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(SOLVED) [1.14.4] Block Ticking and Properties


MineModder2000

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I want to update a block (change it's state) after a certain period of time, if an action has been done. 

 

This is what I did just as a test, I know it's wrong. 

 

Spoiler

package mymod;

import java.util.Random;

import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.block.Blocks;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;

public class Copper extends Block {
	
	private int i;

	public Copper(Properties properties) {
		
		super(properties);
	}
	
	@Override
	public void animateTick(BlockState stateIn, World worldIn, BlockPos pos, Random rand) {

		i++;

		if (i > 5) {

			worldIn.setBlockState(pos, Blocks.LAVA.getDefaultState());
		}
	}
}

 

 

This'll work for the first block and get it to turn into lava after 5 or however many ticks. I'm not sure what method to actually use, as the other tick ones are deprecated and don't work. I also need to be able to grab a capability in the method so that I can use that and not an instance variable that wont work when there are multiple instances. Or.....is there a better way altogether? 

Edited by MineModder2000
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How exactly do I get boolean properties to work in blocks? I tried this :

 

Spoiler

 


public class Copper extends Block {
	
	public static final BooleanProperty LIT = BlockStateProperties.LIT;

	public Copper(Properties properties) {
		
		super(properties);
	}

	public boolean onBlockActivated(BlockState state, World worldIn, BlockPos pos, PlayerEntity player, Hand handIn, BlockRayTraceResult hit) {
		
		worldIn.setBlockState(pos, state.with(LIT, Boolean.valueOf(true)), 1);  
	}
	
	@OnlyIn(Dist.CLIENT)
	public void animateTick(BlockState stateIn, World worldIn, BlockPos pos, Random rand) {
		
		if (stateIn.get(LIT)) {
				
        	// do stuff
                }
	}
}

 

But got this : Cannot set property BooleanProperty{name=lit, clazz=class java.lang.Boolean, values=[true, false]} as it does not exist in Block{mymod:copper}

Edited by MineModder2000
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3 minutes ago, MineModder2000 said:

How exactly do I get boolean properties to work in blocks?

You need to override Block#fillBlockState

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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20 minutes ago, Animefan8888 said:

You need to override Block#fillBlockState

Ah, it's fillStateContainer actually. I am trying to make it do certain animations upon activation only, however nothing inside of my if statement within animateTick is run upon such. I set it to false on block added because its true by default. 

 

Spoiler

public class Copper extends Block {
	
	public static final BooleanProperty LIT = BlockStateProperties.LIT;

	public Copper(Properties properties) {
		
		super(properties);
	}

        @Override
        @SuppressWarnings("deprecation")
        public void onBlockAdded(BlockState state, World worldIn, BlockPos pos, BlockState oldState, boolean isMoving) {
        
                super.onBlockAdded(state, worldIn, pos, oldState, isMoving);
        
                worldIn.setBlockState(pos, state.with(LIT, Boolean.valueOf(false)), 1);
        }

	public boolean onBlockActivated(BlockState state, World worldIn, BlockPos pos, PlayerEntity player, Hand handIn, BlockRayTraceResult hit) {
		
		worldIn.setBlockState(pos, state.with(LIT, Boolean.valueOf(true)), 1);  
	}
	
	@OnlyIn(Dist.CLIENT)
	public void animateTick(BlockState stateIn, World worldIn, BlockPos pos, Random rand) {
		
		if (stateIn.get(LIT)) {
				
        	// do stuff
                }
	}

        protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) {
        
                builder.add(LIT);
        }
}

 

Edited by MineModder2000
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Just now, MineModder2000 said:

Ah, it's fillStateContainer actually. I am trying to make it do certain animations upon activation only, however nothing inside of my if statement within animateTick is run upon such. I set it to false on block added because its true by default. 

It be better if you posted all of your code unmodified.

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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1 minute ago, Animefan8888 said:

It be better if you posted all of your code unmodified.

 

Spoiler

package mymod;

import java.util.Random;

import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.block.Blocks;
import net.minecraft.block.FireBlock;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.item.Items;
import net.minecraft.particles.ParticleTypes;
import net.minecraft.state.BooleanProperty;
import net.minecraft.state.StateContainer;
import net.minecraft.state.properties.BlockStateProperties;
import net.minecraft.util.Direction;
import net.minecraft.util.Hand;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.BlockRayTraceResult;
import net.minecraft.world.TickPriority;
import net.minecraft.world.World;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;

public class Copper extends Block {
	
	public static final BooleanProperty LIT = BlockStateProperties.LIT;

	public Copper(Properties properties) {
		
		super(properties);
	}
	
	@Override
    @SuppressWarnings("deprecation")
	public void onBlockAdded(BlockState state, World worldIn, BlockPos pos, BlockState oldState, boolean isMoving) {
		
	    super.onBlockAdded(state, worldIn, pos, oldState, isMoving);
	    
	    worldIn.setBlockState(pos, state.with(LIT, Boolean.valueOf(false)), 1);
	}
	
	@Override
	public void tick(BlockState state, World worldIn, BlockPos pos, Random random) {
		
		worldIn.setBlockState(pos, state.with(LIT, Boolean.valueOf(true)), 1);
		
		BlockPos blockpos = pos.offset(Direction.UP);
		BlockState blockstate = ((FireBlock)Blocks.FIRE).getStateForPlacement(worldIn, pos);
		
		worldIn.setBlockState(blockpos, blockstate);
		worldIn.getPendingBlockTicks().scheduleTick(pos, this, 180, TickPriority.HIGH);
	}
	
	public boolean onBlockActivated(BlockState state, World worldIn, BlockPos pos, PlayerEntity player, Hand handIn, BlockRayTraceResult hit) {
		
		if (!player.abilities.allowEdit) {
			 
	        return false;
	    } 
		 
		else {

			if (player.getHeldItemMainhand().getItem() == Items.TORCH) {
				
				worldIn.getPendingBlockTicks().scheduleTick(pos, this, 60, TickPriority.HIGH);
			}
		
	        return true;
	    }
	}
	
	@OnlyIn(Dist.CLIENT)
	public void animateTick(BlockState stateIn, World worldIn, BlockPos pos, Random rand) {
		
		if (stateIn.get(LIT) && rand.nextInt(5) == 0) {  
				
            for(int i = 0; i < rand.nextInt(1) + 1; ++i) {
            		
                worldIn.addParticle(ParticleTypes.LAVA, (double)((float)pos.getX() + 0.5F), (double)((float)pos.getY() + 0.5F), (double)((float)pos.getZ() + 0.5F), (double)(rand.nextFloat() / 2.0F), 5.0E-5D, (double)(rand.nextFloat() / 2.0F));
                //worldIn.addParticle(ParticleTypes.LARGE_SMOKE, (double)((float)pos.getX() + 0.5F), (double)((float)pos.getY() + 0.5F), (double)((float)pos.getZ() + 0.5F), (double)(rand.nextFloat() / 2.0F), 5.0E-5D, (double)(rand.nextFloat() / 2.0F));
            }
        }
	}
	
	protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) {
		
	    builder.add(LIT);
	}
}

 

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2 minutes ago, MineModder2000 said:

setBlockState

You should really read the javadoc of this 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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14 minutes ago, Animefan8888 said:

You should really read the javadoc of this method.

I did, and I thought I selected the correct int flag : 1. Tried 2 as well, the rest don't seem right. 

 

Spoiler

 /**
    * Sets a block state into this world.Flags are as follows:
    * 1 will cause a block update.
    * 2 will send the change to clients.
    * 4 will prevent the block from being re-rendered.
    * 8 will force any re-renders to run on the main thread instead
    * 16 will prevent neighbor reactions (e.g. fences connecting, observers pulsing).
    * 32 will prevent neighbor reactions from spawning drops.
    * 64 will signify the block is being moved.
    * Flags can be OR-ed
    */

 

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Just now, MineModder2000 said:

  * Flags can be OR-ed

OR-ed means to use the bitwise OR operator. Which would be 3. This will cause a block update which is necessary and send the change to the clients which is needed because animateTick is client only.

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, MineModder2000 said:

3 ain't working honey. 

Then your code is never ran and as such the setBlockState method is never being called. Can you confirm what part of your code is not executing?

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:

Then your code is never ran and as such the setBlockState method is never being called. Can you confirm what part of your code is not executing?

I have confirmed that all methods are being called. The if statement inside animateTick gets runs without the check for stateIn.get(LIT). The tick method is definitely called, as my block gets a fire on top of it when activated (after 60 ticks). 

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Just now, MineModder2000 said:

I have confirmed that all methods are being called. The if statement inside animateTick gets runs without the check for stateIn.get(LIT). The tick method is definitely called, as my block gets a fire on top of it when activated (after 60 ticks). 

Post your updated code then.

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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17 hours ago, Animefan8888 said:

Post your updated code then.

That's already it, I just changed the 1 to a 3. 

 

Spoiler

package mymod;

import java.util.Random;

import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.block.Blocks;
import net.minecraft.block.FireBlock;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.item.Items;
import net.minecraft.particles.ParticleTypes;
import net.minecraft.state.BooleanProperty;
import net.minecraft.state.StateContainer;
import net.minecraft.state.properties.BlockStateProperties;
import net.minecraft.util.Direction;
import net.minecraft.util.Hand;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.BlockRayTraceResult;
import net.minecraft.world.TickPriority;
import net.minecraft.world.World;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;

public class Copper extends Block {
	
	public static final BooleanProperty LIT = BlockStateProperties.LIT;

	public Copper(Properties properties) {
		
		super(properties);
	}
	
	@Override
    @SuppressWarnings("deprecation")
	public void onBlockAdded(BlockState state, World worldIn, BlockPos pos, BlockState oldState, boolean isMoving) {
		
	    super.onBlockAdded(state, worldIn, pos, oldState, isMoving);
	    
	    worldIn.setBlockState(pos, state.with(LIT, Boolean.valueOf(false)), 3);
	}
	
	@Override
	public void tick(BlockState state, World worldIn, BlockPos pos, Random random) {
		
		worldIn.setBlockState(pos, state.with(LIT, Boolean.valueOf(true)), 3);
		
		BlockPos blockpos = pos.offset(Direction.UP);
		BlockState blockstate = ((FireBlock)Blocks.FIRE).getStateForPlacement(worldIn, pos);
		
		worldIn.setBlockState(blockpos, blockstate);
		worldIn.getPendingBlockTicks().scheduleTick(pos, this, 180, TickPriority.HIGH);
	}
	
	@Override
	public boolean onBlockActivated(BlockState state, World worldIn, BlockPos pos, PlayerEntity player, Hand handIn, BlockRayTraceResult hit) {
		
		if (!player.abilities.allowEdit) {
			 
	        return false;
	    } 
		 
		else {

			if (player.getHeldItemMainhand().getItem() == Items.TORCH) {
				
				worldIn.getPendingBlockTicks().scheduleTick(pos, this, 60, TickPriority.HIGH);
			}
		
	        return true;
	    }
	}
	
	@Override
	@OnlyIn(Dist.CLIENT)
	public void animateTick(BlockState stateIn, World worldIn, BlockPos pos, Random rand) {
		
		if (stateIn.get(LIT) && rand.nextInt(5) == 0) {  
				
            for(int i = 0; i < rand.nextInt(1) + 1; ++i) {
            		
            	System.out.println("xyz968");
            	
                worldIn.addParticle(ParticleTypes.LAVA, (double)((float)pos.getX() + 0.5F), (double)((float)pos.getY() + 0.5F), (double)((float)pos.getZ() + 0.5F), (double)(rand.nextFloat() / 2.0F), 5.0E-5D, (double)(rand.nextFloat() / 2.0F));
                //worldIn.addParticle(ParticleTypes.LARGE_SMOKE, (double)((float)pos.getX() + 0.5F), (double)((float)pos.getY() + 0.5F), (double)((float)pos.getZ() + 0.5F), (double)(rand.nextFloat() / 2.0F), 5.0E-5D, (double)(rand.nextFloat() / 2.0F));
            }
        }
	}
	
	@Override
	protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) {
		
	    builder.add(LIT);
	}
}

 

 

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So, just a few things (but not related to your issue, just code style problems):

3 hours ago, MineModder2000 said:

Boolean.valueOf(true)

This is copy-pasted decompiled code. There's no reason to use Boolean.valueOf

3 hours ago, MineModder2000 said:

((FireBlock)Blocks.FIRE)

There's no reason for a cast here.

3 hours ago, MineModder2000 said:

player.getHeldItemMainhand()

You are passed a hand in this function, you should query based on the hand given to you.

3 hours ago, MineModder2000 said:

worldIn.getPendingBlockTicks().scheduleTick(pos, this, 180, TickPriority.HIGH);

If the purpose of this code is to continuously set the block above to be fire, there's a better way to do this. Make your block infinitely burnable (like netherack) and set the fire once in onBlockActivated. Then you don't need the tick method or the LIT property at all.

  • Thanks 1

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35 minutes ago, Draco18s said:

So, just a few things (but not related to your issue, just code style problems):

This is copy-pasted decompiled code. There's no reason to use Boolean.valueOf

There's no reason for a cast here.

You are passed a hand in this function, you should query based on the hand given to you.

If the purpose of this code is to continuously set the block above to be fire, there's a better way to do this. Make your block infinitely burnable (like netherack) and set the fire once in onBlockActivated. Then you don't need the tick method or the LIT property at all.

 

  1. Okay I got rid of the Boolean.valueOf. 
  2. The cast is necessary in order for that particular method to be accessible. 
  3. I tried the hand parameter to begin with, but I couldn't see any way to get the held item from it.
  4. Yes, this code is temporary, and I am contemplating even having the block constantly on fire. The reason for the lit property is that I didn't want the block to start throwing particles until it was on fire.
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5 minutes ago, MineModder2000 said:

but I couldn't see any way to get the held item from it.

player.getHeldItem(hand)?

 

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.

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15 minutes ago, MineModder2000 said:

The reason for the lit property is that I didn't want the block to start throwing particles until it was on fire.

World#getBlockState(abovePos).getBlock() some condition to check fire.

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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19 minutes ago, Draco18s said:

player.getHeldItem(hand)?

 

Oh duh, I was thinking of starting with handIn and using its methods. This is functionally the same either way, I still changed it though. 

 

10 minutes ago, Animefan8888 said:

World#getBlockState(abovePos).getBlock() some condition to check fire.

This did the trick, however I would still like to know why the other thing didn't work, it bothers me not knowing. Also I may have to do something like that in the future. 

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42 minutes ago, MineModder2000 said:

however I would still like to know why the other thing didn't work

Have you run through your code with your IDE's debugger? What about using the f3 menu/gui to look at the blocks state?

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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1 minute ago, MineModder2000 said:

 I want to also know how to alter a block's color / texture without changing it's state, if possible.

Not without rendering it every frame with a TESR. Changing its state is the only way to force the chunk to recreate its mesh and push it to the GPU.

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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15 hours ago, Animefan8888 said:

Not without rendering it every frame with a TESR. Changing its state is the only way to force the chunk to recreate its mesh and push it to the GPU.

I see, I'll just make two blocks instead, much easier and better for my purposes. Anyways back to the boolean property, I figured out the issue. The line : worldIn.setBlockState(pos, state.with(LIT, true), 3); in the tick method doesn't set the value to true, as confirmed by println. So whatever value it's set to in the onBlockAdded method, is what it stays as. Hence the reason the if statement check in the animateTick method fails....

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ASM: com.github.L_Ender.cataclysm.event.ServerEventHandler@1bbd60d8 onLivingUpdateEvent(Lnet/minecraftforge/event/entity/living/LivingEvent$LivingTickEvent;)V         7: ASM: class io.github.edwinmindcraft.apoli.common.ApoliPowerEventHandler playerTick(Lnet/minecraftforge/event/entity/living/LivingEvent$LivingTickEvent;)V         8: ASM: class io.github.edwinmindcraft.apoli.common.ApoliEventHandler livingTick(Lnet/minecraftforge/event/entity/living/LivingEvent$LivingTickEvent;)V         9: net.minecraftforge.eventbus.EventBus$$Lambda$4374/0x00007f0098c72da0@1e30768c         10: ASM: class net.mcreator.borninchaosv.init.EntityAnimationFactory onEntityTick(Lnet/minecraftforge/event/entity/living/LivingEvent$LivingTickEvent;)V         11: ASM: squeek.appleskin.network.SyncHandler@29e380f7 onLivingTickEvent(Lnet/minecraftforge/event/entity/living/LivingEvent$LivingTickEvent;)V         12: ASM: top.theillusivec4.curios.common.event.CuriosEventHandler@55b4416c tick(Lnet/minecraftforge/event/entity/living/LivingEvent$LivingTickEvent;)V java.lang.ArrayIndexOutOfBoundsException [07May2024 18:13:29.146] [Server thread/WARN] [net.minecraft.server.network.ServerConnectionListener/]: Failed to handle packet for /OMITTED IP net.minecraft.ReportedException: Ticking player     at net.minecraft.server.level.ServerPlayer.m_9240_(ServerPlayer.java:530) ~[server-1.20.1-20230612.114412-srg.jar%23461!/:?]     at net.minecraft.server.network.ServerGamePacketListenerImpl.m_9933_(ServerGamePacketListenerImpl.java:262) ~[server-1.20.1-20230612.114412-srg.jar%23461!/:?]     at net.minecraft.network.Connection.m_129483_(Connection.java:263) ~[server-1.20.1-20230612.114412-srg.jar%23461!/:?]     at net.minecraft.server.network.ServerConnectionListener.m_9721_(ServerConnectionListener.java:142) ~[server-1.20.1-20230612.114412-srg.jar%23461!/:?]     at net.minecraft.server.MinecraftServer.m_5703_(MinecraftServer.java:907) ~[server-1.20.1-20230612.114412-srg.jar%23461!/:?]     at net.minecraft.server.dedicated.DedicatedServer.m_5703_(DedicatedServer.java:283) ~[server-1.20.1-20230612.114412-srg.jar%23461!/:?]     at net.minecraft.server.MinecraftServer.m_5705_(MinecraftServer.java:814) ~[server-1.20.1-20230612.114412-srg.jar%23461!/:?]     at net.minecraft.server.MinecraftServer.m_130011_(MinecraftServer.java:661) ~[server-1.20.1-20230612.114412-srg.jar%23461!/:?]     at net.minecraft.server.MinecraftServer.m_206580_(MinecraftServer.java:251) ~[server-1.20.1-20230612.114412-srg.jar%23461!/:?]     at java.lang.Thread.run(Thread.java:833) ~[?:?] Caused by: java.lang.ArrayIndexOutOfBoundsException Mod List: SecurityCraft v1.9.9.jar additional_lights-1.20.1-2.1.7.jar advancements_tracker_1.20.1-6.1.0.jar AI-Improvements-1.20-0.5.2.jar alexsdelight-1.5.jar alexsmobs-1.22.8.jar AmbientSounds_FORGE_v5.3.9_mc1.20.1.jar amendments-1.20-1.1.26.jar appleskin-forge-mc1.20.1-2.5.1.jar Aquaculture-1.20.1-2.5.1.jar aquaculture_delight_1.0.0_forge_1.20.1.jar architectury-9.2.14-forge.jar Arda's Sculks 1.3.2 [FORGE] [1.20.1].jar artifacts-forge-9.5.3.jar async-locator-forge-1.20-1.3.0.jar athena-forge-1.20.1-3.1.2.jar AttributeFix-Forge-1.20.1-21.0.4.jar BadOptimizations-2.1.1.jar badpackets-forge-0.4.3.jar balm-forge-1.20.1-7.2.2.jar beautify-2.0.2.jar BetterAdvancements-1.20.1-0.3.2.162.jar bettercombat-forge-1.8.5+1.20.1.jar BetterF3-7.0.2-Forge-1.20.1.jar betterfarmerscombat-1.2-1.20.1.jar BetterThirdPerson-Forge-1.20-1.9.0.jar BiomesOPlenty-1.20.1-18.0.0.598.jar Bookshelf-Forge-1.20.1-20.1.10.jar born_in_chaos_[Forge]1.20.1_1.2.jar Bountiful-6.0.3+1.20.1-forge.jar caelus-forge-3.2.0+1.20.1.jar camera-forge-1.20.1-1.0.8.jar canary-mc1.20.1-0.3.3.jar chat_heads-0.10.32-forge-1.20.jar Chimes-v2.0.1-1.20.1.jar Chipped-forge-1.20.1-3.0.6.jar chunksending-1.20.1-2.8.jar Chunky-1.3.136.jar citadel-2.5.4-1.20.1.jar cloth-config-11.1.118-forge.jar Clumps-forge-1.20.1-12.0.0.3.jar cluttered-2.1-1.20.1.jar connectedglass-1.1.11-forge-mc1.20.1.jar Controlling-forge-1.20.1-12.0.2.jar corpse-forge-1.20.1-1.0.12.jar cosmeticarmorreworked-1.20.1-v1a.jar CreativeCore_FORGE_v2.11.27_mc1.20.1.jar creeperoverhaul-3.0.2-forge.jar Croptopia-1.20.1-FORGE-3.0.4.jar ctia-1.20.1-forge-2.0.9.jar cupboard-1.20.1-2.6.jar curios-forge-5.9.0+1.20.1.jar CustomPlayerModels-1.20-0.6.16c.jar darktimer-forge-1.20.1-1.0.9.jar dotbe-1.20.1-1.5.5.jar dummmmmmy-1.20-1.8.14.jar DungeonsArise-1.20.x-2.1.58-release.jar DungeonsAriseSevenSeas-1.20.x-1.0.2-forge.jar dye_depot-1.0.0-forge.jar dynamiclights-v1.7.1-mc1.17x-1.20x-mod.jar easy_mob_farm_1.20.1-7.1.0.jar elevatorid-1.20.1-lex-1.9.jar embeddium-0.3.17+mc1.20.1-all.jar embeddiumplus-1.20.1-v1.2.8.jar emotecraft-for-MC1.20.1-2.2.7-b.build.50-forge.jar EnchantmentDescriptions-Forge-1.20.1-17.0.14.jar EnderMail-1.20.1-1.2.9.jar endermanoverhaul-forge-1.20.1-1.0.4.jar endersdelight-1.20.1-1.0.3.jar entityculling-forge-1.6.2-mc1.20.1.jar EpheroLib-1.20.1-FORGE-1.2.0.jar fantasyfurniture-1.20.1-9.0.0.jar FarmersDelight-1.20.1-1.2.4.jar farmersutils-1.0.5-1.20.1.jar Fastload-Reforged-mc1.20.1-3.4.0.jar fastpaintings-1.20-1.2.5.jar ferritecore-6.0.1-forge.jar friendsandfoes-forge-mc1.20.1-2.0.10.jar ftb-essentials-forge-2001.2.2.jar ftb-library-forge-2001.2.1.jar fusion-1.1.1-forge-mc1.20.1.jar geckolib-forge-1.20.1-4.4.4.jar getittogetherdrops-forge-1.20-1.3.jar handcrafted-forge-1.20.1-3.0.6.jar IllagerInvasion-v8.0.5-1.20.1-Forge.jar illagersweararmor-1.20.1-1.3.4.jar ImmediatelyFast-Forge-1.2.13+1.20.4.jar immersive_melodies-0.1.0+1.20.1-forge.jar Incendium_1.20.4_v5.3.4.jar Item_Obliterator-FORGE-MC1.20.1-1.7.0.jar Jade-1.20.1-forge-11.8.0.jar jei-1.20.1-forge-15.3.0.4.jar journeymap-1.20.1-5.9.20-forge.jar Kambrik-6.1.1+1.20.1-forge.jar kotlinforforge-4.10.0-all.jar L_Enders_Cataclysm-1.99.2 -1.20.1.jar LeavesBeGone-v8.0.0-1.20.1-Forge.jar letmedespawn-forge-1.20.x-1.2.0.jar letsdo-addon-compat-forge-v1.4.1.jar letsdo-API-forge-1.2.9-forge.jar letsdo-bakery-forge-1.1.8.jar letsdo-beachparty-forge-1.1.4-1.jar letsdo-brewery-forge-1.1.6.jar letsdo-candlelight-forge-1.2.11.jar letsdo-herbalbrews-forge-1.0.6.jar letsdo-meadow-forge-1.3.8.jar letsdo-nethervinery-forge-1.2.10.jar letsdo-vinery-forge-1.4.15.jar lightmanscurrency-1.20.1-2.2.1.3b.jar lionfishapi-1.8.jar magicvibedecorations-HALLOWEEN 1.5.0 1.20.1 forge.jar make_bubbles_pop-0.2.0-forge-mc1.19.4+.jar memoryleakfix-forge-1.17+-1.1.5.jar MobLassos-v8.0.1-1.20.1-Forge.jar modelfix-1.15.jar moonlight-1.20-2.11.14-forge.jar morediscs-1.20.1-33-forge.jar MouseTweaks-forge-mc1.20-2.25.jar Necronomicon-Forge-1.4.2.jar nether-s-exoticism-1.20.1-1.2.7.jar nethersdelight-1.20.1-4.0.jar nomowanderer-1.20.1_1.6.4.jar oculus-mc1.20.1-1.7.0.jar origins-forge-1.20.1-1.10.0.7-all.jar origins-plus-plus-2.2-forge.jar Paraglider-forge-20.1.3.jar Patchouli-1.20.1-84-FORGE.jar Paxi-1.20-Forge-4.0.jar Pehkui-3.8.0+1.20.1-forge.jar player-animation-lib-forge-1.0.2-rc1+1.20.jar PlayerRevive_FORGE_v2.0.24_mc1.20.1.jar plushies-1.4.0-forge.jar polymorph-forge-0.49.3+1.20.1.jar projectvibrantjourneys-1.20.1-6.0.0.jar PuzzlesLib-v8.1.18-1.20.1-Forge.jar resourcefulconfig-forge-1.20.1-2.1.2.jar resourcefullib-forge-1.20.1-2.1.24.jar right-click-harvest-3.2.3+1.20.1-forge.jar rubidium-extra-0.5.4.3+mc1.20.1-build.121.jar Runelic-Forge-1.20.1-18.0.2.jar saturn-mc1.20.1-0.1.3.jar sawmill-1.20-1.3.13.jar scholar-1.20.1-1.0.0-forge.jar screenshot_viewer-1.2.1-forge-mc1.20.1.jar Searchables-forge-1.20.1-1.0.2.jar selfexpression-2.8 1.20.1.jar servercore-forge-1.5.1+1.20.1.jar ShulkerArmory_1.20.1_1.2.1_hotfix.jar simplehats-forge-1.20.1-0.2.4.jar simplevoicechat_broadcast-mc1.20.1-1.0.1.jar simplyswords-forge-1.55.0-1.20.1.jar smoothboot(reloaded)-mc1.20.1-0.0.4.jar Sniffer+-forge-1.20.1-0.3.0.jar sophisticatedbackpacks-1.20.1-3.20.5.1044.jar sophisticatedcore-1.20.1-0.6.21.609.jar sophisticatedstorage-1.20.1-0.10.21.793.jar spark-1.10.53-forge.jar stalwart-dungeons-1.20.1-1.2.8.jar starlight-1.1.2+forge.1cda73c.jar step-1.20.1-1.2.2.jar supermartijn642corelib-1.1.17-forge-mc1.20.1.jar supplementaries-1.20-2.8.10.jar temporalapi-1.5.0.jar TerraBlender-forge-1.20.1-3.0.1.4.jar Terralith_1.20.4_v2.4.11.jar toms_storage-1.20-1.6.6.jar torchmaster-20.1.6.jar trashslot-forge-1.20-15.1.0.jar treasuredistance-1.20-1.2.jar tru.e-ending-v1.1.0c.jar v_slab_compat-1.20-2.3.jar vintagedelight-0.0.12.jar vmp-fabric-mc1.20.1-0.2.0+beta.7.101-all.jar voicechat-forge-1.20.1-2.5.11.jar waystones-forge-1.20-14.1.3.jar WI-Zoom-1.5-MC1.20.1-Forge.jar worldedit-mod-7.2.15.jar wsopulence1.2.0_Forge_MC1.20.1-1.20.4.jar xlpackets-1.18.2-2.1.jar YungsApi-1.20-Forge-4.0.4.jar YungsBetterEndIsland-1.20-Forge-2.0.6.jar YungsBetterNetherFortresses-1.20-Forge-2.0.6.jar YungsBetterOceanMonuments-1.20-Forge-3.0.4.jar YungsBetterStrongholds-1.20-Forge-4.0.3.jar
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