Posted December 10, 20168 yr So, I'm not sure what is happening here. When I create a new world, the game crashes with this error: http://pastebin.com/UucBkVUG However if I comment out the recipe initialization, everything works fine. All of the code is available on github but the recipe class is here: https://github.com/61352151511/Random-Utilities/blob/1.11/src/main/java/com/sixonethree/randomutilities/common/init/Recipes.java
December 10, 20168 yr [10:40:53] [server thread/DEBUG] [FML/]: Unable to lookup randomutilities:magic_chest for public static com.sixonethree.randomutilities.common.block.BlockContainerBase com.sixonethree.randomutilities.common.init.ModBlocks.MAGIC_CHEST. This means the object wasn't registered. It's likely just mod options. [10:40:53] [server thread/DEBUG] [FML/]: Unable to lookup randomutilities:display_table for public static com.sixonethree.randomutilities.common.block.BlockContainerBase com.sixonethree.randomutilities.common.init.ModBlocks.DISPLAY_TABLE. This means the object wasn't registered. It's likely just mod options. [10:40:53] [server thread/DEBUG] [FML/]: Unable to lookup randomutilities:heart_canister for public static com.sixonethree.randomutilities.common.item.ItemBase com.sixonethree.randomutilities.common.init.ModItems.HEART_CANISTER. This means the object wasn't registered. It's likely just mod options. [10:40:53] [server thread/DEBUG] [FML/]: Unable to lookup randomutilities:magic_card for public static com.sixonethree.randomutilities.common.item.ItemBase com.sixonethree.randomutilities.common.init.ModItems.MAGIC_CARD. This means the object wasn't registered. It's likely just mod options. Did ANY of your recipes involve the MAGIC_CARD, HEART_CANISTER, DISPLAY_TABLE, or MAGIC_CHEST? Because they are unregistered. I Love To Help People. Unless They Are The Kind Of People Who Just Doesn't Know Anything. Those People Need Some Serious Help. This Could Help But...... https://www.youtube.com/watch?v=6t0GlXWx_PY ThingsMod Git: https://github.com/EscapeMC/Things-Mod-1.10.2 TeamMadness Mod Git: https://github.com/EscapeMC/TeamMadness-Mod-1.10.2 If I somehow help you, please click the "Thank You" button. If I am a total waste of time, please click the "Applaud" button.
December 10, 20168 yr Author Yes all of them, however this is not the issue (Well I really don't think it is) because the objects exist in game when the recipe init is commented out, so they do get registered.
December 10, 20168 yr They exist, but because the game needs to register the recipes, the world crashes. I had this exact same problem with my mod a while back. I had 1 single item unregistered used in my recipes, and it crashed my game. This is just my thoughts, try it and see if it fixes it. Or, just wait for someone more advanced to come back to comment. I Love To Help People. Unless They Are The Kind Of People Who Just Doesn't Know Anything. Those People Need Some Serious Help. This Could Help But...... https://www.youtube.com/watch?v=6t0GlXWx_PY ThingsMod Git: https://github.com/EscapeMC/Things-Mod-1.10.2 TeamMadness Mod Git: https://github.com/EscapeMC/TeamMadness-Mod-1.10.2 If I somehow help you, please click the "Thank You" button. If I am a total waste of time, please click the "Applaud" button.
December 10, 20168 yr Author Gonna wait for "someone more advanced" because I still have no information of how to fix it. The items get registered before the recipes attempt to get registered, I don't know why it's printed in the log like that. The exact same thing was printed in the log from 1.7.10 -> 1.10.2 that I'm aware of and the game never crashed that I remember.
December 10, 20168 yr Author So from what I'm reading you're basically saying to remove the ObjectHolder annotation? Done, and it still has the same crash. Then... oh god, please no. Haven't seen that one in a while... Why do you do this? I don't know to be honest. I think I started watching Pahimar's "Let's Mod [Reboot?]" series back for 1.7.10 and it worked, so I never questioned it. I think the reason was to do with getting the mods name in the unlocalized name but I have no idea. If it's something I shouldn't be doing (Is the mod name in the unlocalized name automatically now?) then I'll remove it.
December 10, 20168 yr Author Thank you, I knew ItemStack's couldn't be null anymore, and I searched all of my classes for "null" when I did the update. I missed the fact that just doing "ItemStack result;" would be null and also needed the change. I'll change the code to get rid of that and set the unlocalized name that way.
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