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[1.16.2] Capability doesn't save its change.


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Posted

Hello!

 

I got some weird bug with my capability, so please take a look at my repository: https://github.com/Tavi007/ElementalCombat

In DefenseData I have the boolean 'areEnchantmentsApplied', which is usually set to false and changes to true, after checking for any enchantment on an item (see here and here). Once set to true, it should never change back to false. This capability also includes two maps, which changes a lot throughout the whole mod. While these maps saves their data correctly, the boolean does not. This means, that the enchantments are getting applied over and over, whenever I call the capability (which results in incorrect data in the maps).

 

Why does the boolean not save, that it has been turned to true, while the maps are saving their data just fine?

 

Best regards,

Tavi007

 

Posted

I noticed the problem, when I picked up an item in any inventory. But your guess seems to be right, cause I forgot to add the boolean in the readNBT/writeNBT methods. This at least fixed the initial bug, but now I have a new problem, that I didn't noticed before. When I enchant an item using an enchanted book and an anvil, the new itemstack in the right most slot seems to use the nbt data from the base itemstack (the left most slot). Which in my case means, that the new item has 'areEnchantmentsApplied' already set to to true, without actually checking the enchantments.

 

What I want is, that every itemstack checks for enchantments once and sets the maps accordingly. An other solution would be to check the enchantments everytime the capability is called, but since the enchantments don't change to often, that would be inefficient.

 

What can I do?

Posted

Would a solution be to save nothing at all, i.e. let writeNBT and readNBT be empty methods? Then the maps would be set after an anvil enchant, and also every time the world is restarted (which would not be a big problem I think).

Posted (edited)

Sadly not, because I attach the same capability to entities aswell.

 

Edit:

Do you know how to check, if an itemstack is newish? That could possibly solve my problem too.

 

Edit2:

short follow up on my issue. I could solve it, by creating a new DefenseData, that stores the data from the enchantments. This way, it won't change the data stored in the itemstack capability, but this also means, that the DefenseData from the enchantments has to be calculated over and over again. This is a suboptimal solution of course, but for the time being it'll do the trick.

I may rework my code to somehow save the additional data and only change it, whenever the itemstack changes its enchantments.

Edited by Tavi007

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sodium-extra-fabric-0.6.0+mc1.21.1   [✔] sodiumextras-fabric-1.0.6-1.21.1   [✔] sodium-fabric-0.6.5+mc1.21.1   [✔] sodiumleafculling-fabric-1.0.0-1.21.1   [✔] sodiumoptionsapi-fabric-1.0.8-1.21.1   [✔] sodiumoptionsmodcompat-fabric-1.0.0-1.21.1   [✔] sodium-shadowy-path-blocks-fabric-4.0.0   [✔] stendhal-1.4.1-1.21   [✔] superflatworldnoslimes-1.21.1-3.4   [✔] swingthrough-1.0.5+1.21   [✔] titlefixer-1.0+1.21   [✔] tooltipfix-1.1.1-1.20   [✔] txnilib-fabric-1.0.21-1.21.1   [✔] UniLib-1.0.4+1.21.1-fabric   [✔] visuality-0.7.7+1.21   [✔] wakes-0.2.2-1.21   [✔] Xaeros_Minimap_24.7.1_Fabric_1.21   [✔] XaerosWorldMap_1.39.2_Fabric_1.21   [✔] YetAnotherConfigLib-3.6.2+1.21-fabric   [✔] yosbr-0.1.2 Params:   --username  --version 1.21.1 --gameDir C:/Users/reece/AppData/Roaming/PrismLauncher/instances/Cobblemon Official Modpack [Fabric]/minecraft --assetsDir C:/Users/reece/AppData/Roaming/PrismLauncher/assets --assetIndex 17 --uuid  --accessToken  --userType  --versionType release Window size: 854 x 480 Launcher: standard Failed to reconstruct Minecraft assets. Java Arguments: [-XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump, -Xms512m, -Xmx5632m, -Duser.language=en] Minecraft process ID: 74920 Exception caught from launcher java.lang.ClassNotFoundException: net.fabricmc.loader.impl.launch.knot.KnotClient     at java.base/jdk.internal.loader.BuiltinClassLoader.loadClass(Unknown Source)     at java.base/jdk.internal.loader.ClassLoaders$AppClassLoader.loadClass(Unknown Source)     at java.base/java.lang.ClassLoader.loadClass(Unknown Source)     at org.prismlauncher.utils.ReflectionUtils.findMainMethod(ReflectionUtils.java:88)     at org.prismlauncher.launcher.impl.StandardLauncher.launch(StandardLauncher.java:104)     at org.prismlauncher.EntryPoint.listen(EntryPoint.java:129)     at org.prismlauncher.EntryPoint.main(EntryPoint.java:70) Exiting with ERROR Process exited with code 2. Log upload triggered at: 02 Jan 2025 22:41:36 -0800 Log uploaded to: https://mclo.gs/thSD0Is Clipboard copy at: 02 Jan 2025 22:41:43 -0800  
    • I solved this already, but basically I was getting java.io.EOFException while installing Forge. From the (scarce) other forum postings on this, I needed to either clear the temp directory or delete some folder in `.minecraft/libraries`.  The other forum posts were for Windows, so I have no idea what temp folder they mean exactly, I doubt it is `/tmp`.  If someone can clarify where the download cache is for the Forge installer on Linux, that would be really nice.   Solution: In terminal, `cd` to your `.minecraft` folder, likely this command is what you want: `cd ~/.minecraft`. Run `find -name '*1.20.1*'`, or replace 1.20.1 with the version you're installing.  This shows where the damaged files might be which cause this error. Very carefully, determine which folders are safe to delete with `rm -rf`.  The commands I ran were: rm -rf ./versions/1.20.1* rm -rf ./libraries/de/oceanlabs/mcp/mcp_config/1.20.1* rm -rf ./libraries/net/minecraftforge/fmlcore/1.20.1-47.3.22 rm -rf ./libraries/net/minecraftforge/forge/1.20.1-47.3.22 rm -rf ./libraries/net/minecraftforge/mclanguage/1.20.1-47.3.22 After this I reran the install and it worked fine.
    • Hi everyone, I’m working on creating a UI similar to the one shown in the picture below. Most of the functionality is working perfectly, but I’m struggling to achieve a smooth blur effect for the background. Currently, I’m rendering the black transparent box using: "Gui.drawRect();" While the rest of the elements work as intended, the blur effect either drastically impacts performance or doesn’t look smooth at all. I’ve tried implementing the classes from Github, but I can’t seem to achieve the desired results.   I’d greatly appreciate your guidance or tips! Thanks in advance for your help! (This is on the hud no opened gui or something)
    • Please read the FAQ, and post logs as directed in your own new post in the support forum.
    • Hello, i Play Modded Minecraft on the Version 1.20.1. About half of the time my Minecraft crashes while starting the Game with the following Crash log. Any help would be appreciated.    Crashlog: https://mclo.gs/nB6kdBb  
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