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rivvest

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Posts posted by rivvest

  1. FML: MCP v7.23 FML v4.5.21.486 Minecraft Forge 6.4.1.436 5 mods loaded, 5 mods active

    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized

    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized

    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized

    LAPI [LAPI] (Tropicraft v4.1a for MC 1.4.5.zip) Unloaded->Constructed->Pre-initialized->Initialized

    TropicraftMod [Tropicraft] (Tropicraft v4.1a for MC 1.4.5.zip) Unloaded->Constructed->Pre-initialized->Errored

    You do not have CoroAI.  Either time.

     

    java.lang.IllegalArgumentException: Slot 201 is already occupied by net.minecraft.jammy780.furniture.blocks.wood.jfm_WoodBlocksTwo@24a494d2 when adding net.tropicraft.blocks.BlockBamboo@312679c9

    at amj.<init>(Block.java:292)

    Block ID conflict.  Look at your configs or get IDResolver.

     

     

  2.   UpdateManager-Vazkii [Mod Update Manager] (a_VazCore [1.0.4] mc.1.3.2.zip) Unloaded->Constructed->Pre-initialized

      vazcore_Vaz [Vazcore] (a_VazCore [1.0.4] mc.1.3.2.zip) Unloaded->Constructed->Errored

      modmaker_Vz [Layman Mod Maker] (Layman Mod Maker [1.0.4] mc.1.3.2.zip) Unloaded->Constructed->Pre-initialized

    You have other mods.  They are not for Minecraft 1.4.5.

  3. I'm looking for advice and opinions on changing a vanilla class's tick() method.  I'm still pretty new to modding, and my Java is rusty (and wasn't great to begin with).  I used reflection in tickStart() and tickEnd() to set/reset some fields in the Village class to effectively change the (hard-coded) Iron Golem:Villager ratio.  I feel kind of dirty about it.  Is this a common practice or something that should be used sparingly or not at all?  Is there another or better way to do this kind of thing?

  4. I'm working on replacing some of the default behavior of mobs by adding my own AI Tasks, then iterating and removing the original versions, when the onEntityJoinWorld event fires.  As expected, this occasionally results in a ConcurrentModificationException when some other method is iterating over the taskEntries as I remove. 

    Is there any way around this or some method I'm missing to take care of this for me?

     

    Code:

        @ForgeSubscribe
        public void onEntityJoinedWorld (EntityJoinWorldEvent event)
        {   	
                 if (event.entity instanceof EntityAnimal)
                        animal = (EntityAnimal)event.entity;
               
               	if (animal != null) 
               	{ 		
               		//System.out.println("Adding replacement tasks for animals");
               		animal.tasks.addTask(9, new EntityAIWanderAnimal(animal, 0.3F));
               		
               		// Remove EntityAIWander task
               		Iterator i = animal.tasks.taskEntries.iterator();
               		while (i.hasNext()) 
               		{
               			try 
               			{ 
               				AITask = (EntityAITaskEntry)i.next();
               			}
               			catch (java.util.ConcurrentModificationException e)
               			{
               				System.out.println("Exception caught.. continuing..");
               				break;
               			}
               			finally 
               			{ }
               			
               			if (AITask.action instanceof EntityAIWander) {
               				//System.out.println("Found match.  Removing AIWander");
               				i.remove();      				
               			}      			
               		}
               	}
      }  
    

  5. 2012-11-01 22:54:32 [FINE] [ForgeModLoader] Mod sorting data:

    2012-11-01 22:54:32 [FINE] [ForgeModLoader]    AIBlock(AIBlock:v1.0): Weather 1.21 for MC 1.3.2.zip ()

    2012-11-01 22:54:32 [FINE] [ForgeModLoader]    ExtendedRenderer(Extended Renderer:v1.1 for MC v1.3.2): Weather 1.21 for MC 1.3.2.zip ()

    2012-11-01 22:54:32 [FINE] [ForgeModLoader]    WeatherMod(Weather and Tornadoes:v1.21 for MC v1.3.2): Weather 1.21 for MC 1.3.2.zip ()

     

    Are you trying to run Minecraft 1.4.2?  All of your mods are for 1.3.2.  That don't work.

     

     

  6. As discussed here, and also over at MCF, certain combinations of mods can result in a crash when a mob with a higher entity type ID is spawned.  I managed to work around this by removing the cast to byte on line 55 of Packet24MobSpawn.java, which made me feel very, very dirty.

    this.type = (byte)EntityList.getEntityID(par1EntityLiving);

    I googled a bit, but couldn't find any definite information on the potential impact of this, though I did find an MCF post from August saying that Forge supported higher entity IDs.  This made me wonder if the mod authors were using some older ModLoader-style spawning methods instead of the native Forge methods, or if I'm just misunderstanding and need to limit the number of mobs I put into my game.

     

    Thanks for any insight!

  7. I recommend MultiMC for launching.  I did some digging yesterday, pulling apart the code.  The error/stack trace definitely points to entity spawning, I just haven't been able to figure out where the requests to spawn an entity with a negative ID is originating. 

    I did put a stupid hack in Forge to change all negative ID entities to some other mob, and that made the crashing go away. :)  I feel like there is a better way to handle these bad cases, but just not sure what it is yet.  I'm going to keep trying to track down the root of the problem, but now I no longer believe it's ID Resolver.

  8. I get this one randomly, too (with 70-some mods).  I also saw it reported on MinecraftForums with just Mo' Creatures and DivineRPG, but couldn't replicate it myself using that setup.  There is a very similar report from someone with a ModLoader install, so I'm beginning to suspect it's something in Minecraft proper, or something that ModLoader and FML do the same.  If anyone smarter than me is interested and can figure out what exactly this is pointing to, here is the ML report I found:

     

     

    java.lang.ArrayIndexOutOfBoundsException: 0

    at agl.a(SourceFile:239)

    at awr.a(NetClientHandler.java:1204)

    at cr.a(SourceFile:41)

    at bx.b(SourceFile:341)

    at awr.d(NetClientHandler.java:90)

    at awz.b(SourceFile:61)

    at net.minecraft.client.Minecraft.l(SourceFile:1282)

    at net.minecraft.client.Minecraft.J(SourceFile:582)

    at net.minecraft.client.Minecraft.run(SourceFile:534)

    at java.lang.Thread.run(Unknown Source)

    --- END ERROR REPORT e59def4c ----------

     

     

     

    I did have one world that was broken, and after removing Mo' Creatures from my set, it loaded back up.  Would be interested to see if you get the same behavior.

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