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WhichOnesPink

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Everything posted by WhichOnesPink

  1. When trying to launch Minecraft without a mod required by another mod, Minecraft 'exits' to a splash screen and a helpful message is displayed to the player. I'd like to do the same thing when a particular crash occurs with a mod I'm working on. Does anyone know if this is possible? Or is that functionality reserved exclusively for that scenario.
  2. In 1.7.10, world type IDs are created dynamically via getNextId(), and the crash happens when launching a new world, so... I don't think it's got anything to do with world type IDs conflicting. I still haven't figured out what's causing this, but I've discovered that this same crash occurs when Wildycraft is installed alongside ATG, which is another mod that uses a custom world type, so... either Wildycraft is doing something wrong, or both RTG and ATG are doing something wrong. I don't really care who's to blame here, I just wish I knew what was happening behind the scenes. Thanks to everyone who tried to help - I'll post an update if I ever get to the bottom of it.
  3. That's why it's being cast - because there are methods in RTG's chunk manager that don't @override WorldChunkManager. I guess I'm still struggling to understand why Wildycraft's chunk manager is being referenced at all if RTG's world type was selected on startup. Isn't that one of the main benefits of using a custom world type? To ensure that your own chunk managers and chunk providers are used? I suppose I could do a check to see if Wildycraft is loaded, and not cast it if it is, but that feels super hacky.
  4. When two mods try to take control of the chunk manager, shouldn't the mod whose world type was chosen on startup take priority? http://pastebin.com/raw.php?i=EcHFJ2hZ According to that log, when RTG tries to get the world's chunk manager, it's returning Wildycraft's chunk manager instead and crashing, even though RTG's world type was selected on startup. At first, I thought it might be a biome ID or dimension ID conflict, but there aren't any conflicts that I can see. Am I missing something totally obvious here?
  5. Awesome, thanks for the insight guys.
  6. How does Forge handle nested Pre/Post events? For example: MinecraftForge.EVENT_BUS.post(new DecorateBiomeEvent.Pre(worldObj, rand, worldX, worldZ)); ... lots of code ... MinecraftForge.EVENT_BUS.post(new DecorateBiomeEvent.Pre(worldObj, rand, worldX, worldZ)); ... more code ... MinecraftForge.EVENT_BUS.post(new DecorateBiomeEvent.Post(worldObj, rand, worldX, worldZ)); ... lots of code ... MinecraftForge.EVENT_BUS.post(new DecorateBiomeEvent.Post(worldObj, rand, worldX, worldZ)); Does the first DecorateBiomeEvent.Post() cancel both of the Pre()'s? Or are events not bound to each other like that? Is it common to see nested events like this, or is it something that should be triggering alarm bells?
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