Everything posted by Choonster
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Minecraft crashes when opening custom crafting table
Minecraft is only configured to use 1 GB. Do you have the _JAVA_OPTIONS environment variable set?
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[Solved / Follow up question] [1.9] Item not rendering in Hotbar.
Is the blockstates file named with your item's registry name? Post the full error, it should say exactly which files it tried to find and what went wrong with them.
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Class not Found error
The class you specified in your @SidedProxy annotation doesn't exist, make sure you have the right package and class name. I suspect you wanted com.bensonchen.firsttestmod.ClientProxy , not com.bensonchen.firsttestmon.ClientProxy .
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[1.9] Guns
Create an implementation of ICapabilitySerializable that provides an IItemHandler instance (probably an ItemStackHandler ). Override Item#initCapabilities to return a new instance of the provider. This gives your item an IItemHandler inventory that's stored in memory with the ItemStack and not written to NBT until it needs to be (unlike the old way of giving items inventories, which was using an IInventory read from and written to NBT every time it was accessed). To get this inventory from an ItemStack of your Item , use the ICapabilityProvider#getCapability method inherited by ItemStack . I don't have any examples of this exact use case, but I do have several of my own capabilities in my mod. You can see their APIs here and implementations here. ItemSlingshot and ItemLastUseTimeModel attach the ILastUseTime capability to themselves to track their last use time. The IMaxHealth capability is attached to all living entities in CapabilityMaxHealth.EventHandler to provide bonus max health and used by ItemMaxHealth{Getter/Setter} , BlockMaxHealth{Getter/Setter} and CommandMaxHealth{Add/Base/Get/Set} . The IPigSpawner capability is attached to ItemPigSpawner by itself and to Items.CLAY_BALL in CapabilityPigSpawner.EventHandler to allow them to spawn pigs and used by BlockPigSpawnerRefiller .
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Forge- 1.8 is crashing
Update LunatrisCore to 1.8-1.1.2.30. I would also recommend updating to Minecraft 1.8.9 and updating Forge, LunatrisCore and Schematica to match.
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[1.7.10] [Resolved] Crash when starting server.
Stuffed Animals is trying to load a client-only class on the server, it won't work on the dedicated server due to this.
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[1.7.10] [Resolved] Crash when starting server.
From the Dynamic Lights thread and download page:
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[1.9] Guns
Give the gun an inventory using the Capability system and have the table use it.
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CRASH: Payload may not be larger than 1048576 bytes
I suggest you set a breakpoint where the exception is thrown from the S3FPacketCustomPayload constructor. If the packet is a wrapper for an IMessage , the S3FPacketCustomPayload#channel field will be the name of the SimpleNetworkWrapper that sent it and the first byte in the S3FPacketCustomPayload#data field ( ByteBuf#getByte ) should be the discriminator of the IMessage .
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[1.9] Command and messaging translation.
Use a TextComponentTranslation to send a chat message that's translated to the client's locale on arrival. If you throw a CommandException (or a subclass) from your command, it will be sent to the command sender as a TextComponentTranslation .
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Help please.
You installed a coremod built for 1.7.10 or earlier on 1.9. Mods (especially coremods) only work for a single version of Minecraft.
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Unknown crash - NoSuchMethodError
The issue is with Kitsune, it needs to be updated to work in Forge 1.9-12.16.0.1819-1.9 and newer.
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[1.8 and 1.9] Having a few issues on 1.9 and 1.8
The resource path of your loot table's ResourceLocation must relative to assets/<domain>/loot_tables. You register a loot table for tetracraft:terrakon , but there is no assets/tetracraft/loot_tables/terrakon.json file. The actual path is assets/tetracraft/loot_tables/entities/terrakon.json, so register your loot table as tetracraft:entities/terrakon .
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[1.8 and 1.9] Having a few issues on 1.9 and 1.8
Not personally, but Jabelar has a tutorial on complex entity models with animation here. I can't really help you with your issues unless you give me something to work with. I need to see the entity, the loot table file, any custom loot table classes used in it (e.g. properties, conditions) and the loot table registration.
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[1.8 and 1.9] Having a few issues on 1.9 and 1.8
I know very little about rendering, I can't help you with animations. Use your EntityProperty in the properties section of an entity_properties conditional in your loot table JSON, like the on_fire property is used in the pig's loot table.
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[1.9] Remove underwater plant glitch
You'll probably need to override Block#getMaterial(IBlockState) to return a different Material when the block isn't submerged in water. You don't have access to the world or position in this method, so you'll need to create an IProperty for this (probably a PropertyBool called IN_WATER ) and store it in the metadata. When the block is placed and when a neighbouring block changes, set the value of this property based on the surrounding blocks. I'm not sure exactly how to determine what qualifies as submerged and what doesn't, but start by checking if any of the horizontally adjacent blocks are something other than water or your plant.
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[1.9] Understanding new way of declaring items.
That hasn't changed in 1.9 and has little to do with the new registry system, since every Item is registered in the same way. Override Item#getUnlocalizedName(ItemStack) to return the appropriate unlocalised name based on any aspect of the ItemStack (stack size, metadata, NBT, capabilities).
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[1.9] Remove underwater plant glitch
You also need to include the BlockLiquid.LEVEL property in your BlockStateContainer and register an IStateMapper to ignore that property in your blockstates file (if you don't want its value to affect the model). You can see my implementation of a basic water plant here, with the IStateMapper registration here (called in preInit from the client proxy).
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[1.8 and 1.9] Having a few issues on 1.9 and 1.8
Create the TextComponentTranslation for the translated part of the header message with the page numbers as format arguments and set its colour to green. Create another TextComponentTranslation with the dashes and a formatting placeholder ( %s ) for the translated part with the first TextComponentTranslation as a format argument and set its colour to gold. Send this second TextComponentTranslation to the command sender as a chat message.
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[1.8 and 1.9] Having a few issues on 1.9 and 1.8
ICommand#execute has a MinecraftServer argument, pass this to your applyModifier method.
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[1.8 and 1.9] Having a few issues on 1.9 and 1.8
Use ForgeVersion.getResult to get the CheckResult of the version check for the specified ModContainer . FMLCommonHandler#findContainerFor will return the ModContainer for the specified mod ID or instance.
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java.lang.IllegalArgumentException: bound must be positive
The crash is happening from Immersive Engineering's ore generation code. It's likely that the configuration is to blame, with at least one ore configured so that its maximum y level is lower than its minimum y level. If your configuration is correct, it may be an issue with IE itself. It looks like Farseek has modified some of the Minecraft/Forge code, so try and reproduce this without Farseek or any other coremods installed before you report this to the Immersive Engineering author(s) (who may or may not provide support for 1.7.10). I'm not sure what caused the "Unknown net.minecraftforge.common.chunkio.QueuedChunk" errors, but you probably won't get any official support with them since you're on 1.7.10.
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[1.8 and 1.9] Having a few issues on 1.9 and 1.8
I suggest you set a breakpoint on line 155 of CommandAdmin , run the game in debug mode, use the command and then look at the debugger to see what's null . It looks like it's probably the MinecraftServer you get from FMLServerHandler . In 1.9, Minecraft is slowly moving away from MinecraftServer being a singleton since there's no static field in the class itself storing the instance and World has a getMinecraftServer method to get the world's server. For this reason, I suggest you use the MinecraftServer provided to the command rather than using FMLServerHandler (which still assumes there's only one MinecraftServer instance).
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(fixed) (1.8.9)Model definition for location *item* #inventory not found
That appears to be the console output, please post the actual FML log. I can't see any model errors in that log, only missing textures.
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(fixed) (1.8.9)Model definition for location *item* #inventory not found
Could you upload your full FML log (logs/fml-client-latest.log) to Gist and link it here? Your model directory should be called models, not Models. It may not matter in the development environment since paths in Windows are case-insensitive, but it will probably not work in the release environment since paths JAR files are case-sensitive. I believe there is a Forge IRC channel, but I only offer help in forum threads.
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