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Forge Modder
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Everything posted by HalestormXV

  1. I resolved it. Thank you. I was misunderstanding the read and the write buffers and was using an older method of actually registering/creating the serializer. All is well now. Thanks again.
  2. Getting a bit of an issue with what appears to be a Malformed packet? I ported over this recipe from my 1.15.2 mod to 1.16.4 and it works flawlessly in Singleplayer. Second you try and get onto the Dedicated/SMP world though its a ClientDisconnect with the below debug. I know from the past that this generally means a malformed packet or the read and write of the serializes are out of sync etc. In 1.15.2 I was able to leave the write blank. Apparently that is not the case in 1.16.4? So in an effort to keep this in sync as you can see the resource location is in the reader and then the writer ju
  3. I am legitimately laughing out loud right now, but not the "haha" funny laugh. More like that wow seriously, your kidding nervous laugh. Basically......I rewrote the entire class/whole system from the ground up last night, it has more functionality now and works in Multiplayer Environment, but from what you just said....all I had to do was move a couple of lines. Lmfao *FACEPALM to the umpteenth degree* Well as always I thank you. And I appreciate the info. Maybe I'll reuse this for an incredibly basic somewhat "non-flexible" machine that is only meant to do incredibly basic singl
  4. You are correct. As terrifying as that is, that method has resolved the issue. However obviously as you state that is not viable as that contains well quite literally everything from recipes to structure gen to tags. So the question now is, what in a data folder could cause that issue. EDIT: After some meticulous removal and debugging it would seem the issue is within custom recipes. Thankfully I only have one custom recipe and this is the root of the problem. As soon as you remove that custom recipe directory you can log into Multiplayer and everything works flawlessly again. I ca
  5. I know this is somewhat of an older thread however I was wondering if this was ever resolved as i am getting this EXACT same error. It is kind of strange actually that it is literally the same. Here is my latest: https://hastebin.com/oyebubawit.sql Here is my debug: https://hastebin.com/dehohefudo.md (only took the bottom piece of it where the actual Frozen state happened) As for the reproduction - it is identical to above. It works flawlessly on Singleplayer. Only in the multiplayer environment does this occur. To be honest I wouldn't even know where to look for s
  6. That actually makes it clear. I haven't seen Lazy before until about 3 weeks ago when I stepped back into the Modding world. I also haven't worked with Minecraft modding since 1.12.2 and it was very brief. Prior to that it was only 1.7.10. Also I don't code with Java normally so that works against me, only when working on Minecraft Mods am I utilizing Java so it is somewhat "unfamiliar" to me after not working with it for such a period of time, so when I see something like "Lazy" i get all Huh o_O. But that explanation does make sense so I thank you.
  7. Just giving this a bump as I solved it. @Draco18s thanks for the pointers and tips. I see why they were trying to cast to each other. My Provider, for each Capability never actually checked to ensure that the Capability was in fact the Capability it has to cast to. I am guessing it has something to do with Lazy (i am very new to Lazy to be quite honest so it doesnt surprise me that my error was in there). For reference I built my Capability system similar to how McJty built his in the tutorial videos for 1.15.2 and also took bigger aspects like registration and what not
  8. private void setup(final FMLCommonSetupEvent event) { //CapabilityEntityLocation.register(); <---Disabled to make sure that they work when one is disabled and the other is enabled CapabilityEntityExplosium.register(); ***** ComposterBlock.registerCompostable(0.7f, BlockInitDeferred.ARCANUM_LEAVES.get()); DeferredWorkQueue.runLater(StructureGen::generateStructures); registerEntityWorldSpawns(ModEntityTypes.MOOPLE_ENTITY.get(), 89, 2, 4, BiomeInit.THE_MYSTIC_HILLS.get()); registerEntityWorldSpawns(ModEntityTypes.NOVICE_CULTIST.get(), 72, 1, 4, BiomeInit.THE_LARVEN_FLA
  9. The crash seems to be occurring somewhere in my (now) CapabilityEvent Handler. It is being triggered (the crash) when an Entity either getsAttacked or onDeath. For whatever reason my two capabilities seem to be conflicting. My ExplosiumCapability which is the only one that uses the attacked and onDeath, and my Location capability. The location capability is registered first in the MainClass, I took it off the Event_Bus.addListener like Draco suggested, and simply just now call a .register(CapabilityRegistration.class) it didn't make a difference. For whatever reason whichever capab
  10. Okay that can be done, so I just converted to the the above as you said. Everything is still working fine and my two capabilities are now registered in a CapabilityRegistration class and there is now a single CapabilityEventHandler class (so far with only onDeath subscribed to and onAttack subscribed to) but I am still getting the same error where it seems that the first capability to register is trying to cast to the other and as stated above, they dont even so much as reference each other anywhere in my code. And I am using the event to pull the data and check ifPresent. And as you will see
  11. So here is a relatively dumb question I am sure. I have multiple capabilities. 3 at the moment but only 2 are actually registered and being used the 3rd is completely disabled and not even registered as I am still working on it. When the time comes I want to Register correctly. As it is set-up now, each capability has an event handler (the stupid part that is probably wrong). In each capabilities' EventHandler has the particular effects that I want that Capability to work with. So the AttachingEvent, an onDeath, and onAttack etc. However, I am noticing conflicts. I am getting crash
  12. Brain freeze - yeah I should have thought of that. I was incredibly frustrated and totally forgot. Turns out that was exactly the issue and diesieben07 (Sorry if this tags you, it kinda just did it automatically) was spot on. 100% right and corrected the problem. So i thank you. But perhaps this is a stupid question but why? Is setPos not actually being called? I mean i know it is part of ChunkPrimer which is why I used it in the first place being that this particular Block & TE are part of one of my structures that already generate in the world or is Primer's functionality
  13. Please someone punch me. Rather than make a new thread as this issue is still the same I think it better and more proper to simply make the post in the same thread. So after the discussion above I understand that this feat need be accomplished via TileEntity.. Not a problem.. I also get that it will use the getEntitiesWithinAABB, since a number of forum searches show a great many of these types of rather simple tasks like checking players around the TileEntity in say a 16 block radius. Mine flat out fails. I am getting a null pointer exception right when my code attempts to do the
  14. Alright thanks for the running start. I will give it a go. Appreciate it.
  15. Understood, yes as I am browsing the TileEntity class I see it'll need to implement Tickable and will be able to essentially take care of everything. As for gathering players in the area of the TileEntity is there an "effective/preferred/proper" way to do that or pretty much how the Elder Guardian does it would be best? Essentially a: TECreate -> newAxisAligned for the radius/cuboid -> Tick, get all entities in the AxisAligned -> filter the players -> apply the effect to the players, repeat (minus the TECreate and new Axis of course)
  16. Another general question. No real code to go with it just yet. Is it plausible to have a block that Ticks, and it checks the area around it for players, getPos X+16, Y+16 Z+16, X2-16, Y2-16, Z2-16 (Or perhaps there is a better way to check around a particular position? Vecs maybe? I haven't done too much with them just yet as i only just picked up 1.15.2 a few days ago after some time off) etc. And if a player enters within that range it will apply a PotionEffect (or even a vanilla effect like MiningFatigue) and then a listener will cancel a break
  17. If indeed Background music (i.e. Creative mode music, survival mode music, "Overworld" (you know like the "calm1", "hal2" music etc.) is indeed part of the ambience then it would seem a ClientTickEvent still is indeed the way to go about it to accomplish that effect. I'm not in front of the code atm but I imagine there is a way to check if a sound is playing and if so stop it and then start a new one? As I imagine that would be the most effective way to handle that?
  18. So this is more of a General Question as opposed to a "problem." I made my Dimension, I made my Biome(s), everything works its wonderful. I want to spice up the Dimension abit and add my own music to it. I read something that 1.15.2 "didn't yet" implement that. It was a completely random source, and who knows how long ago it was. So I am curious to know if some type of method exists to set custom music to your entire Dimension. Or perhaps it is done on the Biome level with the builder? Any guidance/example/shove in the right direction is helpful. I imagine it isn't done with
  19. Alright so just flatMap on that one then okay. But now how would i check each of those lists, it wouldnt be normal list iteration right? For example index 0 in that map would be a list that contains A,B,C,D and index 1 in that map would be a list that contains 1, 2, 3, 4. So how would I check and pull out the valus from each of those lists? Or would it simply be just normal list iteration? What I am trying to acheive is the following. There is an item that has 4 slots. Based on the items within those 4 slots and the order that those items are in, that weapon is charged with a diffe
  20. I knew i had this post somewhere. Just giving it a bump instead of making a whole new post.
  21. So I have some Lists that have multiple different ItemStacks in it. I am curious as to what the best way of taking all these Lists and compiling them into one MasterList so that I can iterate through it without having to use each List's getter methods. If anyone has some examples or samples of where they may have or how to do this I'd appreciate it. The current code works fine, but the current code uses each Lists's getter method and checks agains that which for now is okay, but once more combinations start ariving have to check multiple getter methods would be rather troublesome. Here is the
  22. There is a mod that releases its source code that ignores grass. Maybe look into the mods source. https://minecraft.curseforge.com/projects/swingthroughgrass
  23. I quite literally just did this the othe day. Feel free to take a look at the code. What it does is generate two numbers and stores them. It coverts one of the number to the string value which acts as the key (since that works for my uses) and then it simply stores the whole set in a tag list. https://hastebin.com/netoleheya.cpp You can ignore the commented HashMap as I used that originally to make sure that no values were getting lost and calculated incorrectly. I commented it out but just forgot to remove it from the code base. Feel free to take an edit as you need f
  24. Im imagining ReflectionHelper.getPrivateField would likely be the route to go with this? I've never actually utilized the reflection helper before nor can I Really find any documentation on it.
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