
Everything posted by Cadiboo
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(1.12.2) Minecraft Crashing: java.lang.NullPointerException: Initializing game
https://github.com/Tfarcenim/Extra-Anvils/issues/15
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[1.14.3] Game crashes whenever modded item is given to player.
instead of event.getRegistry().register(new BlockItem(ModBlocks.FIRSTBLOCK, new Item.Properties()).setRegistryName("firstblock")); use event.getRegistry().register(new BlockItem(ModBlocks.FIRSTBLOCK, new Item.Properties()).setRegistryName(ModBlocks.FIRSTBLOCK.getRegistryName())); This eliminates the chance of getting the registry name wrong. Change your ModBlocks class from public class ModBlocks { @ObjectHolder("mytutorial:firstblock") public static FirstBlock FIRSTBLOCK; } to @ObjectHolder(ColoredTorches.modid) public class ModBlocks { public static final FirstBlock FIRSTBLOCK = null; } You're game is currently crashing because ModBlocks.FIRSTBLOCK is null. It is null because you've hardcoded the name of the block to "mytutorial:firstblock" when it should be "coloredtorches:firstblock". This means that the field never gets filled with your block, and you're item block tries to use a null block in getTranslationKey, causing a crash. Putting @ObjectHolder on your class with your modid means that you don't need to hardcode each name above each field, instead the name of the object is gotten with yourModId + ":" + nameOfField.
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Can't initialize the game :(
Update your Forge. BetterAnimals+ requires a more recent version of Forge. You version (2552) is extremely outdated, the latest version is 2838.
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[1.14.3] Drawing vanilla item on IngameGui
Don’t use that... that will break completely for anything that isn’t 100% standard. In 1.12.2 you would use RenderItem#renderStack. I’m not sure what the 1.14 replacement is, but it should be pretty easy to find by looking at the ingame GUI renderer or the item group renderer.
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[Solved] KeyBinding in 1.14 not retaining changes
https://github.com/Cadiboo/NoCubes/blob/13aa301762258b4c56a0b738d2f569e226970597/src/main/java/io/github/cadiboo/nocubes/client/ClientProxy.java#L31-L51
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[1.11.2] Cascading worldgen in Nether only.
You wouldn’t. Do you really need to load the 12 chunks near every entity that spawns?
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[SOLVED] Unmodded Forge 1.14.3 Crashes On Load
Forge is trying to load a class file compiled with Java 12. Forge currently doesn’t support this apparently. Forge is planning to update to ASM 7 soon, which will fix this. I’m not sure which file it’s trying to load, so I’m not sure what you can do about it.
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[1.11.2] Cascading worldgen in Nether only.
I’m pretty sure that this loads new chunks.
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My transparent entity renders fire terribly
I would render the entity and then render the fire separately
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[1.14.3] Client side only mod?
You can use the DistExecutor to run stuff and you can check FMLEnvironment.dist.
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Forge Server Login Error: Missing Registries (Minecraft:dataserializers)
You'll be able to play the world
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[1.14.3] How to add harvest level to blocks?
Go poke Mojang
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[1.11.2] Show multiple bounding boxes
I would guess that Reference.BOUNDING_BOXES is empty. Place a breakpoint down and see
- [1.12.2] Help with a "mobile furnace"
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[1.11.2] Show multiple bounding boxes
Do that code, but in a for loop.
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Configs wont generate any ideas?
Don’t do this. Register the configs to your ModLoadingContext and subscribe to the config change event.
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[1.13.2] [Solved] Config Array with Range?
I think that ElectronWill’s night config has documentation that covers this
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[1.14.2] MC Source Obfuscation
I've noticed that on 1.13+ the sources don't always get attached properly for every file (or IntelliJ is doing its indexes wrong). IntelliJ comes with a built-in decompiler so this isn't really an issue for me though. Eclipse also has a decompiler plugin that you can install.
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[1.14.3] Item with Custom Properties
NBT is for saving stuff to/ reading stuff from disk (and also unfortunately for transferring item stack data over the network - horrible design). Capabilities are for dealing with data at runtime. Capabilities usually get saved to NBT when the game shuts down, and are usually read from them when they are created. NBT is about the data in files, Capabilities are about the data at runtime. Because of this you almost always want to use Capabilities
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[1.13/1.14] How to add buttons to existing GUIs
https://github.com/Cadiboo/NoCubes/blob/7622103b18c6f8114f3d33343d833a0457666ae6/src/main/java/io/github/cadiboo/nocubes/client/ClientEventSubscriber.java#L534-L544
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Minecraft Crashes When Trying To Initialize
Find out which mod is using tons of memory, and tell the author.
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startupProgressManager error
- [1.13.2] Store value in Block + Advanced Texturing & Colouring
Spot the difference between "intercraftcore:models/block/block/ore_faces/ore_2.json" and "intercraftcore:models/block/ore_faces/ore_2.json"- [Solved] [1.12.2] Error rendering block model with variants
you need to define all your variants in your block state. The variants can point to whatever models you want- how to embed native library (dll) to the mod jar
If you can avoid using a native library, do. The entire point of Java is to run on anything and not be constrained to a single platform. - [1.13.2] Store value in Block + Advanced Texturing & Colouring
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