Jump to content

Recommended Posts

Posted

This message:

[11:09:40] [server thread/WARN] [FML]: Unable to lookup ForestMagic:goldenBerylOre for public static com.shieldbug1.forestmagic.block.ore.BlockOreFM com.shieldbug1.forestmagic.init.ModBlocks.goldenBerylOre. Is there something wrong with the registry?
[11:09:40] [server thread/WARN] [FML]: Unable to lookup ForestMagic:magicLeaves for public static com.shieldbug1.forestmagic.block.BlockFM com.shieldbug1.forestmagic.init.ModBlocks.magicLeaves. Is there something wrong with the registry?
[11:09:40] [server thread/WARN] [FML]: Unable to lookup ForestMagic:goldenBerylGem for public static com.shieldbug1.forestmagic.item.gem.ItemGemFM com.shieldbug1.forestmagic.init.ModItems.goldenBerylGem. Is there something wrong with the registry?

appears every time in the preinitialisation stage. When the game is run, the message comes from the Client thread, and when a world is loaded it's from the Server thread. It also appears when a world is being unloaded on the server thread.

 

The blocks and items it mentions work fine, and I didn't register them any differently to any of my other blocks or items.

 

Here is the relevant code:

public static final ItemGemFM goldenBerylGem = new ItemGoldenBerylGem();

// And later, in my method for registering the blocks and items
GameRegistry.registerItem(goldenBerylGem, Names.Items.Gems.GOLDEN_BERYL_GEM);

 

Am I doing something horribly wrong and not seeing it, or should I just ignore the message?

 

 

EDIT: If it matters I'm using forge version 10.13.0.1180 (1.7.10). (I've just been too lazy to update, but I don't think the version has anything to do with this.)

EDIT: I have updated to the latest version of forge (1199) and the message still occurs.

BEFORE ASKING FOR HELP READ THE EAQ!

 

I'll help if I can. Apologies if I do something obviously stupid. :D

 

If you don't know basic Java yet, go and follow these tutorials.

Posted

I surprisingly just got the same message in my console. I found that the cause was the fact that the variable name and the String name used in the registry were different. If those are both the same then it works fine.

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Please read the FAQ and post logs as described there.
    • Upon starting the server I get; [main/ERROR] [minecraft/Main]: Failed to start the minecraft server net.minecraftforge.fml.LoadingFailedException: Loading errors encountered: [     Framework (framework) has failed to load correctly §7java.lang.NoClassDefFoundError: net/minecraft/client/gui/components/toasts/Toast ] I suspect there is a (possibly a few) client-only mods installed on my server. Any help would be appreciated! (Yes I know there are a lot of mods...) Here is the crash log:   https://paste.ee/p/pRz5mhMl#s=0
    • That's basically what the failure does, my apologies for failing to specify.  It just tries again on the next tick until it detects the entities for that chunk are loaded, and then tries to load the entity.  From there it gets into different failure states depending on what goes wrong, but in short, if the entity fails to load once the entity list becomes available, the request is cleared and must be resubmitted by the end user.  There should be few cases where that actually happens. Yes, that is my understanding of forceloading.  That's why on a successful summon, it removes the forceload.  Otherwise it does just leave the chunks loaded long term. Thank you for your help, any knowledge is useful!  I don't often mess with forceloading and my prior experience is 1.16 so I'm also a bit out of my depth haha.
    • I will have to do more research about 1.18 chunk loading. You were unclear about how your code manages with the entity load failure. If you simply used a loop, I suggest submitting a tick task to the next tick which does the same thing, checking if the entities are loaded and if so teleporting the right one else submitting another tick task etc. Also I think forceloading permanently force loads the chunk, and it only starts to unload when you make a subsequent call to mark the chunk as not forceloaded. I may be completely wrong, I dont know much about 1.18, most of my experience is 1.20. Good luck I hope you figure it out after all this time 😅
    • i managed to fix it by reinstalling the modpack and re-add all the extra mods I've had previously.
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.