Posted April 21, 20196 yr I'm just trying to understand why this happens. My mod is very large now, and all my events fire by simply calling MinecraftForge.EVENT_BUS.register(this) in the constructor of the main mod class, which houses all of said events. Everything fires except the RegistryEvent.Register<T> event. I got stuck on this and couldn't figure out why it was the only event that wasn't firing, and it was only until I put it as a static method in its own separate class, annotated with @Mod.EventBusSubscriber, that it finally began to work. I even tried registering that class using EVENT_BUS.register and it's the same problem. It's the only event that has to be in a class annotated with @Mod.EventBusSubscriber. Am I doing something wrong or is this on Forge's side? Edited April 21, 20196 yr by treebranch
April 21, 20196 yr Have you looked at how events are registered in the example mod? 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 Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge) Make a launcher profile targeting this version of Forge. 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). 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. Open a command prompt (CMD, Powershell, Terminal, etc). Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in). Run the following commands: git init 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 git fetch git checkout --track origin/master git stage * git commit -m "[Your commit message]" git push 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) Now you can share your GitHub link with those who you are asking for help. [Workaround line, please ignore]
April 21, 20196 yr Author 1 minute ago, DaemonUmbra said: Have you looked at how events are registered in the example mod? Yes, using EVENT_BUS.register(this) in the main mod class. That's how I did all of my events, until I hit the register event. Simply it doesn't work, but I wish it did so I could have consistency in my code. This is event in its own class alone with the EventBusSubscriber annotation (this works perfectly): @Mod.EventBusSubscriber(modid = ModInfo.MODID, bus = Mod.EventBusSubscriber.Bus.MOD) public class RegisterItems { @SubscribeEvent public static void onRegisterItems(RegistryEvent.Register<Item> event) { event.getRegistry().registerAll( // item registration stuff here ); } } This is the same class, but rewritten without the @Mod.EventBusSubscriber annotation, and instead registered to the event bus from the main mod class (this never fires): public class RegisterItems { @SubscribeEvent public void onRegisterItems(RegistryEvent.Register<Item> event) { event.getRegistry().registerAll( // item registration stuff here ); } } (And the main mod class): @Mod(ModInfo.MODID) public class ExampleMod { public ExampleMod() { MinecraftForge.EVENT_BUS.register(this); MinecraftForge.EVENT_BUS.register(new RegisterItems()); } // more events down here } And finally, this is how I was doing it originally, where I ended up hitting the dead end with the register event (this never fires, despite every other event in my mod working this way): @Mod(ModInfo.MODID) public class ExampleMod { public ExampleMod() { MinecraftForge.EVENT_BUS.register(this); } @SubscribeEvent public void onRegisterItems(RegistryEvent.Register<Item> event) { event.getRegistry().registerAll( // item registration stuff here ); } // tons of other events down here which work perfectly }
April 21, 20196 yr Author 2 minutes ago, diesieben07 said: Where you use @EventBusSubscriber you are specifying bus = Mod.EventBusSubscriber.Bus.MOD. But when registering manually you are using MinecraftForge.EVENT_BUS, not FMLJavaModLoadingContext.get().getModEventBus, which is the equivalent of Mod.EventBusSubscriber.Bus.MOD. Thank you for this info. Is the event bus provided by `FMLJavaModLoadingContext.get()` the only one in which RegistryEvent.Register will fire?
April 21, 20196 yr Author Just now, diesieben07 said: Correct. The more you know. I'll mark this as solved. Where can I find detailed documentation for this so I don't run into similar confusions later?
April 21, 20196 yr Author Just now, diesieben07 said: I don't think there is much documentation on this for 1.13.2 yet. In general most events fire out the normal event bus, except for the registry and other startup events. Is there a list of events somewhere along with which bus they're fired by?
April 21, 20196 yr Author 32 minutes ago, diesieben07 said: Use your IDE. Use the "type hierarchy" command on the Event class and it will list all events. Then you can use "find usages" to find out where the event is fired. Thanks for your help. I've probably viewed over half the 1.13.x related threads on this forum in an attempt to learn, and not everything is helpful. I'm new to Java and Forge so sometimes the smallest details are invaluable to me. While we're at it, there's a few events that never fired for me on MinecraftForge.EVENT_BUS and I had to find workarounds. Namely ChunkDataEvent.Load and PlayerEvent.NameFormat. I assumed these were Forge bugs or things that hadn't been implemented yet, but maybe it's another case of wrong bus? EDIT: They're on the right bus, it's just Forge's fault I guess. Anyways thanks. Edited April 21, 20196 yr by treebranch
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