Jump to content

Textures and LanguageRegistry in preInit instead of Init


sorash67

Recommended Posts

Nothing, actually. I thought I did change something, but I can't find it after comparing my 1.5.2 code with 758. Also, put everything in preInit, but remember that preInit is no longer called that. Instead, it should be:

@EventHandler
public void load(FMLPreInitializationEvent event) {}

It is still the FMLPreInitializationEvent, but this goes inside @EventHandler.

 

i don't think FMLPreInitializationEvent is the load method... the FMLInitialization is!

 

-sorash67 || Skorpio

Link to comment
Share on other sites

  • Replies 93
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

i don't think FMLPreInitializationEvent is the load method... the FMLInitialization is!

 

You would be correct.

 

But guess what, we're talking PRE init, not init.

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 don't think FMLPreInitializationEvent is the load method... the FMLInitialization is!

 

You would be correct.

 

But guess what, we're talking PRE init, not init.

 

he called his preInit method load, that's all  i meant! jeez.

 

you're probably putting languageregistry before you declare your block!

What do you mean before I declared the block.  Shouldn't block declaration still be in Init?

 

 

the block should always be registered before its name, and now that the name is in preInit, then the block goes in preInit as well! anyways, the textures seem to be only working when the block is declared in preInit!

 

-sorash67 || Skorpio

Link to comment
Share on other sites

You said you got it working by changing your code but did not give it to us.

 

yes i did explain that i declared my blocks and items in preInit and also put their names in the preInit as well! i don't think that explanation needs any code to show what it means...

 

-sorash67 || Skorpio

Link to comment
Share on other sites

i don't think FMLPreInitializationEvent is the load method... the FMLInitialization is!

 

You would be correct.

 

But guess what, we're talking PRE init, not init.

 

he called his preInit method load, that's all  i meant! jeez.

 

He can call his preInit method Ooh_Eeh_Ooh_Ah_Aah_Ting_Tang_Walla_Walla_Bing_Bang and have absolutely ZERO impact on the outcome.

 

As I mentioned before:

Function names and variable names are entirely irrelevant.

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 don't think FMLPreInitializationEvent is the load method... the FMLInitialization is!

 

You would be correct.

 

But guess what, we're talking PRE init, not init.

 

he called his preInit method load, that's all  i meant! jeez.

 

He can call his preInit method Ooh_Eeh_Ooh_Ah_Aah_Ting_Tang_Walla_Walla_Bing_Bang and have absolutely ZERO impact on the outcome.

 

As I mentioned before:

Function names and variable names are entirely irrelevant.

 

if i have to mention this again, i will! i am COMPLETELY AWARE of this. the reason for me saying that is to reduce confusion.

 

-sorash67 || Skorpio

Link to comment
Share on other sites

I just said, I declared my blocks and items and it still gave me the error.

 

EDIT: Never mind, I got it.  The only thing that I can't figure out is that when I put on my mod's armor, it doesn't show up on my body.

Don't tell me to learn the basics of java, I already know.

Link to comment
Share on other sites

if i have to mention this again, i will! i am COMPLETELY AWARE of this. the reason for me saying that is to reduce confusion.

 

You don't seem like it:

 

Him: "This is my preinit function"

You: "It's named wrong!!!!"

 

public void load(FMLPreInitializationEvent event) {}

 

    It is still the FMLPreInitializationEvent, but this goes inside @EventHandler.

 

i don't think FMLPreInitializationEvent is the load method... the FMLInitialization is!

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 just said, I declared my blocks and items and it still gave me the error.

 

EDIT: Never mind, I got it.  The only thing that I can't figure out is that when I put on my mod's armor, it doesn't show up on my body.

 

having the same problem, looking for a fix!

 

if i have to mention this again, i will! i am COMPLETELY AWARE of this. the reason for me saying that is to reduce confusion.

 

You don't seem like it:

 

Him: "This is my preinit function"

You: "It's named wrong!!!!"

 

public void load(FMLPreInitializationEvent event) {}

 

    It is still the FMLPreInitializationEvent, but this goes inside @EventHandler.

 

i don't think FMLPreInitializationEvent is the load method... the FMLInitialization is!

 

it would be really nice if you stopped talking about irrelevant topics and helped solve the problems that we all have instead.

 

-sorash67 || Skorpio

Link to comment
Share on other sites

It would be really nice if you stopped talking about irrelevant topics and helped solve the problems that we all have instead.

 

Two things:

1) I can't solve the problem as I have the problem and you don't

2) Right back at you.  Stop telling people they named their functions wrong when it's completely and utterly irrelevant.

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

Alright guys, chill out. What problems do we still have?

 

All of them.

 

None of my block names are getting localized and I still don't have textures coming in.

 

And I've done fuckeverything mentioned in this thread and two others.

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

Interestingly enough, it appears that loading the block/items inside of your Init method will not initialize the textures/localizations. If you move them to the PreInit method, everything works perfectly fine. It appears that on the texture side of things, if you place them inside of your Init method then registerIcons(IconRegister) is never called.

Link to comment
Share on other sites

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

Interestingly enough, it appears that loading the block/items inside of your Init method will not initialize the textures/localizations. If you move them to the PreInit method, everything works perfectly fine. It appears that on the texture side of things, if you place them inside of your Init method then registerIcons(IconRegister) is never called.

 

seems like this is what's happening! but we've kinda figured that out since a while ago! x)

 

-sorash67 || Skorpio

Link to comment
Share on other sites

Not sure what you did, but I put the code in, and then the textures in, and everything worked fine. Cool mod btw. Anyways, the only thing I can think of is that you put the textures in the wrong place. To try to make things easier, the destination of invisible.png is at forge/mcp/src/minecraft/assets/traps/textures/blocks/invisible.png. Hope I helped.

If you really want help, give that modder a thank you.

 

Modders LOVE thank yous.

Link to comment
Share on other sites

Not sure what you did, but I put the code in, and then the textures in, and everything worked fine. Cool mod btw. Anyways, the only thing I can think of is that you put the textures in the wrong place. To try to make things easier, the destination of invisible.png is at forge/mcp/src/minecraft/assets/traps/textures/blocks/invisible.png. Hope I helped.

 

if you look at his assets folder, you can see he already did that... O.o

 

-sorash67 || Skorpio

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.




  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • rp.crazyheal.xyz mods  
    • I'm developing a dimension, but it's kinda resource intensive so some times during player teleporting it lags behind making the player phase down into the void, so im trying to implement some kind of pregeneration to force the game loading a small set of chunks in the are the player will teleport to. Some of the things i've tried like using ServerLevel and ServerChunkCache methods like getChunk() dont actually trigger chunk generation if the chunk isn't already on persistent storage (already generated) or placing tickets, but that doesn't work either. Ideally i should be able to check when the task has ended too. I've peeked around some pregen engines, but they're too complex for my current understanding of the system of which I have just a basic understanding (how ServerLevel ,ServerChunkCache  and ChunkMap work) of. Any tips or other classes I should be looking into to understand how to do this correctly?
    • https://mclo.gs/4UC49Ao
    • 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 
  • Topics

×
×
  • Create New...

Important Information

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