Jump to content

[ SOLVED ] [1.15.2] java.lang.IllegalArgumentException: Cannot register a capability implementation multiple times


Recommended Posts

Posted

I'm trying to port a capability from 1.12 to 1.15 and keep getting this error, but I don't understand where I'm registering it twice.

Here are the capability classes:

Spoiler

public interface IStand
{
    void setStandID(final int p0);

    void setStandAct(final int p0);

    void setStandOn(final boolean p0);

    void setJojoPower(final int p0);

    void setPowerSpawned(final boolean p0);

    void setPlayerStandName(final String p0);

    int getStandID();

    int getStandAct();

    boolean getStandOn();

    int getJojoPower();

    boolean getPowerSpawned();

    String getPlayerStandName();

    void setStandRemoved();

    void cloneSaveFunction(final IStand p0);
}

 

Spoiler

public class IStandStorage implements IStorage<IStand>
{
	public INBT writeNBT(Capability<IStand> capability, IStand instance, Direction side)
	{
        CompoundNBT props = new CompoundNBT();
        props.putInt("standID", instance.getStandID());
        props.putInt("StandAct", instance.getStandAct());
        props.putBoolean("StandOn", instance.getStandOn());
        props.putBoolean("PowerOn", instance.getPowerSpawned());
        props.putInt("PowerID", instance.getJojoPower());
        return (INBT)props;
      }
      
      public void readNBT(Capability<IStand> capability, IStand instance, Direction side, INBT nbt)
      {
        CompoundNBT propertyData = (CompoundNBT)nbt;
        instance.setStandID(propertyData.getInt("standID"));
        instance.setStandAct(propertyData.getInt("StandAct"));
        instance.setStandOn(propertyData.getBoolean("StandOn"));
        instance.setPowerSpawned(propertyData.getBoolean("PowerOn"));
        instance.setJojoPower(propertyData.getInt("PowerID"));
      }
Spoiler


public class IStandCapability implements IStand
{
	private int playerStandID = 0;
	  
	  private int playerStandAct = 0;
	  
	  private boolean playerStandOn = false;
	  
	  private int playerStandExp = 0;
	  
	  private boolean playerPowerSpawned = false;
	  
	  private int playerJojoPower = 0;
	  
	  private String playerStandName = "";
	  
	  public void addStandExp(int value) {
	    this.playerStandExp += value;
	  }
	  
	  public void setStandID(int value) {
	    this.playerStandID = value;
	  }
	  
	  public void setStandExp(int value) {
	    this.playerStandExp = value;
	  }
	  
	  public void setStandAct(int value) {
	    this.playerStandAct = value;
	  }
	  
	  public void setStandOn(boolean value) {
	    this.playerStandOn = value;
	  }
	  
	  public void setJojoPower(int value) {
	    this.playerJojoPower = value;
	  }
	  
	  public void setPowerSpawned(boolean value) {
	    this.playerPowerSpawned = value;
	  }
	  
	  public void setPlayerStandName(String value) {
	    this.playerStandName = value;
	  }
	  
	  public int getStandID() {
	    return this.playerStandID;
	  }
	  
	  public int getStandExp() {
	    return this.playerStandExp;
	  }
	  
	  public int getStandAct() {
	    return this.playerStandAct;
	  }
	  
	  public boolean getStandOn() {
	    return this.playerStandOn;
	  }
	  
	  public int getJojoPower() {
	    return this.playerJojoPower;
	  }
	  
	  public boolean getPowerSpawned() {
	    return this.playerPowerSpawned;
	  }
	  
	  public String getPlayerStandName() {
	    return this.playerStandName;
	  }
	  
	  public void cloneSaveFunction(IStand props) {
	    setStandID(props.getStandID());
	    setStandAct(props.getStandAct());
	    setStandOn(props.getStandOn());
	    setJojoPower(props.getJojoPower());
	    setPowerSpawned(props.getPowerSpawned());
	    setPlayerStandName(props.getPlayerStandName());
	  }
	  
	  public void setStandRemoved() {
	    setStandOn(false);
	    setStandAct(0);
	    setStandExp(0);
	    setStandID(0);
	    setPlayerStandName("");
	  }
}
Spoiler

Registering the capability:




public static void registerCapabilities()
    {
    	CapabilityManager.INSTANCE.register(IStand.class, new IStandStorage(), IStandCapability::new);
        MinecraftForge.EVENT_BUS.register(new CapabilityHandler());
    }

 

 

 

 

It's sad how much time mods spend saying "x is no longer supported on this forum. Please update to a modern version of Minecraft to receive support".

Posted (edited)

 

1 hour ago, Animefan8888 said:

Where do you call this?

FMLCommonSetupEvent

 

Edited by Novârch

It's sad how much time mods spend saying "x is no longer supported on this forum. Please update to a modern version of Minecraft to receive support".

Posted (edited)
13 minutes ago, Animefan8888 said:

Show more of your code. Preferably as a git repo.

Heres the repo:

Switched it to ClientSetupEvent.

https://github.com/Novarch129/Jojomod-1.15.2

Theres a lot of commented out code due to this being a port of a 1.12.2 mod.

Edited by Novârch

It's sad how much time mods spend saying "x is no longer supported on this forum. Please update to a modern version of Minecraft to receive support".

  • Novârch changed the title to [ SOLVED ] [1.15.2] java.lang.IllegalArgumentException: Cannot register a capability implementation multiple times

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

    • Well, when I log in to the server, sometimes within an hour, sometimes within a minute, the server closes and informs me that there was a Ticking entity error. Below is the crash report
    • Try switching to Windowed or Borderless Window mode in Minecraft. These modes make it easier for the recorder to capture gameplay, as it still has access to the display without the game taking up all of the graphics resources.
    • This forum is for Forge, not NeoForge. Please go to them for support.
    • Forge version: 55.0.0 Minecraft version: 1.21.5 Downloads: As this is the start of a new version, it is recommended that you check the downloads page and use the latest version to receive any bug fixes. Downloads page Intro: Good evening! Today, we have released our initial build of Forge 55.0 for Minecraft 1.21.5. 1.21.5 is the newest member of the 1.21 family of versions, which was released yesterday on March 25, 2025. As a reminder, the first minor (X.0) of a Forge version is a beta. Forge betas are marked as such on the bottom left of the title screen and are candidates for any breaking changes. Additionally, there are a couple of important things to note about this update, which I've made sure to mention in this post as well. Feel free to chat with us about bugs or these implementation changes on GitHub and in our Discord server. As always, we will continue to keep all versions of 1.21 and 1.20 in active support as covered by our tiered support policy. Cheers, happy modding, and good luck porting! Rendering Refactor For those who tuned in to Minecraft Live on March 22, 2025, you may already know that Mojang have announced their intention to bring their new Vibrant Visuals overhaul to Java in the future. They've taken the first steps toward this by refactoring how rendering pipelines and render types are handled internally. This has, in turn, made many of Forge's rendering APIs that have existed for years obsolete, as they (for the most part) can be done directly in vanilla. If there was a rendering API that was provided by Forge which you believe should be re-implemented, we're happy to discuss on GitHub through an issue or a pull request. Deprecation of weapon-like ToolActions In 1.21.5, Minecraft added new data components for defining the characteristics of weapons in data. This includes attack speed, block tags which define efficient blocks, and more. As such, we will begin marking our ToolActions solution for this as deprecated. ToolActions were originally added to address the problem of creating modded tools that needed to perform the same actions as vanilla tools. There are still a few tool actions that will continue to be used, such as the shears tool action for example. There are some existing Forge tool actions that are currently obsolete and have no effect given the way the new data components are implemented. We will continue to work on these deprecations and invite you to chat with us on GitHub or Discord if you have any questions.
    • In summary, a full mod to adjust mining progress in such a specific way does not yet exist in its exact form, but it is possible to find mods that change certain aspects of progression (e.g. "Harder Ores").
  • Topics

×
×
  • Create New...

Important Information

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