Jump to content

Keks

Members
  • Posts

    22
  • Joined

  • Last visited

Posts posted by Keks

  1. In accidental distances the server with this Error falls.

     

    [Server thread/ERROR] [net.minecraft.server.MinecraftServer/]: Encountered an unexpected exception
    java.util.ConcurrentModificationException: null
        at java.util.IdentityHashMap$IdentityHashMapIterator.nextIndex(IdentityHashMap.java:735) ~[?:1.8.0_171]
        at java.util.IdentityHashMap$ValueIterator.next(IdentityHashMap.java:833) ~[?:1.8.0_171]
        at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:797) ~[?:?]
        at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:324) ~[?:?]
        at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:748) ~[?:?]
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:609) [?:?]
        at java.lang.Thread.run(Thread.java:748) [?:1.8.0_171]

     

  2. I'm german, sorry for my english:
    Ores can probably headline only stones and Netherrack. However, my ore must headline zb sand or Prismarine. I looked in the DefaultBiomeFeatures with the emeralds, but this also does not function.

     

    For example, This:

     

    Biome.createDecoratedFeature(Feature.ORE, new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NATURAL_STONE, Blocks.LAPIS_ORE.getDefaultState(), 7), Placement.COUNT_DEPTH_AVERAGE, new DepthAverageConfig(1, 16, 16)));

     

    must become anyhow him here:

     

    Biome.createDecoratedFeature(Feature.ORE, new OreFeatureConfig(---> here sand or prismarine block <---, Blocks.LAPIS_ORE.getDefaultState(), 7), Placement.COUNT_DEPTH_AVERAGE, new DepthAverageConfig(1, 16, 16)));

    Thanks for help

  3. In Windows PowerShell:

    //=========
    > Configure project :
    New Dep: net.minecraftforge:forge:1.13.2-25.0.202_mapped_snapshot_20180921-1.13
    Deprecated Gradle features were used in this build, making it incompatible with Gradle 5.0.
    //===========

    And the Test Play in Eclipse don't start. No Crash Code in console.
    With Gradle 4.9 and Forge Build 191 everything still went

  4. [1.13.2]Dungeon Loot not generate

     

    How I can add Dungeon chests Loot (in 1.13.2) without providing specially one Loottable. So directly in the code, how in 1.12.2
    Lootpool "main" not exist in 1.13?

    In 1.12 Code:

    //============================================
    @SubscribeEvent
    public void lootLoad(LootTableLoadEvent event){

        LootPool main = event.getTable().getPool("main");
        
        if(event.getName().equals(LootTableList.CHESTS_SIMPLE_DUNGEON)){    
            main.addEntry(new LootEntryItem(Items.test, 70, 0, new LootFunction[0], new LootCondition[0], "test"));    
        }
    }
    //===========================================

    Items.test is dummy name for this forum    

     

    Please help, thanks ;)

  5. In Mod Main Class:

     

    public static Biome Meadow;

     

    @EventHandler
        public void Init(FMLInitializationEvent event){  

     

    Meadow = new Biome_Meadow(new BiomeProperties("Meadow").setBaseHeight(0.0F).setHeightVariation(0.2F).setTemperature(0.5F));

     

    regi_biomes.registerOverworldBiomes(Meadow, BiomeType.WARM, true, 6);

    MinecraftForge.EVENT_BUS.register(new regi_biomes());

     

    }//end of Init

     

    //=========================================================

    And in regi_biomes Class:

     

    public class regi_biomes {

     

      public static void registerOverworldBiomes(Biome biome, BiomeType type, boolean isSpawnBiome, int weight) {
            
            BiomeManager.addBiome(type, new BiomeEntry(biome, weight));
            if(isSpawnBiome){
                BiomeManager.addSpawnBiome(biome);
            }
            BiomeManager.addStrongholdBiome(biome);
        }

     

     

    @SubscribeEvent
        public void registerBiome(RegistryEvent.Register<Biome> event) {
            event.getRegistry().registerAll(
                //================================
                ModMainClass.Meadow
                //================================
            );

      }

    }

  6. Registrations of Items, blocks (Itemblocks) and sounds functions.
    But the Biome spawnen no more.

     

    ======================================================

    In 1.11.2:

     

    public static void registerBiome(Biome biome, BiomeType type, boolean isSpawnBiome, int weight) {
            GameRegistry.register(biome); //<-------------not in 1.12
            BiomeManager.addBiome(type, new BiomeEntry(biome, weight));
            if(isSpawnBiome){
                BiomeManager.addSpawnBiome(biome);
            }
            BiomeManager.addStrongholdBiome(biome);
       }

    ======================================================

    In 1.12?

     

    @SubscribeEvent
        public void registerBiome(RegistryEvent.Register<Biome> event) {
            event.getRegistry().registerAll(
                //================================
                biome1, biome2
                //================================
            );
        }

     

    Or must be registered biome other?

  7. In 1.10.2 => ItemStack.loadItemStackFromNBT

    and in 1.11?

     

    Here is my Code. Error in Red below.

     

    Thanks ;)

     

     

    package ...

     

    import ...

     

    public class InventoryBackpack extends InventoryBasic {

     

    private final ItemStack stack;

     

    public InventoryBackpack(ItemStack stack) {

    //super(I18n.format("lang.backpack1", new Object[0]), false, 9);

    super("Level 1", false, 9);

    this.stack = stack;

    }

     

    @Override

    public void openInventory(EntityPlayer player){

    readFromNBT();

    super.openInventory(player);

    }

     

    @Override

    public void closeInventory(EntityPlayer player){

    writeToNBT();

    super.closeInventory(player);

    }

     

    @Override

    public void markDirty(){

    writeToNBT();

    super.markDirty();

    }

     

    public void writeToNBT() {

    NBTTagCompound tag = stack.getTagCompound();

    if(tag == null){

    tag = new NBTTagCompound();

    stack.setTagCompound(tag);

    }

     

    NBTTagList list = new NBTTagList();

     

    for(int i = 0; i < getSizeInventory(); i++){

    ItemStack stack = getStackInSlot(i);

     

    if(stack != null){

    NBTTagCompound slottag = new NBTTagCompound();

    slottag.setInteger("slotindex", i);

    stack.writeToNBT(slottag);

    list.appendTag(slottag);

    }

    }

     

    tag.setTag("inventory", list);

    }

     

    public void readFromNBT() {

    NBTTagCompound tag = stack.getTagCompound();

    if(tag == null){

    writeToNBT();

    return;

    }

     

    NBTTagList list = tag.getTagList("inventory", Constants.NBT.TAG_COMPOUND);//10

    if(list == null){

    writeToNBT();

    return;

    }

     

    for(int i = 0; i < list.tagCount(); i++){

    NBTTagCompound slottag = list.getCompoundTagAt(i);

    int index = slottag.getInteger("slotindex");

    ItemStack stack = ItemStack.loadItemStackFromNBT(slottag);

    setInventorySlotContents(index, stack);

    }

    }

    }

     

  8. Exactly this I imagined of beginning also, but all the same how I push between ClientProxy and ServerProxy there un here, the Spawn Egg also not even exists afterwards and the Entity not :(

     

    german:

    Genau das dachte ich mir Anfangs auch, aber egal, wie ich zwischen ClientProxy und ServerProxy hin und her schiebe, das Spawn Egg existiert danach nicht  einmal und das Entity auch nicht :(

     

    ========================================================

    ClientProxy:

     

    public class ClientProxy extends ServerProxy{

     

      public void registerRenderThings(){

        RenderingRegistry.registerEntityRenderingHandler(EntityBeaver.class, new RenderBeaver());

      }

     

    }

     

    ServerProxy:

     

    public class ServerProxy{

     

      public void registerThings(){

        EntityRegistry.registerModEntity(EntityBeaver.class, "beaver", sinobinmain.mob_beaver, sinobinmain.instance, 64, 1, true);

        EntityRegistry.registerEgg(EntityBeaver.class, 0x664106, 0x120E08);

        EntityRegistry.addSpawn(EntityBeaver.class, 10, 2, 3, EnumCreatureType.CREATURE, new Biome[] {Biomes.RIVER});

      }

     

    }

  9. Main Class sinobinmain:

     

    @SidedProxy(clientSide="sinobinmod.proxy.ClientProxy", serverSide="sinobinmod.proxy.ServerProxy")

     

    //================================================================================

     

    ClientProxy:

     

    public class ClientProxy extends ServerProxy {

     

    public void registerRenderThings(){

     

      EntityCreator.createEntity(sinobinmain.mob_beaver, EntityBeaver.class, new RenderBeaver(), "beaver", EnumCreatureType.CREATURE, 10, 2, 3, new Biome[] {

      Biomes.RIVER}, 0x664106, 0x120E08, true);

      }

    }

     

    //======================================================================================

     

    public class EntityCreator {

     

    public static final void createEntity(int id, Class entityClass, Render render, String entityName, EnumCreatureType type, int probability, int minSpawn, int maxSpawn, Biome[] biomes,

      int solidColor, int spotColor, boolean hasSpawnEgg){

     

    EntityRegistry.registerModEntity(entityClass, entityName, id, sinobinmain.instance, 64, 1, true);

    EntityRegistry.addSpawn(entityClass, probability, minSpawn, maxSpawn, type, biomes);

    RenderingRegistry.registerEntityRenderingHandler(entityClass, render);

     

    if(hasSpawnEgg){

    EntityRegistry.registerEgg(entityClass, solidColor, spotColor);

    }

    }

     

  10. 1.10.2 - Custom Mobs dont work Server-side, but Singleplayer work fine!

     

    Sry for my english.

     

    Own mob do not go Server-sided, but in the single player it goes well. The Spawn eggs spawnen the monster in server worlds not. As said Client-sided it goes. At which place lies my mistake. I know that this is no Forge mistake, but my Mod mistake ;) Thanks to you already in prerau

     

    german:

    Eigene Mobs gehen Server-seitig nicht, aber im Einzelspieler geht es gut. Die Spawn-Eier spawnen das Monster auf Server-Welten nicht. Wie gesagt Client-seitig geht es. An welcher Stelle liegt mein Fehler. Ich weiß, dass dies kein Forge-Fehler ist, sondern mein Mod-Fehler ;) Danke euch schon mal im Vorraus

×
×
  • Create New...

Important Information

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