Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Posted

Hello,

 

In the ExampleMod for Forge for 1.13.2 there are various code snippets and I am trying to work out which ones are necessary (absolutely must be used), recommended (a well written mod for 1.13.2 would be expected to have this (but will work without) or for optimal performance) and which are optional (useful if the mod requires that functionality but otherwise not necessary).

 

private static final Logger LOGGER = LogManager.getLogger();

I assume that writes to the log files and is therefore recommended, (is there guidance somewhere on what to log, for non-developmental versions of code?).

 

FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup);

I'm guessing that tells Forge to call our private void setup method during mod loading. Hence it's theoretically optional, only required if we need to perform actions during setup (common to both client and server).

 

FMLJavaModLoadingContext.get().getModEventBus().addListener(this::enqueueIMC);
FMLJavaModLoadingContext.get().getModEventBus().addListener(this::processIMC);

I am assuming that these are optional and only needed if interacting with other mods.

 

FMLJavaModLoadingContext.get().getModEventBus().addListener(this::doClientStuff);

I'm guessing we are inserting code into the client startup method. Hence it's optional, only required if we need to perform actions during setup (client only).

The code would therefore run on the client.

 

@SubscribeEvent
    public void onServerStarting(FMLServerStartingEvent event) {

I'm guessing we are adding an event handler to the server startup method. Hence it's optional, only required if we need to perform actions during setup (server only).

The code would therefore run on the server.

 

[EDIT] This next part is answered by this post.

// You can use EventBusSubscriber to automatically subscribe events on the contained class (this is subscribing to the MOD
    // Event bus for receiving Registry Events)
    @Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD)
    public static class RegistryEvents {

This feels necessary since otherwise we won't know about any events post startup but I am unsure of its scope or if there are other ways to hook into runtime events.

 

 

Thanks in advance for any help offered,

MB

Edited by TheMadderBadger

7 hours ago, TheMadderBadger said:

I assume that writes to the log files and is therefore recommended, (is there guidance somewhere on what to log, for non-developmental versions of code?).

 

I would say that you want to log as little as possible. Maybe if you have not quite a fatal issue you should log it but that's about it. Please don't be *that* mod that logs every block and item it registers, or even worse a mod that spams absolutely useless info into the log like TConstruct does.

 

7 hours ago, TheMadderBadger said:

I'm guessing that tells Forge to call our private void setup method during mod loading. Hence it's theoretically optional, only required if we need to perform actions during setup (common to both client and server).

 

Yes, that would be correct.

 

7 hours ago, TheMadderBadger said:

I am assuming that these are optional and only needed if interacting with other mods.

 

Yep

 

7 hours ago, TheMadderBadger said:

I'm guessing we are inserting code into the client startup method. Hence it's optional, only required if we need to perform actions during setup (client only).

The code would therefore run on the client.

So far your guesses are correct.

 

7 hours ago, TheMadderBadger said:

I'm guessing we are adding an event handler to the server startup method. Hence it's optional, only required if we need to perform actions during setup (server only).

The code would therefore run on the server.

Yes, but make sure to understand that it would still run in singleplayer, this is for the logical server starting.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

Important Information

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

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.