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nbt examples


blinky000

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my first problem is onItemUse  seems to fire twice , maybe click, and release click? 

	public ActionResultType onItemUse(ItemUseContext context) {
		   World world = context.getWorld();
		   Direction facing = context.getFace().getOpposite();
		   BlockPos newPos = context.getPos();
		   BlockPos pos = newPos;
		   
		   
		   // first use
		   ItemStack iStack = context.getItem();
		   CompoundNBT nbtTagCompound = iStack.getTag();
		   if (nbtTagCompound == null) {
			   nbtTagCompound = new CompoundNBT();
		       iStack.setTag(nbtTagCompound);

		       nbtTagCompound.putBoolean("first", true);
		       nbtTagCompound.putInt("x", pos.getX());
		       nbtTagCompound.putInt("y", pos.getY());
		       nbtTagCompound.putInt("z", pos.getZ());
		       nbtTagCompound.putInt("face", facing.getHorizontalIndex());
		       return ActionResultType.SUCCESS;
		  	}

		   // second use
		   pos = new BlockPos(nbtTagCompound.getInt("x"), nbtTagCompound.getInt("y"), nbtTagCompound.getInt("z") );

 

 

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If i understand correctly , the tag data is saved in the game data.  How to i make sure at the start of a new game the tag is nulled out  or deleted?

or  after i finish using the item?

 

Edited by blinky000
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That makes no sense. Why would you want to clear the data just because the player logged out and logged back in again?

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.

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53 minutes ago, blinky000 said:

bad phrasing ,  when i reload the world, the data from the tag is still there from the last session.  Is the a way when a new session is started to have the tag deleted

you could simply not store the data in the first place? then there will be no data when the world loads

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im having an issue  , where the sequence of things is out of order.  where im expecting the first click, it's on the 2nd.  Maybe on need better logic.  just thinking if i new on reload make it easier to know im in the correct order

 

d.

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Sorry, I'm telepathetic, not telepathic. You're going to explain this to your local rubber duck.

  • Haha 1

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.

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57 minutes ago, blinky000 said:

Its at the top of the post

this is the top of the post:

On 4/15/2021 at 10:01 PM, blinky000 said:

anybody know of some good nbt examples for 1.16

please be clearer

also, if your issue with "nbt examples" has been solved, and now you're facing a different issue, you should make new thread

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this post has gone strange.

you sent me to https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe12_item_nbt_animate

I have been working off of that.

 

what i want to do is:  item first click save position && facing  , send click get the new position ,  execute code using those positions.

I'm starting over from the top trying to understand TheGreyGhost code.

 

Ty for you patience.

 

 

 

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54 minutes ago, blinky000 said:

this post has gone strange.

you sent me to https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe12_item_nbt_animate

I have been working off of that.

what i want to do is:  item first click save position && facing  , send click get the new position ,  execute code using those positions.

I'm starting over from the top trying to understand TheGreyGhost code.

Ty for you patience

I think I understand now what you're trying to do, but correct me if I'm mistaken:

you want to store a position in a nbt on an ItemStack when that Item is used, andafterwards, use of the stored values?

you could store a boolean that holds the "state" of the nbt in it, in one state you would store a position, and in the other you would execute something now that you have a position.

I don't know what you can do to clear the nbt when the world is reloaded however, as that's not a common behaviour to expect

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thats pretty much it.  the problem i was running into,  if the sequence is broken (game crash, switching to a new item or block, re-logging in) that the next use would start over  to the first state.

TheGreyGhost code, after the gem was used it was destroyed , so no issues about starting over

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On 4/19/2021 at 9:51 PM, blinky000 said:

thats pretty much it.  the problem i was running into,  if the sequence is broken (game crash, switching to a new item or block, re-logging in) that the next use would start over  to the first state.

TheGreyGhost code, after the gem was used it was destroyed , so no issues about starting over

perhaps the method you're going after is all wrong...  like thinking a mechanically aligned & operated laser is the right tool for the job when a pair of scissors is better adjusted for opening your packages.

I'm not the sharpest of a bunch.... but it sounds like you're after some world edit functionality, or extending the native commands in minecraft.

perhaps rethinking what you're really doing with the tool, and exactly how ya using it might help you a bit.

 

I'm sorta confused myself...  if it's a wand tool that works as world edit.. and if it's purpose is to select two points & you call a command to be ran...   Why don't you just store/modify the tooltip with a string of numbers? 

--  eh, far as I can know I would consider rethinking how an item is used,  and limiting it to one item only (that otherwise isn't used for clicking on things.

You know that you can separate the 'clicks' right?
- a click, can 'delete' the prior data & store a new set of cords,
- a 'Shift' click, could get 2nd cords, do it's thing... and delete the data as well. >.>

On 4/19/2021 at 9:51 PM, blinky000 said:

thats pretty much it.  the problem i was running into,  if the sequence is broken (game crash, switching to a new item or block, re-logging in) that the next use would start over  to the first state.

TheGreyGhost code, after the gem was used it was destroyed , so no issues about starting over

if that's the thing,  maybe consider setting up clear conditions 'after' it has done it's thing, & on each 'first' click before it stores new info.

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    Identifier: Intel64 Family 6 Model 61 Stepping 4     Microarchitecture: Broadwell (Client)     Frequency (GHz): 2,00     Number of physical packages: 1     Number of physical CPUs: 2     Number of logical CPUs: 4     Graphics card #0 name: Intel(R) HD Graphics 5500     Graphics card #0 vendor: Intel Corporation (0x8086)     Graphics card #0 VRAM (MB): 1024,00     Graphics card #0 deviceId: 0x1616     Graphics card #0 versionInfo: DriverVersion=20.19.15.4835     Memory slot #0 capacity (MB): 4096,00     Memory slot #0 clockSpeed (GHz): 1,60     Memory slot #0 type: DDR3     Virtual memory max (MB): 13513,16     Virtual memory used (MB): 10482,60     Swap memory total (MB): 9506,55     Swap memory used (MB): 1887,78     JVM Flags: 8 total; -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=16M -Xmx2003m -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump     Launched Version: 1.18.2-forge-40.2.4     Backend library: LWJGL version 3.2.2 SNAPSHOT     Backend API: Intel(R) HD Graphics 5500 GL version 3.2.0 - Build 20.19.15.4835, Intel     Window size: 854x480     GL Caps: Using framebuffer using OpenGL 3.2     GL debug messages:      Using VBOs: Yes     Is Modded: Definitely; Client brand changed to 'forge'     Type: Client (map_client.txt)     Graphics mode: fancy     Resource Packs:      Current Language: English (US)     CPU: 4x Intel(R) Core(TM) i3-5005U CPU @ 2.00GHz     ModLauncher: 9.1.3+9.1.3+main.9b69c82a     ModLauncher launch target: forgeclient     ModLauncher naming: srg     ModLauncher services:           mixin PLUGINSERVICE           eventbus PLUGINSERVICE           slf4jfixer PLUGINSERVICE           object_holder_definalize PLUGINSERVICE           runtime_enum_extender PLUGINSERVICE           capability_token_subclass PLUGINSERVICE           accesstransformer PLUGINSERVICE           runtimedistcleaner PLUGINSERVICE           mixin TRANSFORMATIONSERVICE           fml TRANSFORMATIONSERVICE      FML Language Providers:          minecraft@1.0         lowcodefml@null         javafml@null     Mod List:          client-1.18.2-20220404.173914-srg.jar             |Minecraft                     |minecraft                     |1.18.2              |COMMON_SET|Manifest: a1:d4:5e:04:4f:d3:d6:e0:7b:37:97:cf:77:b0:de:ad:4a:47:ce:8c:96:49:5f:0a:cf:8c:ae:b2:6d:4b:8a:3f         player-animation-lib-forge-1.0.21.18.jar          |Player Animator               |playeranimator                |1.0.2+1.18          |COMMON_SET|Manifest: NOSIGNATURE         CreativeCore_FORGE_v2.6.16_mc1.18.2 (1).jar       |CreativeCore                  |creativecore                  |0.0NONE             |COMMON_SET|Manifest: NOSIGNATURE         jei-1.18.2-9.7.1.255.jar                          |Just Enough Items             |jei                           |9.7.1.255           |COMMON_SET|Manifest: NOSIGNATURE         born_in_chaos_Forge1.18.2_1.13.jar                |Born in Chaos                 |born_in_chaos_v1              |1.0.0               |COMMON_SET|Manifest: NOSIGNATURE         FancyVideo-API-forge-2.2.0.0.jar                  |FancyVideo API                |fancyvideo_api                |2.2.0.0             |COMMON_SET|Manifest: NOSIGNATURE         sophisticatedcore-1.18.2-0.5.68.310_1.jar         |Sophisticated Core            |sophisticatedcore             |1.18.2-0.5.68.310   |COMMON_SET|Manifest: NOSIGNATURE         curios-forge-1.18.2-5.0.9.0.jar                   |Curios API                    |curios                        |1.18.2-5.0.9.0      |COMMON_SET|Manifest: NOSIGNATURE         flywheel-forge-1.18.2-0.6.8.a-99.jar              |Flywheel                      |flywheel                      |0.6.8.a-99          |COMMON_SET|Manifest: NOSIGNATURE         create-1.18.2-0.5.1.b.jar                         |Create                        |create                        |0.5.1.b             |COMMON_SET|Manifest: NOSIGNATURE         waystones-forge-1.18.2-10.2.1.jar                 |Waystones                     |waystones                     |10.2.1              |COMMON_SET|Manifest: NOSIGNATURE         collective-1.18.2-6.55.jar                        |Collective                    |collective                    |6.55                |COMMON_SET|Manifest: NOSIGNATURE         WeaponThrow-1.18.2-5.7.jar                        |Weapon Throw                  |weaponthrow                   |1.18.2-5.7          |COMMON_SET|Manifest: NOSIGNATURE         CTM-1.18.2-1.1.55.jar                             |ConnectedTexturesMod          |ctm                           |1.18.2-1.1.5+5      |COMMON_SET|Manifest: NOSIGNATURE         modernlife-1.18.2-1.54.jar                        |Modern Life                   |modernlife                    |1.18.2-1.54         |COMMON_SET|Manifest: NOSIGNATURE         1.18.2SecurityCraftv1.9.6.1.jar                   |SecurityCraft                 |securitycraft                 |1.9.6.1             |COMMON_SET|Manifest: NOSIGNATURE         artifacts-1.18.2-4.2.1.jar                        |Artifacts                     |artifacts                     |1.18.2-4.2.1        |COMMON_SET|Manifest: NOSIGNATURE         CustomPlayerModels-1.18-0.6.8a.jar                |Customizable Player Models    |cpm                           |0.6.8a              |COMMON_SET|Manifest: NOSIGNATURE         elevatorid-1.18.2-1.8.4.jar                       |Elevator Mod                  |elevatorid                    |1.18.2-1.8.4        |COMMON_SET|Manifest: NOSIGNATURE         sophisticatedbackpacks-1.18.2-3.18.52.846_1.jar   |Sophisticated Backpacks       |sophisticatedbackpacks        |1.18.2-3.18.52.846  |COMMON_SET|Manifest: NOSIGNATURE         MoreVanillaArmor-1.18.2-3.1.2_1.jar               |MoreVanillaArmor              |morevanillaarmor              |1.18.2-3.1.2        |COMMON_SET|Manifest: NOSIGNATURE         architectury-4.11.93-forge.jar                    |Architectury                  |architectury                  |4.11.93             |COMMON_SET|Manifest: NOSIGNATURE         ftb-library-forge-1802.3.11-build.177.jar         |FTB Library                   |ftblibrary                    |1802.3.11-build.177 |COMMON_SET|Manifest: NOSIGNATURE         item-filters-forge-1802.2.8-build.50.jar          |Item Filters                  |itemfilters                   |1802.2.8-build.50   |COMMON_SET|Manifest: NOSIGNATURE         balm-3.2.6.jar                                    |Balm                          |balm                          |3.2.6               |COMMON_SET|Manifest: NOSIGNATURE         immersive_armors-1.5.51.18.2-forge.jar            |Immersive Armors              |immersive_armors              |1.5.5+1.18.2        |COMMON_SET|Manifest: NOSIGNATURE         VideoPlayer-1.0-RELEASE-1.18.2.jar                |VideoPlayer                   |videoplayer                   |1.0                 |COMMON_SET|Manifest: NOSIGNATURE         ftb-teams-forge-1802.2.10-build.96.jar            |FTB Teams                     |ftbteams                      |1802.2.10-build.96  |COMMON_SET|Manifest: NOSIGNATURE         ftb-quests-forge-1802.3.14-build.191.jar          |FTB Quests                    |ftbquests                     |1802.3.14-build.191 |COMMON_SET|Manifest: NOSIGNATURE         cloth-config-6.4.90-forge.jar                     |Cloth Config v4 API           |cloth_config                  |6.4.90              |COMMON_SET|Manifest: NOSIGNATURE         voicechat-forge-1.18.2-2.4.8.jar                  |Simple Voice Chat             |voicechat                     |1.18.2-2.4.8        |COMMON_SET|Manifest: NOSIGNATURE         bettercombat-forge-1.6.21.18.2.jar                |Better Combat                 |bettercombat                  |1.6.2+1.18.2        |COMMON_SET|Manifest: NOSIGNATURE         soundphysics-forge-1.18.2-1.0.6.jar               |Sound Physics Remastered      |sound_physics_remastered      |1.18.2-1.0.6        |COMMON_SET|Manifest: NOSIGNATURE         forge-1.18.2-40.2.4-universal.jar                 |Forge                         |forge                         |40.2.4              |COMMON_SET|Manifest: 84:ce:76:e8:45:35:e4:0e:63:86:df:47:59:80:0f:67:6c:c1:5f:6e:5f:4d:b3:54:47:1a:9f:7f:ed:5e:f2:90         appleskin-forge-mc1.18.2-2.4.1.jar                |AppleSkin                     |appleskin                     |2.4.1+mc1.18.2      |COMMON_SET|Manifest: NOSIGNATURE         infinitetrading-1.18.2-4.0.jar                    |Infinite Trading              |infinitetrading               |4.0                 |COMMON_SET|Manifest: NOSIGNATURE         RPG_style_more_weapons_4.6.2RF.jar                |RPG_style_More_Weapons        |rpgsmw                        |4.6.2               |COMMON_SET|Manifest: NOSIGNATURE         expandability-6.0.0.jar                           |ExpandAbility                 |expandability                 |6.0.0               |COMMON_SET|Manifest: NOSIGNATURE         CosmeticArmorReworked-1.18.2-v2a.jar              |CosmeticArmorReworked         |cosmeticarmorreworked         |1.18.2-v2a          |COMMON_SET|Manifest: 5e:ed:25:99:e4:44:14:c0:dd:89:c1:a9:4c:10:b5:0d:e4:b1:52:50:45:82:13:d8:d0:32:89:67:56:57:01:53         WATERFrAMES-1.18.2-1.2.0c.jar                     |WATERFrAMES                   |waterframes                   |1.18.2-1.2.0c       |COMMON_SET|Manifest: NOSIGNATURE         PlayerRevive_FORGE_v2.0.13_mc1.18.2.jar           |PlayerRevive                  |playerrevive                  |2.0.13              |COMMON_SET|Manifest: NOSIGNATURE         geckolib-forge-1.18-3.0.57.jar                    |GeckoLib                      |geckolib3                     |3.0.57              |COMMON_SET|Manifest: NOSIGNATURE         emotecraft-for-MC1.18.2-2.2.5-forge.jar           |Emotecraft                    |emotecraft                    |2.2.5               |COMMON_SET|Manifest: NOSIGNATURE         UndeadUnleashed-1.0.3b-1.18.2.jar                 |Undead Unleashed              |undead_unleashed              |1.0.3               |COMMON_SET|Manifest: NOSIGNATURE         enemyexpansion1.13requiresgeckolib.jar            |Enemy Expansion               |enemyexpansion                |1.12.1              |COMMON_SET|Manifest: NOSIGNATURE         corpse-1.18.2-1.0.1.jar                           |Corpse                        |corpse                        |1.18.2-1.0.1        |COMMON_SET|Manifest: NOSIGNATURE         chipped-forge-1.18.2-2.0.1.jar                    |Chipped                       |chipped                       |2.0.1               |COMMON_SET|Manifest: NOSIGNATURE     Flywheel Backend: Uninitialized     Crash Report UUID: 4f21a8e0-8d7b-4225-93a9-f3f3501d162c     FML: 40.2     Forge: net.minecraftforge:40.2.4
    • I'm new to modding, but I've been able to figure out a lot of stuff alone, using the Forge forums, documentation, open-source mods, tutorials. So far so good. But I've now run into an issue that I can't seem to find a solution for on my own. Hoping someone who understands the minecraft worldgen to pitch in.   I've been able to extend Overworld depth (using data packs) by providing a data folder within my mod. Namely, I've had to provide a minecraft/dimension_type/overworld.json and a minecraft/noise_settings/overworld.json, only changing the logical_height, min_y, height fields.   The issue is, a lot of the logic in my mod relies on the world depth, which I would like to be configurable by the mod user. I could have the config affect only my mod logic and leave it to the user to also provide their own datapack, but that's 2 steps. If it was possible to just have 1 step (i.e. config only or datapack only), I would want to implement that. So I would have to find a way where the datapack's fields get their values from config (doesn't seem possible) or I would have to do this in code.   I looked into net.minecraft.world.level.levelgen.NoiseSettings and tried to shadow overworldNoiseSettings and looked into net.minecraft.world.level.dimension.DimensionType and tried to shadow DEFAULT_OVERWORLD. The shadow implementation is simply a copy-paste of the original, save for changing the -64 and 384 values to be fetched from config. This did not work; the world still ends at -64. I know the shadowing works though, because inputting an invalid height in the config causes the game to crash with the invalid height message. It's just that when the world loads under a valid height, it doesn't go beyond -64. I then did a long search and found net.minecraft.world.level.dimension.DimensionDefaults and tried to shadow the OVERWORLD variables. This did not work either; same problem. I looked into so many other classes related to world gen, but they all seemed to directly or indirectly fetch their value from NoiseSettings; so I figured I shouldn't mess with those. I was suspicious of Y_SIZE, MAX_Y, MIN_Y in DimensionType, but when I tried to shadow those, the game crashed at the world creation screen (as soon as you click Singleplayer) with the error saying something about an unbound registry key. If you would like the error log, please let me know. I didn't provide it because I feel like those variables aren't meant to be shadowed.   I feel like I'm doing this very wrong. It's like there is some variable I need to shadow somewhere; but I have very little knowledge of any of this game's code, let alone world gen. Hoping someone with more knowledge could point me somewhere. Is what I'm looking for even possible?   UNRELATED (but might be of help for someone searching the forums in the future): If you run into the MC-237017 issue, where lava aquifers would fill the deeper parts of the world, you can fix it using a mixin to shadow globalFluidPicker of NoiseBasedChunkGenerator.
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