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[Not solved but im done.]How to save integers to a file.


deadrecon98

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Get the player's NBT object,

NBTTagCompound nbt = player.getEntityData();

then

nbt.set<OBJECTTYPE>("keyofobject", valueofobject);

and replace <OBJECTTYPE> with the type of object you want to store. (ie; Boolean, int, String)

 

 

So for a number (lets just say that the number is a float)

NBTTagCompound nbt = player.getEntityData();
nbt.setFloat("examplefloat", 1.3F);

That's all you need to set it. Then to get it, you simply use the player object again.

NBTTagCompound nbt = player.getEntityData();
float value = nbt.getFloat("examplefloat");

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Get the player's NBT object,

NBTTagCompound nbt = player.getEntityData();

then

nbt.set<OBJECTTYPE>("keyofobject", valueofobject);

and replace <OBJECTTYPE> with the type of object you want to store. (ie; Boolean, int, String)

 

 

So for a number (lets just say that the number is a float)

NBTTagCompound nbt = player.getEntityData();
nbt.setFloat("examplefloat", 1.3F);

That's all you need to set it. Then to get it, you simply use the player object again.

NBTTagCompound nbt = player.getEntityData();
float value = nbt.getFloat("examplefloat");

 

Lol I mean like nbt.getInteger("MiningXp" + 1); but that method just says that the left-hand side must be a variable and just using the int itself won't work. Any Ideas?

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I'm toying around with the same kind of thing, but with an economy system, so I've been following this post :P

 

To add on to an existing int, I think it would be something like this:

 

public static void saveBalanceForPlayer(EntityPlayer player, World world) {

NBTTagCompound nbt = player.getEntityData();

nbt.setInteger("Balance", (nbt.getInteger("Balance") + moneyValue));

}

 

In my setup, "Balance" is the players balance as an NBT tag, and "moneyValue" is a static int defined in each of my different coins classes. You'd simply replace moneyValue with the amount of XP you want to add, but by doing something like that you can give different XP for different things relatively easily.

 

 

 

What I want to know; is A) how do we trigger this change (How do I say "You should now add moneyValue to the NBT"), and B) How can I see my current NBT value?

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Lol I mean like nbt.getInteger("MiningXp" + 1); but that method just says that the left-hand side must be a variable and just using the int itself won't work. Any Ideas?

 

Whenever you change a value, you have to use nbt.setInteger instead of nbt.getInteger.

 

nbt.setInteger("MiningXp", nbt.getInteger("MiningXp")+1);

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What I want to know; is A) how do we trigger this change (How do I say "You should now add moneyValue to the NBT"), and B) How can I see my current NBT value?

 

Use a command? An eventlistener for rightclick with a certain item? I don't know, you could use pretty much any event trigger... For current NBT value, it's just

Integer currentBalance = nbt.getInteger("Balance");

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What I want to know; is A) how do we trigger this change (How do I say "You should now add moneyValue to the NBT"), and B) How can I see my current NBT value?

 

Use a command? An eventlistener for rightclick with a certain item? I don't know, you could use pretty much any event trigger... For current NBT value, it's just

Integer currentBalance = nbt.getInteger("Balance");

 

Ty, I just updated to 1.6 so I have to wait to be able to run it. the renderEngine.bindTexture is broken.. god dammit mojang

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It's a really simple fix for that, take your old:

mc.renderengine.bindTexture("texloc/wherever/yours/is");

and edit them to be:

mc.func_110434_K().func_110577_a(new ResourceLocation("texloc/wherever/yours/is"));

 

lol ty. where do you find this stuff btw? it would help me in the future :3

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I'm toying around with the same kind of thing, but with an economy system, so I've been following this post :P

 

To add on to an existing int, I think it would be something like this:

 

public static void saveBalanceForPlayer(EntityPlayer player, World world) {

NBTTagCompound nbt = player.getEntityData();

nbt.setInteger("Balance", (nbt.getInteger("Balance") + moneyValue));

}

 

In my setup, "Balance" is the players balance as an NBT tag, and "moneyValue" is a static int defined in each of my different coins classes. You'd simply replace moneyValue with the amount of XP you want to add, but by doing something like that you can give different XP for different things relatively easily.

 

 

 

What I want to know; is A) how do we trigger this change (How do I say "You should now add moneyValue to the NBT"), and B) How can I see my current NBT value?

 

It looks like you've got it all right and triggering it isn't much different and to see it just use a string + the int.

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It's a really simple fix for that, take your old:

mc.renderengine.bindTexture("texloc/wherever/yours/is");

and edit them to be:

mc.func_110434_K().func_110577_a(new ResourceLocation("texloc/wherever/yours/is"));

ummm dude. i updated to 1.6 and the nbt doesn't save anymore.

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I was about to comment :P My NBT isn't saving. Here's the code:

 

    @Override
    public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int i, float j, float k, float l) {
    	TileEntity tileEntity = world.getBlockTileEntity(x, y, z);
    	NBTTagCompound nbt = player.getEntityData();
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.debitCard) {
    			player.addChatMessage("Your Balance is: " + nbt.getInteger("Balance"));
    			player.openGui(FlenixCities.instance, 0, world, x, y, z);
    		}
    	}
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.note1000) {
    			nbt.setInteger("balance", (nbt.getInteger("Balance") + ItemNote10.moneyValue));
    			player.addChatMessage(ItemNote10.moneyValue + " Deposited! Your balance is now " + nbt.getInteger("balance"));
    		}
    	}
	return true;
    }

 

As you can see, in the confirm deposit line, it gets the current NBT at what it is, and reports it's 1000 (which is correct) - however, when I use the debit card after which merely displays the balance, it's back to 0.

I got really excited when it said I'd deposited 1000 then really sad again after :(

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I was about to comment :P My NBT isn't saving. Here's the code:

 

    @Override
    public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int i, float j, float k, float l) {
    	TileEntity tileEntity = world.getBlockTileEntity(x, y, z);
    	NBTTagCompound nbt = player.getEntityData();
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.debitCard) {
    			player.addChatMessage("Your Balance is: " + nbt.getInteger("Balance"));
    			player.openGui(FlenixCities.instance, 0, world, x, y, z);
    		}
    	}
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.note1000) {
    			nbt.setInteger("balance", (nbt.getInteger("Balance") + ItemNote10.moneyValue));
    			player.addChatMessage(ItemNote10.moneyValue + " Deposited! Your balance is now " + nbt.getInteger("balance"));
    		}
    	}
	return true;
    }

 

As you can see, in the confirm deposit line, it gets the current NBT at what it is, and reports it's 1000 (which is correct) - however, when I use the debit card after which merely displays the balance, it's back to 0.

I got really excited when it said I'd deposited 1000 then really sad again after :(

 

I'm honestly about to quit updating, they keep breaking everything!!!

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lol ty. where do you find this stuff btw? it would help me in the future :3

 

I looked in the vanilla classes which used to use that bindTexture method, then checked what they had changed to when my methods no longer worked.

 

I was about to comment :P My NBT isn't saving. Here's the code:

 

    @Override
    public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int i, float j, float k, float l) {
    	TileEntity tileEntity = world.getBlockTileEntity(x, y, z);
    	NBTTagCompound nbt = player.getEntityData();
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.debitCard) {
    			player.addChatMessage("Your Balance is: " + nbt.getInteger("Balance"));
    			player.openGui(FlenixCities.instance, 0, world, x, y, z);
    		}
    	}
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.note1000) {
    			nbt.setInteger("balance", (nbt.getInteger("Balance") + ItemNote10.moneyValue));
    			player.addChatMessage(ItemNote10.moneyValue + " Deposited! Your balance is now " + nbt.getInteger("balance"));
    		}
    	}
	return true;
    }

 

As you can see, in the confirm deposit line, it gets the current NBT at what it is, and reports it's 1000 (which is correct) - however, when I use the debit card after which merely displays the balance, it's back to 0.

I got really excited when it said I'd deposited 1000 then really sad again after :(

 

As for saving issues, I think it might have been a fault on my part... Try changing this:

NBTTagCompound nbt = player.getEntityData();

to this:

NBTTagCompound nbt = player.getEntityData().getCompoundTag(EntityPlayer.PERSISTED_NBT_TAG);

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lol ty. where do you find this stuff btw? it would help me in the future :3

 

I looked in the vanilla classes which used to use that bindTexture method, then checked what they had changed to when my methods no longer worked.

 

I was about to comment :P My NBT isn't saving. Here's the code:

 

    @Override
    public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int i, float j, float k, float l) {
    	TileEntity tileEntity = world.getBlockTileEntity(x, y, z);
    	NBTTagCompound nbt = player.getEntityData();
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.debitCard) {
    			player.addChatMessage("Your Balance is: " + nbt.getInteger("Balance"));
    			player.openGui(FlenixCities.instance, 0, world, x, y, z);
    		}
    	}
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.note1000) {
    			nbt.setInteger("balance", (nbt.getInteger("Balance") + ItemNote10.moneyValue));
    			player.addChatMessage(ItemNote10.moneyValue + " Deposited! Your balance is now " + nbt.getInteger("balance"));
    		}
    	}
	return true;
    }

 

As you can see, in the confirm deposit line, it gets the current NBT at what it is, and reports it's 1000 (which is correct) - however, when I use the debit card after which merely displays the balance, it's back to 0.

I got really excited when it said I'd deposited 1000 then really sad again after :(

 

As for saving issues, I think it might have been a fault on my part... Try changing this:

NBTTagCompound nbt = player.getEntityData();

to this:

NBTTagCompound nbt = player.getEntityData().getCompoundTag(EntityPlayer.PERSISTED_NBT_TAG);

 

now I can't add to the nbt integer -_-

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I'm honestly about to quit updating, they keep breaking everything!!!

 

Meh, we're working early. Give it 3-4 weeks and there will be fixes in forge, and plenty of "how to fix this update bug" tutorials. I didn't update to 1.5.2 for a couple of months and minus the texture de-stitching that didn't take me long at all, coz I could just google any issues :P

 

Anyways. I added that extra bit to the code, still getting the same bug:

 

51d9ee39c225f.jpg

 

Code:

    @Override
    public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int i, float j, float k, float l) {
    	TileEntity tileEntity = world.getBlockTileEntity(x, y, z);
    	NBTTagCompound nbt = player.getEntityData().getCompoundTag(EntityPlayer.PERSISTED_NBT_TAG);
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.debitCard) {
    			player.addChatMessage("Your Balance is: " + nbt.getInteger("Balance"));
    			player.openGui(FlenixCities.instance, 0, world, x, y, z);
    		}
    	}
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.note1000) {
    			nbt.setInteger("balance", (nbt.getInteger("Balance") + ItemNote10.moneyValue));
   			player.addChatMessage(ItemNote10.moneyValue + " Deposited! Your balance is now " + nbt.getInteger("balance"));
    		}
    	}
	return true;
    }

 

 

@deadrecon98 have you got anything working yet?

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    @Override
    public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int i, float j, float k, float l) {
    	TileEntity tileEntity = world.getBlockTileEntity(x, y, z);
    	NBTTagCompound nbt = player.getEntityData().getCompoundTag(EntityPlayer.PERSISTED_NBT_TAG);
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.debitCard) {
    			player.addChatMessage("Your Balance is: " + nbt.getInteger("Balance"));
    			player.openGui(FlenixCities.instance, 0, world, x, y, z);
    		}
    	}
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.note1000) {
    			nbt.setInteger("balance", (nbt.getInteger("Balance") + ItemNote10.moneyValue));
   			player.addChatMessage(ItemNote10.moneyValue + " Deposited! Your balance is now " + nbt.getInteger("balance"));
    		}
    	}
	return true;
    }

Capitalization matters!

    @Override
    public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int i, float j, float k, float l) {
    	TileEntity tileEntity = world.getBlockTileEntity(x, y, z);
    	NBTTagCompound nbt = player.getEntityData().getCompoundTag(EntityPlayer.PERSISTED_NBT_TAG);
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.debitCard) {
    			player.addChatMessage("Your Balance is: " + nbt.getInteger("Balance"));
    			player.openGui(FlenixCities.instance, 0, world, x, y, z);
    		}
    	}
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.note1000) {
    			nbt.setInteger("Balance", (nbt.getInteger("Balance") + ItemNote10.moneyValue));
   			player.addChatMessage(ItemNote10.moneyValue + " Deposited! Your balance is now " + nbt.getInteger("Balance"));
    		}
    	}
	return true;
    }

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I'm honestly about to quit updating, they keep breaking everything!!!

 

Meh, we're working early. Give it 3-4 weeks and there will be fixes in forge, and plenty of "how to fix this update bug" tutorials. I didn't update to 1.5.2 for a couple of months and minus the texture de-stitching that didn't take me long at all, coz I could just google any issues :P

 

Anyways. I added that extra bit to the code, still getting the same bug:

 

51d9ee39c225f.jpg

 

Code:

    @Override
    public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int i, float j, float k, float l) {
    	TileEntity tileEntity = world.getBlockTileEntity(x, y, z);
    	NBTTagCompound nbt = player.getEntityData().getCompoundTag(EntityPlayer.PERSISTED_NBT_TAG);
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.debitCard) {
    			player.addChatMessage("Your Balance is: " + nbt.getInteger("Balance"));
    			player.openGui(FlenixCities.instance, 0, world, x, y, z);
    		}
    	}
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.note1000) {
    			nbt.setInteger("balance", (nbt.getInteger("Balance") + ItemNote10.moneyValue));
   			player.addChatMessage(ItemNote10.moneyValue + " Deposited! Your balance is now " + nbt.getInteger("balance"));
    		}
    	}
	return true;
    }

 

 

@deadrecon98 have you got anything working yet?

 

Nope. Still working on it xD

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Hmmm... Try using NBTExplorer and check if the NBT objects are actually created in the level.dat. The Balance key should be in saves/<worldname>/players/<playername> , let me know if it's not there.

 

Obviously I'm testing in the Forge environment so all of my .dat's are different. But, they all seem to have the same Balance of 1000. However, most times of logging in I tried to do it at least twice, so it's obviously still not adding properly else there would be some with 2000, some with 3000, some with 0 etc..

 

Screenshot if it's any help:

51d9f5b80e6f5.jpg

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Lets try some console output debugging.

    @Override
    public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int i, float j, float k, float l) {
    	TileEntity tileEntity = world.getBlockTileEntity(x, y, z);
    	NBTTagCompound nbt = player.getEntityData().getCompoundTag(EntityPlayer.PERSISTED_NBT_TAG);
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.debitCard) {
    			player.addChatMessage("Your Balance is: " + nbt.getInteger("Balance"));
    			player.openGui(FlenixCities.instance, 0, world, x, y, z);
    		}
    	}
    	if (player.getHeldItem() != null) {
    		if (player.getHeldItem().getItem() == FlenixCities.note1000) {
                                            System.out.println("Old balance is: "+nbt.getInteger("Balance"));
                                            System.out.println("Adding "+ItemNote10.moneyValue+" to total balance.");
                                            int newBalance = (nbt.getInteger("Balance") + ItemNote10.moneyValue);
                                            System.out.println("New balance is: "+newBalance);
    			nbt.setInteger("Balance", newBalance);
                                            System.out.println("Balance confirm:"+nbt.getInteger("Balance"));
   			player.addChatMessage(ItemNote10.moneyValue + " Deposited! Your balance is now " + nbt.getInteger("Balance"));
    		}
    	}
	return true;
    }

Try that a few times and check if the output is what it should be.

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2013-07-08 00:39:21 [iNFO] [sTDOUT] Old balance is: 0

2013-07-08 00:39:21 [iNFO] [sTDOUT] Adding 1000 to total balance.

2013-07-08 00:39:21 [iNFO] [sTDOUT] New balance is: 1000

2013-07-08 00:39:21 [iNFO] [sTDOUT] Balance confirm:1000

2013-07-08 00:39:21 [iNFO] [Minecraft-Client] [CHAT] 1000 Deposited! Your balance is now 1000

2013-07-08 00:39:26 [iNFO] [sTDOUT] Old balance is: 0

2013-07-08 00:39:26 [iNFO] [sTDOUT] Adding 1000 to total balance.

2013-07-08 00:39:26 [iNFO] [sTDOUT] New balance is: 1000

2013-07-08 00:39:26 [iNFO] [sTDOUT] Balance confirm:1000

2013-07-08 00:39:26 [iNFO] [Minecraft-Client] [CHAT] 1000 Deposited! Your balance is now 1000

2013-07-08 00:39:29 [iNFO] [sTDOUT] Old balance is: 0

2013-07-08 00:39:29 [iNFO] [sTDOUT] Adding 1000 to total balance.

2013-07-08 00:39:29 [iNFO] [sTDOUT] New balance is: 1000

2013-07-08 00:39:29 [iNFO] [sTDOUT] Balance confirm:1000

2013-07-08 00:39:29 [iNFO] [Minecraft-Client] [CHAT] 1000 Deposited! Your balance is now 1000

 

Everything printed twice but I cleaned it :P It seems like it's just not saving the balance after it confirms it's been added =/

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    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
    • When I came across the 'Exit Code: I got a 1 error in my Minecraft mods, so I decided to figure out what was wrong. First, I took a look at the logs. In the mods folder (usually where you'd find logs or crash reports), I found the latest.log file or the corresponding crash report. I read it through carefully, looking for any lines with errors or warnings. Then I checked the Minecraft Forge support site, where you can often find info on what causes errors and how to fix them. I then disabled half of my mods and tried running the game. If the error disappeared, it meant that the problem was with the disabled mod. I repeated this several times to find the problem mod.
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