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Impossible to override vanilla item / block #370
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You can pass the modid "minecraft" in as additional argument in GameRegistry.registerBlock. Read the javadoc! |
With this GameRegistry.registerItem(brewingStand, "brewing_stand", "minecraft"); the output says "Adding duplicate key 'BrewingAPI:brewing_stand' to registry". The brewing stand doesnt change at all (I override almost everything, TileEntity, Container, GUI, placer item). |
Also, calling FMLControlledNamespacedRegistry.add without passing the modId from GameRegistry.registerItem(item, name, modId) still uses the current mod id. |
I think you'll have to remove the old entry; not sure about the new system |
There's no way to remove an entry from the ID map, at least no "hacky" way. |
Using "minecraft" should work. |
Reflection? |
OK. This isn't going to work at the minute. I thought item replacement would work, but it doesn't. I need special code because you want to preserve/detect your custom replacements in save games - the system doesn't support that behaviour at present. I'll see what I can do over the next couple of days. Don't try and reflective hack it - you'll just make a nicely broken save for anyone using the hackery. |
Just out of interest, what are you trying to do? Replace a brewing stand with an alternative block implementation? or what? |
I consider Reflection as a "hacky" way. brewingStand2Item = new ItemBrewingStand2(); // extends ItemReed; adds a line to the tooltip for testing public static void overrideItem(Item item, String name) Since it doesnt add a line to the tooltip and I am 100% the code for that is correct, I can assume that registerItem doesnt work. And yes, alternate implementation to store potion data completely in NBT tags. EDIT: Just read your comment |
I think the right solution here is aliasing. Allow registering an alias for one thing to another. I had toyed with it before but I wasnt sure I needed it. This proves it is probably needed. That way, your stand is your code, and its in your mod namespace, and you alias the minecraft one to your code.. It also helps with existing world problems.. |
Well, the FMLControlledNamespacedRegistry extends RegistrySimple, which uses a Map to store it's data. And when adding a key-value pair to a map where the key already exists, it would simply override the value. So you could simply put(name, block) again on the <String,Block> map and put(block, id) on the int map |
Yes, but that means the change becomes invisible to the idtracker side, which isn't what I want at all.. |
Has there been any progress on this? I see the issue is still open, and the I would like to replace vanilla blocks with replacement blocks in a recommended way, such that they still work for custom recipes from other mods dependent on the vanilla block. The solution suggested here is not yet implemented, or at least doesn't seem to be. The documentation recommends reflection (or failing that, Access Transformers); I would rather use a simpler approach such as aliasing, though. |
This seems to be mostly working in forge-1.7.10-10.13.1.1210-new |
Interesting.. I wonder why. |
Is it possible that you are registering it too late? As far as I know, you have to do it in the |
Well, the substitute shouldn't be normally registered, for identity reasons. It probably needs the register code to change slightly to scan the substitutions.. |
Also, you can take a look at how I do it without the alias system in my Clashsoft Lib: |
addSubstitutionAlias is being used in preInit after I register my other blocks. |
As for the "normal" way to do it with aliases, I have two questions:
|
@Clashsoft your replacement crap is by definition less safe than the CORRECT way to do it. The registry will be locked down to this, once I have sufficient testing done, so BE WARNED.. |
I know this is not the 100% correct way to do it, that's probably why these methods change in almost every update. |
NO. not at all. Blocks and Items are both handled by FML automatically. If you register a substitution for anything that's in that class, your alternative will be present there, WHEN THE SERVER IS RUNNING. |
So, how do I actually register an alias now? |
You need to use the "new" branch of forge |
I tried to override the default bow, but they dissappear just from the game. So I cannot give them anymore or see them in creative. |
Code Only. |
Using this method: GameRegistry.addSubstitutionAlias(String, Type, Item); I have currently replaced the entries in the registry and fields in the Items class to make it working. But this method removes the items from the game. You can find my code here. |
So we can conclude that the Alias System works syntactically, but not semantically. Here is a list of things that should be improved.
if (getPersistentSubstitutions().containsKey(nameToReplace) || getPersistentSubstitutions().containsValue(toReplace))
{
FMLLog.severe("The substitution of %s has already occured. You cannot duplicate substitutions", nameToReplace);
throw new ExistingSubstitutionException(nameToReplace, toReplace);
}
I replacement = superType.cast(toReplace);
I original = getRaw(nameToReplace);
if (original == null)
{
throw new NullPointerException("The replacement target is not present. This won't work");
}
if (!original.getClass().isAssignableFrom(replacement.getClass()))
{
FMLLog.severe("The substitute %s for %s (type %s) is type incompatible. This won't work", replacement.getClass().getName(), nameToReplace, original.getClass().getName());
throw new IncompatibleSubstitutionException(nameToReplace, replacement, original);
}
int existingId = getId(replacement);
if (existingId != -1)
{
FMLLog.severe("The substitute %s for %s is registered into the game independently. This won't work", replacement.getClass().getName(), nameToReplace);
throw new IllegalArgumentException("The object substitution is already registered. This won't work");
}
getPersistentSubstitutions().put(nameToReplace, replacement); |
I know this hasn't been looked at in a while, but I would like to add that as of 1.8 substituting fire is now impossible with the system as-is. The issue is that in order to substitute a Block properly, the corresponding Item needs to be overridden as well. As of 1.8 minecraft:fire no longer has an associated Item to override, rendering the alias impossible to complete. Only substituting the fire block alone causes fire to not spawn properly. Please see https://github.com/donington/finitefire/releases/tag/1.8-1.0 for the code I used to come to this conclusion. |
Currently, addSubstitutionAlias doesn't seem to be completely working even for basic blocks. I'm using this code, and the block can't be placed in the world because the block state to id mapping still has the original block in it. From my debugging I believe that the problem is that GameData.injectSnapshot is not taking the substitution aliases into account, but I don't know enough of the registries to be sure. |
is FMLControlledNamespacedRegistry what's responsible for block and item ids now? |
ID Collisions should not happen, For basic debugging use the forums and post logs. Do not hijack github issues that have NOTHING to do with your issue. |
not trying to hijack anything, just scowering the internet to find a solution to a problem, and asking simple questions. But which is now resolved. Got some quality help from a stranger who was both knowledgable and gracious, and it's all fixed now. I'm going to go slaughter some endermen. peace. |
With the current FMLControlledNamespacedRegistry, it is impossible to override a vanilla item or block since it automatically adds the mod id to the mapping name.
The swap method is not accessible because it has a default modifier, and calling it via Reflection crashes because the transactionalAvailabilityMap is null.
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