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Forge Modder
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Posts posted by MCenderdragon

  1. 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:



    [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.


    [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?

  2. 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.

  3. 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.

  4. 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 ?

  5. 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

  6. 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

  7. 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...

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