Jump to content

[1.8] Some vanilla items not found / remapping missing elements


jeffryfisher

Recommended Posts

After upgrading my mods from 1.7.10 to 1.8, I worried that some of my own blocks and items might not carry over from my old worlds. I never expected to get errors on essential vanilla objects. However, a dozen vanilla items came up missing on my first try with an old (1.7.10) practice SP world (created at 1.6.4 I think).

 

I've searched both Forge and Google for this phenomenon, and I haven't found much, so I haven't found guidance, and I suspect that it's happening because of something I did (perhaps long ago).

 

Here's what the errors look like:

[12:17:06] [server thread/ERROR] [FML/]: There are unidentified mappings in this world - we are going to attempt to process anyway
[12:17:06] [server thread/ERROR] [FML/]: Unidentified item: minecraft:flowing_water, id 8
[12:17:06] [server thread/ERROR] [FML/]: Unidentified item: minecraft:potatoes, id 142
[12:17:06] [server thread/ERROR] [FML/]: Unidentified item: minecraft:cocoa, id 127
[12:17:06] [server thread/ERROR] [FML/]: Unidentified item: minecraft:carrots, id 141
[12:17:06] [server thread/ERROR] [FML/]: Unidentified item: minecraft:cooked_fished, id 350
[12:17:06] [server thread/ERROR] [FML/]: Unidentified item: minecraft:double_wooden_slab, id 125
[12:17:06] [server thread/ERROR] [FML/]: Unidentified item: minecraft:fire, id 51
[12:17:06] [server thread/ERROR] [FML/]: Unidentified item: minecraft:flowing_lava, id 10
[12:17:06] [server thread/ERROR] [FML/]: Unidentified item: minecraft:lava, id 11
[12:17:06] [server thread/ERROR] [FML/]: Unidentified item: minecraft:water, id 9
[12:17:06] [server thread/ERROR] [FML/]: Unidentified item: minecraft:end_portal, id 119
[12:17:06] [server thread/ERROR] [FML/]: Unidentified item: minecraft:double_stone_slab, id 43
[12:17:06] [server thread/ERROR] [FML/]: Unidentified item: minecraft:portal, id 90

 

It's just these 13 items. Do these pertain to corresponding blocks, or just the item-blocks themselves? It would be weird to step into a world from which all lava had been removed. I might find diamonds under former deep-cave lava lakes  :)

 

I don't see any rhyme or reason for these items to cause problems. My mods don't involve any of them. Any suggestions on how to investigate? Or should I ignore the warnings and "forge" ahead?

 

My ultimate goal is to upgrade my modded multiplayer server world. I'll back it up and see if I get similar errors there too.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

Link to comment
Share on other sites

Because one of my mods absorbed another (changing the modid on a few of my own items and blocks), I'm subscribing to the FMLMissingMappingsEvent. Besides handling my own changed names, I want to handle some missing vanilla items if I can.

 

Most of the missing "items" are blocks that have no corresponding inventory or drop. Fire? Flowing lava? There are just four worthy of remapping.

 

Potatoes (plural) remaps to potato (singular); likewise carrots. Cooked_fished remaps to cooked_fish. However, I'm stumped by cocoa. It looks like the cocoa item has been replaced by dye, which has subtypes, cocoa being BROWN.

 

Looking at the remap methods in FMLMissingMappingsEvent, I don't see how to specify an item subtype. Though it's hardly vital (I can probably replace cocoa stockpiles by adventuring faster than I can figure out how to replace cocoa item stacks by programming), I am curious to know if there's a way.

 

If not, then perhaps the FMLMissingMappingsEvent needs a remap method that conveys subtype (asserts hasSubtypes=true and then passes along a damage value).

 

Finally, if anyone has done missing block/item remapping, I'd love to see an example or tutorial so I can check my work.

 

Thanks!

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

Link to comment
Share on other sites

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

    • Add crash-reports with sites like https://paste.ee/ Maybe an issue with blur, essentials or cumulus_menus
    • Add the crash-report or latest.log (logs-folder) with sites like https://paste.ee/ and paste the link to it here  
    • I have a problem, I am trying to put two different effects to two different armors but when I run it only the emerald armor effect works. This is the code public class ModArmorItem extends ArmorItem{ private static final Map<ArmorMaterial, MobEffectInstance> MATERIAL_TO_EFFECT_MAP = (new ImmutableMap.Builder<ArmorMaterial, MobEffectInstance>()) .put(ModArmorMaterials.EMERALD, new MobEffectInstance(MobEffects.HERO_OF_THE_VILLAGE,200, 1,false,false, true)) .put(ModArmorMaterials.OBSIDIAN, new MobEffectInstance(MobEffects.FIRE_RESISTANCE,200, 1,false,false, true)).build(); public ModArmorItem(ArmorMaterial pMaterial, Type pType, Properties pProperties) { super(pMaterial, pType, pProperties); } @Override public void onArmorTick(ItemStack stack, Level world, Player player){ if (!world.isClientSide()) { if (hasFullSuitOfArmorOn(player)) { evaluateArmorEffects(player); } } } private void evaluateArmorEffects(Player player) { for (Map.Entry<ArmorMaterial,MobEffectInstance> entry : MATERIAL_TO_EFFECT_MAP.entrySet()){ ArmorMaterial mapArmorMaterial = entry.getKey(); MobEffectInstance mapStatusEffect = entry.getValue(); if (hasCorrectArmorOn(mapArmorMaterial, player)) { addStatusEffectForMaterial(player, mapArmorMaterial, mapStatusEffect); } } } private void addStatusEffectForMaterial(Player player, ArmorMaterial mapArmorMaterial, MobEffectInstance mapStatusEffect) { boolean hasPlayerEffect = player.hasEffect(mapStatusEffect.getEffect()); if (hasCorrectArmorOn(mapArmorMaterial, player) && !hasPlayerEffect) { player.addEffect(new MobEffectInstance(mapStatusEffect)); } } private boolean hasCorrectArmorOn(ArmorMaterial material, Player player) { for (ItemStack armorStack : player.getInventory().armor){ if (!(armorStack.getItem() instanceof ArmorItem)) { return false; } } ArmorItem helmet = ((ArmorItem)player.getInventory().getArmor(3).getItem()); ArmorItem breastplace = ((ArmorItem)player.getInventory().getArmor(2).getItem()); ArmorItem leggins = ((ArmorItem)player.getInventory().getArmor(1).getItem()); ArmorItem boots = ((ArmorItem)player.getInventory().getArmor(0).getItem()); return helmet.getMaterial() == material && breastplace.getMaterial() == material && leggins.getMaterial() == material && boots.getMaterial() == material; } private boolean hasFullSuitOfArmorOn(Player player){ ItemStack helmet = player.getInventory().getArmor(3); ItemStack breastplace = player.getInventory().getArmor(2); ItemStack leggins = player.getInventory().getArmor(1); ItemStack boots = player.getInventory().getArmor(0); return !helmet.isEmpty() && !breastplace.isEmpty() && !leggins.isEmpty() && !boots.isEmpty(); } } Also when I place two effects on the same armor, the game crashes. Here is the crash file. The code is the same, only this part is different   private static final Map<ArmorMaterial, MobEffectInstance> MATERIAL_TO_EFFECT_MAP = (new ImmutableMap.Builder<ArmorMaterial, MobEffectInstance>()) .put(ModArmorMaterials.EMERALD, new MobEffectInstance(MobEffects.HERO_OF_THE_VILLAGE,200, 1,false,false, true)) .put(ModArmorMaterials.EMERALD, new MobEffectInstance(MobEffects.FIRE_RESISTANCE,200, 1,false,false, true)).build(); I hope you guys can help me. Thanks.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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