Jump to content

Particles in 1.14.4


DevTech

Recommended Posts

Ey i have added Footstep Particles and when i start comes this message 

java.lang.IllegalStateException: The object net.minecraft.particles.BasicParticleType@16dc477f (name minecraft:footstep) is being added too late.

 

Code:

My ParticleTypes.class: https://pastebin.com/8T2kK2D6

Footstep Particle: https://pastebin.com/Zt3m88cr

Main: https://pastebin.com/5YaeKaUE

Edited by DevTech
Link to comment
Share on other sites

1 hour ago, DevTech said:

java.lang.IllegalStateException: The object net.minecraft.particles.BasicParticleType@16dc477f (name fa:footstep) is being added too late.

Two things. Why did you double post? And second can you post the whole crash report? A single line is pretty abstract and there could be a thousand different reasons.

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.

Link to comment
Share on other sites

15 minutes ago, DevTech said:

because my browser did not show my old thread! Here is the crash report:

You need to use the registry events.

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.

Link to comment
Share on other sites

Just now, DevTech said:

how can i add a particle effect in registry event ?!

Here is a documentation that talks about events.

And here is one about registering things.

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.

Link to comment
Share on other sites

15 minutes ago, DevTech said:

ParticleTypes

ParticleTypes is not the value you are trying to register. You want to register ParticleType.

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.

Link to comment
Share on other sites

In taking 15 seconds to find the implementors of IForgeRegistryEntry (everything that can be registered via the registry events) and locating the ParticleType class and finding out that it has a <T> parameter and a subclass that specifies how it is to be used:

 

public class BasicParticleType extends ParticleType<BasicParticleType> implements IParticleData {

 

Done. Its not that hard.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

5 hours ago, DevTech said:

because my browser did not show my old thread!...

BS

7 hours ago, DevTech said:

??

 

Threads merged.

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.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

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).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

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:

Spoiler

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

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

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:

Spoiler

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).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Link to comment
Share on other sites

  • 2 weeks later...

1) use a longer mod ID. You have 64 characters to work with, use them.

2) Does that file exist?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

FORGE_INSTALL/src/main/resources/YOUR_MOD_ID/particles/footstep.json

3 minutes ago, DevTech said:

I havnt a id.

Yes you do. It's fa. Make it longer.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Your mod is probably lagging during world generation due to how it replaces blocks around your custom ore. Right now, it randomly picks spots around the ore and changes blocks there. This process can be slow, especially if it's dealing with lots of blocks or a big area. To fix it, try replacing fewer blocks, picking spots more efficiently, and changing blocks in a smarter way. This should help your mod run smoother when generating worlds. Here is an example of how you can do this // Inside the if (placed) block if (placed) { BlockState surroundingBlockState = BlockInit.ABERRANT_MINERALOID.get().defaultBlockState(); int veinSize = ctx.config().size; int maxBlocksToReplace = (int) Math.ceil(veinSize * 0.1); // Replace 10% of vein size int numBlocksToCorrupt = Math.min(maxBlocksToReplace, 1000); // Limit to 1000 blocks List<BlockPos> positionsToReplace = new ArrayList<>(); // Loop until reaching the limit of blocks to replace while (positionsToReplace.size() < numBlocksToCorrupt) { BlockPos randomPos = offsetOrigin.offset( ctx.random().nextInt(2 * areaSizeX + 1) - areaSizeX, ctx.random().nextInt(2 * areaSizeY + 1) - areaSizeY, ctx.random().nextInt(2 * areaSizeZ + 1) - areaSizeZ ); if (world.getBlockState(randomPos).is(ModBlockTags.STONE_ABERRANTABLE)) { positionsToReplace.add(randomPos); } } // Replace blocks in bulk for (BlockPos pos : positionsToReplace) { world.setBlock(pos, surroundingBlockState, 2); } } If you've tried more effective ways to generate your blocks around your ores, it may also be because of issues on your side, not the mod. Adjust the parameters as needed based on your performance testing and requirements.
    • So i have a custom ore and, arround the ore, a bunch of randomly placed custom stone blocks should be placed. After applying it, i've found that it causes moderate to extreme world generation lag (new chunks refusing to load after moving for a while, height slices of the same chunk appearing and disappearing as I get into them instead of the usual long continous chunk, new chunks generating extremely close to me instead of to the set render distance...) I've been debugging for a while and I know for a fact this is causing the lag (and sometimes freeze of the world loading screen on a new world and/or the saving world screen when quitting), since comenting it just makes the worldgen work as usual and I want to see if its really that computationally expensive, if there are other ways of doing it or if the process can be simplfied or optimized. I've tried a lot of combinations for the same code but I am just stuck. Is it some kind of generation cascading im missing?   Here is the code for the class. The code inside the if (placed) is the one causing this mess. I can see that the code might not be the most optimized thing, but it does what's supposed to... but at the cost of causing all this. Any tips? package es.nullbyte.relativedimensions.worldgen.oregen.oreplacements; import es.nullbyte.relativedimensions.blocks.BlockInit; import es.nullbyte.relativedimensions.blocks.ModBlockTags; import net.minecraft.core.BlockPos; import net.minecraft.world.level.WorldGenLevel; import net.minecraft.world.level.block.state.BlockState; import net.minecraft.world.level.levelgen.feature.FeaturePlaceContext; import net.minecraft.world.level.levelgen.feature.OreFeature; import net.minecraft.world.level.levelgen.feature.configurations.OreConfiguration; import java.util.Optional; public class AberrantOreFeature extends OreFeature { public AberrantOreFeature() { super(OreConfiguration.CODEC); } @Override public boolean place(FeaturePlaceContext<OreConfiguration> ctx) { // Get the world and the position from the context WorldGenLevel world = ctx.level(); BlockPos origin = ctx.origin(); // Offset the origin by 8 in the x and z directions to avoid cascading chunk generation BlockPos offsetOrigin = origin.offset(8, 0, 8); // Create a new context with the offset origin FeaturePlaceContext<OreConfiguration> offsetCtx = new FeaturePlaceContext<>( Optional.empty(), world, ctx.chunkGenerator(), ctx.random(), offsetOrigin, ctx.config() ); // Generate the entire vein of ore at the offset origin boolean placed = super.place(offsetCtx); // If the vein was generated successfully if (placed) { // Define the block to replace surrounding blocks with BlockState surroundingBlockState = BlockInit.ABERRANT_MINERALOID.get().defaultBlockState(); // Generate a random size for the area of corruption int areaSizeX = ctx.random().nextInt(3) + 1; // between 1 and 4 int areaSizeY = ctx.random().nextInt(3) + 1; // between 1 and 4 int areaSizeZ = ctx.random().nextInt(3) + 1; // between 1 and 4 // Calculate the number of blocks to be corrupted based on the area size double numBlocksToCorrupt = (areaSizeX + areaSizeY + areaSizeZ / 2.0) ; // Counter for the number of blocks corrupted int numBlocksCorrupted = 0; // Loop for each block to be corrupted while (numBlocksCorrupted < numBlocksToCorrupt) { // Generate a random position within the area, using the offset origin BlockPos randomPos = offsetOrigin.offset( ctx.random().nextInt(2 * areaSizeX + 1) - areaSizeX, // between -areaSize and areaSize ctx.random().nextInt(2 * areaSizeY + 1) - areaSizeY, ctx.random().nextInt(2 * areaSizeZ + 1) - areaSizeZ ); // If the block at the random position is in the IS_ORE_ABERRANTABLE tag, replace it if (world.getBlockState(randomPos).is(ModBlockTags.STONE_ABERRANTABLE)) { world.setBlock(randomPos, surroundingBlockState, 2); numBlocksCorrupted++; } } } return placed; } }  
    • Here is a tutorial from this same forum that I tried and kinda made work. Take into account that you will have to manage the offset (like rotation, and the offset relative to things like the main hand, offhand etc) by yourself and that can get very troublesome at times.  
    • I have done this now but have got the error:   'food(net.minecraft.world.food.FoodProperties)' in 'net.minecraft.world.item.Item.Properties' cannot be applied to                '(net.minecraftforge.registries.RegistryObject<net.minecraft.world.item.Item>)' public static final RegistryObject<Item> LEMON_JUICE = ITEMS.register( "lemon_juice", () -> new Item( new HoneyBottleItem.Properties().stacksTo(1).food( (new FoodProperties.Builder()) .nutrition(3) .saturationMod(0.25F) .effect(() -> new MobEffectInstance(MobEffects.DAMAGE_RESISTANCE, 1500), 0.01f ) .build() ) )); The code above is from the ModFoods class, the one below from the ModItems class. public static final RegistryObject<Item> LEMON_JUICE = ITEMS.register("lemon_juice", () -> new Item(new Item.Properties().food(ModFoods.LEMON_JUICE)));   I shall keep going between them to try and figure out the cause. I am sorry if this is too much for you to help with, though I thank you greatly for your patience and all the effort you have put in to help me.
  • Topics

×
×
  • Create New...

Important Information

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