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[1.12.2] @SubscribeEvent seems to be not working as it in 1.7.10 did


nocot

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Hello,

I've just finally started to update my mod for 1.12.2 and I found my first problem. In 1.7.10 to make an event, I had to register event class (still not sure if it was completly nessesary)

@EventHandler
public static void Init(FMLInitializationEvent event)
{
  MinecraftForge.EVENT_BUS.register(test.class);
}

And subscribe an event in my class

public class test {
	@SubscribeEvent
	 public void onPlayerTick(PlayerTickEvent evt) {
        System.out.println("OK");
    }
}

And it used to work - at this example, printed "OK" to a console every tick. But when it comes to 1.12.2, for unknown for me reason, it is not possible anymore. It just shows nothing. Is there a simple solution for it? My actual goal is currently to print "OK" every tick.

 

Woops, my bad. Changed a title.

Edited by nocot
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11 hours ago, nocot said:

Oh right, I made a mistake. It got to work now, thank you.

no static if you use subscribe event the new option has to be static but, the old has to be object oriented(no static). Also if you use the old you have to create an object from it not registering the class

Edited by jredfox
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6 hours ago, jredfox said:

no static if you use subscribe event the new option has to be static but, the old has to be object oriented(no static). Also if you use the old you have to create an object from it not registering the class

Uuhhh.... what?

Look, you probably have the best intentions, but please, work on your sentences. Their impossible to decipher.

  • Thanks 1

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

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1 hour ago, larsgerrits said:

Uuhhh.... what?

Look, you probably have the best intentions, but please, work on your sentences. Their impossible to decipher.

you register you said class rather then an object. Take a look here at my code:

MinecraftForge.EVENT_BUS.register(new com.EvilNotch.lanessentials.events.EventHandler());

In that class we created a new object so we must keep the @SubsribeEvent methods object methods meaning no static in the method name.

 

To learn more about java objects methods either use youtube or take a class on computer science. This has nothing to do with forge. Basically static can be called from everywhere and object methods are used object.method() style. The benefit being that you can use the objects own variables in said method to do the said function of that method.
 

@SubscribeEvent
public void skinNo(PlayerLoggedOutEvent e)
{
   	System.out.println("event player logout fired"); 
}


if you do it the new way the methods need to be static and I am unsure if you register it with an object or class.

Edited by jredfox
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22 minutes ago, jredfox said:

if you do it the new way the methods need to be static and I am unsure if you register it with an object or class.

Read the docs before saying anything, please.

nocot is clearly trying to go the static eventhandler route and you are saying this method is wrong despite admitting not having done your research.

 

Edit: Thread locked because OP has stated that their issue has been solved.

Edited by DaemonUmbra
Softened my response
  • Like 1

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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