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Trynthlas

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Everything posted by Trynthlas

  1. Beastnode support says it's a bug related to the Multicraft console itself that they haven't solved yet as it is intermittent and seemingly random (but when it happens, forge based servers won't start up like this). Solved via ticket to Beastnode and them giving the Multicraft panel a kick on the server my instance was hosted on.
  2. Another example of fml-server-latest.log. Note they are different, but out of half a dozen stop/start attempts the log seems to always stick at one of these two points.
  3. I'm running a 1.7.10 server with forge 10.13.4.1614 (latest) hosted on beastnode using their "custom jar" selection which allows pointing at a server jar uploaded via ftp. Server has been up and running for several weeks. Tried to log in today and found it "not available" in the client - looked for a crash log and there isn't one. Assuming something was just junked up, I did a "stop" and then "start". Same behavior - server still showing as down. Logs show that it gets part-way through starting up and just kind of sticks at a certain point. There are no error/crash exceptions (there are some warnings but those have been there and not caused problems so far). Any ideas? fml-server-latest.log
  4. if connections[x] != null do it with the connection else do something else ?
  5. Just gotta read the error log, man Look at the line numbers and figure out what is null when it shouldn't be.
  6. I don't know the exact thing you did wrong, but basically you did something that is client-only on the server side.
  7. Yep, you don't have Forge. Download from here: http://files.minecraftforge.net/minecraftforge//1.8 and then setup via instructions in the ForgeGradle sub-forum. There's a couple good tutorials.
  8. Take a look at the automatic crash-reporting feature of the Minecraft Comes Alive mod. I peeked at it the other day and I think it's basically what you're trying to do (for other purposes)
  9. net.minecraftforge.common.AchievementPage I think you need Forge, not just FML?
  10. Are you using Eclipse to develop? If so: right click on a class, or member, or method, then go to References -> Workspace follow the thread as far as you need to go until you understand the code. This assumes you have the decomp workspace setup and the Forge project in your workspace. This technique is pretty much how I find where things are called from, what uses what else, and how stuff is done.
  11. net.minecraft.client.entity.AbstractClientPlayer getFovModifier()
  12. 1 - trace back the references and look at the default usage 2 - are you SURE you're at full power? (did you debug this?)
  13. Tutorial shows something like: 1.8-11.14.0.1290 build.gradle included in the source downloads appends "-1.8" to that ... why? Is it needed? I get that it's there, and probably for a reason - just not sure what that reason is, and I'm a curious type
  14. I don't have a problem digging into the item registry, assuming it isn't going to entirely explode compatibility with other mods. I haven't looked at it that much yet, but I can. Your suggestion doesn't handle bows used/dropped by mobs, loot in chests, or possibly traded for from villagers (and maybe some others I'm not thinking about off the top of my head - which is why I made this post - there's a lot of places where they can enter the world).
  15. Hi folks, I'm tinkering with a little archery mod and I want to change all bows (and arrows) in the game so that they use my custom Item & Entity classes instead of the vanilla ItemBow and EntityArrow. This thread offers some suggestions and I'd been leaning towards one of jabelar's: ...buuuut, not sure if that's the best way to go about it, as there are a lot of ways in which bows are created. And, in looking at the EntitySkeleton code, even if I replaced the bow, they still would pop out regular arrows since their ranged attack method only uses the held item for determining damage, etc (they don't actually fire the bow through the same use-event cycle as the player does). I suppose I could intercept the arrows on spawn, which is a lot less "things to watch" than there are for the bow. That's a bit off-track, though. What would be the best plan to swap-in my custom bow for ALL cases where the default ItemBow is used?
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