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Posts posted by The_Fireplace
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The issue is that you extend EntityItem (which is the entity used when you drop an Item on the ground) but never tell it what ItemStack it should represent.
Thanks.
Also: Your code is a giant mess full of lurking errors, but I am not in the mood to go over them all. But you should seriously consider learning Java more in-depth.
I know, and I am working on it.
Thanks for taking the time to look in to this and help, I appreciate it.
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Yeah, no that's not how to make a repo.Ok, to set it up, what I do is clone it, download the latest version of Minecraft Forge, open the zip and delete the arc folder, then extract it over my existing files, replacing any that are the same. Then, I run setupforge.bat(a simple batch file, it runs gradlew setupDecompWorkspace then gradlew eclipse. Then, open eclipse and set it to the workspace as normal, and make sure to add the 2 jarslibsthe libs folder to the build path, as they are Fireplace Core sources and deobf.
Clone + setupDecompWorkspace is enough if you provide the wrapper. See here for an example.
Ok, should work now
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Ok, to set it up, what I do is clone it, download the latest version of Minecraft Forge, open the zip and delete the arc folder, then extract it over my existing files, replacing any that are the same. Then, I run setupforge.bat(a simple batch file, it runs gradlew setupDecompWorkspace then gradlew eclipse. Then, open eclipse and set it to the workspace as normal, and make sure to add the 2 jarslibsthe libs folder to the build path, as they are Fireplace Core sources and deobf.
To reproduce the issue, run the client, make a new world in creative, get a Coal Gun out of the UnLogic II creative tab. Right click while holding it to make the error.
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It has nothing to do with placing a block. It's simple the name of the packet for "right click" (you right-click your item, this packet is sent and tells the server you right-clicked).
For finding the issue, put a conditinoal breakpoint in DataWatcher.writeTo (only break if it's your entity, otherwise you get notified for every entity that's spawned). Then check which slot is null and find out why.
Alright, did that(again and again and again), and I can't find any reason for it to be doing that. The itemstack in DataWatcher.writeTo is ItemBlockCoalGun, not null, and I have tried putting waypoints in various other spots mentioned in the error, all look like they should be working fine.
Perhaps it just needs a fresh set of eyes. Anyways, I have made the mod open source for now, so it is easier to fix. Here is the link to the source. Any help is very much appreciated, and I will keep looking, and will let you know if I find the issue.
EDIT: Here is the link to the error now, I renamed and moved the dummy block appropriately: http://paste.ubuntu.com/10971581/
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Ok, first: You are not checking if you're on the server when spawning the entity. That will leave ghost entities behind.
The actual issue is further down the exception chain: Some entry in your Entity's DataWatcher contains an invalid ItemStack.
Ok, I see what you are saying, and have since fixed the ghost entities.
As for the main issue, how would I go about finding and fixing it? I have looked and looked and can't find where it could be.
On a side note, it looks to me like it is expecting to place it as a block and can't, and that could be why.
at net.minecraft.network.NetHandlerPlayServer.processPlayerBlockPlacement(NetHandlerPlayServer.java:607) [NetHandlerPlayServer.class:?] at net.minecraft.network.play.client.C08PacketPlayerBlockPlacement.processPacket(C08PacketPlayerBlockPlacement.java:67) [C08PacketPlayerBlockPlacement.class:?] at net.minecraft.network.play.client.C08PacketPlayerBlockPlacement.processPacket(C08PacketPlayerBlockPlacement.java:114) [C08PacketPlayerBlockPlacement.class:?]
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Aren't you the rude one. I made a mistake when looking at it just like everyone does. I do not appreciate being called "stupid" based upon one post.
Yes, everyone makes mistakes, as I did when wording that last post. I did not intend to call you stupid, but the people I had a discussion with earlier, but that was on a different, completely unrelated website, so I won't get in to that.
And if you were referring to my first response, saying something stupid does not make you stupid. There are many smart people who say stupid things from time to time.
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"you can render a 3D model with an Item just fine"
Could I see an example of that? Last time I tried finding out all I got was to make a dummy block.
http://www.minecraftforge.net/forum/index.php/topic,29471.msg152198.html#msg152198
"Thank you for that quite insulting way of putting it"
Sorry, I have dealt with a few too many stupid people today.
As for the code example, it is in this file somewhere, I am on my phone right now, so it is easier just to post the file without narrowing it down. Here: https://dl.dropboxusercontent.com/s/t6307cffhs1flf1/The_Fireplace_unlogic-ii_master_src_main_java_the_fireplace_unlogicii_UnLogicII.java?dl=0
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The error is line 29 of ItemBlockCoalGun which, I think, the entity is hitting the player and it doesn't know what to do. Check if the entity hit is not the player? I'm not really sure but, I think maybe the entity is being spawned incorrectly.
Don't get me wrong, I appreciate your attempt to help, but, quite frankly, everything you just said was either unhelpful or stupid wrong. I will leave it to you to decide what was unhelpful and what was wrong.
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Ok, so I recently switched from using an Item for my gun to a dummy Block, so that I could have a 3D model. Now, when I right click it, it doesn't spawn the ammo, and prints the following error in to console:
http://paste.ubuntu.com/10971581/
Here is my code:
ItemBlockCoalGun: http://paste.ubuntu.com/10947721/
ItemCoalGun(The dummy block): http://paste.ubuntu.com/10947733/
EntityCoal: http://paste.ubuntu.com/10947748/
(doubt the code in the next 2 files is necessary to fix the problem, but here, in case it is)
ExtendedPlayer: http://paste.ubuntu.com/10947750/
EnumAmmo: http://paste.ubuntu.com/10947768/
And I may as well include that I have this in my FMLPreInitializationEvent:
GameRegistry.registerBlock(coal_gun, ItemBlockCoalGun.class, "coal_gun");
If you need any more code or details, let me know.
EDIT: I have made the mod open source(for now), here is the full source.
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Is it possible to save a String array to a NBTTagCompound?
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NBT files are not secure, by any means.
Oh trust me, I know, that is why I said as a temporary solution, meaning a day or two at most. I would still like to to this, as long as it isn't overly difficult to achieve, I don't want to spend a lot of time setting this up when I can be setting up actual security.
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I am handling sensitive user data in a mod, and I am planning on adding encryption, and while I work on that, I was hoping perhaps I could store the data in an NBTTagCompound rather than the current format, a text file with a different extension, as a quick, temporary solution to users complaining about being able to read their information by opening the file in a text editor.
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My apologies in advance if this is a stupid question, as I am not sure I entirely understand the mechanics(?) behind NBT, but is it possible to save an NBTTagCompound as a file on the client, rather than on the server?
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I'm pretty sure armor doesn't use a json file for the texture, it still uses the old code. The icons for each piece of the armor are done like normal items.
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Ok, so I am making a way for my item to render with a 3D model, which involved making it into a dummy block with an ItemBlock and a TileEntity, and some special renderers. I am getting a crash when I run the game now, here is the report: https://docs.google.com/file/d/0B0Z9mjGyBjrKbFQ3U3NUWUNoZU0/edit?usp=docslist_api
And my code:
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That depends. What is
UnLogicII.coal_gun
?
Ah, yes, that. It is the dummy block. Yes, it extends Block.
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ItemBlock needs an ItemBlock(Block) constructor. Modify your ItemBlockCoalGun class and add an ItemBlockCoalGun(Block) constructor.
public ItemBlockCoalGun() { super(UnLogicII.coal_gun); setMaxStackSize(1); setUnlocalizedName("coal_gun"); }
Does that not cover the superclass's need for a block? Or does it have to be that way for some other reason?
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Ok, so I am trying to implement a dummy block so I can have an Item with a custom 3d model, and it crashes when I try running the game.
So first, the crash report: http://pastebin.com/0p2W9v8L
Second, the code I used to register the block(I have tried putting it in the PreInit and the Init):
GameRegistry.registerBlock(coal_gun, ItemBlockCoalGun.class, "coal_gun");
Third, the ItemBlock: http://pastebin.com/mvw3MN9r
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The game isn't smart like that, tell that to Mojang.
Ok, second part of the question, is there any way for me to work around this without patching Minecraft?
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Ok, so I have done some testing, and if I make a language localization file for Spanish(es_ES) and then put the game in to Mexican Spanish(which I don't have a localization for), it defaults to English instead of Spain Spanish. Shouldn't it default to the same language from another country before going to another language?
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Hi
This link might help
http://www.minecraftforge.net/forum/index.php/topic,28873.msg148526.html#msg148526
-TGG
Thanks, that helped some. That, though, is for blocks with tile entities. Is there any way to do it without making a "block" item?(I am messing around now with the idea of a "block" that functions only as an item but renders with that code)
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Hi guys, I am trying to render an item with a custom model when the player is holding it. I found this tutorial, but RenderHelper.newRender[] doesn't exist anymore.
Another thing I have tried is setting the parent in the json to "builtin/entity", but there doesn't seem to be any way to set which entity it renders as.
Any help would be appreciated.
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Because of the new Mojang EULA, only Mojangsters can have capes. You have to find something else for your mod.
Find me where it says that, I read the entire thing and didn't see where it says I am not allowed to render a cape on a player. Here is the link for convenience: https://account.mojang.com/documents/minecraft_eula
Also, note to whoever designs the website, an Un-Thank button would be nice.
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Looking back at it, it is probably that I didn't tell the game how to render the texture...
Still, I don't know how to fix it. Anyone know?
[1.8][SOLVED]Translucent block allowing "xray" capabilities
in Modder Support
Posted
I made a translucent block, and now, when placed, it lets the player see through any block next to it. See the following screenshot:
And my block code:
I did the block json files just like normal, nothing out of the ordinary. Anyone know how to fix this?