Jump to content

Recommended Posts

Posted (edited)

I'm new modding, so I've simply made a single block + item with no texture, following Mcjty's 1.14 tutorial. The game seems to load normally; however, when I use the /give command to give the item to the player, the game seems to crash. The crash log was quite unhelpful -- though I've attached it to this post, of course, it essentially just says "unexpected error occurred". Since the crash only occurs when the game has to interact with the item, I assume I've made some obvious and common mistake registering it, or else Eclipse or Gradle somehow aren't building Minecraft quite properly.

 

Here is what I think the relevant code might be:

 

Main mod class:

Spoiler

@Mod("coloredtorches")
public class ColoredTorches {
    public static final String modid = "coloredtorches";
    public static IProxy proxy = DistExecutor.runForDist(() -> () -> new ClientProxy(), () -> () -> new ServerProxy());
    public static ModSetup setup = new ModSetup();
    public ColoredTorches() {
        FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup);
    }

    private void setup(final FMLCommonSetupEvent event) {

    }
    @Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD)
    public static class RegistryEvents {
        @SubscribeEvent
        public static void onBlocksRegistry(final RegistryEvent.Register<Block> event) {
             event.getRegistry().register(new FirstBlock());
        }

        @SubscribeEvent
        public static void onItemsRegistry(final RegistryEvent.Register<Item> event) {
             event.getRegistry().register(new BlockItem(ModBlocks.FIRSTBLOCK, new Item.Properties()).setRegistryName("firstblock"));         
        }
    }

}

 

FirstBlock.java

Spoiler

public class FirstBlock extends Block {

    public FirstBlock() {
        super(Properties.create(Material.IRON)
                .sound(SoundType.METAL)
                .hardnessAndResistance(2.0f)
                .lightValue(14)
        );
        setRegistryName("firstblock");
    }
}

 

ModBlocks.java

Spoiler

public class ModBlocks {
    @ObjectHolder("mytutorial:firstblock")
    public static FirstBlock FIRSTBLOCK;
}

 

Thank you kindly for any advice.

crash-2019-07-08_20.26.20-client.txt

Edited by freelancepoliceman
Posted

instead of event.getRegistry().register(new BlockItem(ModBlocks.FIRSTBLOCK, new Item.Properties()).setRegistryName("firstblock")); use event.getRegistry().register(new BlockItem(ModBlocks.FIRSTBLOCK, new Item.Properties()).setRegistryName(ModBlocks.FIRSTBLOCK.getRegistryName()));

This eliminates the chance of getting the registry name wrong.

 

Change your ModBlocks class from

public class ModBlocks {
    @ObjectHolder("mytutorial:firstblock")
    public static FirstBlock FIRSTBLOCK;
}

to

@ObjectHolder(ColoredTorches.modid)
public class ModBlocks {
    public static final FirstBlock FIRSTBLOCK = null;
}

 

You're game is currently crashing because ModBlocks.FIRSTBLOCK is null. It is null because you've hardcoded the name of the block to "mytutorial:firstblock" when it should be "coloredtorches:firstblock". This means that the field never gets filled with your block, and you're item block tries to use a null block in getTranslationKey, causing a crash. Putting @ObjectHolder on your class with your modid means that you don't need to hardcode each name above each field, instead the name of the object is gotten with yourModId + ":" + nameOfField.

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.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)

Posted
Quote

java.lang.NullPointerException: Unexpected error
    at net.minecraft.item.BlockItem.getTranslationKey(BlockItem.java:181) ~[forge-1.14.3-27.0.25_mapped_snapshot_20190621-1.14.2-recomp.jar:?] {}

https://stackoverflow.com/questions/218384/what-is-a-nullpointerexception-and-how-do-i-fix-it

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted (edited)
3 hours ago, Cadiboo said:

instead of event.getRegistry().register(new BlockItem(ModBlocks.FIRSTBLOCK, new Item.Properties()).setRegistryName("firstblock")); use event.getRegistry().register(new BlockItem(ModBlocks.FIRSTBLOCK, new Item.Properties()).setRegistryName(ModBlocks.FIRSTBLOCK.getRegistryName()));

This eliminates the chance of getting the registry name wrong.

 

Change your ModBlocks class from


public class ModBlocks {
    @ObjectHolder("mytutorial:firstblock")
    public static FirstBlock FIRSTBLOCK;
}

to


@ObjectHolder(ColoredTorches.modid)
public class ModBlocks {
    public static final FirstBlock FIRSTBLOCK = null;
}

 

You're game is currently crashing because ModBlocks.FIRSTBLOCK is null. It is null because you've hardcoded the name of the block to "mytutorial:firstblock" when it should be "coloredtorches:firstblock". This means that the field never gets filled with your block, and you're item block tries to use a null block in getTranslationKey, causing a crash. Putting @ObjectHolder on your class with your modid means that you don't need to hardcode each name above each field, instead the name of the object is gotten with yourModId + ":" + nameOfField.

 

Gah. I’m an idiot, and apparently can’t read. Thank you so much — and I’ll take your advice into account.

 

I noticed the harcoding too. I was trying to follow the tutorial I saw, which I imagine hardcoded to more clearly explain what was going on. I thought I could make the code more elegant if I could just get it to work, which, obviously, proved to my embarassment. I suppose I just copied and pasted code without being careful enough to change it. I apologize for being a moron. 

 

Thank you, again. 

Edited by freelancepoliceman

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

    • After reinstalling and rebuilding server, now I get another error which is Internal Exception: io.netty.handler.codec.DecoderException: java.lang.IndexOutOfBoundsException: readerIndex(2829) + length(1) exceeds writerIndex(2829): UnpooledHeapByteBuf(ridx: 2829, widx: 2829, cap: 2829/2829)
    • In 1.20.1, while creating an addon(mod) for Epic Fight, I tried to runclient and it crashed with the following error rg.spongepowered.asm.mixin.throwables.MixinApplyError: Mixin [mixins.epicfight.json:MixinEntityRenderer] from phase [DEFAULT] in config [ mixins.epicfight.json] FAILED during APPLY Could you please tell me how to solve this problem? build.gradle   plugins { id 'eclipse' id 'idea' id 'maven-publish' id 'net.minecraftforge.gradle' version '[6.0,6.2)' //id 'org.parchmentmc.librarian.forgegradle' version '1.+' //id 'org.spongepowerd.mixin' version '0.8.5' } version = mod_version group = mod_group_id base { archivesName = mod_id } // Mojang ships Java 17 to end users in 1.18+, so your mod should target Java 17. java.toolchain.languageVersion = JavaLanguageVersion.of(17) println "Java: ${System.getProperty 'java.version'}, JVM: ${System.getProperty 'java.vm.version'} (${System.getProperty 'java.vendor'}), Arch: ${System.getProperty 'os.arch'}" minecraft { // The mappings can be changed at any time and must be in the following format. // Channel: Version: // official MCVersion Official field/method names from Mojang mapping files // parchment YYYY.MM.DD-MCVersion Open community-sourced parameter names and javadocs layered on top of official // // You must be aware of the Mojang license when using the 'official' or 'parchment' mappings. // See more information here: https://github.com/MinecraftForge/MCPConfig/blob/master/Mojang.md // // Parchment is an unofficial project maintained by ParchmentMC, separate from MinecraftForge // Additional setup is needed to use their mappings: https://parchmentmc.org/docs/getting-started // // Use non-default mappings at your own risk. They may not always work. // Simply re-run your setup task after changing the mappings to update your workspace. mappings channel: mapping_channel, version: mapping_version // When true, this property will have all Eclipse/IntelliJ IDEA run configurations run the "prepareX" task for the given run configuration before launching the game. // In most cases, it is not necessary to enable. // enableEclipsePrepareRuns = true // enableIdeaPrepareRuns = true // This property allows configuring Gradle's ProcessResources task(s) to run on IDE output locations before launching the game. // It is REQUIRED to be set to true for this template to function. // See https://docs.gradle.org/current/dsl/org.gradle.language.jvm.tasks.ProcessResources.html copyIdeResources = true // When true, this property will add the folder name of all declared run configurations to generated IDE run configurations. // The folder name can be set on a run configuration using the "folderName" property. // By default, the folder name of a run configuration is the name of the Gradle project containing it. // generateRunFolders = true // This property enables access transformers for use in development. // They will be applied to the Minecraft artifact. // The access transformer file can be anywhere in the project. // However, it must be at "META-INF/accesstransformer.cfg" in the final mod jar to be loaded by Forge. // This default location is a best practice to automatically put the file in the right place in the final jar. // See https://docs.minecraftforge.net/en/latest/advanced/accesstransformers/ for more information. // accessTransformer = file('src/main/resources/META-INF/accesstransformer.cfg') // Default run configurations. // These can be tweaked, removed, or duplicated as needed. runs { // applies to all the run configs below configureEach { workingDirectory project.file('run') // Recommended logging data for a userdev environment // The markers can be added/remove as needed separated by commas. // "SCAN": For mods scan. // "REGISTRIES": For firing of registry events. // "REGISTRYDUMP": For getting the contents of all registries. property 'forge.logging.markers', 'REGISTRIES' // Recommended logging level for the console // You can set various levels here. // Please read: https://stackoverflow.com/questions/2031163/when-to-use-the-different-log-levels property 'forge.logging.console.level', 'debug' mods { "${mod_id}" { source sourceSets.main } } } client { // Comma-separated list of namespaces to load gametests from. Empty = all namespaces. property 'forge.enabledGameTestNamespaces', mod_id } server { property 'forge.enabledGameTestNamespaces', mod_id args '--nogui' } // This run config launches GameTestServer and runs all registered gametests, then exits. // By default, the server will crash when no gametests are provided. // The gametest system is also enabled by default for other run configs under the /test command. gameTestServer { property 'forge.enabledGameTestNamespaces', mod_id } data { // example of overriding the workingDirectory set in configureEach above workingDirectory project.file('run-data') // Specify the modid for data generation, where to output the resulting resource, and where to look for existing resources. args '--mod', mod_id, '--all', '--output', file('src/generated/resources/'), '--existing', file('src/main/resources/') } } } // Include resources generated by data generators. sourceSets.main.resources { srcDir 'src/generated/resources' } repositories { // Put repositories for dependencies here // ForgeGradle automatically adds the Forge maven and Maven Central for you maven { url "https://cursemaven.com" content { includeGroup "curse.maven" } } // If you have mod jar dependencies in ./libs, you can declare them as a repository like so. // See https://docs.gradle.org/current/userguide/declaring_repositories.html#sub:flat_dir_resolver // flatDir { // dir 'libs' // } } dependencies { // Specify the version of Minecraft to use. // Any artifact can be supplied so long as it has a "userdev" classifier artifact and is a compatible patcher artifact. // The "userdev" classifier will be requested and setup by ForgeGradle. // If the group id is "net.minecraft" and the artifact id is one of ["client", "server", "joined"], // then special handling is done to allow a setup of a vanilla dependency without the use of an external repository. minecraft "net.minecraftforge:forge:${minecraft_version}-${forge_version}" // Example mod dependency with JEI - using fg.deobf() ensures the dependency is remapped to your development mappings // The JEI API is declared for compile time use, while the full JEI artifact is used at runtime // compileOnly fg.deobf("mezz.jei:jei-${mc_version}-common-api:${jei_version}") // compileOnly fg.deobf("mezz.jei:jei-${mc_version}-forge-api:${jei_version}") // runtimeOnly fg.deobf("mezz.jei:jei-${mc_version}-forge:${jei_version}") implementation fg.deobf("curse.maven:epic-fight-mod-405076:5922122") annotationProcessor 'org.spongepowered:mixin:0.8.5:processor' // Example mod dependency using a mod jar from ./libs with a flat dir repository // This maps to ./libs/coolmod-${mc_version}-${coolmod_version}.jar // The group id is ignored when searching -- in this case, it is "blank" // implementation fg.deobf("blank:coolmod-${mc_version}:${coolmod_version}") // For more info: // http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html // http://www.gradle.org/docs/current/userguide/dependency_management.html } // This block of code expands all declared replace properties in the specified resource targets. // A missing property will result in an error. Properties are expanded using ${} Groovy notation. // When "copyIdeResources" is enabled, this will also run before the game launches in IDE environments. // See https://docs.gradle.org/current/dsl/org.gradle.language.jvm.tasks.ProcessResources.html tasks.named('processResources', ProcessResources).configure { var replaceProperties = [ minecraft_version: minecraft_version, minecraft_version_range: minecraft_version_range, forge_version: forge_version, forge_version_range: forge_version_range, loader_version_range: loader_version_range, mod_id: mod_id, mod_name: mod_name, mod_license: mod_license, mod_version: mod_version, mod_authors: mod_authors, mod_description: mod_description, ] inputs.properties replaceProperties filesMatching(['META-INF/mods.toml', 'pack.mcmeta']) { expand replaceProperties + [project: project] } } // Example for how to get properties into the manifest for reading at runtime. tasks.named('jar', Jar).configure { manifest { attributes([ 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors, 'Specification-Version' : '1', // We are version 1 of ourselves 'Implementation-Title' : project.name, 'Implementation-Version' : project.jar.archiveVersion, 'Implementation-Vendor' : mod_authors, 'Implementation-Timestamp': new Date().format("yyyy-MM-dd'T'HH:mm:ssZ") ]) } // This is the preferred method to reobfuscate your jar file finalizedBy 'reobfJar' } // However if you are in a multi-project build, dev time needs unobfed jar files, so you can delay the obfuscation until publishing by doing: // tasks.named('publish').configure { // dependsOn 'reobfJar' // } // Example configuration to allow publishing using the maven-publish plugin publishing { publications { register('mavenJava', MavenPublication) { artifact jar } } repositories { maven { url "file://${project.projectDir}/mcmodsrepo" } maven { url "https://cursemaven.com" content { includeGroup "curse.maven" } } } } tasks.withType(JavaCompile).configureEach { options.encoding = 'UTF-8' // Use the UTF-8 charset for Java compilation }  
    • I have a custom 3d model which works perfectly. BUT I want it to be held diffrently on the players hand when the item is being used. My JSON file under assets/examplemod/items looks like this: { "model": { "type": "minecraft:condition", "on_false": { "type": "minecraft:model", "model": "examplemod:item/example_item" }, "on_true": { "type": "minecraft:model", "model": "examplemod:item/example_item_using" }, "property": "minecraft:using_item" } }   This works fine until the item is used. The correct model will be displayed but with a full black texture instead of the actuall texture. Any idea why? (I want to use the exact same texture for both items, because their model is the same just diffrent displays on firstperson_righthand and firstperson_lefthand). The models JSON's are fully blockbench files inlcuding the elements, display, textures with texture_size.   Also is this the correct way to do it? Because it feels so dumb to change the exact same model just for a diffrent right- and lefthand view.   (fyi: ItemUseAnimation is BLOCK for this item)
    • I just backed up my world then tried to create new mod with currently equipped mod but with new world still made same error. Sooo I think it's not world error. also It's working fine on singleplayer. + but it made some another weird error with new world
    • Maybe the file is too large - you can upload the log file via Mediafire
  • Topics

×
×
  • Create New...

Important Information

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