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MCenderdragon

Forge Modder
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Everything posted by MCenderdragon

  1. You basicaly want this Pull Request getting accepted: https://github.com/MinecraftForge/MinecraftForge/pull/4614.
  2. https://github.com/MinecraftForge/MinecraftForge/issues/4837 But here I go proving this is a forge bug... Modless server, I try to join. I have a slow internet connection: Server: [01:04:13] [Server thread/INFO]: MCenderdragon joined the game [01:04:22] [Server thread/INFO]: <MCenderdragon> g [01:04:32] [Server thread/INFO]: [Server] g [01:04:36] [Server thread/INFO]: [Server] gg [01:04:43] [Server thread/INFO]: MCenderdragon lost connection: Timed out [01:04:43] [Server thread/INFO]: MCenderdragon left the game So timeout after 30 seconds. Client: [02:04:10] [main/INFO]: Connecting to redsnake-games.de, 25559 [02:04:11] [Netty Client IO #11/INFO] [FML]: Server protocol version 2 [02:04:11] [Netty Client IO #11/INFO] [FML]: Attempting connection with missing mods [fp, fp.api] at SERVER [02:04:12] [Netty Client IO #11/INFO] [FML]: Injecting existing registry data into this client instance [02:04:12] [Netty Client IO #11/INFO] [FML]: Applying holder lookups [02:04:12] [Netty Client IO #11/INFO] [FML]: Holder lookups applied [02:04:12] [Netty Client IO #11/INFO] [FML]: [Netty Client IO #11] Client side modded connection established [02:04:42] [main/INFO]: [CHAT] <MCenderdragon> g [02:04:42] [main/INFO]: [CHAT] [Server] g [02:04:44] [Netty Client IO #11/ERROR] [FML]: NetworkDispatcher exception java.io.IOException: Eine vorhandene Verbindung wurde vom Remotehost geschlossen at sun.nio.ch.SocketDispatcher.read0(Native Method) ~[?:1.8.0_25] at sun.nio.ch.SocketDispatcher.read(SocketDispatcher.java:43) ~[?:1.8.0_25] at sun.nio.ch.IOUtil.readIntoNativeBuffer(IOUtil.java:223) ~[?:1.8.0_25] at sun.nio.ch.IOUtil.read(IOUtil.java:192) ~[?:1.8.0_25] at sun.nio.ch.SocketChannelImpl.read(SocketChannelImpl.java:379) ~[?:1.8.0_25] at io.netty.buffer.PooledUnsafeDirectByteBuf.setBytes(PooledUnsafeDirectByteBuf.java:288) ~[PooledUnsafeDirectByteBuf.class:4.1.9.Final] at io.netty.buffer.AbstractByteBuf.writeBytes(AbstractByteBuf.java:1100) ~[AbstractByteBuf.class:4.1.9.Final] at io.netty.channel.socket.nio.NioSocketChannel.doReadBytes(NioSocketChannel.java:372) ~[NioSocketChannel.class:4.1.9.Final] at io.netty.channel.nio.AbstractNioByteChannel$NioByteUnsafe.read(AbstractNioByteChannel.java:123) [AbstractNioByteChannel$NioByteUnsafe.class:4.1.9.Final] at io.netty.channel.nio.NioEventLoop.processSelectedKey(NioEventLoop.java:624) [NioEventLoop.class:4.1.9.Final] at io.netty.channel.nio.NioEventLoop.processSelectedKeysOptimized(NioEventLoop.java:559) [NioEventLoop.class:4.1.9.Final] at io.netty.channel.nio.NioEventLoop.processSelectedKeys(NioEventLoop.java:476) [NioEventLoop.class:4.1.9.Final] at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:438) [NioEventLoop.class:4.1.9.Final] at io.netty.util.concurrent.SingleThreadEventExecutor$5.run(SingleThreadEventExecutor.java:858) [SingleThreadEventExecutor$5.class:4.1.9.Final] at java.lang.Thread.run(Thread.java:745) [?:1.8.0_25] So about 34 seonds We used -Dfml.readTimeout=1200 but I got kicked after only 30 seconds. This is obviously a forge bug. This does happe with a forge only server and a fresh world. If you want to know why my internet is so slow: I live in germany. @LexManos could you please reopen my issue so i can add these informations?
  3. So no answers mean either everybody is afraid of 1.13 or nobody knows what will change regarding items.
  4. I had the same problem, I created ZipFileSystems and then accest them via getFIlesSystem, but sometimes getFileSystem returned null so my code created a new one resulting in 2 open ZipFileSystem to the same file, when then all get closed both throw an error, but they leave themselfes in the FileSystem list so you cant create a new one since there is one but this is marked as closed, thus unusable. My fix was a java update to the latest version, this removed all the strange cases where the file system randomly broke and I made a map to store all FIleSystems myself.
  5. As far as I know this is an issue from vanilla, the EntityArrow has an if clause to check if the owner was hit and ignores him. YOu could do similar checks respecting the age to make it possible to hit yourself if you throw it straight up.
  6. This seems correct, you can try to use RenderRaceCar2 also for the trophy, if this works the error is inside the RenderProphy. You could then try to render the model from your car instead of the trohpy model, if this works without other changes then your model class is faulty.
  7. net.minecraft.client.gui.GuiScreenBook
  8. Maybe it is considered as evil, but it worked like a charm. Currently I have something like dynamic subitems. I add dust for ingots who dont have one, to prevent something like 4 different copper dusts. This worked great I generated hashed from the dust anmes so they were on server and client the same, but I also sync them to prevent any issues, even colors worked. But in 1.13 there is no meta data, even so I think this is a great loose but we'll see. My question is is there someway to make something like this possible in 1.13, I know adding or removing items (dynamic) will srew up the ids, at least in 1.12. Is this also the fact in 1.13? And when does item registration happen ? Because after pre init/item registration the OreDict will have all needed values, is it possible to still add Item save? Thanks for any ideas and responses.
  9. Also overriding Fluid#getColor(World w, BlockPos pos) does not seems to work (it never gets even called).
  10. I added my own fluid to forge, textures and flowing works. But when I tried to apply the biome colors to them via a IBlockColor it didnt work. After a bit searching I noticed in vanilla model is the tag "tintindex" in the face definitions, is it possible this tag is missing in forge generated fluid model ?
  11. The thing is removing all potion effects is simple but I want to let the player have his self drunken potion effects and there is also no event before/after a potion was drunken. With an Event fired at addPotionEffect it would be easy becaue I cold just search the stacktravc from were the potion effect was added and just cancel everything out eccept from ItemPotion.class
  12. the player also gets potion effect in creative/adventure and spectator. But selecting players in spectator is by default disabled by the world (getEntityWithAABB filters spectators out)
  13. So fluids applying effects and effect clouds are left.
  14. Or do you mean the ThrowableImpactEvent ?
  15. are they also fired if a witch throw them ?
  16. wich event? There are no PotionEvents or wich do you mean ?
  17. well I cant overwrite the player class, if it was a custom entity, yes, but I want it also useable for the normal player.
  18. eclipse ignores upper and lower case differnts while outside the dev env this is not ignored, have you already checked this? also resource now have to be lowercase.
  19. Well you have to rely on other modders, if you want you can use reflection to search in the map for every single entry and use the first free one but well, this is a but over the goal (IMO). Also if another mod is called after your mod and uses the enum, it is most likely he will get the id you use and simply override your particles wihtout even knowing it. Edit: the fields are in the mcp mappings
  20. Forge has an EnumHelper, if you are using that to add a new Particle Type to the EnumParticleTypes there should be no conflicts if you use .ordinal after the creation of the Enum.
  21. I am currently trying to protect the player from Potion effects from the outside, but there are a few problems: 1) forge adds no hooks, so I have to use a tick handler but is there a better way? 2) is there a way to know from were an effect comes? I want to block all effects except when you drink a potion yourself For better understanding I am making a space suit, so your are isulated and should no longer get potions from witches, wither skelletons...
  22. Creating custom particles like vanilla does is not possible as far as I know. modders have to use the ParticleManager.addEffect(Particle) and spawn the particles with this.
  23. OK It seems if chunks are loaded trough cascadign generation the ChunkEvent.Save part is not fired and thatswhy it is not working
  24. I am generationg huge amounts of Blocks at once over one chunk, so the message with cascading chunks appears. Is there a way to preload a chunk area so every works fine?
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