JonTGN Posted December 31, 2018 Posted December 31, 2018 Hey guys. My mod works fine clientside, however when I load it up into my server it crashes. Attached below is my crash report as well as the source code for my mod. I feel like it has something to do with the proxy but I'm not entirely sure and I have absolutely no clue where to start, as I am coming from Python. I now understand Java a bit better, but please be precise so I can understand it well. Thanks :) Also if you have time, one more issue I was trying to figure out how to do is make my entity have a random chance of equipping tools/armor. GitHub: https://github.com/JonTGN/JonTGN-sMod Thanks in advance guys. Would really like to see this appear on my server :) crash-2018-12-30_17.48.41-server.txt Quote
DaemonUmbra Posted December 31, 2018 Posted December 31, 2018 You need to do more reading on the concept of Sides, also please look at the lists in this thread: Most of the issues mentioned in that thread come from people inheriting the bad habits of people who make YouTube videos about how to mod. Quote This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy. As the most common issue I feel I should put this outside the main bulk: The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge. If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan. For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety. Spoiler Logs (Most issues require logs to diagnose): Spoiler Please post logs using one of the following sites (Thank you Lumber Wizard for the list): https://gist.github.com/: 100MB Requires member (Free) https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$) https://hastebin.com/: 400KB Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads. What to provide: ...for Crashes and Runtime issues: Minecraft 1.14.4 and newer: Post debug.log Older versions: Please update... ...for Installer Issues: Post your installer log, found in the same place you ran the installer This log will be called either installer.log or named the same as the installer but with .log on the end Note for Windows users: Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension Where to get it: Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs. Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch: Spoiler Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge) Make a launcher profile targeting this version of Forge. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it). Now launch the pack through that profile and follow the "Mojang Launcher" instructions above. Video: Spoiler or alternately, Fallback ("No logs are generated"): If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft Server Not Starting: Spoiler If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output. Reporting Illegal/Inappropriate Adfocus Ads: Spoiler Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad. Lex will need the Ad ID contained in that URL to report it to Adfocus' support team. Posting your mod as a GitHub Repo: Spoiler When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub. When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository. Open a command prompt (CMD, Powershell, Terminal, etc). Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in). Run the following commands: git init git remote add origin [Your Repository's URL] In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git git fetch git checkout --track origin/master git stage * git commit -m "[Your commit message]" git push Navigate to GitHub and you should now see most of the files. note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from) Now you can share your GitHub link with those who you are asking for help. [Workaround line, please ignore]
Discult Posted December 31, 2018 Posted December 31, 2018 20 minutes ago, JonTGN said: Hey guys. My mod works fine clientside, however when I load it up into my server it crashes. Attached below is my crash report as well as the source code for my mod. I feel like it has something to do with the proxy but I'm not entirely sure and I have absolutely no clue where to start, as I am coming from Python. I now understand Java a bit better, but please be precise so I can understand it well. Thanks Also if you have time, one more issue I was trying to figure out how to do is make my entity have a random chance of equipping tools/armor. GitHub: https://github.com/JonTGN/JonTGN-sMod Thanks in advance guys. Would really like to see this appear on my server crash-2018-12-30_17.48.41-server.txt you need to make sure renders are done client side only. this line of code is an example of something that needs to be client only || RenderingRegistry.registerEntityRenderingHandler(EntityZombieKnight.class, new IRenderFactory<EntityZombieKnight>() Quote
JonTGN Posted December 31, 2018 Author Posted December 31, 2018 (edited) Ok sweet, so is it just a process of moving public static void registerEntityRenders() { RenderingRegistry.registerEntityRenderingHandler(EntityZombieKnight.class, new IRenderFactory<EntityZombieKnight>() { @Override public Render<? super EntityZombieKnight> createRenderFor(RenderManager manager) { return new RenderZombieKnight(manager); } }); } into clientProxy and reassigning this^ in like registry handler to go to clientproxy instead? Or do I just move that one line? How would that work? Edited December 31, 2018 by JonTGN Quote
Discult Posted December 31, 2018 Posted December 31, 2018 read up on @SideOnly if you dont understand this but add the sideonly annotation to the registerEntityRenders() method and see if that fixes it. run a test server in the IDE Quote
DaemonUmbra Posted December 31, 2018 Posted December 31, 2018 @SideOnly will not magically make sided code run on the wrong side, it will cause the game to crash with NoClassDefFound. Quote This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy. As the most common issue I feel I should put this outside the main bulk: The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge. If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan. For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety. Spoiler Logs (Most issues require logs to diagnose): Spoiler Please post logs using one of the following sites (Thank you Lumber Wizard for the list): https://gist.github.com/: 100MB Requires member (Free) https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$) https://hastebin.com/: 400KB Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads. What to provide: ...for Crashes and Runtime issues: Minecraft 1.14.4 and newer: Post debug.log Older versions: Please update... ...for Installer Issues: Post your installer log, found in the same place you ran the installer This log will be called either installer.log or named the same as the installer but with .log on the end Note for Windows users: Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension Where to get it: Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs. Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch: Spoiler Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge) Make a launcher profile targeting this version of Forge. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it). Now launch the pack through that profile and follow the "Mojang Launcher" instructions above. Video: Spoiler or alternately, Fallback ("No logs are generated"): If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft Server Not Starting: Spoiler If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output. Reporting Illegal/Inappropriate Adfocus Ads: Spoiler Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad. Lex will need the Ad ID contained in that URL to report it to Adfocus' support team. Posting your mod as a GitHub Repo: Spoiler When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub. When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository. Open a command prompt (CMD, Powershell, Terminal, etc). Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in). Run the following commands: git init git remote add origin [Your Repository's URL] In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git git fetch git checkout --track origin/master git stage * git commit -m "[Your commit message]" git push Navigate to GitHub and you should now see most of the files. note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from) Now you can share your GitHub link with those who you are asking for help. [Workaround line, please ignore]
JonTGN Posted December 31, 2018 Author Posted December 31, 2018 So what would you recommend? From the crash report, what are the lines of code that need to be loaded on client/server and how would I move them over.. Quote
JonTGN Posted December 31, 2018 Author Posted December 31, 2018 I read this: A very common mistake in beginners is to call Minecraft.getMinecraft().<doStuff>() in block or tile entity classes, which will crash any physical server as soon as the class is loaded. which makes sense. What doesn't make sense is where this is happening at and what exactly I need to annotate/move to make it work. Quote
Cadiboo Posted December 31, 2018 Posted December 31, 2018 16 minutes ago, JonTGN said: where this is happening at Wherever the code crashes at 16 minutes ago, JonTGN said: what exactly I need to annotate/move to make it work. Move the crashing code to the proper side. I usually put all my rendering registration in the model registry event Quote About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
Recommended Posts
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.