Jump to content

Recommended Posts

Posted (edited)

Hello everyone, I essentially built a custom file format for loading in structures for a mod of mine. It is all working fine and dandy, atleast on the client side of things. I have problems on servers though.

 

On a client, I simply use

 ResourceLocation loc = new ResourceLocation("instahouses:blueprint/example.bp");
 InputStream in;
 try {
					
 	in =Minecraft.getInstance().getResourceManager().getResource(loc).getInputStream();
                  
    ...
                    
 }

in the "private void setup(final FMLCommonSetupEvent event)" block. This works absolutely as expected and I can then utilize the InputStream for my needs.

 

I found out, that I will have to (probably) use

ServerLifecycleHooks.getCurrentServer().getResourceManager().getResource(loc).getInputStream();

Instead of the Minecraft.getInstance() code above for loading on servers. Nothing I tried worked properly though.

 

My current setup is this: In setup, I check whether I am on a Dist.CLIENT, and incase this is true I load the files using Minecraft.getInstance()...

I now have created this for servers:

public void dedicatedServerSetup(FMLDedicatedServerSetupEvent event) {
		 ResourceLocation loc = new ResourceLocation("instahouses:blueprint/example.bp");
			InputStream in;
			
			try {
				in =ServerLifecycleHooks.getCurrentServer().getResourceManager().getResource(loc).getInputStream();
			} catch (IOException e) {
				e.printStackTrace();
			}
}

 

However if I try to run this on a server, I get the following crash log:

  Reveal hidden contents

 

Does anyone know either what I could instead use to load my files, or when during/after setup/or alternatively any other time when the game is still starting up I could properly use ServerLifecycleHooks? Thanks in advance!

Edited by Slashking
Misplaced the crashlog
Posted
  On 10/2/2019 at 7:07 PM, Slashking said:

Does anyone know either what I could instead use to load my files, or when during/after setup/or alternatively any other time when the game is still starting up I could properly use ServerLifecycleHooks? Thanks in advance!

Expand  

Why not use the ServerStartingEvent or ServerStartedEvent. They aren't part of the MOD event bus, but instead the FORGE event bus. They give you access to the MinecraftServer instance which both have a resource manager instance.

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.

Posted
  On 10/2/2019 at 8:55 PM, Animefan8888 said:

Why not use the ServerStartingEvent or ServerStartedEvent. They aren't part of the MOD event bus, but instead the FORGE event bus. They give you access to the MinecraftServer instance which both have a resource manager instance.

Expand  

Alright, I tried this, however I am a bit puzzled now. I think it works, kind of atleast.

First of all, I'm assuming this is the correct way to add my ServerStartedEvent void to the EventBus Listeners, right?

MinecraftForge.EVENT_BUS.addListener(this::dedicatedServerSetup);

 

Now, it does execute the code, however suddenly I get a file not found exception, even though the client can find the files no problem, using exact same filename and path structure of "modid:foldername/file.extension". Does the ResourceManager work differently in the context of the ServerStartedEvent for some reason? I am assuming so, considering my file is suddenly no longer found (it is located in assets/slashking/instahouses/blueprint/blueprintfile.bp btw, but as I said, on the client I can load all of the files no problem). What kind of path would I give to this Resource Manager to find my files?

Posted
  On 10/3/2019 at 12:33 AM, Slashking said:

assets/slashking/instahouses/blueprint/blueprintfile.bp

Expand  

The server loads the folder data/modid/... as of 1.13. And since your blueprint isnt an asset its data it should be there anyways.

  • Like 1
  • Thanks 1

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.

Posted
  On 10/3/2019 at 2:05 AM, Animefan8888 said:

The server loads the folder data/modid/... as of 1.13. And since your blueprint isnt an asset its data it should be there anyways.

Expand  

Thanks a lot, I just tested it and I think this fixed it! But wow, this is some strange stuff and very inconsistent, I assume it is a bug of some kind maybe? On the client my files load absolutely fine from the assets folder, very strange indeed. Well, thanks either way, that should finally fix my problems :)

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

    • Hello, New to modding, but have a solid CS foundation. I've created multiple custom BlockEntities that all have the same issue, which is that the inventory only updates on right click (overriding the useItemOn method). I've seen multiple posts on here outlining a similar issue to mine, but I've already implemented the solution of: overriding the correct methods in the BlockEntity class and calling setChanged(). I've tried every different place for setChanged() to no success. I'm wondering if I'm missing something else or if there was some change to sending data to the client in 1.21.5? Or will I have to use a custom packet sender? Here is the code for one of my BlockEntity classes with a single inventory slot: public class MyCustomBlockEntity extends BlockEntity { public final ItemStackHandler inventory = new ItemStackHandler(1) { @Override protected int getStackLimit(int slot, @NotNull ItemStack stack) { return 1; } @Override protected void onContentsChanged(int slot) { setChanged(); if (!level.isClientSide()) { level.setBlockAndUpdate(getBlockPos(), getBlockState()); } } }; public MyCustomBlockEntity(BlockPos pPos, BlockState pBlockState) { super(ModBlockEntities.MY_CUSTOM_BE.get(), pPos, pBlockState); } public void clearContents() { inventory.setStackInSlot(0, ItemStack.EMPTY); } public void dropItem() { SimpleContainer inv = new SimpleContainer(inventory.getSlots()); inv.setItem(0, inventory.getStackInSlot(0)); Containers.dropContents(this.level, this.worldPosition, inv); } @Override public void setRemoved() { dropItem(); super.setRemoved(); } @Override protected void saveAdditional(CompoundTag pTag, HolderLookup.Provider pRegistries) { super.saveAdditional(pTag, pRegistries); pTag.put("inventory", inventory.serializeNBT(pRegistries)); } @Override protected void loadAdditional(CompoundTag pTag, HolderLookup.Provider pRegistries) { super.loadAdditional(pTag, pRegistries); inventory.deserializeNBT(pRegistries, pTag.getCompound("inventory").get()); } @Override public Packet<ClientGamePacketListener> getUpdatePacket() { return ClientboundBlockEntityDataPacket.create(this); } @Override public CompoundTag getUpdateTag(HolderLookup.Provider pRegistries) { return saveWithoutMetadata(pRegistries); } } Mostly encountering the issue when calling the clearContents() method anywhere outside of useItemOn() in the Block class. I've also tried overriding both the handleUpdateTag() and onDataPacket() methods, calling their super along with loadAdditional(), but neither changed the outcome. Thanks in advance for any replies.
    • Hi all! I’m working on a Jurassic Park-themed mod for Minecraft 1.20.1, aiming to include dinosaurs, fossils, DNA extraction, and cool machines. This is a free project, mainly passion-driven, and I’ll give full credit to everyone involved. this is the perfect opportunity for beginners of modeling and coding. This project will give you experience and a creative freedom If you love dinosaurs and Minecraft modding, hit me up! Thanks! Add Me ogfrost. <--- Discord
    • I've just started modding, and I'm trying to make custom swords. When I try to import SwordItem, I get the error:  What confuses me is that other item classes work fine: package io.github.xxx.denseswords.item; import io.github.xxx.denseswords.DenseSwords; import net.minecraft.world.item.Item; // works fine import net.minecraft.world.item.ShovelItem; // works fine import net.minecraft.world.item.SwordItem; // Error: The import cannot be resolved import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.RegistryObject; Forge MDK v55.0.15 - Minecraft 1.21.5 Java v24.0.1 Windows 11 IDE: Visual Studio Code
    • Any forge run instance of minecraft I run, regardless of mods or none can't seem to connect to a server, or my microsoft account. I tried redownloading forge and minecraft, restarting the computer, turning the firewall and antivirus off entirely, flushed my DNS cache, but nothing seems to work.
    • ??????????????????
  • Topics

×
×
  • Create New...

Important Information

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