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Logix

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  1. Let's hope that changes in the future, of course. Just the word "Migrated" certainly doesn't make for a particularly helpful exception message; having migrated your account is hardly an error in-and-of itself since that's what they (Mojang) would like everyone to do, and the message tells us absolutely nothing about what actually went wrong or why. Just another example of their poor programming.
  2. I had hoped to login with my Mojang/Microsoft account in the mod dev environment (IntelliJ IDEA), using --username [username] --password [password] , however when doing so I immediately get the following exception at runtime, and the program terminates: com.mojang.authlib.exceptions.AuthenticationException: Migrated at com.mojang.authlib.yggdrasil.YggdrasilAuthenticationService.makeRequest(YggdrasilAuthenticationService.java:119) ~[authlib-2.1.28.jar:?] {} at com.mojang.authlib.yggdrasil.YggdrasilAuthenticationService.makeRequest(YggdrasilAuthenticationService.java:99) ~[authlib-2.1.28.jar:?] {} at com.mojang.authlib.yggdrasil.YggdrasilUserAuthentication.logInWithPassword(YggdrasilUserAuthentication.java:92) ~[authlib-2.1.28.jar:?] {} at com.mojang.authlib.yggdrasil.YggdrasilUserAuthentication.logIn(YggdrasilUserAuthentication.java:75) ~[authlib-2.1.28.jar:?] {} at net.minecraftforge.userdev.LaunchTesting.login(LaunchTesting.java:160) [forge-1.16.5-36.2.2_mapped_official_1.16.5.jar:?] {} at net.minecraftforge.userdev.LaunchTesting.main(LaunchTesting.java:80) [forge-1.16.5-36.2.2_mapped_official_1.16.5.jar:?] {} Exception in thread "main" java.lang.RuntimeException: com.mojang.authlib.exceptions.AuthenticationException: Migrated at net.minecraftforge.userdev.LaunchTesting.login(LaunchTesting.java:163) at net.minecraftforge.userdev.LaunchTesting.main(LaunchTesting.java:80) Caused by: com.mojang.authlib.exceptions.AuthenticationException: Migrated at com.mojang.authlib.yggdrasil.YggdrasilAuthenticationService.makeRequest(YggdrasilAuthenticationService.java:119) at com.mojang.authlib.yggdrasil.YggdrasilAuthenticationService.makeRequest(YggdrasilAuthenticationService.java:99) at com.mojang.authlib.yggdrasil.YggdrasilUserAuthentication.logInWithPassword(YggdrasilUserAuthentication.java:92) at com.mojang.authlib.yggdrasil.YggdrasilUserAuthentication.logIn(YggdrasilUserAuthentication.java:75) at net.minecraftforge.userdev.LaunchTesting.login(LaunchTesting.java:160) ... 1 more Is it currently possible to use migrated accounts, or is this something we'll have to wait for? Thanks.
  3. Ah, thank you, that's perfect. Implementing getUpdatePacket(), onDataPacket(), getUpdateTag() and handleUpdateTag() fixed the problem.
  4. You've renamed func_220053_a to getShape , was this intentional?
  5. All you need to do is to move the VoxelShape shape = Block.box(6, 0, 6, 10, 16, 10); declaration out of the function, into the class, and preferably mark it as static. That should fix your issue.
  6. With IntelliJ you double-press Shift to open the search-everywhere box. I haven't used Eclipse in years, but you should find Minecraft's code (and assets) in your project's external libraries. You're looking for something along the lines of: https://imgur.com/jC0eGDK (this is from IntelliJ, mind you). However, here's an example from 1.17 code, I believe it was still applicable in 1.16: private static final VoxelShape PART_1 = Block.box(0.0, 0.0, 0.0, 16.0, 16.0, 16.0); // 16.0 is the full size of one block (in pixels) @Override public VoxelShape getShape(BlockState state, BlockGetter block, BlockPos pos, CollisionContext context) { return PART_1; } // If you want multiple hitboxes, combine them like: private static final VoxelShape AABB = Shapes.or(PART_1, PART_2); // You can add more parts here if necessary // Then simply return this from getShape() instead of the individual part. Looking at your code, I believe the reason it's not working is that you're creating the VoxelShape locally in the function. Once the function returns, that object goes out of scope and is destroyed. You want to move the declaration into the class itself. You can also make it static.
  7. I'll keep this short and sweet. I have a BlockEntity which has an inventory, and a custom renderer class. The renderer displays an item/items from that inventory in the world. The problem is, that when the world is loaded, it doesn't render the items until the player has interacted with the block. I don't know if this means the BlockEntity doesn't load its contents until interaction (such as with chests when they generate loot, since I was using the Chest code as a bit of a guide), or that the Renderer doesn't see the items because they aren't synced with the client until I interact with the block. If anyone can shed some light on this, that'd be greatly appreciated. Thanks
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