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[SOLVED][1.15.2] Infinite Durability items cannot combine with itself on the anvil to make higher level enchantments.


Squidsword

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For 1.15.2 and possibly other versions. I have a custom tool that has infinite durability (maxUses set to -1). I overrided isEnchantable = true. This solved most of my problems, however there is a very specific scenario which doesn't allow it to combine with other tools if they are also unbreakable. This might not sound like a problem because, since they are infinite durability, they don't need any repairs. However, if the first item slot in the anvil has infinite durability, it cannot combine to make enchantments with anything other than books. I believe it's trying to combine durabilities when it's combining two of the same item, and it rejects the combination since there is no valid durability on the first one. Since books don't have durabilities, it skips the step. I saw some conditions on RepairContainer and tried to override some properties on my tool, but to no avail. Something interesting is that if I use an item that is not registered as infinite durability, apply the unbreakable NBT tag on one of the items, if I put the finite durability on the first slot and the infinite on the second slot, they will still combine. The problem only persists if the infinite durability item is on the first slot rather than the second slot, which is a problem since both of them are registered with infinite durability. I am not too experienced with this, does anybody know a way to bypass this anvil restriction? 

 

 

Edited by Squidsword
Putting version in the title.
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I think it's any value less than zero. I tested it out and I don't see any noticeable differences. Either one won't work for the anvil. To give more details, I have read the RepairContainer class, it has a lot of .getMaxDamage and .getDamage calls which I believe are not working properly due to my item having a <0 durability. I have tried multiple property changes and things to no avail, I'm not sure the best way to keep my item infinite durability and make it work in the anvil at the same time. The Unbreakable NBT tag does not work either as I'm pretty sure it does the same thing as <0 durability.

 

Here's some pictures to better explain what's going on. It combines with books fine but when it tries to combine two items, it doesn't work, probably because it's trying to do something with the durabilities when there are none.

 

image.png.fd0526f3f5e699012bab759415b63def.pngimage.png.1e988ca5c39cec2479806dfc2dcab00f.png

Edited by Squidsword
pictures
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Alright, I put all the durabilities to 0 instead of -1, it better matches the vanilla code now, but the main problem still persists. I cannot combine the items as shown in the picture, sorry if I'm being repetitive. Also when I said less than 0, I meant to say less than or equal to zero so <=0.

Edited by Squidsword
added something to the end
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I don't believe vanilla code allows items to be combined for enchantments unless they are also damageable (and infinite durability items aren't damageable).

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2 hours ago, Squidsword said:

Alright, I put all the durabilities to 0 instead of -1, it better matches the vanilla code now, but the main problem still persists. I cannot combine the items as shown in the picture, sorry if I'm being repetitive. Also when I said less than 0, I meant to say less than or equal to zero so <=0.

What Draco said might be true. However, I would set a breakpoint in RepairContainer::updateRepairOutput and see where it fails to find the output.

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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.

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I can verify that what Draco said is true, and enchanted books are the only exception to the rule.

In order to get the result you want, you will have to use AnvilUpdateEvent and force it. Still, study the method that Animefan mentioned.

 

You may also want to set your SubscribeEvent annotation to a different priority to make your mod's behavior easily overridden like vanilla, but that's entirely up to you.

Edited by imacatlolol
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Thank you everybody. I came up with a solution using AnvilUpdateEvent. For anyone who might stumble upon this in the future, here's the code. A lot of this code was pasted from RepairContainer with some if statements added in. For some reason the formatting is weird, oh well.

 

package oresAboveDiamonds.OresMod.events;

import java.util.Map;

import net.minecraft.enchantment.Enchantment;
import net.minecraft.enchantment.EnchantmentHelper;
import net.minecraft.item.ItemStack;
import net.minecraft.item.Items;
import net.minecraftforge.event.AnvilUpdateEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;

public class AnvilUpdateEventHandler {
	
	@SubscribeEvent(priority = EventPriority.LOW)
	public void anvilEvent(AnvilUpdateEvent event) {	  
		
		ItemStack left = event.getLeft();
		ItemStack right = event.getRight();
              
		if(left.getMaxDamage() <= 0 && right.getItem() != Items.ENCHANTED_BOOK && left.getItem().equals(right.getItem())) {
			
			Map<Enchantment, Integer> map = EnchantmentHelper.getEnchantments(left);
			Map<Enchantment, Integer> map1 = EnchantmentHelper.getEnchantments(right);
              
            for(Enchantment enchantment1 : map1.keySet()) {
                if (enchantment1 != null) {
                   int i2 = map.containsKey(enchantment1) ? map.get(enchantment1) : 0;
                   int j2 = map1.get(enchantment1);
                   j2 = i2 == j2 ? j2 + 1 : Math.max(j2, i2);
                   if(j2 > enchantment1.getMaxLevel()) {
                	   j2 = enchantment1.getMaxLevel();
                   }
                   map.put(enchantment1, j2);
                }
            }
            ItemStack output = left.copy();
            EnchantmentHelper.setEnchantments(map, output);
            event.setOutput(output);
		}
	}
}

 

Edited by Squidsword
typo, removed a sentence
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