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Posted

I want the mod I'm making to be very customizable by the user so when it loads I want it to check and if a file is present it will do something. I know I could use a config file to do something similar but I'd like to do something on a larger scale.  What would the correct file path be to find the files I want to check?

 

If I knew that I could then use something like this...

 

File f = new File("minecraft/forge/where/do/I/go");

if(f.exists()) {  }   

 

Does it start at the .minecraft folder and then go up? Is it different between the forge eclipse environment and actual game running environment? Also could I make it relative to the minecraft forge mods folder, that would be the easiest way because I can easily find my way from there.

 

And one more thing, will it have to go through all the steps to get to the %appdata% folder because I know that varies from computer to computer and if your using a launcher or not.

Posted

No, the base directory is the mod jar. (I'm not sure if minecraft.jar files are included.) I don't know how to find files within the .minecraft folder but without the jar... I'd look in the Configuration code to see how it's done.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted

So if I had a setup like this...

modName > modDeveloper > folderA > folderB

And folderA contained fileA and folderB contained fileB

 

And fileA was testing for fileB I'd do this...

File f = new File("/modDeveloper/folderA/fileB.class");

Posted

So should that work in both the eclipse and normal environment? I tried using a .png so I didn't have to worry about the .class or .java difference and set it up pretty similar to my example but it didn't work. Another issue is that I'm using a folder instead of a .jar, would that make a difference?

Posted

It is. I did a little trial and error so I went into one of my render files for one of my projectiles and right under the load texture I pasted the whole new file f deal and cope the file path exactly, when I ran mine craft the console told me f.exists = false. So that leads me to believe there is something in the mine craft code that adds something to the beginning of the file path, I did a little digging and couldn't find anything. I'll try looking a little harder and looking at how the Item and Block file paths work but I'm not sure if I'll find what I'm looking for there.

Posted

Would there be a way to mimic the loadTexture code from rendering, turn it into a boolean value (If no texture is available false, if there is true) and put it in my core file. I would only be able to check images but that should still be fine.

Posted

Ok, I found my problem, the file was reading out of the mcl jars folder not the src folder. I found that out by using f2.mkdir() and then locating the directory it created.

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    • Hi! I'm trying to add my custom models/textures renderer like this: public class PonyPlayerWrapperRenderer extends EntityRenderer<Player> { // wrapper class under my LivingEntityRenderer class implementation private final PonyPlayerRenderer innerRenderer; private final PonyPlayerRenderer innerSlimRenderer; public PonyPlayerWrapperRenderer(final EntityRendererProvider.Context context) { super(context); System.out.println("creating new PonyPlayerWrapperRenderer"); this.innerRenderer = new PonyPlayerRenderer(context, false); this.innerSlimRenderer = new PonyPlayerRenderer(context, true); } @Override public void render(final Player entity, final float yaw, final float partialTicks, final PoseStack poseStack, final MultiBufferSource bufferSource, final int packedLight) { System.out.println("PonyPlayerWrapperRenderer render: " + entity.toString()); if (entity instanceof AbstractClientPlayer clientPlayer) { if (clientPlayer.getModelName().contains("slim")) { innerSlimRenderer.render(clientPlayer, yaw, partialTicks, poseStack, bufferSource, packedLight); } else { innerRenderer.render(clientPlayer, yaw, partialTicks, poseStack, bufferSource, packedLight); } } } @Override public ResourceLocation getTextureLocation(final Player player) { System.out.println("PonyPlayerWrapperRenderer getTextureLocation"); if (player instanceof AbstractClientPlayer clientPlayer) { return clientPlayer.getSkinTextureLocation(); } System.out.println("player instanceof AbstractClientPlayer is false"); return getDefaultSkin(player.getUUID()); } } public class PonyPlayerRenderer extends LivingEntityRenderer<AbstractClientPlayer, PlayerModel<AbstractClientPlayer>> { private final PlayerModel<AbstractClientPlayer> earthModel; private final PlayerModel<AbstractClientPlayer> pegasusModel; private final PlayerModel<AbstractClientPlayer> unicornModel; public PonyPlayerRenderer(final EntityRendererProvider.Context context, final boolean slim) { super( context, slim ? new PonyModelSlim(context.bakeLayer(PonyModelSlim.LAYER_LOCATION)) : new PonyModel(context.bakeLayer(PonyModel.LAYER_LOCATION)), 0.5f ); System.out.println("creating new PonyPlayerRenderer"); this.earthModel = slim ? new PonyModelSlim(context.bakeLayer(PonyModelSlim.LAYER_LOCATION)) : new PonyModel(context.bakeLayer(PonyModel.LAYER_LOCATION)); this.pegasusModel = new PegasusModel(context.bakeLayer(PegasusModel.LAYER_LOCATION)); this.unicornModel = new UnicornModel(context.bakeLayer(UnicornModel.LAYER_LOCATION)); } @Override public void render(final AbstractClientPlayer player, final float entityYaw, final float partialTicks, final PoseStack poseStack, final MultiBufferSource buffer, final int packedLight) { final PonyRace race = player.getCapability(PONY_DATA) .map(data -> ofNullable(data.getRace()).orElse(PonyRace.EARTH)) .orElse(PonyRace.EARTH); this.model = switch (race) { case PEGASUS -> pegasusModel; case UNICORN -> unicornModel; case EARTH -> earthModel; }; super.render(player, entityYaw, partialTicks, poseStack, buffer, packedLight); } @Override public ResourceLocation getTextureLocation(final AbstractClientPlayer player) { final PonyRace race = player.getCapability(PONY_DATA) .map(data -> ofNullable(data.getRace()).orElse(PonyRace.EARTH)) .orElse(PonyRace.EARTH); return switch (race) { case EARTH -> fromNamespaceAndPath(MODID, "textures/entity/earth_pony.png"); case PEGASUS -> fromNamespaceAndPath(MODID, "textures/entity/pegasus.png"); case UNICORN -> fromNamespaceAndPath(MODID, "textures/entity/unicorn.png"); }; } } @Mod.EventBusSubscriber(modid = MODID, bus = MOD, value = CLIENT) public class ClientRenderers { // mod bus render registration config @SubscribeEvent public static void onRegisterLayerDefinitions(final EntityRenderersEvent.RegisterLayerDefinitions event) { event.registerLayerDefinition(PonyModel.LAYER_LOCATION, PonyModel::createBodyLayer); event.registerLayerDefinition(PonyModelSlim.LAYER_LOCATION, PonyModelSlim::createBodyLayer); event.registerLayerDefinition(PegasusModel.LAYER_LOCATION, PegasusModel::createBodyLayer); event.registerLayerDefinition(UnicornModel.LAYER_LOCATION, UnicornModel::createBodyLayer); event.registerLayerDefinition(InnerPonyArmorModel.LAYER_LOCATION, InnerPonyArmorModel::createBodyLayer); event.registerLayerDefinition(OuterPonyArmorModel.LAYER_LOCATION, OuterPonyArmorModel::createBodyLayer); } @SubscribeEvent public static void onRegisterRenderers(final EntityRenderersEvent.RegisterRenderers event) { event.registerEntityRenderer(EntityType.PLAYER, PonyPlayerWrapperRenderer::new); System.out.println("onRegisterRenderers end"); } } Method onRegisterRenderers() is called and I can see it being logged. 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    • Well, a bit more information about what you're trying to do would be helpful. e.g. why you're trying to use "INVOKE_ASSIGN" instead of "INVOKE". "INVOKE_ASSIGN" calls your code after the "target" is called and its value is stored, if applicable. "INVOKE" calls your code before the target is called. "target" expects a fully qualified name, as per the SpongePowered docs, if that name is going to be remapped (which it will be if your injecting into Minecraft itself and not another mod). For more information on fully qualified names versus canonical names, see the Java specifications. Here's an example of a working "@At" from my own code that targets the "getClosestsVulnerablePlayerToEntity" call inside a mob's logic: @At(value = "INVOKE_ASSIGN", target = "net.minecraft.world.World.getClosestVulnerablePlayerToEntity(Lnet/minecraft/entity/Entity;D)Lnet/minecraft/entity/player/EntityPlayer;") Hope this helps!
    • Ran it one more time just to check, and there's no errors this time on the log??? Log : https://mclo.gs/LnuaAiu I tried allocating more memory to the modpack, around 8000MB and it's still the same; stopping at "LOAD_REGISTRIES". Are some of the mods clashing, maybe? I have no clue what to do LOL
    • Tried removing some biome generation mods and test ran it again, but it's still the same; still not responding as soon as it gets to "LOAD_REGISTRIES". This time with more errors though. Log : https://mclo.gs/uygZzD8 Is there too little memory allocated to the modpack maybe? Can someone help please.    (T.T)馃挃
    • This is sad. Over 3300 people have checked the thread and no one is able to help or give any ideas :(.
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