Jump to content

[1.13.2] Alternative to postInit() post 1.13? [SOLVED]


Recommended Posts

Posted (edited)

I see that that old preInit(), init(), postInit() system seems to have bee replaced with a single setup() method in 1.13, and understand that mods are now loaded concurrently.  Is there anything still around equivalent to the old postInit(), or some event for all mods have loaded (preferably before server start)?  I used postInit extensively for compatibility and inter-mod interaction -- specifically to allow things like blocks, items, and biome from other mods to be used with my world-gen.  This way I could load player configurable changes after all other mods should have their core content loaded.  For example, Doomlike Dungeons loads its base config during preInit() but wait to postInit() to load its theme files, in order to allow dungeons to use blocks/loot from other mods without explicit dependence on any other mod (or even for me to know the mods in question exist).  My new Climatic Biomes mod does something similar with biomes.  I also generate lists of usable content by resource location at this time, as this is not always obvious from names that appear in-game.

 

No, IMC is not likely to be useful and should not be necessary for my use case.  Is there a still a good (preferably simple) way to do this? -- or are my theme systems dead and doomed?

 

 

Edited by JaredBGreat
Marking as (probably) solved

Developer of Doomlike Dungeons.

Posted (edited)

Everything I see on @ObjectHolder seems to use it as an annotation for a specific class or field, attaching it to something specific and defined as static.  Could I use it on a dynamic array wrapper, like an ArrayList or something similar?  If I have to hard-code annotations on each block in advance ... what about when you don't what blocks you're using or how many there will be?

 

But if I can use it to create data structures holding an arbitrary number of unknown blocks/items it might actually work.

 

EDIT: If the field doesn't have to be static, I suppose I can use that on the field in my block wrapper class, DBlock, that same thing has allowed easy transitions from IDs to Blocks to BlockStates.  (Otherwise, uh-oh.) Thanks.

Edited by JaredBGreat
Avoid double posting back to back

Developer of Doomlike Dungeons.

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...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
    • Crashes the server when trying to start. Error code -1. Log  
  • Topics

×
×
  • Create New...

Important Information

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