Jump to content

Textures and LanguageRegistry in preInit instead of Init


sorash67

Recommended Posts

Hello all modders and possibly, owners of forge! i have been messing around with code to figure out how to fix the issues related to block and item textures, and name registry being "tile.blockName.name" for every block after the 1.6.1 update! As i was modifying my code, i noticed that when the blocks and items are declared in the preInit section of the code rather than the usual place, the Init, textures actually show up! but when in Init, they don't! then i thought why don't i try this for LanguageRegistry as well? and sure enough, the names worked absolutely fine when moved from Init to preInit! If you have any suggestions or ideas about why this is happening, please share! And also, if you need any code, go right ahead and ask, and i will provide the related code! Thank you! :)

 

-sorash67 || Skorpio

Link to comment
Share on other sites

  • Replies 93
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Sorry bub, I think its a coincidence.  I've got all my code in preInit right now and no dice.

 

Code for one block:

@EventHandler
    public void preInit(FMLPreInitializationEvent event) {
    	//System.out.println("Loadnig Redstone Mod");
    	Configuration config = new Configuration(event.getSuggestedConfigurationFile());
    	config.load();
    	//load configs
        fakeID = config.getBlock("FakeBlock", 2000).getInt();
    	config.save();
    	fakeBlock = new FakeBlock(fakeID);

    		System.out.println("Registering Fake Block");
    		GameRegistry.registerBlock(fakeBlock, "Illusionary Block");
    		LanguageRegistry.addName(fakeBlock, "Illusionary Block");
    		GameRegistry.addShapelessRecipe(new ItemStack(fakeBlock), painting, stone);
    		
    		int r = RenderingRegistry.getNextAvailableRenderId();
    		ISimpleBlockRenderingHandler handler = new RenderFakeBlock(r);
    		RenderingRegistry.registerBlockHandler(handler);
       		((FakeBlock)fakeBlock).renderType = r;
    		System.out.println(" - " + fakeBlock.getUnlocalizedName());
    		LanguageRegistry.instance().addStringLocalization("tile.Illusionary Block.name", "Illusionary Block");

 

2013_07_03_09_38_07.png

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

@PreInit
public void preInit(FMLPreInitializationEvent event){
	//Config file
	config = new Configuration(event.getSuggestedConfigurationFile());

	new MoreOresConfig();


	ingotOrange = new ItemGeneralIngot(MoreOresConfig.ingotOrangeID).setUnlocalizedName("ingotOrange").setCreativeTab(orangeTab);

LanguageRegistry.addName(ingotOrange, "Origum Ingot");
}

 

works perfectly fine! but when i move it over to

@Init
public void init(FMLInitializationEvent event){
}

bam, missing textures and name...

 

while in preInit:

uxkKM9m.png

 

and in init:

ZfbgCVB.png

 

what is going on???

 

-sorash67 || Skorpio

Link to comment
Share on other sites

Wouldn't that seem like that means they need to be setup during the pre-init and be ready Before the init method or else they will not be loaded in time for the methods which depend on them to make use of them? :P

 

Sounds like a simple solution, load them in the place they should and all is fine? :)

If you guys dont get it.. then well ya.. try harder...

Link to comment
Share on other sites

that's EXACTLY what i thought! xD the thing is, i tweeted LexManos himself, and he said this is the WRONG thing to do! and i know this too! but it works, and there doesn't seem to be any other solution! so i guess i'll go with it...

 

-sorash67 || Skorpio

Link to comment
Share on other sites

You are wrong it only fixes names not textures.

 

Then he must have changed more than he said between the screenshots then, since it shows the texture working in the first and not the second one?

If you guys dont get it.. then well ya.. try harder...

Link to comment
Share on other sites

i tweeted LexManos himself, and he said this is the WRONG thing to do! and i know this too! but it works

 

Well that means there are far better ways to do this and that this way might break at a later build.

 

If you guys dont get it.. then well ya.. try harder...

Link to comment
Share on other sites

I have learned to respect lex and I try to follow what he says, tough most is above my skill :P

Anyways it's so early in the development of this forge version and much is speculations instead of facts here on the boards. I guess one should go read the github commitments and code changes along with some re-reading of the src code to understand more.

 

Or one could wait for the dust to settle and use the time between to fix other stuff for the projects one is working on ;)

If you guys dont get it.. then well ya.. try harder...

Link to comment
Share on other sites

Its also possible that I need to get a newer version of Forge, as I've got...756 right now (from early yesterday trying to puzzle this stuff out).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

your texture folder should now be:

assets/yourModName/textures/blocks|items/###.png

 

rather than:

mods/yourModName/textures/blocks|items/###.png

 

Doesn't fix the problem for me.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

The lack of documentation on this is a shame. Hopefully someone will get round to doing it.

Edit: @PreInit and @Init are now deprecated. Not sure what to do now.

 

 

(Resolved - I was not using FMLPreInitializationEvent)

Edit2: @PreInit makes my item non-existant?

Edit3:

2013-07-03 16:44:14 [sEVERE] [DrewLemmy_DontStarveMod] The mod DrewLemmy_DontStarveMod appears to have an invalid method annotation PreInit. This annotation can only apply to methods with argument types [class cpw.mods.fml.common.event.FMLPreInitializationEvent] -it will not be called

 

Aspergers is annoying sometimes :(

Link to comment
Share on other sites

The lack of documentation on this is a shame. Hopefully someone will get round to doing it.

Edit: @PreInit and @Init are now deprecated. Not sure what to do now.

 

 

(Resolved - I was not using FMLPreInitializationEvent)

Edit2: @PreInit makes my item non-existant?

Edit3:

2013-07-03 16:44:14 [sEVERE] [DrewLemmy_DontStarveMod] The mod DrewLemmy_DontStarveMod appears to have an invalid method annotation PreInit. This annotation can only apply to methods with argument types [class cpw.mods.fml.common.event.FMLPreInitializationEvent] -it will not be called

 

 

Replace all three with @EventHandler.  Leave everything else alone.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

I'd suggest waiting then, if things don't work out. This is not a recommended release yet.

 

And about documentation, well you got javadocs and the commit log that's it I guess. That's not perfect but it's better than you can find many other places.

As a programmer you will need to learn not only to write documentation, but to study old code which has no such thing ;) Consider it a learning exercise or wait a week for the dust to settle ;)

If you guys dont get it.. then well ya.. try harder...

Link to comment
Share on other sites

The lack of documentation on this is a shame. Hopefully someone will get round to doing it.

Edit: @PreInit and @Init are now deprecated. Not sure what to do now.

 

Replace all three with @EventHandler.  Leave everything else alone.

 

Just to make it more clear, with everything he means the parameter inputs as well, so don't change them either!

If you guys dont get it.. then well ya.. try harder...

Link to comment
Share on other sites

All I did was move my block name registry to preint and then nothing my texture code is what the tutiral on the wiki says.

 

Which tutorial?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements




  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.