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Events
An event is a special object that is fired on an event bus to inform registered listeners about some type of action or state. This is the primary way by which Forge allows mods to hook into vanilla and game behavior; Forge has an array of different events which are fired when different actions happen within the game, and mods may act upon receiving these events.
Cancellable Events
An event may be marked as cancellable, which allows event listeners to cancel the event.
A cancellable event may be cancelled by using Event#setCanceled(true)
. Attempting to call this method on a non-cancellable event will result in a UnsupportedOperationException
. A cancelled event behaves similarly to a regular noncancelled event, with one main difference: an event listener will not receieve cancelled events unless they are explicitly registered to listen for cancelled events.
To mark an event as cancellable, the event class should be annotated with @Cancelable
. This will automatically make Event#isCancelable()
return true
. Modders may check if an event has a result through the presence of the annotation or by calling the given method.
Events with Results
An event may have a result, which is an enum of Event.Result
.
The Event.Result
enum has three values: ALLOW
, DEFAULT
, and DENY
. The meaning of these result values is entirely dependent on the event itself.
An event's current result can be retrieved through Event#getResult()
. The result on an event can be set through Event#setResult(Event.Result)
. You can set the result for an event which is not marked as having a result, however this will cause nothing to happen if the event does not use the result value.
To mark an event as having a result, the event class should be annotated with @Event.HasResult
. This will automatically make Event#hasResult
return true
. Modders may check if an event has a result through the presence of the annotation or by calling the given method.
Forge uses an event bus that allows mods to intercept events from various vanilla and mod behaviors.
Example: An event can be used to perform an action when a Vanilla stick is right clicked.
The main event bus used for most events is located at MinecraftForge.EVENT_BUS
. There is another event bus for mod specific events located at FMLJavaModLoadingContext.get().getModEventBus()
that you should only use in specific cases, more information about this bus can be found below.
Every event is fired on one of these busses, most events are fired on the main event bus but some are fired on the mod specific events bus.
Sub Events
Many events have different variations of themselves, these can be different but all based around one common factor (e.g. PlayerEvent
) or can be an event that has multiple phases (e.g. PotionBrewEvent
). Take note that if you listen to the parent event class, you will receive calls to your method for all subclasses.
Registering Event Handlers
Annotated Event Handlers
public class MyForgeEventHandler { @SubscribeEvent public void pickupItem(EntityItemPickupEvent event) { System.out.println("Item picked up!"); } }
This event handler listens for the EntityItemPickupEvent
, which is, as the name states, posted to the event bus whenever an Entity
picks up an item.
To register this event handler, use MinecraftForge.EVENT_BUS.register(<instance>)
and pass it an instance of your event handler class. If you want to register this handler to the mod specific event bus you should use FMLJavaModLoadingContext.get().getModEventBus().register(<instance>)
instead.
Static Event Handlers
An event handler may also be static. The handling method is still annotated with @SubscribeEvent
with the only difference from an instance handler is that it is also marked static. In order to register a static event handler, an instance of the class won’t do, the Class itself has to be passed in. An example:
public class MyStaticForgeEventHandler { @SubscribeEvent public static void arrowNocked(ArrowNockEvent event) { System.out.println("Arrow nocked!"); } }
which must be registered MinecraftForge.EVENT_BUS.register(MyStaticForgeEventHandler.class)
.
Using @Mod.EventBusSubscriber
A class may be annotated with the @Mod.EventBusSubscriber
annotation. Such a class is automatically registered to MinecraftForge.EVENT_BUS
when the @Mod
class itself is constructed. This is essentially equivalent to adding MinecraftForge.EVENT_BUS.register(AnnotatedClass.class);
at the end of the @Mod
class's constructor.
The mod ID must be specified unless your class is already annotated with an @Mod
annotation. You can pass the bus you want to listen to to the @Mod.EventBusSubscriber
annotation. You can also specify the Dist
s to load this event subscriber on. This can be used to not load client specific event subscribers on the dedicated server.
An example for a static event listener listening to RenderWorldLastEvent
which will only be called on the physical client:
@Mod.EventBusSubscriber(modid = "examplemod", dist = Dist.CLIENT) public class MyStaticClientOnlyEventHandler { @SubscribeEvent public static void drawLast(RenderWorldLastEvent event) { System.out.println("Drawing!"); } }
Important
Non-Annotated Event Handlers
Event handlers do not need to be annotated if they are directly referred to using IEventBus::addListener
or IEventBus::addGenericListener
for generic events.
@Mod("examplemod") public class MyMainModClass { public MyMainModClass() { FMLJavaModLoadingContext.get().getModEventBus().addGenericListener(Entity.class, this::entityCap); } private void entityCap(AttachCapabilitiesEvent<Entity> event) { System.out.println("Capability attached!"); } }
Important
AttachCapabilitiesEvent<LivingEntity>
, the event will never be called as no call of this event uses LivingEntity
, only Entity
.Canceling
If an event can be canceled, it will be marked with the @Cancelable
annotation, and the method Event#isCancelable()
will return true
. The cancel state of a cancelable event may be modified by calling Event#setCanceled(boolean canceled)
, wherein passing the boolean value true
is interpreted as canceling the event, and passing the boolean value false
is interpreted as “un-canceling” the event.
Important
UnsupportedOperationException
being thrown, which is expected to result in the game crashing. Always check that an event can be canceled using Event#isCancelable()
before attempting to cancel it.Results
Some events have an Event.Result
as denoted by @HasResult
. A result can be one of three things: DENY
which stops the event, DEFAULT
which uses the Vanilla behavior, and ALLOW
which forces the action to take place, regardless of if it would have originally. The result of an event can be set by calling setResult
with an Event.Result on the event.
Information
Priority
Event handler methods have a priority. You can set the priority
of an event handler method by setting the priority value of the annotation or the listener. The priority can be any value of the EventPriority
enum (HIGHEST
, HIGH
, NORMAL
, LOW
, and LOWEST
). Event handlers with priority HIGHEST
are executed first and from there in descending order until LOWEST
events which are executed last.
Mod Event Bus
The mod event bus is primarily used for listening to lifecycle events in which mods should initialize. Many of these events are also ran in parallel so mods can be initialized at the same time. This does mean you cannot directly execute code from other mods in these events. Use the InterModComms
system for that.
These are the four most commonly used lifecycle events that are called during mod initialization on the mod event bus:
FMLCommonSetupEvent
FMLClientSetupEvent
&FMLDedicatedServerSetupEvent
(These events are only called on their respective physical side.)InterModEnqueueEvent
InterModProcessEvent
These four lifecycle events are all ran in parallel. If you want to run code on the main thread during these events you can use the enqueueWork
methods within the events to do so.
Next to the lifecycle events there are a few miscellaneous events that are fired on the mod eventbus where you can register, set up, or initialize various things. Most of these events are not ran in parallel in contrast to the lifecycle events:
ColorHandlerEvent
ModelBakeEvent
TextureStitchEvent
RegistryEvent
A good rule of thumb: events are fired on the mod eventbus when they should be handled during initialization of a mod.