Jump to content

Recommended Posts

Posted (edited)

I want to get mc.currentScreen, but when I start mod currentScreen == null. Why?

ExampleMod.java

 

  Reveal hidden contents

KeyHandler.java

  Reveal hidden contents

 

 

 

I recive message: Screen is null :(

Why? How to fix it?

Edited by Hello World
Update code
Posted

I want to get mc.currentScreen, but when I start mod currentScreen == null. Why?

ExampleMod.java

 

  Reveal hidden contents

KeyHandler.java

  Reveal hidden contents

 

 

 

I recive message: Screen is null :(

Why? How to fix it?

Posted
@SubscribeEvent
    public  void pickup(PlayerInteractEvent event)
    {
        GuiScreen screen = Minecraft.getMinecraft().currentScreen;
        if (screen == null){
            mc.thePlayer.addChatComponentMessage(new ChatComponentText("Screen is null :("));

            return;
        }

Do you know how to code? in the keyhandler file it says Screen Is Null  

mc.thePlayer.addChatComponentMessage(new ChatComponentText("Screen is null :("));

Posted
  On 2/24/2019 at 2:54 PM, Avan12IsDead said:

Do you know how to code? in the keyhandler file it says Screen Is Null 

Expand  

That is his debug message. He knows what he is doing. He is asking why Minecraft.getMinecraft().currentScreen is null.

Some tips:

  Reveal hidden contents

 

Posted

1. PlayerInteractEvent can be triggered from the server side, in which case the currentScreen is null, as the server side does not have a currently opened GUI. The currentScreen is only client side.

2. Please elucidate what you are trying to do, and we can perhaps figure out an alternative solution. We need some context of your problem.

Some tips:

  Reveal hidden contents

 

  • Guest locked this topic
Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Title: Why Is It So Hard to Rename and Restructure Mods Like Xray or AntiXray? 🤔 Post text: Hey everyone! I’ve been digging into Minecraft modding for a while and have one big question that I can’t figure out on my own. Maybe someone with more experience could help or give me some advice. Here’s the issue: When I take a “normal” Minecraft mod — for example, one that just adds some blocks or new items — I can easily change its structure, package names, or even rebrand it entirely. It’s straightforward. But as soon as I try this with cheat-type mods like XrayMod or AntiXray, everything falls apart. Even if I just rename the classes, refactor the packages, or hide its identity somehow, the mod either breaks or stops working properly. XrayMod in particular is proving to be a nightmare to modify without losing its core function. So my question is — why is this so much harder with cheat mods like Xray? Is there something fundamentally different about how they’re coded, loaded, or protected that prevents simple renaming or restructuring? And if so, how can I actually learn to understand someone else’s cheat mod enough to safely refactor it without breaking the core features? I’ve already been spending over two months trying to figure this out and haven’t gotten anywhere. It feels like there must be some trick or knowledge I’m missing. Would really appreciate any thoughts, tips, or references — maybe there are guides or techniques for understanding cheat-mod internals? Or if you’ve successfully “disguised” a cheat mod like Xray before, I’d love to hear how you did it. Thanks in advance for any help or discussion. ✌️
    • just started making cinamatic contect check it out on my channel or check out my facebook page    Humbug City Minecraft Youtube https://www.youtube.com/watch?v=v2N6OveKwno https://www.facebook.com/profile.php?id=61575866982337  
    • Where did you get the schematic? Source/Link? And do use an own modpack or a pre-configured from curseforge? If yes, which one On a later time, I can make some tests on my own - but I need the schematic and the modpack name
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.