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Showing content with the highest reputation on 06/13/19 in all areas

  1. As anyone who's started porting to 1.14.2 is probably aware by now, container and GUI creation has changed... quite a bit. To summarise what I've gathered so far: Containers (more accurately: container types) are now registry objects and must be registered in a RegistryEvent.Register<ContainerType<?>> event handler. Container objects themselves must provide a constructor of the form MyContainer(int windowId, PlayerInventory inv, PacketBuffer extraData). This will be used to instantiate the client-side container. Your container's constructor must call the super Container constructor with your registered container type and the windowId parameter (this int parameter is not used in any other way - just pass it along to the superclass constructor and forget about it) You can use the extraData parameter to pass... extra data! to your container. This PacketBuffer parameter is built server-side when you call NetworkHooks.openGui(); see below. Typically, your container will have (at least) two constructors; the factory constructor described above which is used for client-side construction, and a constructor taking whatever parameters you need to pass to set up your server-side container object. Container-based GUI's are now associated with a container type with the ScreenManager.registerFactory() method, which takes a registered ContainerType and a ScreenManager.IFactory to construct your GUI object. Call that in your client-side init code. ExtensionPoint.GUIFACTORY is gone, no longer needed, as is the old IGuiHandler system. ScreenManager does all that work now. While there must be a one-to-one mapping from ContainerType to each GUI, also remember that you can happily re-use the same container class for multiple container types if you need to; just pass the container type as a parameter to your constructor and up along to the Container constructor. All container-based GUI's must provide a constructor taking(T, PlayerInventory, ITextComponent), where the generic T is the type of your container object. Container-based GUI objects are now generified (is that a word?) on the container's class, e.g. public class MyGui extends ContainerScreen<MyContainer> IInteractionObject is gone; instead your tile entity should implement INamedContainerProvider: the createMenu() method is where you create and return your server-side container object. (I believe getDisplayName() is only used to initialize the title field of your GUI object). To open a container-based GUI on the tile entity (server-side), call NetworkHooks.OpenGui(player, myTileEntity, pos) or player.openContainer(myTileEntity) That would typically be called from Block#onBlockActivated() If you want to create a container-based GUI for an item, create a class implementing INamedContainerProvider (a static inner class of the item makes sense, or perhaps an anonymous implementation), implementing createMenu() and getDisplayName() to create and return the container object as above. That would typically be called as something like NetworkHooks.OpenGui(player, new MyItemContainerProvider(stack), pos) or player.openContainer(new MyItemContainerProvider(stack)) from Item#onItemRightClick() or Item#onItemUse() player.openContainer() can be used if you have no need to pass any extra data to the client, e.g. your GUI is just displaying container slots, like a chest. But if your client GUI needs access to the client-side tile entity, use NetworkHooks.openGui() and pass at least the tile entity's blockpos so the client container can get the GUI object. Syncing any necessary TE data to the client-side TE needs to be done separately by whatever means you choose. Note that NetworkHooks.openGui() has a couple of variants to allow extra data to be passed to the client-side container object: a simple pos argument if you just need to pass the blockpos of your TE, or a more flexible Consumer<PacketBuffer> if you have more complex data to pass to the client. The simple pos variant just calls the full-blooded Consumer<PacketBuffer> variant in any case. It's this packet buffer that is received by the client-side container constructor.
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  2. https://minecraft.curseforge.com/mc-mods Keep in mind that most of the forge mods are currently 1.12.2, as there is no RB for higher versions yet, and I imagine mod authors are waiting for things to settle down before investing in the new versions. Be careful where you download mods from as well, I would only download from curseforge or a developers actual website/github.
    1 point
  3. No. Fabric uses Mixins to inject hooks into MC while Forge uses bin patches that are applied at install time. Fabric also encourages its mods to use a Mixin based approach, while Forge uses its own hooks and encourages mods to use the event system. Potentially, however MCP is deeply ingrained into Forge, Forge’s patches and Forges toolchain, so transitioning from MCP to Yarn would be difficult.
    1 point
  4. Download a git client (GitHub desktop will do) and make a new repository at the folder about your src folder (the one with build.gradle and .gitignore in it), commit the files and then push the repository to GitHub.
    1 point
  5. Delete the config file of CodeChicken and try again.
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  6. Here it is: https://fabricmc.net/ Wouldn't it make sense to build forge on top of fabric? Or, at the very least, use fabric's yarn?
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