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[1.16.1] Listening on an event which does not implement IModBusEvent


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Posted

My mod has always had listeners on various events, one of which is RenderGameOverlayEvent.

Since 1.16.1 - 32.0.90 and the introduction of IModBusEvent, my mod fails to load because the listener for this event is not a subtype of IModBusEvent.

I can see this described in the Changelog as

Introduced IModBusEvent as a marker interface for events on the ModBus. Expect exceptions if you use
		the modbus for events not listened there.

However, I am unclear as to how I should fix the problem (...or even if I can fix it yet. Maybe I have to wait for further code changes in Forge?)

Any advice would be greatly appreciated. Thanks

Posted

Well, it's been registered the same way through all the prior versions and was working fine up until 32.0.88. Then this change was made and it no longer works, but I'd like some advice as to how to set a listener on the RenderGameOverlayEvent. Just saying I did it wrong is not very helpful to me.

Posted

I'm sure it must have been firing, or the information I'm displaying on screen would never have appeared. My code would never have been called.

So, could you tell me which event I should subscribe to and listen on if I want to display something on screen whenever the main game overlay is being rendered?

I would be grateful for any practical assistance.

Posted

RenderGameOverlayEvent does not fire on the Mod Bus, if you can provide code that proves otherwise then please do.

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Posted

I'm not trying to prove a point. Honestly. I just want to know what I should be doing.

My mod displays coordinates, a timer and some other information on screen. I've been maintaining a Forge version of it since Minecraft 1.0.1. I need an event that fires when the game screen is being rendered, to call my code to display this information.

Am I understanding correctly, that the only events that I can subscribe/listen to are those that implement IModBusEvent? Because there don't seem to be any of them that are connected with screen rendering.

It would be a sad day if I had to stop my mod at version 1.15.2, having maintained it for 7 years, but I can see that's where we're heading with this conversation.

Posted
38 minutes ago, BatHeart said:

So, could you tell me which event I should subscribe to and listen on if I want to display something on screen whenever the main game overlay is being rendered?

RenderGameOverlayEvent is correct. Just the bus is not. Register to MinecraftForge.EVENT_BUS

Posted

Thanks @CAS_ual_TY Much appreciated!

I think I am registering to MinecraftForge.EVENT_BUS. I think the problem may be with how I am adding my listeners.

For example:

final IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus();

modEventBus.addListener(battyUI::renderPlayerInfo);

but when I register it:

MinecraftForge.EVENT_BUS.register(new BattyUI(Minecraft.getInstance()));

And in the BattyUI class:

@SubscribeEvent
public void renderPlayerInfo(RenderGameOverlayEvent event) {

 

I think the problem may be that I am getting the wrong type of mod event bus before I add the listener. As you can see, I am getting an IEventBus.

I think I need to find a way of getting an IModBusEvent.

Or am I still confused?

Posted

What you just gave me doesnt help me at all. I dont know what renderPlayerInfo does. I also dont know where you register all of this (when its fired).

So until you show more context Ill just give you some general stuff:

 

There is 2 different buses:

- mod bus, for "mod construction" events (eg. FMLCommonSetupEvent, TextureStichEvent, ModelRegistryEvent, ModConfigEvent etc.)

- forge bus, for general minecraft events (eg. RenderGameOverlay, EntityJoinedTheWorld...)

 

And there is different methods of registering. This sums it up:

unknown.png

Posted

Thanks everyone. I believe I understand it better now. My .addListener() calls were never doing anything. Everything was handled by the @SubscribeEvent and the MinecraftForge.EVENT_BUS.register() calls.

I have now taken out all of the .addListener() code, and Forge now loads my mod, and the mod still works.

Batty's Mod does not end with 1.15.2! This will be good news to my 'customers' who have been asking me why it suddenly stopped working 😄

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