Posted April 20, 20205 yr I was trying to add a capability, but for some reason, the AttachCapabilitiesEvent isn't being fired (checked with breakpoints). I checked multiple times but couldn't find anything wrong with my Event handler. Here is the relevant code: @Mod.EventBusSubscriber(bus= Mod.EventBusSubscriber.Bus.FORGE, modid=RubyMod.MODID) public class ForgeRegistry { public static final ResourceLocation COMPUTER_STORAGE_CAP = new ResourceLocation(RubyMod.MODID, "computer_storage"); @SubscribeEvent public static void onAttachCapabilities(AttachCapabilitiesEvent<TileEntity> event) { event.addCapability(COMPUTER_STORAGE_CAP, new ComputerStorageProvider()); } }
April 20, 20205 yr I just checked using forge 1.15.2-31.1.46 and the event fires for me and a breakpoint works. Do any other breakpoints work? Maybe post a debug.log, it might have a clue what's going on.
April 20, 20205 yr 21 minutes ago, deerangle said: I was trying to add a capability, but for some reason, the AttachCapabilitiesEvent isn't being fired (checked with breakpoints). When did you expect it to fire? It fires when a TileEntity is created. And it definitely fires. Also are you wanting to attach it to every TileEntity in the game because if you only want it on your TileEntities that is not how you do it. 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.
April 20, 20205 yr Author 23 minutes ago, Animefan8888 said: When did you expect it to fire? During initialization. 25 minutes ago, Ugdhar said: I just checked using forge 1.15.2-31.1.46 I just updated my workspace from 31.1.45 to 31.1.46. It's working now (fires when loading the world). I don't know if it was the version bump that fixed it, but probably It was not firing because I wasn't loading a world. Anyway, it's working now and I can access the capability.
April 20, 20205 yr 12 minutes ago, deerangle said: It was not firing because I wasn't loading a world Correct, as there aren't any TEs to attach anything to without a world!
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