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TerdyTheTerd

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  1. Create a new profile on your Minecraft launcher...
  2. I appreciate the response Choonster, others on this site are not as caring. Closing this myself (why is there no close feature?) before a certain someone decides to remove replies and close with a generic BS response of no longer being supported. I recently replied to someone else's post trying to offer them support, and a moderator then REMOVED my reply to close their post with a generic BS response, unreal. If the stick up your ass is really that long against "unsupported" versions, then require the post to select a version, "unsupported" versions then go into a separate section, of which you can blissfully ignore, really not that difficult...you know who you are
  3. Ahh well that likely puts me on my own then, I'm using 1.12.2, which I know many of the users here will quickly paste in a generic message about it not being supported, regardless of the question, simply for being on a different version... I really just want to know if its possible to do via blockstates, otherwise I'll look into doing it another method.
  4. This is more of a question of whether this is possible, not so much how its done, that part I can figure out if I know its possible. My issue is as follows: I have a blockstate file for a block that defines a multi-part structure as to change the model depending on different things like sides. I also have a need to use a multi-layer model as to allow for a translucent glowing overlay over the model. In my testing I was not able to define both, as in once I add in the multi-layer aspect it no longer loads due to variants not being found, but attempting to place the multi-part within the variants leads to them once again not loading in, as in: this creates the translucent part correctly, but separate from this I have Is it possible to have both a multi-layer model and a multipart defined? Keep in mind the code snippets provided may not be complete, they were taken from separate models that work individually, its combining them that I can't make sense of
  5. Y'know that's a good question. I am fairly new to forge modding, but I have some years of programming experience. I am currently updating and fixing a previous code base to work better with some custom integrations, and they are using the deprecated ReflectionHelper class in their custom damage class. Since it was just the first pass of updating the code base I was just making sure all the code was up to date. Guess I'll have to do some restructuring after all. Regardless, assuming that method was private, using the mapping name from gradle/cache should correctly return the method out of the dev environment?
  6. I'm trying to use ObfuscationReflectionHelper.findMethod to get a base class method for my custom damage class, but when using the obfuscated name from the srg mappings file from gradle/cache it crashes saying the method doesn't exist. more specifically I'm using this ObfuscationReflectionHelper.findMethod(EntityLivingBase.class, "func_70097_a", boolean.class, DamageSource.class, float.class); But since I'm using the correct name I would assume it's an issue with my understanding of the method. Does this only work once the mod is built, and assuming, its re-obfuscated? The crash report shows the normal package names, as in net.minecraft.entity.EntityLivingBase.func_184583_a() Am I supposed to supply the actual name of the method, as in attackEntityFrom? Wondering if instead I should just restructure the code so I have a subclass of EntityLivingBase, instead of trying to invoke specific methods returned from ObfuscationReflectionHelper.findMethod Bottom line, in what context is ObfuscationReflectionHelper used, and why does it error when searching for the correct mapping name.
  7. There is a --refresh-dependencies command option you can try, or just set up a new clean environment. Do you know specifically which libraries are missing?
  8. This post is more for me to gather or discuss what others think might be better or alternative methods for preventing client movement within "claimed" chunks. My thinking was that on onEnterChunk or similar event (I would also need to handle onLogin and onTeleport) I could send the client a packet if they are approaching any "claimed" chunks with the cords for those chunks, then obviously client side check against these and prevent their movement. I was just wondering if there were any preferred or perhaps any helper methods that would assist in and make this easier for me to implement. Keep in mind I am new to Minecraft modding, but am quite experienced with programming in general.
  9. You are quite right, being how this looks to be a modpack, a very large modpack at that, and the issue is occurring when you either join or are connected to the server, you need to contact the server support people or the modpack support people. Also, always use a pasting service for crash logs, it is hideous to see all that text, something like pastebin or paste.ubuntu. Secondly, you should always include not only the crash log, but also the log file, just be sure to scrub through them and remove any information about player locations, in this case it reveals your login location, or current location, can be very bad thing to post if you play on pvp servers or factions servers. Any server admin can easily get your play cords so they don't need them in the log, good luck and cheers.
  10. Are there any known workarounds or fixes? Like 3rd party tools ect, or is it just a rare bug that occurs to the world file?
  11. My apologies about the links, I guess I had hit the limit, here are the new links using the latest forge this time for 1.7.10. Crash: http://pastebin.com/FKAkDyEu Log: http://pastebin.com/9bQhrdC9
  12. So I had previously posted this error, and someone told me to try it without Cauldron and with latest forge version, so here it is, same problem without Cauldron and latest forge(didn't want to use 1373 as there was a little bug next to it, assuming that is a bad thing) and the exact same crash as before. I know that alot of other people run into this error and they always get the same response(remove cauldron and update forge) but that didn't seem to do much. So heres the crash http://pastebin.com/warning.php?p=1 and the log http://pastebin.com/warning.php?p=1 Would greatly appreciate any help towards this, thanks.
  13. After playing on my world for a little while I get this crash, It has happened twice now both times making the world unusable and making me have to use a backup, im using forge 1236(have tested it on 1291 and it still occurs) for minecraft 1.7.10, crash log is here http://pastebin.com/pR4Y2S5v any idea why it says that entity is from fml?
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