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Novârch

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Posts posted by Novârch

  1. Post the full debug.log, the above tells me nothing.

    1 minute ago, Help! said:

    "AL lib: (EE) alc_cleanup: 1 device not closed",

    From what I know, that means nothing, it's just a closing message.

     

    1 minute ago, Help! said:

    Entity's Vehicle: ~~ERROR~~ NullPointerException: null

    Is your entity mountable? This will always be null if it isn't, not important.

  2. I've been having some issues with running my mod in multiplayer lately, I've tried to diagnose the problem myself but to no avail. The crash in the debug.log doesn't even mention my mod, just says there was an error executing a task on the client, then throws an IndexOutOfBoundsException, I get these all the time in singleplayer and they don't do anything, in singleplayer they clearly come from this line, because the the value I'm writing is null on startup, though that isn't relevant as the crash happens even when that entity isn't present. Does anyone know whats causing these crashes? I'd really appreciate some help.

  3. 28 minutes ago, littlemonge said:

    ok no matter, I almost have it, the problem now is that the entity is invisible.

    Try overriding Entity#createSpawnPacket in your entity and return NetworkHooks#getEntitySpawningPacket from it.

  4. 5 minutes ago, InterdimensionalCat said:

    here is my code on github

    Seems fine for the most part, you should also make this class client only, @OnlyIn does literally nothing for modders, it's just an ugly ASM hack for Forge and Minecraft internal use.

    Edit: Well...upon further inspection I think you're code won't function on the server at all, you can't just store static variables in an event handler, remember, there is only one instance of your mod on the server, so every player is going to try to share those variables, breaking everything.

  5. 4 minutes ago, elementfluoride said:

    I've gone thru all the references to my modid and put them all in lowercase, (basemod.java, registryhandler.java, en_us.json, base_item.json, and mods.toml) but im still getting the same error.

    en_us.json, that's one, look through the resource for the rest. Look at every single file you've created, and fix it.

  6. 4 minutes ago, Aecht_Rob said:

    All I know is that the problem to solve is the same and I don't know how it's done, and assumed it would be code along the same lines

    Read Draco's comment, the code is completely different in 1.15, try to make something on your own and come back here if you fail.

  7. 11 minutes ago, PlayPrey said:

    I have currently successfully retrieved the ServerPlayerEntity of who's killing by simply using 

    
    ServerPlayerEntity spe = (ServerPlayerEntity)event.getSource().getTrueSource();

    Have you checked instanceof, whether you're on the server with World#isRemote? These are potential issues.

  8. 6 minutes ago, PlayPrey said:

    can I somehow get my own Uuid- then check that upon the list of players to find me?

    Maybe, but it is still recommended you mod normally and in a way your mod can work with multiple players.

     

    14 minutes ago, PlayPrey said:

    If I am playing on a server with 100 players

    Nope, advancements are server-side, you cannot modify them from the client. Why? Because the client is a liar.

  9. 4 minutes ago, PlayPrey said:

    mc.player

    Minecraft#player is a ClientPlayerEntity, your NP comes from you trying to get it's server. 

     

    5 minutes ago, PlayPrey said:

    This mod has no intention of having any multiplayer functions

    That is not a good thing to do, unless your mod is client-side, you should always support multiplayer. If your mod is client-side, I'm pretty sure you can't do this, the server doesn't trust the client.

    Where are you running this code? Context is important.

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