Jump to content

Recommended Posts

Posted

My mod works flawlessly until I try to implement a config file, upon which time, the client crashes upon running, claiming slot 0 is already occupied by another one of my blocks, regardless of how I had intended to set them in the config, and the generated config is blank. Is there some change in 1.5 that I didn't know about that makes this happen?

 

In my @PreInit:

 

Configuration config = new Configuration(event.getSuggestedConfigurationFile());

config.load();

	 //blocks
	 IDRef.ABS_BLOCK_ID = config.getBlock("AbsBlock", IDRef.ABS_BLOCK_IDD).getInt();
	 IDRef.DARK_BLOCK_ID = config.getBlock("DarkBlock", IDRef.DARK_BLOCK_IDD).getInt();
	 IDRef.LIGHT_BLOCK_ID = config.getBlock("LightBlock", IDRef.LIGHT_BLOCK_IDD).getInt();
	 IDRef.HARVESTER_ID = config.getBlock("Harvester", IDRef.HARVESTER_IDD).getInt();
	 IDRef.ABS_COMP_ID = config.getBlock("AbsComp", IDRef.ABS_COMP_IDD).getInt();

	 //items
	 IDRef.ABS_INGOT_ID = config.getItem("AbsIngot", IDRef.ABS_INGOT_IDD).getInt();
	 IDRef.ABS_ROD_ID = config.getItem("AbsRod", IDRef.ABS_ROD_IDD).getInt();
	 IDRef.DARK_BALL_ID = config.getItem("DarkBall", IDRef.DARK_BALL_IDD).getInt();
	 IDRef.DARK_INGOT_ID = config.getItem("DarkIngot", IDRef.DARK_INGOT_IDD).getInt();
	 IDRef.LIGHT_BALL_ID = config.getItem("LightBall", IDRef.LIGHT_BALL_IDD).getInt();
	 IDRef.LIGHT_INGOT_ID = config.getItem("LightIngot", IDRef.LIGHT_INGOT_IDD).getInt();
	 IDRef.UNSTABLE_ABS_ID = config.getItem("UnstableAbs", IDRef.UNSTABLE_ABS_IDD).getInt();

config.save();


 

EDIT: All the "SOMETHING_ID" fields are empty global variables, and "SOMETHING_IDD" are global variables with default ID values.

Posted

It was. I just figured it out, and felt REALLY stupid. Sometimes I just need to think things through before I start asking for help all willy nilly. lol

Posted
  On 6/29/2013 at 2:23 AM, Meoco said:

It was. I just figured it out, and felt REALLY stupid. Sometimes I just need to think things through before I start asking for help all willy nilly. lol

Eh, we all need a poke in the right direction sometimes. Or in any direction, really, because sometimes you'll get an unhelpful answer that still gives you the idea to find out what's wrong.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted
  On 6/29/2013 at 2:29 AM, ObsequiousNewt said:

Eh, we all need a poke in the right direction sometimes. Or in any direction, really, because sometimes you'll get an unhelpful answer that still gives you the idea to find out what's wrong.

 

I have noticed that, as well. And you have been particularly helpful to me, in pretty much every thread I'm involved in, so thanks for that! :D

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

    • I can't figure out if you're looking for help trying to steal someone elses work, or cheat at the game....
    • Title: Why Is It So Hard to Rename and Restructure Mods Like Xray or AntiXray? 🤔 Post text: Hey everyone! I’ve been digging into Minecraft modding for a while and have one big question that I can’t figure out on my own. Maybe someone with more experience could help or give me some advice. Here’s the issue: When I take a “normal” Minecraft mod — for example, one that just adds some blocks or new items — I can easily change its structure, package names, or even rebrand it entirely. It’s straightforward. But as soon as I try this with cheat-type mods like XrayMod or AntiXray, everything falls apart. Even if I just rename the classes, refactor the packages, or hide its identity somehow, the mod either breaks or stops working properly. XrayMod in particular is proving to be a nightmare to modify without losing its core function. So my question is — why is this so much harder with cheat mods like Xray? Is there something fundamentally different about how they’re coded, loaded, or protected that prevents simple renaming or restructuring? And if so, how can I actually learn to understand someone else’s cheat mod enough to safely refactor it without breaking the core features? I’ve already been spending over two months trying to figure this out and haven’t gotten anywhere. It feels like there must be some trick or knowledge I’m missing. Would really appreciate any thoughts, tips, or references — maybe there are guides or techniques for understanding cheat-mod internals? Or if you’ve successfully “disguised” a cheat mod like Xray before, I’d love to hear how you did it. Thanks in advance for any help or discussion. ✌️
    • just started making cinamatic contect check it out on my channel or check out my facebook page    Humbug City Minecraft Youtube https://www.youtube.com/watch?v=v2N6OveKwno https://www.facebook.com/profile.php?id=61575866982337  
    • Where did you get the schematic? Source/Link? And do use an own modpack or a pre-configured from curseforge? If yes, which one On a later time, I can make some tests on my own - but I need the schematic and the modpack name
  • Topics

×
×
  • Create New...

Important Information

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