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IFuelHandler deprecated??


reapersremorse
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Just now, Cadiboo said:

Have we given him an alternative?

Disregard that we have. wtf are you doing????

just override the getBurnTime method in each item class and return a different value! I’m going to properly read this thread now, sorry for anything I’ve misinterpreted/misread so far

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You need to pass the value to your item's constructor and store it in a field, then return that field in the overridden function.

 

I'm pretty sure D7 already said this.

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i fixed my problem, i somehow had the same information in 2 seperate classes , one class was passing 0 to all items, and the other class was setting an int to the items i was trying to add a burnvalue to.

 

ive gotten rid of the portion of code which makes all items have a value of 0 and now im able to add any item or block.

i ended up making an interfce to hold some int values for me so i can easily add the burn values without me doing a lot of maths in my head

public interface FuelHelperVariables
{
    //int burn values because mathsss
    int nein = 1;//burn val 1
    int eighth = nein*25;//burn val 25
    int quarter = eighth*2;//burn val 50
    int stick = quarter*2;//burn val 100
    int one = stick*2;//burn val 200 normal furnace, 1item smelted
    int coal = one*8;//burn val 1600
    int qs = coal*2;//burn val 3200 this is also the value for charkite
    int hs = qs*2;//burn val 6400
    int st = hs*2;//burn val 12800 whole stack

    //block burn values
    int block9 = coal*9;//burn val 14400
    int block4 = coal*4;//burn val
}

the chestplate is made with 8 charkite ingots, each ingot is double the value of coal so its set to qs*8 which is 25600
while my tools for this fuel are going to be special
charkite axe returns qs*8+one //this is adding the ingots and sticks together for a burn value

 

 

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2 minutes ago, reapersremorse said:

i fixed my problem, i somehow had the same information in 2 seperate classes , one class was passing 0 to all items, and the other class was setting an int to the items i was trying to add a burnvalue to.

 

ive gotten rid of the portion of code which makes all items have a value of 0 and now im able to add any item or block.

i ended up making an interfce to hold some int values for me so i can easily add the burn values without me doing a lot of maths in my head


public interface FuelHelperVariables
{
    //int burn values because mathsss
    int nein = 1;//burn val 1
    int eighth = nein*25;//burn val 25
    int quarter = eighth*2;//burn val 50
    int stick = quarter*2;//burn val 100
    int one = stick*2;//burn val 200 normal furnace, 1item smelted
    int coal = one*8;//burn val 1600
    int qs = coal*2;//burn val 3200 this is also the value for charkite
    int hs = qs*2;//burn val 6400
    int st = hs*2;//burn val 12800 whole stack

    //block burn values
    int block9 = coal*9;//burn val 14400
    int block4 = coal*4;//burn val
}

the chestplate is made with 8 charkite ingots, each ingot is double the value of coal so its set to qs*8 which is 25600
while my tools for this fuel are going to be special
charkite axe returns qs*8+one //this is adding the ingots and sticks together for a burn value

 

 

why is this an interface??

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Just now, reapersremorse said:

because im just testing, its literally just holding information to use in other classes

so why is it an interface? I would expect the values to be in a reference class as constants

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if im not mistaken, a constant has to be passed again to declair it as either an int, double, float or other values. if im wrong, i could always change my code if it will work better than declairing variables in an interface that can be used in any class i add, also i can add more than just variables for math.

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3 hours ago, reapersremorse said:

honestly i just wanted to see how useable it would be. it works the same and its less code.

Please don't. This should be a static class, like Math is.

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4 hours ago, Draco18s said:

Please don't. This should be a static class, like Math is.

Sorry but i don't see what i did wrong. 

I was planning to make a class dedicated to my functions and variables. But this seems so much easier to use. Will this interface cause issues in the future if i keep using it?

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27 minutes ago, reapersremorse said:

Sorry but i don't see what i did wrong. 

I was planning to make a class dedicated to my functions and variables.

That's called a static class

27 minutes ago, reapersremorse said:

But this seems so much easier to use. Will this interface cause issues in the future if i keep using it?

Interfaces are not storage places for data. They're description templates that get implemented: they tell you what another object looks like without actually being the object.

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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.

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My bad. I had bad information. Ill change it up when i get home.

 

Im not near my pc,

Could i use a constant to set different values for a random number??

I want to make an item that has a random durability/max uses every time its crafted.

Im planning to add part casts and molds and i want to make them use 1 durability on every craft but have a random number attached every time its crafted or repaired.

Could i use this type of information???

 

Public static final int[] RAND_DURA = new int[]{8,16,32,64,128,256};

 

Ive never messed with random int values before.

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5 hours ago, reapersremorse said:

My bad. I had bad information. Ill change it up when i get home.

 

Im not near my pc,

Could i use a constant to set different values for a random number??

I want to make an item that has a random durability/max uses every time its crafted.

Im planning to add part casts and molds and i want to make them use 1 durability on every craft but have a random number attached every time its crafted or repaired.

Could i use this type of information???

 

Public static final int[] RAND_DURA = new int[]{8,16,32,64,128,256};

 

Ive never messed with random int values before.

Just do min_durability + ((max_durability - min_durability) * new Random.nextFloat(1))

 

This generates a random durability greater than or equal to min_durability and less than or equal to max_durability

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2 minutes ago, Cadiboo said:

Just do min_durability + ((max_durability - min_durability) * new Random.nextFloat(1))

 

This generates a random durability greater than or equal to min_durability and less than or equal to max_durability

Or he could do

new Random().nextInt(max-min) + min + 1;

 

Edited by Animefan8888
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1 minute ago, Animefan8888 said:

Or he could do


new Random().nextInt(max-min) + min + 1;

 

Or that, but the first approach is easier to understand and read which is what I was aiming for. In actual code this method should be used, but I would probably wrap it in a method for readability

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thank you both, i understand most of this.

thank you for the description, im kind of an idiot XD so this helps me more than you know.

1 hour ago, Cadiboo said:

Just do min_durability + ((max_durability - min_durability) * new Random.nextFloat(1))

 

This generates a random durability greater than or equal to min_durability and less than or equal to max_durability

 

1 hour ago, Animefan8888 said:

Or he could do


new Random().nextInt(max-min) + min + 1;

 

im gonna try to mess with this when i get home.

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how is this?
i believe i did this right, now to implement this class in all my other classes.
i still need to add the common Strings,Floats,ints and doubles that my mod uses.

BTW: sorry if the color scheme is weird for you. i edited all my editor colors to more suit my crazy mind.

public final class Constants
{
    //int burn values because mathsss
    public static final int nein = 1;//burn val 1
    public static final int eighth = nein*25;//burn val 25
    public static final int quarter = eighth*2;//burn val 50
    public static final int stick = quarter*2;//burn val 100
    public static final int one = stick*2;//burn val 200 normal furnace, 1item smelted
    public static final int coal = one*8;//burn val 1600
    public static final int qs = coal*2;//burn val 3200 also charkite base value
    public static final int hs = qs*2;//burn val 6400
    public static final int st = 12800;//burn val 12800 whole stack

    //block burn values
    public static final int block9 = coal*9;//burn val 14400
    public static final int block4 = coal*4;//burn val
    public static final int Cblock9 = block9*2;//charkite block 9 ingots
    public static final int Cblock4 = block4*2;//charkite block 4 ingots

    //durability values
    public static final int MAXINT = 2147483647; //do not go past this limit
    public static final int MAXSAFEINT = 2000000000;//Max Durability for items and tools
    public static final int MAXDEVIDE = 200000000; // the number that should be the upper limit for any base things
    //used for random durability on spacific items
    public static final int MAXDURA = 8192;//Max int for durability
    public static final int MINDURA = 8;//Min durability for items and tools
    public static final int RANDURA = new Random().nextInt(MAXDURA-MINDURA)+MINDURA+1;


    //not in use yet
    //public constants for hopeful gui stuff in my manual
    public static final boolean YES = true; //confirm
    public static final boolean NO = false;//deny
    public static final boolean SUCCESS = true;//it worked
    public static final boolean FAILURE = false;//it failed
    public static final int INFINATE = -1;//infinate or not breakable value
    public static final String NEW_LINE = System.getProperty("line.separator"); //forces to another line
    public static final String FILE_SEPARATOR = System.getProperty("file.separator");
    public static final String PATH_SEPARATOR = System.getProperty("path.separator");
    public static final String EMPTY_STRING = "";//space without an actual space
    public static final String SPACE = " ";//space between words and such
    public static final String TAB = "\t";//tabs over in the text
    public static final String SINGLE_QUOTE = "'";
    public static final String PERIOD = ".";
    public static final String DOUBLE_QUOTE = "\"";

    // private constants
    private Constants()
    {
        throw new AssertionError();//just testing the private stuffs
    }
}

im no longer using the interface, im just importing this class

import static com.reapersremorse.uto.util.handlers.Constants.*;

 and i can use everything in the class without needing to import every value i use manually.

i may start putting all my variables and over used functions in this class.

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Great!

This

new Random().nextInt(MAXDURA-MINDURA)+MINDURA+1;

should be in your ItemStack init or whatever constructers. not as a constant - do you want a constant value for "randomness"

11 minutes ago, reapersremorse said:

i may start putting all my variables and over used functions in this class.

I recommend following Minecraft's example and putting it in a class called Util(s)

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4 minutes ago, Cadiboo said:

I recommend following Minecraft's example and putting it in a class called Util(s)

In this case Constants makes more sense. Utils implies there would be a functional application of the class ie methods, but this class only contains Constants. Though this is ultimately a personal choice like putting an I in front of an interface.

 

16 minutes ago, reapersremorse said:

public static final int MAXSAFEINT = 2000000000;//Max Durability for items and tools

I am unsure of this value, due to minecraft truncating there metadata value to 2 bytes aka a Short.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

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1 minute ago, Animefan8888 said:

In this case Constants makes more sense. Utils implies there would be a functional application of the class ie methods, but this class only contains Constants. Though this is ultimately a personal choice like putting an I in front of an interface.

 

18 minutes ago, reapersremorse said:

over used functions in this class.

 

I quoted a little too much

 

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2 minutes ago, Cadiboo said:

I quoted a little too much

My bad, I didn't see that small but of text at the very bottom of his post and didn't read the quote. In which case yes a class called Utils or two classes Utils and Constants would be fine.

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VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

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Forge and vanilla BlockState generator.

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8 minutes ago, Cadiboo said:

should be in your ItemStack init or whatever constructers. not as a constant - do you want a constant value for "randomness"

lol i wasnt thinking, that would be useless and most useful at the same time. thanks ill fix that

 

8 minutes ago, Cadiboo said:

I recommend following Minecraft's example and putting it in a class called Util(s)

ive been using a util folder(package) and then adding all my over used stuff in there.

 

3 minutes ago, Animefan8888 said:

In this case Constants makes more sense. Utils implies there would be a functional application of the class ie methods, but this class only contains Constants. Though this is ultimately a personal choice like putting an I in front of an interface.

ive always done things different than others...
 

 

3 minutes ago, Animefan8888 said:

I am unsure of this value, due to minecraft truncating there metadata value to 2 bytes aka a Short.

i was basing it off of max int, i just do not wanna accidentally create memory leaks or crash the game by going over max int, that 2Billion number is for the max number i would like to use as an int and its 10X more than anything that im ever going to add because of certain ideas i have for the future ;>

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2 minutes ago, reapersremorse said:

i was basing it off of max int, i just do not wanna accidentally create memory leaks or crash the game by going over max int, that 2Billion number is for the max number i would like to use as an int and its 10X more than anything that im ever going to add because of certain ideas i have for the future ;>

He was saying that the actual max value is smaller because the data is not an integer, its a short. 

Integer (signed) is between -(2^31) and (2^31)-1

Short (signed) is between -(2^15) and (2^15)-1

http://www.tocker.ca/2014/05/30/how-important-is-it-to-use-2-byte-and-3-byte-integers.html

Edited by Cadiboo
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net.minecraftforge.fml.config.ConfigTracker.loadConfigs(ConfigTracker.java:83) ~[?:?] {re:classloading}     at net.minecraftforge.fml.ModLoader.loadMods(ModLoader.java:209) ~[?:?] {re:classloading}     at net.minecraftforge.fml.client.ClientModLoader.lambda$startModLoading$7(ClientModLoader.java:132) ~[?:?] {re:classloading,pl:runtimedistcleaner:A}     at net.minecraftforge.fml.client.ClientModLoader$$Lambda$4722/1128558020.run(Unknown Source) ~[?:?] {}     at net.minecraftforge.fml.client.ClientModLoader.lambda$createRunnableWithCatch$4(ClientModLoader.java:123) ~[?:?] {re:classloading,pl:runtimedistcleaner:A}     at net.minecraftforge.fml.client.ClientModLoader$$Lambda$2917/1825071442.run(Unknown Source) ~[?:?] {}     at net.minecraftforge.fml.client.ClientModLoader.startModLoading(ClientModLoader.java:132) ~[?:?] {re:classloading,pl:runtimedistcleaner:A}     at net.minecraftforge.fml.client.ClientModLoader.lambda$onResourceReload$2(ClientModLoader.java:114) ~[?:?] {re:classloading,pl:runtimedistcleaner:A}     at net.minecraftforge.fml.client.ClientModLoader$$Lambda$4719/1991615833.run(Unknown Source) ~[?:?] {}     at net.minecraftforge.fml.client.ClientModLoader.lambda$createRunnableWithCatch$4(ClientModLoader.java:123) ~[?:?] {re:classloading,pl:runtimedistcleaner:A}     at net.minecraftforge.fml.client.ClientModLoader$$Lambda$2917/1825071442.run(Unknown Source) ~[?:?] {}     at java.util.concurrent.CompletableFuture$AsyncRun.run(CompletableFuture.java:1618) ~[?:1.8.0_51] {}     at java.util.concurrent.CompletableFuture$AsyncRun.exec(CompletableFuture.java:1610) ~[?:1.8.0_51] {}     at java.util.concurrent.ForkJoinTask.doExec(ForkJoinTask.java:289) ~[?:1.8.0_51] {}     at java.util.concurrent.ForkJoinPool$WorkQueue.runTask(ForkJoinPool.java:1056) ~[?:1.8.0_51] {}     at java.util.concurrent.ForkJoinPool.runWorker(ForkJoinPool.java:1689) ~[?:1.8.0_51] {}     at java.util.concurrent.ForkJoinWorkerThread.run(ForkJoinWorkerThread.java:157) ~[?:1.8.0_51] {} Caused by: com.electronwill.nightconfig.core.io.ParsingException: Not enough data available     at com.electronwill.nightconfig.core.io.ParsingException.notEnoughData(ParsingException.java:22) ~[core-3.6.3.jar:?] {}     at com.electronwill.nightconfig.core.io.ReaderInput.directReadChar(ReaderInput.java:36) ~[core-3.6.3.jar:?] {}     at com.electronwill.nightconfig.core.io.AbstractInput.readChar(AbstractInput.java:49) ~[core-3.6.3.jar:?] {}     at com.electronwill.nightconfig.core.io.AbstractInput.readCharsUntil(AbstractInput.java:123) ~[core-3.6.3.jar:?] {}     at com.electronwill.nightconfig.toml.TableParser.parseKey(TableParser.java:166) ~[toml-3.6.3.jar:?] {}     at com.electronwill.nightconfig.toml.TableParser.parseDottedKey(TableParser.java:145) ~[toml-3.6.3.jar:?] {}     at com.electronwill.nightconfig.toml.TableParser.parseNormal(TableParser.java:55) ~[toml-3.6.3.jar:?] {}     at com.electronwill.nightconfig.toml.TomlParser.parse(TomlParser.java:44) ~[toml-3.6.3.jar:?] {}     at com.electronwill.nightconfig.toml.TomlParser.parse(TomlParser.java:37) ~[toml-3.6.3.jar:?] {}     at com.electronwill.nightconfig.core.io.ConfigParser.parse(ConfigParser.java:113) ~[core-3.6.3.jar:?] {}     at com.electronwill.nightconfig.core.io.ConfigParser.parse(ConfigParser.java:219) ~[core-3.6.3.jar:?] {}     at com.electronwill.nightconfig.core.io.ConfigParser.parse(ConfigParser.java:202) ~[core-3.6.3.jar:?] {}     at com.electronwill.nightconfig.core.file.WriteSyncFileConfig.load(WriteSyncFileConfig.java:73) ~[core-3.6.3.jar:?] {}     at com.electronwill.nightconfig.core.file.AutosaveCommentedFileConfig.load(AutosaveCommentedFileConfig.java:85) ~[core-3.6.3.jar:?] {}     at net.minecraftforge.fml.config.ConfigFileTypeHandler.lambda$reader$1(ConfigFileTypeHandler.java:57) ~[?:?] {re:classloading}     ... 23 more A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace:     at net.minecraftforge.fml.config.ConfigFileTypeHandler.lambda$reader$1(ConfigFileTypeHandler.java:61) ~[?:?] {re:classloading}     at net.minecraftforge.fml.config.ConfigFileTypeHandler$$Lambda$4733/78604773.apply(Unknown Source) ~[?:?] {}     at net.minecraftforge.fml.config.ConfigTracker.openConfig(ConfigTracker.java:104) ~[?:?] {re:classloading}     at net.minecraftforge.fml.config.ConfigTracker.lambda$loadConfigs$1(ConfigTracker.java:83) ~[?:?] {re:classloading}     at net.minecraftforge.fml.config.ConfigTracker$$Lambda$4732/324662817.accept(Unknown Source) ~[?:?] {}     at java.lang.Iterable.forEach(Iterable.java:75) ~[?:1.8.0_51] {}     at java.util.Collections$SynchronizedCollection.forEach(Collections.java:2062) ~[?:1.8.0_51] {}     at net.minecraftforge.fml.config.ConfigTracker.loadConfigs(ConfigTracker.java:83) ~[?:?] {re:classloading}     at net.minecraftforge.fml.ModLoader.loadMods(ModLoader.java:209) ~[?:?] {re:classloading} -- Overlay render details -- Details:     Overlay name: net.minecraft.client.gui.ResourceLoadProgressGui Stacktrace:     at net.minecraft.client.renderer.GameRenderer.func_195458_a(GameRenderer.java:484) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}     at net.minecraft.client.Minecraft.func_195542_b(Minecraft.java:977) [?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}     at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:607) [?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}     at net.minecraft.client.main.Main.main(Main.java:184) [?:?] {re:classloading,pl:runtimedistcleaner:A}     at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_51] {}     at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_51] {}     at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_51] {}     at java.lang.reflect.Method.invoke(Method.java:497) ~[?:1.8.0_51] {}     at net.minecraftforge.fml.loading.FMLClientLaunchProvider.lambda$launchService$0(FMLClientLaunchProvider.java:51) [forge-1.16.5-36.2.22.jar:36.2] {}     at net.minecraftforge.fml.loading.FMLClientLaunchProvider$$Lambda$459/1573125303.call(Unknown Source) [forge-1.16.5-36.2.22.jar:36.2] {}     at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch(LaunchServiceHandlerDecorator.java:37) [modlauncher-8.0.9.jar:?] {}     at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:54) [modlauncher-8.0.9.jar:?] {}     at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:72) [modlauncher-8.0.9.jar:?] {}     at cpw.mods.modlauncher.Launcher.run(Launcher.java:82) [modlauncher-8.0.9.jar:?] {}     at cpw.mods.modlauncher.Launcher.main(Launcher.java:66) [modlauncher-8.0.9.jar:?] {}  
    • "Required" in the sense that it's the correct way to do things to maintain mod compatibility. But loot tables are still loot tables and can still be overridden with data packs. Forge won't stop you from doing it.
    • Hi all, First post here. I have tried to solve this myself but I can't identify the problem. I used to use version 1.16.3 and in the console I was able to press up and down to access commands in the history and tab for auto completion of the command. Now I upgraded to version 1.17.1 and I these keys don't work anymore. How can I enable auto complete? Thanks. System info: MinecraftForge version 37.1.1 Minecraft 1.17.1 with MCP 20210706. OS: Ubuntu 20.04.3 openjdk 17.0.1 2021-10-19 OpenJDK Runtime Environment (build 17.0.1+12-Ubuntu-120.04)
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