafting = true
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModConfig:syncConfig:76]: Allow enchanted book deconstruction = true
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModConfig:syncConfig:81]: Allow partial deconstruction = true
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModTileEntities:registerTileEntities:30]: Registering tile entities
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModFluids:registerFluids:54]: Registering fluids
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModFluids:registerFluids:63]: Registering fluid: slime with bucket = true
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModNetworking:registerSimpleNetworking:42]: Registering simple networking
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModWorldGen:findFreeDimensionID:56]: Found free dimension ID = 2
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.worldgen.WorldTypeCloud:<init>:44]: Constructing WorldTypeCloud
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.proxy.ClientProxy:preInit:144]: on Client side
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.proxy.ClientProxy$MouseHelperAI:<init>:462]: Constructing MouseHelper for AI bots
[15:30:03] [Forge Version Check/INFO] [forge.VersionCheck]: [forge] Found status: OUTDATED Target: 14.23.4.2739
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.proxy.ClientProxy:fixLocaleClass:163]: Swapping in custom locale class
[15:30:03] [Forge Version Check/INFO] [forge.VersionCheck]: [examplemod] Starting version check at https://raw.githubusercontent.com/jabelar/ExampleMod-1.12/master/src/main/resources/versionChecker.json
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModBlocks$RegistrationHandler:onEvent:107]: Registering Blocks
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.blocks.BlockCompactor:<init>:61]: Constructing BlockCompactor instance
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.blocks.BlockCloud:<init>:47]: BlockCloud constructor
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.blocks.BlockCloudBedrock:<init>:42]: BlockCloud constructor
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.blocks.BlockParticleEmitter:<init>:47]: BlockParticleEmitter constructor
[15:30:03] [main/INFO] [FML]: Applying holder lookups
[15:30:03] [main/INFO] [FML]: Holder lookups applied
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModItems$RegistrationHandler:onEvent:74]: Registering items
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModBlocks$RegistrationHandler:registerItemBlocks:132]: Registering ItemBlocks
[15:30:03] [main/INFO] [FML]: Applying holder lookups
[15:30:03] [main/INFO] [FML]: Holder lookups applied
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModBiomes$RegistrationHandler:onEvent:52]: Registering biomes
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModEnchantments$RegistrationHandler:onEvent:46]: Registering Enchantments
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModEntities$RegistrationHandler:onEvent:63]: Registering entities
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModPotions$RegistrationHandler:onEvent:65]: Registering potions
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModPotions$RegistrationHandler:onTypeEvent:86]: Registering potion types
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModSounds$RegistrationHandler:onEvent:80]: Registering sound events
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModProfessions$RegistrationHandler:onEvent:63]: Registering villager professions
[15:30:03] [main/INFO] [FML]: Applying holder lookups
[15:30:03] [main/INFO] [FML]: Holder lookups applied
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModItems$RegistrationHandler:onModelEvent:94]: Registering item models
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModItems$RegistrationHandler:onModelEvent:109]: Registering custom item models
[15:30:03] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModBlocks$RegistrationHandler:onModelEvent:170]: Registering block models
[15:30:03] [main/INFO] [FML]: Applying holder lookups
[15:30:03] [main/INFO] [FML]: Holder lookups applied
[15:30:03] [main/INFO] [FML]: Injecting itemstacks
[15:30:03] [main/INFO] [FML]: Itemstack injection complete
[15:30:05] [Forge Version Check/INFO] [forge.VersionCheck]: [examplemod] Found status: UP_TO_DATE Target: null
[15:30:08] [Sound Library Loader/INFO] [minecraft/SoundManager]: Starting up SoundSystem...
[15:30:09] [Thread-5/INFO] [minecraft/SoundManager]: Initializing LWJGL OpenAL
[15:30:09] [Thread-5/INFO] [minecraft/SoundManager]: (The LWJGL binding of OpenAL.  For more information, see http://www.lwjgl.org)
[15:30:09] [Thread-5/INFO] [minecraft/SoundManager]: OpenAL initialized.
[15:30:09] [Sound Library Loader/INFO] [minecraft/SoundManager]: Sound engine started
[15:30:17] [main/INFO] [FML]: Max texture size: 16384
[15:30:17] [main/INFO] [minecraft/TextureMap]: Created: 512x512 textures-atlas
[15:30:18] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.client.models.ModelSlimeBag:bake:143]: Baking custom model
[15:30:18] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModItems$RegistrationHandler:onModelEvent:125]: Models have been baked
[15:30:19] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.init.ModRecipes$RegistrationHandler:onEvent:42]: Registering recipes
[15:30:19] [main/INFO] [FML]: Applying holder lookups
[15:30:19] [main/INFO] [FML]: Holder lookups applied
[15:30:19] [main/INFO] [STDOUT]: [com.blogspot.jabelarminecraft.examplemod.MainMod:init:129]: init()

 

Basically, I see it start pre-init, then do block registration (and objectholder injection), then item registration (and objectholder injection), then other registrations (like biomes) (and objectholder injection), then init. It seems that all the registration happens between pre-init and init.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted
  On 7/23/2018 at 10:26 PM, diesieben07 said:

I do not see how that is relevant and/or solves this concrete problem:

 

Two registries A and B.

Mod 1 wants to register B entries based on A entries. So B has to come after A.

Mod 2 wants to register A entries based on B entries. So A has to come after B.

Expand  

The main use would be to register these entries based on Items/Blocks and Block/Item entries based on other entries, not registry A on registry B.

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 7/23/2018 at 10:41 PM, diesieben07 said:

Mod A wants to add charms and generate items for it. So it makes the charms registry run before items.

Mod B wants to register charms for all food items automatically. So it needs the charms registry to run after items.

Expand  

Then Mod B would be using the Registry wrong, because then they require the Item Registry to be ran again. Just to add their charms into the game. This isn't a flawed methodology of the system it is a flawed methodology of the user. Pre events would be used to modify future events in most cases Items and Blocks, while Post events are basically the equivalent to Item and Block events, but may also rely on Items/Blocks being registered.

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 7/23/2018 at 10:52 PM, diesieben07 said:

Well, but then this Mod B is impossible to program.

Expand  

It is currently impossible to program as well, what I suggested allows for dynamic Block/Item Registries, based on other registries.

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 7/23/2018 at 10:39 PM, diesieben07 said:

I derped, yes, it happens between pre init and init.

That still means you should not register forge registry entries in preInit.

Expand  

 

Yeah, but there is RegistryEvent.NewRegistry for this and it is actually fired during pre-init. But yeah, instead of doing it directly in a pre-init handler we should use the NewRegistry event. It will happen before the block and item registries.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted
  On 7/23/2018 at 10:59 PM, diesieben07 said:

It is impossible to program, because Mod A is broken in that it uses dynamic registrations. Mod A should register one item which handles the charms.

Expand  

So the ultimate conclusion is that dynamic registration is not needed as one could register a single item/block for a single registry. Using metadata in 1.12 and lower and NBT/capabilities in 1.13+. And for blocks an IUnlistedProperty to store the Entry in a TE. I retract my dynamic registry approach.

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 7/24/2018 at 12:18 AM, Corey said:

On a related topic, is GameRegistry.findRegistry the preferred way to access a registry?

Expand  

Yes, unless it is a vanilla registry in which ForgeRegistries.REGISTRY.

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

Hmm, I attempted to go back to using a single block with different blockstates, while using a forge registry for the casts, but Minecraft attempts to create the blockstates during the block registry event, which means that the cast registry would already have to be available.  It seems that using a forge registry for this is just impossible.

Posted
  On 7/24/2018 at 3:33 AM, Corey said:

Hmm, I attempted to go back to using a single block with different blockstates, while using a forge registry for the casts, but Minecraft attempts to create the blockstates during the block registry event, which means that the cast registry would already have to be available.  It seems that using a forge registry for this is just impossible.

Expand  

Did you use a custom IUnlistedProperty implementation and an ExtendedBlockState?

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 7/24/2018 at 4:18 AM, Animefan8888 said:

Did you use a custom IUnlistedProperty implementation and an ExtendedBlockState?

Expand  

I used a standard property.  I was under the impression that IUnlistedPropertys couldn't persist data without a tile entity to back them, could you elaborate a bit please?

Posted
  On 7/24/2018 at 4:21 PM, Corey said:

I used a standard property.  I was under the impression that IUnlistedPropertys couldn't persist data without a tile entity to back them, could you elaborate a bit please?

Expand  

This is true you are going to need a TE to store the data, but since it will be storing an unlimited amount of casts as a RegistryEntry you will need this.

  • Like 1

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.

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