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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?

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

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

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

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.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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
11 minutes ago, 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.

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.

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

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
1 hour ago, 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?".

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.

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
1 minute ago, 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? 

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.

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

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?

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

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
5 minutes ago, diesieben07 said:

By pre-init all registration has taken place.

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
2 minutes ago, 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.

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
2 minutes ago, 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.

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
Just now, diesieben07 said:

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

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
18 minutes ago, diesieben07 said:

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

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

 

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
7 minutes ago, 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.

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
16 minutes ago, Corey said:

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

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
44 minutes ago, 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.

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
12 hours ago, Animefan8888 said:

Did you use a custom IUnlistedProperty implementation and an ExtendedBlockState?

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
2 minutes ago, 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?

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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