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ASM ERR java.lang.ClassNotFoundException: net.minecraft.util.math.BlockPos


jredfox

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So I got the I replaced the method for ItemStack#onItemUse() but, it appears that it is refusing to load the blockpos class or something. 

New Method:
https://pastebin.com/fWSaQbfK


Repository:

https://github.com/jredfox/evilnotchlib/blob/master/src/main/java/com/EvilNotch/lib/asm/Transformer.java

Why do I need asm to fire a forge event: because forge doesn't fire a block place event for client side and my mod silkspawners needs it but, in the past I was replacing the block the improper way rather then patching a class to fire for every block placement. So no ASM isn't an option since said forge event doesn't exist for the client side so I made one.

I don't understand the error since the class blockpos is already in the code to begin with proper imports. I tried manually loading the class before doing anything else both the ob and deob class for ob and it didn't work same error

Edited by jredfox
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4 minutes ago, jredfox said:

Why do I need asm to fire a forge event: because forge doesn't fire a block place event for client side and my mod silkspawners needs it but, in the past I was replacing the block the improper way rather then patching a class to fire for every block placement. So no ASM isn't an option since said forge event doesn't exist for the client side so I made one.

Why do you need a client side block place event?

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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2 minutes ago, Animefan8888 said:

Why do you need a client side block place event?

for client side particles and tile entity render sync so it doesn't render wrong for the first couple ticks. Also it's a nice event to have that I want implemented

packets are too slow already tried sync needs to happen when the client thinks it should

If I switched my asm to ItemBlock class it would work since BlockPos by then is loaded but, forge had their method there for a reason because then modders could accidentally override forge and block place event would never fire. So they do it on the itemstack level and that's also what I would like to do.

Edited by jredfox
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Just now, jredfox said:

Also it's a nice event to have that I want implemented

Then submit the event to forge on github.

1 minute ago, jredfox said:

for client side particles and tile entity render sync so it doesn't render wrong for the first couple ticks.

You could just send a packet updating the client.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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4 minutes ago, Animefan8888 said:

Then submit the event to forge on github.

You could just send a packet updating the client.

packets could take 100ms+ over the network that's the equivalent to 2-5 ticks event needs to happen exactly when the client does their method. No delay is acceptable or it renders wrong.

for example in silkspawners placing a spawner with your idea would resault in 0.2-0.5+seconds of rendering pig I need it to render creeper instantly if it's a creeper. Plus this is what vanilla already does and I am trying to avoid it need a client sync to happen instantly when it has the data which is the same tick it places it

What I need to know is why it can't find the block pos class? the code worked for replacing every single other method except for the itemstack class

Edited by jredfox
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3 minutes ago, jredfox said:

packets could take 100ms+ over the network that's the equivalent to 2-5 ticks event needs to happen exactly when the client does their method. No delay is acceptable or it renders wrong.

After looking at your silkspawners mod on github it turns out you have your own mob spawner block that can modify what you want on the client in the onItemUse method.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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3 minutes ago, Animefan8888 said:

After looking at your silkspawners mod on github it turns out you have your own mob spawner block that can modify what you want on the client in the onItemUse method.

cannot as it doesn't work with modded blocks. my mod supports any block with the instanceof tile entity spawner on server side I am trying to fix client sync here.

I can't do that since the asm is throwing an error of blockpos not found during runtime. I need to know what I am doing wrong?

Edited by jredfox
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Just now, jredfox said:

cannot as it doesn't work with modded blocks.

You're doing it for your block, not others mods.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Locked.

JRed you are consistently coming around asking for help with your fucking coremod that I'm fairly sure every member of staff has asked you to stop using, yet you insist on hacking the shit out of everything because you think you know better yet you refuse to prove that your way is better by contributing to Forge directly.

I will say this again, if you are having trouble with making a coremod maybe you shouldn't be hacking the shit out of other people's code.

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This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

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Logs (Most issues require logs to diagnose):

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Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
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Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

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If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

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Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

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When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
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[Workaround line, please ignore]

 

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