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[1.12.2] [SOLVED] Problems With TileEntities and PropertyBools


Spacejet

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using Forge 1.12.2

 

So I have a couple of problems to do with PropertyBool set on a block with a TileEntity. First problem is that the PropertyBool is not setting to it's default state on block placement, set in setDefaultState()

this.setDefaultState(this.blockState.getBaseState().withProperty(ACTIVATED, Boolean.valueOf(true)));

ACTIVATED is always false on placement, but, after a quick re-log (I don't restart minecraft, just the world) it changes to true.

 

Second Problem is that I don't know how to get and set the value of ACTIVATED from other classes, specifically in this case, the TileEntity class. I have tried everything, searched online, read the documentation but failed to find a mention on how to do it.

Full Block class:

Spoiler

package com.spacejet.quantivity.blocks;

import com.spacejet.quantivity.Main;
import com.spacejet.quantivity.tileentity.TileEntityEnergyAccumulator;
import com.spacejet.quantivity.util.handlers.GuiHandler;
import com.spacejet.quantivity.util.handlers.TileEntityHandler;

import net.minecraft.block.ITileEntityProvider;
import net.minecraft.block.SoundType;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyBool;
import net.minecraft.block.state.BlockStateContainer;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;

public class EnergyAccumulator extends BlockBase implements ITileEntityProvider
{

    public static final PropertyBool ACTIVATED = PropertyBool.create("activated");
    
    public EnergyAccumulator(String name, Material material) 
    {
        super(name, material);
        setHardness(5);
        setHarvestLevel("pickaxe", 2);
        setResistance(30);
        setSoundType(SoundType.METAL);
        setLightLevel(1);
        
        this.setDefaultState(this.blockState.getBaseState().withProperty(ACTIVATED, Boolean.valueOf(true)));
    }
    
    @Override
    public int getMetaFromState(IBlockState state) 
    {
        if(ACTIVATED.getAllowedValues().contains(true)) return 1;
        else return 0;
    }
    
    @Override
    public IBlockState getStateFromMeta(int meta)

    {
        if(meta == 1) return this.getDefaultState().withProperty(ACTIVATED, Boolean.valueOf(true));
        else return this.getDefaultState().withProperty(ACTIVATED, Boolean.valueOf(false));
    }
    
    @Override
    protected BlockStateContainer createBlockState() 
    {
        return new BlockStateContainer(this, new IProperty[] {ACTIVATED}); 
    }
    
    @Override
    public boolean hasTileEntity(IBlockState state) 
    {
        return true;
    }

    @Override
    public TileEntity createNewTileEntity(World worldIn, int meta) 
    {
        return TileEntityHandler.ENERGY_ACCUMULATOR;
    }
    
    @Override
    public boolean onBlockActivated(World world, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ) 
    {
        if(!world.isRemote) 
        {
            playerIn.openGui(Main.instance, GuiHandler.ENERGY_ACCUMULATOR, world, pos.getX(), pos.getY(), pos.getZ());
        }
        
        return true;
    }

}

 

Full TileEntity class (note- I am using the CJCore Library in this mod)

Spoiler

package com.spacejet.quantivity.tileentity;

import cjminecraft.core.energy.EnergyUnit;
import cjminecraft.core.energy.EnergyUtils;
import cjminecraft.core.energy.compat.forge.CustomForgeEnergyStorage;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Biomes;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ITickable;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentTranslation;
import net.minecraftforge.common.capabilities.Capability;
import net.minecraftforge.common.capabilities.ICapabilityProvider;
import net.minecraftforge.energy.CapabilityEnergy;
import net.minecraftforge.items.CapabilityItemHandler;
import net.minecraftforge.items.ItemStackHandler;

public class TileEntityEnergyAccumulator extends TileEntity implements ITickable, ICapabilityProvider
{    
    private ItemStackHandler handler;
    private CustomForgeEnergyStorage storage;
    public static boolean active;
    
    public String name;
    
    private int energy;
    
    public TileEntityEnergyAccumulator(int maxInOut, int maxStore) 
    {
        this.handler = new ItemStackHandler(2);
        this.storage = new CustomForgeEnergyStorage(maxStore, 0);
        this.energy = storage.getEnergyStored();
    }
    
    @Override
    public void update() {
        if(this.world != null) 
        {
            if(!this.world.isRemote) 
            {
                if(this.world.getBiome(this.pos) == Biomes.PLAINS)
                {
                    if(active) {
                        this.storage.receiveEnergyInternal(60, false);
                    }
                }
                this.storage.extractEnergyInternal((int) EnergyUtils.giveEnergyAllFaces(this.world, this.pos, this.storage.getEnergyStored(), EnergyUnit.REDSTONE_FLUX, false, false), false);
            }
        }
    }
    
    @SuppressWarnings("unchecked")
    @Override
    public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
        if(capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY)
            return (T) this.handler;
        
        if (capability == CapabilityEnergy.ENERGY)
            return (T) this.storage;
        
        return super.getCapability(capability, facing);
    }
    
    @Override
    public boolean hasCapability(Capability<?> capability, EnumFacing facing) {
        if(capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY)
            return true;
        
        if(capability == CapabilityEnergy.ENERGY)
            return true;
        
        return super.hasCapability(capability, facing);
    }
    
    @Override
    public void readFromNBT(NBTTagCompound nbt) {
        this.storage.readFromNBT(nbt);
        active = nbt.getBoolean("active");
        super.readFromNBT(nbt);
    }
    
    @Override
    public NBTTagCompound writeToNBT(NBTTagCompound nbt) {
        this.storage.writeToNBT(nbt);
        nbt.setBoolean("active", active);
        return super.writeToNBT(nbt);
    }
    
    @Override
    public ITextComponent getDisplayName() 
    {
        return new TextComponentTranslation("container.energy_accumulator.name");
    }
    
    public void setEnergy(int value)
    {
        this.energy = value;
    }
    
    public int getEnergy()
    {
        return this.energy;
    }
    
    public boolean isUsableByPlayer(EntityPlayer player) 
    {
        return this.world.getTileEntity(this.pos) != this ? false : player.getDistanceSq(this.pos.getX() + 0.5D, this.pos.getY() + 0.5D, this.pos.getZ() + 0.5D) <= 64.0D;
    }
}
 

NOTE- I have not set the value of active(In TE class) as I need to set it equal to ACTIVATED(PropBool in Block class), which I cannot find a way to do

 

Thanks for any help!

 

EDIT - After Reading 

I moved on from using 

ITileEntityProvider

to overriding 

hasTileEntity() and createTileEntity()

 

Edited by Spacejet
Marked as Solved
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3 hours ago, Spacejet said:

Boolean.valueOf(true)

Why are you using boxed values?

 

3 hours ago, Spacejet said:

extends BlockBase

BlockBase is an antipattern. There is already a BlockBase, it's called Block.

 

3 hours ago, Spacejet said:

@Override
    public int getMetaFromState(IBlockState state) 
    {
        if(ACTIVATED.getAllowedValues().contains(true)) return 1;
        else return 0;
    }

This will always return 1. Serialize the value of the property, not it's property.

 

3 hours ago, Spacejet said:

implements ITickable, ICapabilityProvider

TileEntity already implements ICapabilityProvider.

 

3 hours ago, Spacejet said:

public static boolean active;

Why is this static?

 

3 hours ago, Spacejet said:

if(this.world != null) 

This should never happen in onUpdate, and if it does some mod severely messes up and you should crash the game.

 

3 hours ago, Spacejet said:

active = nbt.getBoolean("active");

active is static though. Why are you (de)serializing it for instances?

 

3 hours ago, Spacejet said:

I don't know how to get and set the value of ACTIVATED from other classes, specifically in this case, the TileEntity class.

The same way you would do it in your block class. You have the world(TileEntity.world) and the position(TileEntity.pos). Get the blockstate from the world at position and change the value of the property in the same way you would for your block.

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@V0idWa1k3r the answer to your questions :

 

active is static because I was trying to set it in my block class as ACTIVATED was a part of my block class. I just forgot to change it back. Will do that.

 

I don't really know why I used boxed values when I could have simply used 'true' or 'false' ?

 

42 minutes ago, V0idWa1k3r said:
4 hours ago, Spacejet said:

mplements ITickable, ICapabilityProvider

TileEntity already implements ICapabilityProvider

I did not know that. Nice to know!

 

42 minutes ago, V0idWa1k3r said:
4 hours ago, Spacejet said:

I don't know how to get and set the value of ACTIVATED from other classes, specifically in this case, the TileEntity class.

The same way you would do it in your block class. You have the world(TileEntity.world) and the position(TileEntity.pos). Get the blockstate from the world at position and change the value of the property in the same way you would for your block

Is it with setBlockState() cause now I remember that I did not try that. Thanks a ton.

 

42 minutes ago, V0idWa1k3r said:
4 hours ago, Spacejet said:

extends BlockBase

BlockBase is an antipattern. There is already a BlockBase, it's called Block.

 

I call my Registry Handler and register all my blocks in this class.

 

42 minutes ago, V0idWa1k3r said:
4 hours ago, Spacejet said:

@Override
    public int getMetaFromState(IBlockState state) 
    {
        if(ACTIVATED.getAllowedValues().contains(true)) return 1;
        else return 0;
    }

This will always return 1. Serialize the value of the property, not it's property.

I just got to know about an hour ago that .contains() will search every possible output, not the selected. What should I use instead of that?? How do I get the value of the property in the first place?? getBlockState()?? But that returns a BlockStateContainer.

 

EDIT: I want to get its boolean value to set active equal to, but getBlockState() returns the state, not value! Right?

 

42 minutes ago, V0idWa1k3r said:

 

4 hours ago, Spacejet said:

if(this.world != null) 

This should never happen in onUpdate, and if it does some mod severely messes up and you should crash the game.

K. Will crash the game.

 

Thanks a lot for all those improvement tips and answers to some of my questions.

 

P.S: do you know why ACTIVATED returns false when block is first placed into the world? Set default state sets its default state to true!

Edited by Spacejet
More detail added
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4 minutes ago, Spacejet said:

I call my Registry Handler and register all my blocks in this class.

That sounds bad. That sound directly accessing the registry levels of bad. And potentially IHasModel levels of bad too.

 

5 minutes ago, Spacejet said:

How do I get the value of the property in the first place?? getBlockState()?? But that returns a BlockStateContainer.

IBlockState#getValue.

 

6 minutes ago, Spacejet said:

do you know why ACTIVATED returns false when block is first placed into the world? Set default state sets its default state to true!

I am not sure but you can override Block#getStateForPlacement and return the blockstate with the correct value.

 

7 minutes ago, Spacejet said:

Is it with setBlockState()

Yes, but you will need to override TileEntity#shouldRefresh in your TE class and make sure it returns false when the value of the property changes, but true otherwise or else the game will recreate your TE when you do that.

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6 minutes ago, V0idWa1k3r said:
10 minutes ago, Spacejet said:

do you know why ACTIVATED returns false when block is first placed into the world? Set default state sets its default state to true!

I am not sure but you can override Block#getStateForPlacement and return the blockstate with the correct value

Ok will try that.....sounds like it will work (hopefully)

 

6 minutes ago, V0idWa1k3r said:
10 minutes ago, Spacejet said:

How do I get the value of the property in the first place?? getBlockState()?? But that returns a BlockStateContainer.

IBlockState#getValue

Oh.

6 minutes ago, V0idWa1k3r said:
10 minutes ago, Spacejet said:

I call my Registry Handler and register all my blocks in this class.

That sounds bad. That sound directly accessing the registry levels of bad. And potentially IHasModel levels of bad too

 

I regret writing that as I am not on my computer and cannot check to make sure what I wrote was correct as that is what I thought I was doing in blockbase..... what should I do if I was doing the bad thing?

Edited by Spacejet
Spelling mistake
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4 minutes ago, Spacejet said:

what should I do if I was doing the bad thing?

Don't directly access the registry, register your things in the appropriate RegistryEvent.Register, in this case it would be Register<Block>.

In case of IHasModel - get rid of it and just register your models directly in the ModelRegistryEvent.

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3 hours ago, Spacejet said:

Oh then it's fine as I am indeed using registryevents.. phew.. scared me real good.

Are you instantiating your objects in their registry events?

About Me

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My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

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13 hours ago, Cadiboo said:

Are you instantiating your objects in their registry events?

Yes. I am just adding the blocks extend blockbase to a list and then that list is passed on to the onBlockRegister() event

BlockBase:

Spoiler

package com.spacejet.quantivity.blocks;

import com.spacejet.quantivity.Main;
import com.spacejet.quantivity.init.ModBlocks;
import com.spacejet.quantivity.init.ModItems;
import com.spacejet.quantivity.util.IHasModel;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.item.Item;
import net.minecraft.item.ItemBlock;

public class BlockBase extends Block implements IHasModel{
    
    public BlockBase(String name, Material material) {
        
        super(material);
        setUnlocalizedName(name);
        setRegistryName(name);
        
        ModBlocks.BLOCKS.add(this);
        ModItems.ITEMS.add(new ItemBlock(this).setRegistryName(this.getRegistryName()));
        
    }

    @Override
    public void registerModels() {
        
        Main.proxy.registerItemRenderer(Item.getItemFromBlock(this), 0, "inventory");
        
    }
}
 

 

RegistryHandler:

Spoiler

package com.spacejet.quantivity.util.handlers;

import com.spacejet.quantivity.Main;
import com.spacejet.quantivity.init.ModBiomes;
import com.spacejet.quantivity.init.ModBlocks;
import com.spacejet.quantivity.init.ModItems;
import com.spacejet.quantivity.util.IHasModel;

import net.minecraft.block.Block;
import net.minecraft.item.Item;
import net.minecraftforge.client.event.ModelRegistryEvent;
import net.minecraftforge.event.RegistryEvent;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.common.network.NetworkRegistry;

@EventBusSubscriber
public class RegistryHandler {

    @SubscribeEvent
    public static void onItemRegister(RegistryEvent.Register<Item> event) {
        
        event.getRegistry().registerAll(ModItems.ITEMS.toArray(new Item[0]));
        
    }
    
    @SubscribeEvent
    public static void onBlockRegister(RegistryEvent.Register<Block> event) {
        
        event.getRegistry().registerAll(ModBlocks.BLOCKS.toArray(new Block[0]));
    }
    
    @SubscribeEvent
    public static void onModelRegister(ModelRegistryEvent event) {
        
        for(Item item : ModItems.ITEMS) {
            
            if(item instanceof IHasModel) {
                ((IHasModel)item).registerModels();
            }    
        }
        
        for(Block block : ModBlocks.BLOCKS) {
            
            if(block instanceof IHasModel) {
                ((IHasModel)block).registerModels();
            }    
        }
    }
    
    public static void preInitRegistries() 
    {
        ModBiomes.registerBiomes();
        TileEntityHandler.RegisterTileEntities();
    }
    
    public static void initRegisteries() 
    {
        NetworkRegistry.INSTANCE.registerGuiHandler(Main.instance, new GuiHandler());
    }
}

 

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26 minutes ago, Spacejet said:

IHasModel

Did you remove this like voidwaker said?

26 minutes ago, Spacejet said:

Yes. I am just adding the blocks extend blockbase to a list and then that list is passed on to the onBlockRegister() event

Where are you instantiating(calling the constructor) for them? Also you shouldn't have a BlockBase class when you instantiate them add them to the list like so

list.add(new Block(...).set...);

Or even 

RegistryObject registry = event.getRegistry

registry.register(new Block(...).set...);

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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9 minutes ago, Animefan8888 said:
39 minutes ago, Spacejet said:

Yes. I am just adding the blocks extend blockbase to a list and then that list is passed on to the onBlockRegister() event

Where are you instantiating(calling the constructor) for them

This is my Mod Blocks class which has the list I am adding the blocks into

Spoiler

package com.spacejet.quantivity.init;

import java.util.ArrayList;
import java.util.List;

import com.spacejet.quantivity.blocks.CrystalBlock;
import com.spacejet.quantivity.blocks.EnergyAccumulator;
import com.spacejet.quantivity.blocks.Lantern;
import com.spacejet.quantivity.blocks.TitaniumBlock;
import com.spacejet.quantivity.blocks.TitaniumOre;
import com.spacejet.quantivity.blocks.material.ModMaterial;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;

public class ModBlocks {
    
    public static final List<Block> BLOCKS = new ArrayList<Block>();
    
    public static final Block TITANIUM_BLOCK = new TitaniumBlock("titanium_block", Material.IRON);
    public static final Block BLUE_CRYSTAL_BLOCK = new CrystalBlock("blue_crystal_block", Material.GLASS);
    public static final Block RED_CRYSTAL_BLOCK = new CrystalBlock("red_crystal_block", Material.GLASS);
    public static final Block TITANIUM_ORE = new TitaniumOre("titanium_ore", Material.ROCK);
    public static final Block LANTERN = new Lantern("lantern", ModMaterial.LANTERN);
    
    //Energy Blocks
    public static final Block ENERGY_ACCUMULATOR = new EnergyAccumulator("energy_accumulator", Material.IRON);
}
 

The constructors are called in the class above as you can see..

Edited by Spacejet
grammar imperfections
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1 hour ago, Spacejet said:

public static final Block TITANIUM_BLOCK = new TitaniumBlock("titanium_block", Material.IRON);

Dont do this, this is a static initializer you shouldn't do this with any IForgeRegistryEntry object. Ie anything that has a registry event. They should be initialized in the registryEvent where you register them.

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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1 hour ago, Animefan8888 said:

Dont do this, this is a static initializer you shouldn't do this with any IForgeRegistryEntry object. Ie anything that has a registry event. They should be initialized in the registryEvent where you register them.

How would you do that?

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About Me

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My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

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    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
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