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Minecraft crash, rendering overlay


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    • https://github.com/DefDaemon/Daemons_Horror_Moon/blob/02a0d917a9738e7f7076865abb4a74de0e97eb3c/src/main/java/com/defdaemon/horrormoon/lists/ToolMaterialList.java#L9 You cannot access your items here yet, the registration has not happened yet. Store the supplier instead of the item.
    • I have a problem about my game keep crashing because of my code. Code: package net.flexstudios.armorytests.items; import com.google.common.collect.Multimap; import net.minecraft.entity.ai.attributes.Attribute; import net.minecraft.entity.ai.attributes.AttributeModifier; import net.minecraft.entity.ai.attributes.Attributes; import net.minecraft.inventory.EquipmentSlotType; import net.minecraft.item.*; public class PoweredChestplateItem extends ArmorItem { public PoweredChestplateItem(IArmorMaterial materialIn, EquipmentSlotType slot, Properties builder) { super(materialIn, slot, builder); } @Override public Multimap<Attribute, AttributeModifier> getAttributeModifiers(EquipmentSlotType equipmentSlot) { Multimap<Attribute, AttributeModifier> result = super.getAttributeModifiers(equipmentSlot); result.put(Attributes.ATTACK_DAMAGE, new AttributeModifier(ATTACK_DAMAGE_MODIFIER, "Armor dmg", (double)4, AttributeModifier.Operation.ADDITION)); return result; } } A part of the crashing report: Description: Initializing game java.lang.UnsupportedOperationException: null at com.google.common.collect.ImmutableMultimap.put(ImmutableMultimap.java:427) ~[guava-21.0.jar:?] {} at net.flexstudios.armorytests.items.PoweredChestplateItem.func_111205_h(PoweredChestplateItem.java:19) ~[?:beta1.0.0] {re:classloading} at net.minecraftforge.common.extensions.IForgeItem.getAttributeModifiers(IForgeItem.java:77) ~[?:?] {re:classloading} at net.minecraft.item.ItemStack.func_111283_C(ItemStack.java:844) ~[?:?] {re:classloading} at net.minecraft.item.ItemStack.func_82840_a(ItemStack.java:614) ~[?:?] {re:classloading} at net.minecraft.client.Minecraft.lambda$populateSearchTreeManager$7(Minecraft.java:642) ~[?:?]  
    • Done..... https://github.com/DefDaemon/Daemons_Horror_Moon Thnx for the advise
    • First of all, do not use @OnlyIn. The Callable must be in a separate class.
    • Can you explain better? This is my class where i register the blocks and relative itemblocks: package com.ike.tenchest; import com.ike.tenchest.basechest.BaseChestItemStackRenderer; import com.ike.tenchest.colossalchest.ColossalChest; import com.ike.tenchest.colossalchest.ColossalChestPart; import com.ike.tenchest.drillchest.DrillChest; import com.ike.tenchest.invisiblechest.InvisibleChest; import com.ike.tenchest.lootchest.LootChest; import com.ike.tenchest.lootchest.LootChestTileEntity; import com.ike.tenchest.minichest.MiniChest; import com.ike.tenchest.monsterchest.MonsterChest; import com.ike.tenchest.pitfallchest.PitfallChest; import com.ike.tenchest.pocketdimensionchest.PocketDimensionChest; import com.ike.tenchest.pocketdimensionchest.PocketDimensionChestTileEntity; import com.ike.tenchest.smeltingchest.SmeltingChest; import com.ike.tenchest.smeltingchest.SmeltingChestTileEntity; import com.ike.tenchest.teleportchest.TeleportChest; import com.ike.tenchest.teleportchest.TeleportChestTileEntity; import com.ike.tenchest.trapchest.TrapChest; import net.minecraft.block.Block; import net.minecraft.client.renderer.tileentity.ItemStackTileEntityRenderer; import net.minecraft.item.BlockItem; import net.minecraft.item.Item; import net.minecraft.tileentity.ChestTileEntity; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.api.distmarker.OnlyIn; import net.minecraftforge.fml.RegistryObject; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.event.lifecycle.IModBusEvent; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; import java.util.concurrent.Callable; import java.util.function.Function; import java.util.function.Supplier; /** * @author Ike * @version 1.0A **/ @Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD) public class Blocks implements IModBusEvent { public static final DeferredRegister<Block> BLOCKS; public static final DeferredRegister<Item> ITEMS; public static final RegistryObject<MiniChest> MINI_CHEST; public static final RegistryObject<SmeltingChest> SMELTING_CHEST; public static final RegistryObject<InvisibleChest> INVISIBLE_CHEST; public static final RegistryObject<TrapChest> TRAP_CHEST; public static final RegistryObject<PitfallChest> PITFALL_CHEST; public static final RegistryObject<DrillChest> DRILL_CHEST; public static final RegistryObject<TeleportChest> TELEPORT_CHEST; public static final RegistryObject<LootChest> LOOT_CHEST; public static final RegistryObject<MonsterChest> MONSTER_CHEST; public static final RegistryObject<PocketDimensionChest> POCKET_DIMENSION_CHEST; public static final RegistryObject<ColossalChest> COLOSSAL_CHEST; public static final RegistryObject<ColossalChestPart> COLOSSAL_CHEST_PART; static { BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, TenChest.MODID); ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, TenChest.MODID); MINI_CHEST = register("mini_chest", MiniChest::new, Blocks::baseChestRenderer); SMELTING_CHEST = register("smelting_chest", SmeltingChest::new, Blocks::smeltingChestRenderer); INVISIBLE_CHEST = register("invisible_chest", InvisibleChest::new, Blocks::baseChestRenderer); TRAP_CHEST = register("trap_chest", TrapChest::new, Blocks::baseChestRenderer); PITFALL_CHEST = register("pitfall_chest", PitfallChest::new, Blocks::baseChestRenderer); DRILL_CHEST = register("drill_chest", DrillChest::new, Blocks::baseChestRenderer); TELEPORT_CHEST = register("teleport_chest", TeleportChest::new, Blocks::teleportChestRenderer); LOOT_CHEST = register("loot_chest", LootChest::new, Blocks::lootChestRenderer); MONSTER_CHEST = register("monster_chest", MonsterChest::new, Blocks::baseChestRenderer); POCKET_DIMENSION_CHEST = register("pocket_dimension_chest", PocketDimensionChest::new, Blocks::pocketDimensionChestRenderer); COLOSSAL_CHEST_PART = register("colossal_chest_part", ColossalChestPart::new); COLOSSAL_CHEST = register("colossal_chest", ColossalChest::new, Blocks::baseChestRenderer); } @OnlyIn(Dist.CLIENT) private static Callable<ItemStackTileEntityRenderer> baseChestRenderer() { return () -> new BaseChestItemStackRenderer(ChestTileEntity::new); } @OnlyIn(Dist.CLIENT) private static Callable<ItemStackTileEntityRenderer> smeltingChestRenderer() { return () -> new BaseChestItemStackRenderer(SmeltingChestTileEntity::new); } @OnlyIn(Dist.CLIENT) private static Callable<ItemStackTileEntityRenderer> teleportChestRenderer() { return () -> new BaseChestItemStackRenderer(TeleportChestTileEntity::new); } @OnlyIn(Dist.CLIENT) private static Callable<ItemStackTileEntityRenderer> lootChestRenderer() { return () -> new BaseChestItemStackRenderer(LootChestTileEntity::new); } @OnlyIn(Dist.CLIENT) private static Callable<ItemStackTileEntityRenderer> pocketDimensionChestRenderer() { return () -> new BaseChestItemStackRenderer(PocketDimensionChestTileEntity::new); } private static <T extends Block> RegistryObject<T> register(String name, Supplier<? extends T> sup, Supplier<Callable<ItemStackTileEntityRenderer>> renderMethod) { return register(name, sup, (block) -> item(block, renderMethod)); } private static <T extends Block> RegistryObject<T> register(String name, Supplier<? extends T> sup) { return register(name, sup, (block) -> item(block)); } private static <T extends Block> RegistryObject<T> register(String name, Supplier<? extends T> sup, Function<RegistryObject<T>, Supplier<? extends Item>> itemCreator) { RegistryObject<T> ret = registerNoItem(name, sup); ITEMS.register(name, (Supplier) itemCreator.apply(ret)); return ret; } private static <T extends Block> RegistryObject<T> registerNoItem(String name, Supplier<? extends T> sup) { return BLOCKS.register(name, sup); } private static Supplier<BlockItem> item(RegistryObject<? extends Block> block, Supplier<Callable<ItemStackTileEntityRenderer>> renderMethod) { return () -> { BlockItem blockItem = new BlockItem(block.get(), (new Item.Properties().tab(TenChest.MOD_GROUP).setISTER(renderMethod))); return blockItem; }; } private static Supplier<BlockItem> item(RegistryObject<? extends Block> block) { return () -> new BlockItem(block.get(), (new Item.Properties()));//.tab(TenChest.MOD_GROUP))); } } How can i separate the process between server and client?
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