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Posted

I am trying to add Capabilities to certain Entities so that once I have run them through my mod's re-arming process (just changing their armors and weapons to modded ones) during EntityJoinWorldEvent, the mobs get tagged as being re-armed and no longer are subjected to the process when exiting and then rejoining the world.

When I load a world, I get a bunch of IllegalStateExceptions in the log as they are thrown in EntityJoinWorldEvent when the capability is not successfully gotten at each getCapability line in the class handling EntityJoinWorldEvent.

 

Here is my ReArmerProvider class: https://pastebin.com/pTb42dFJ
Here is my MobEquipEvent class where EntityJoinWorldEvent is handled: https://pastebin.com/icDh8mYp

Here is my CapabilityHandler class: https://pastebin.com/QufN6Czb

Here is my main class, where I assume I am properly registering CapabilityHandler (look for "<=== RIGHT HERE"): https://pastebin.com/xB2jZQzR

 

Do let me know if you need to see any other of my capability-related classes.

Posted
2 minutes ago, the_infamous_1 said:

Do let me know if you need to see any other of my capability-related classes.

The problem is that your AttachCapabilityEvent function is static, but the way you registered it it should not be static.

 

Another thing I noticed is you are doing some stuff in FMLCommonSetupEvent that is not thread safe. Basically anything that interacts with Vanilla Minecraft and potentially forge, such as biomes, needs to be done inside the event, but also using DeferredWorkQueue.runLater

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

Yup, that did it. I feel like a fool for not catching that, I don't even use static in my other two event handlers so I have no clue why I put that.

I know about the biomes thing, I had originally left it there so a fellow modder would be able to prevent my ore generation automatically and load the equivalent ores for his mod - if I'm using DWQ then he can't do that and the user would have to disable and enable via config. But, if it's that bad, I'll fix it. Anything else you spot that I should fix while we're at it?

Posted
8 minutes ago, the_infamous_1 said:

I had originally left it there so a fellow modder would be able to prevent my ore generation automatically and load the equivalent ores for his mod

If you want your ore generation or anything to be determined by another mod use IMC events. IE if you receive a message that says Cancel: OREID or something don't add that ore to the world gen.

 

Just some cleanup stuff in your @Mod class. You don't use the Regsiter<Block> event down at the bottom.

 

Nothing else immediately pops out at me.

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 (edited)

Great.

Bad news, however. Mobs are still re-arming themselves when reloading into a world. Do I need to make sure in AttachCapability that a mob doesn't already have a capability? It seems like when I set a mob's isReArmed capability to true, either it doesn't actually save or each mob keeps getting a new capability with a default value of false.

Edited by the_infamous_1
Posted
1 minute ago, the_infamous_1 said:

Great.

Bad news, however. Mobs are still re-arming themselves when reloading into a world. Do I need to make sure in AttachCapability that a mob doesn't already have a capability? It seems like when I set a mob's isReArmed capability to true, either it doesn't actually save or each mob keeps getting a new capability.

Sounds like it is either not saving or not loading. Could you post all of the classes for the Capability. Preferably as a github repo.

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 (edited)

Okay, I shifted setting the "isReArmed" capability to true into the if (World.isBlockLoaded(entity.getPosition) statements during MobEquipEvent (it was outside before). I also add a logger to detect if "isReArmed" is ever set to true before those if statements and it turns out, they are, so I am successfully setting the isReArmed capability of a mob to true.

 

In-game, sometimes entities have their armor and weapons preserved when exiting and reloading, but sometimes they don't. Something about saving and quitting too quickly after a mob has spawned causes it to not get its capability saved to disk I imagine.

 

Here's the updated MobEquipEvent class: https://pastebin.com/w9Z9ArWK

Edited by the_infamous_1
Posted

So what I've noticed is that if you spawn too many mobs in a rapid succession (like I usually do during testing) and then save/quit/reload, most of them won't have their capabilities preserved. If their spawning is done normally or slowly, then it will work as expected.

Posted (edited)

Finally got my Github to work, here's my capability stuff:

https://github.com/Thelnfamous1/HardSteel/tree/master/src/main/java/com/infamous/hard_steel/capabilities

 

https://github.com/Thelnfamous1/HardSteel/tree/master/src/main/java/com/infamous/hard_steel/events

 

Note that I committed this with LivingSpawnEvent.SpecialSpawn instead of EntityJoinWorldEvent.

Edited by the_infamous_1

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