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A Question About IHasModel


Siqhter

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You can do it however you want, as long as you

- instantiate your objects in the registry events

- reference your objects in a way that allows overrides

 

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1 hour ago, Cadiboo said:

- reference your objects in a way that allows overrides

This is not required.

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16 minutes ago, Animefan8888 said:

This is not required.

Why not?

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Just now, Cadiboo said:

Why not?

I'm just saying that the @ObjectHolder annotation is not required for that, I didn't clarify. All Items and Blocks can be overridden without it. Via the same methods, reflection. The only bonus @ObjectHolder would add is not being required to have the mod in which you are overriding, but then overriding that block/item wouldn't make sense. Plus you would have to depend on the mod in the first place because your Block/Item should extend the same parents to allow for the inheritance to stay the same for compatibility. And if you didn't want to depend on the mod you could just use a system similar to the @SidedProxy which you would have to anyways due to the inheritance thing.

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I very specifically didn’t say anything about @ObjectHolder, you can do your object syncing yourself if you want.

I was thinking preventing something along the lines of trying to use a an old object that’s been overriden

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

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2 minutes ago, Cadiboo said:

I was thinking preventing something along the lines of trying to use a an old object that’s been overriden 

I personally think that this is the job of the person who has overriden the object.

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 minute ago, Animefan8888 said:

I personally think that this is the job of the person who has overriden the object.

Consider this

Mod 1 caches a Block

Mod 2 overrides it

Mod 1 tried to use the cached value

-> crash

Properly syncing/referencing the value would solve the problem. I don’t think that Mod 2 is at fault in this scenario

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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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Just now, Cadiboo said:

Properly syncing/referencing the value would solve the problem. I don’t think that Mod 2 is at fault in this scenario

True Mod 1 shouldn't cache a value till they are in the init event.

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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