Posted February 13, 201411 yr Hi, I previously worked with Forge but am only recently looking into it again. I seem to have run into a bit of an issue, and I honestly have no idea what is wrong. I can add a new block, test run it, create a world, find the block in the creative menu and place said block. However, after saving/quiting the world and then loading it again, the block is MIA from the creative menu, gone from your inventory, and has disappeared from world itself, leaving only lighting errors where the blocks previously were. I'm using Forge build 1024 for MC 1.7.2. It also prints out this lovely stacktrace in Eclipse: java.lang.RuntimeException: Mod IDs are missing at cpw.mods.fml.common.Loader.fireMissingMappingEvent(Loader.java:865) at cpw.mods.fml.common.registry.GameData.injectWorldIDMap(GameData.java:272) at cpw.mods.fml.common.FMLContainer.readData(FMLContainer.java:191) at cpw.mods.fml.common.FMLCommonHandler.handleWorldDataLoad(FMLCommonHandler.java:382) at net.minecraft.world.storage.SaveHandler.loadWorldInfo(SaveHandler.java:148) at net.minecraft.world.World.<init>(World.java:293) at net.minecraft.world.WorldServer.<init>(WorldServer.java:111) at net.minecraft.server.integrated.IntegratedServer.loadAllWorlds(IntegratedServer.java:65) at net.minecraft.server.integrated.IntegratedServer.startServer(IntegratedServer.java:98) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:488) at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:787) There are only 2 classes currently in existence: SimpleIndustry: package simpleIndustry; import net.minecraft.block.Block; import net.minecraft.init.Blocks; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.EventHandler; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.registry.GameRegistry; @Mod(modid = SimpleIndustry.MODID, version = SimpleIndustry.VERSION) public class SimpleIndustry { public static final String MODID = "SimpleIndustry"; public static final String VERSION = "1.0"; private static final Block TestBlock = new TestBlock(); @EventHandler public void load(FMLInitializationEvent event) { GameRegistry.registerBlock(TestBlock, MODID + ":" + TestBlock.getUnlocalizedName().substring(5)); } } And TestBlock: package simpleIndustry; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import simpleIndustry.SimpleIndustry; public class TestBlock extends Block { public TestBlock() { super(Material.rock); this.setHardness(25.0F); this.setResistance(1000F); this.setCreativeTab(CreativeTabs.tabBlock); this.setBlockName("TestBlock"); this.setBlockTextureName(SimpleIndustry.MODID + ":tile.TestTexture"); this.setHarvestLevel("pickaxe", 3); } } I've spent the last couple hours googling, reading/watching tutorials, and searching the forums for a reason as to why this happens, but I haven't found anything that solves the issue. Any assistance would be very much appreciated. I feel I'm being an idiot and it's probably something really simple, but I just can't figure out what. Thanks. Edit: Problem is solved. Needed to use FMLPreInitializationEvent in the main class, instead of FMLInitializationEvent.
February 13, 201411 yr Author Yup, mod is still listed in the mods menu and the console shows that when reloading the new world client and server successfully load 4 mods (FML, MC Forge, MCP, and my own mod).
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