Jump to content

Recommended Posts

Posted

Hi,

After initialising my new dimensions/planets, any world, new or otherwise, appears to crash with this log:

 

http://pastebin.com/vbmSwBmJ

 

Before this, my mod loaded with one gigabyte of RAM and half the current permgen size, so I'm pretty sure that it's the dimensions.

 

The mod that includes the dimensions is SpaceAgePlanets, and the other mods whose source I have in my dev environment (ie the ones that I'm working on) are SpaceAge and WarpDrive.

 

If required, I can give source code for any one of my dimensions.

 

Thanks,

SkylordJoel

Posted

OK

 

In that case, I suggest you put a breakpoint in the EntityPlayerMP constructor here:

 

       while (!p_i45285_2_.getCollidingBoundingBoxes(this, this.boundingBox).isEmpty())       // <-------- breakpoint here
        {
            this.setPosition(this.posX, this.posY + 1.0D, this.posZ);
        }

If it doesn't find a spawn spot it keeps increasing the posY until it finds one which is clear.  If you trace it through you should pretty easily find out what isn't working as you expect.

 

BTW did you read this line from the post I linked? It sure sounds very similar to your issue

> I forgot to set up the block's ID in the config handler so it defaulted to zero making all the air blocks that block.. wow

 

-TGG

Posted
  On 1/12/2015 at 1:57 AM, SkylordJoel said:

I find those versions lack human-readable names

Both 1.7 an 1.8 have almost complete mappings, just use the daily snapshots.

 

  Quote

are full of bugs and glitches

I haven't encountered any bug or glitch that makes 1.6.4 better than either of those versions.

 

  Quote

not to mention framerate drops, etc.

There is nothing but performance improvements in the newer version, I haven't experienced any framerate drops.

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 usually get more rendering bugs and framerate drops from those. Oh yeah, not to mention the fact that Minecraft only supports Java 6... Well, on Mac at least.

 

If WarpDrive, Universal Electricity, RotaryCraft and MFFS all update to 1.7 or 1.8, then I will use it.

 

EDIT: I forgot, also if the EULA changes back to it's 1.6.4 and earlier state.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Make a test with another Launcher like the Curseforge Launcher, MultiMC or AT Launcher
    • can anyone help me i am opening forge and add modpacks and then it says unable to update native luancher and i redownlaod java and the luancher it self?
    • The problem occurs also in 1.20.1 Forge, but with an "Error executing task on client" instead. I have "Sinytra Connector" installed. On 1.21.5 Fabric, there is no problem. When this happens, the chat message before the death screen appears gets sent, with an extra dash added.
    • Well, as usual, it was user error. Naming mismatch in sounds.json.  Please delete this post if you find it necessary. 
    • Hello Forge community.  I'm running into an issue with a mod I'm working on.  To preface, I can call /playsound modId:name music @a and I can hear the sound I registered being played in game. Great!  However, I cannot get it to trigger via my mod code.    Registration: public static final RegistryObject<SoundEvent> A_WORLD_OF_MADNESS = SOUND_EVENTS.register("a_world_of_madness", () -> new SoundEvent(new ResourceLocation("tetheredsouls", "a_world_of_madness")));   Playback: Minecraft mc = Minecraft.getInstance(); if (!(mc.player instanceof LocalPlayer) || mc.level == null) return; LocalPlayer player = (LocalPlayer) mc.player; BlockPos pos = player.blockPosition(); SoundEvent track = ModSounds.A_WORLD_OF_MADNESS.get(); System.out.println(track); System.out.println(pos); System.out.println(player); // play exactly like the tutorial: client-only, at the player's position try { mc.level.playLocalSound( player.getX(), player.getY(), player.getZ(), track, SoundSource.MUSIC, // Or MASTER if needed 1f, 1f, false ); System.out.println("[DEBUG] playSound success: " + track.getLocation()); } catch (Exception e) { System.err.println("[ERROR] Failed to play sound: " + track.getLocation()); e.printStackTrace(); } Sounds.json:   { "theme_of_laura": { "category": "music", "sounds": [ { "name": "tetheredsouls:a_world_of_madness", "stream": true } ] } } Things I have tried: - multiple .ogg files. Short .ogg files (5 seconds, <100KB).  - default minecraft sounds imported from import net.minecraft.sounds.SoundEvents; These work given my code. No idea why these are different.  - playSound() method, as well as several others in past iterations that did not work   I would be forever grateful if somebody could point me in the right direction. I've looked at several mod github repositories and found extremely similar code to what I'm doing. I've also found several threads in this forum that did not solve my issue. I just cannot figure out what I'm doing differently, and why I'm able to queue sounds manually with playsound but the code won't play it (despite confirming the code is being run with the debug statements.)
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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