Jump to content

error: code too large


N/A

Recommended Posts

I am making a mod that adds Terraria into Minecraft. To start, I registered all 3991 items into the game. However, when I try and run the game, the build fails with this error: 

C:Myfilesandstuff\ModEventSubscriber.java:13: error: code too large
    public static void onRegisterItems(RegistryEvent.Register<Item> event) {

Any idea for a workaround?

Link to comment
Share on other sites

6 minutes ago, diesieben07 said:

A method in Java can only be 64KB of bytecode.

Your methods are too big.

WTF are you doing? Did you literally write out 3991 items by hand?! Instead of using some kind of loop or something?

I used Google Sheets to pull the item names from the wiki, replace the spaces with underscores, and convert all letters to lowercase. Then I used Sheets to add the register item thing around each one and pasted it into IntelliJ

Edited by N/A
Link to comment
Share on other sites

2 minutes ago, Ugdhar said:

Post logs please, and a link to code, preferably a github repo that can be cloned/build/debugged :)

Ok, the github repo is here: https://github.com/SimplyCmd/Terracraft

Also, the only log is right here:

> Task :compileJava
C:\Blablabla\src\main\java\io\github\simplycmd\terracraft\ModEventSubscriber.java:13: error: code too large
    public static void onRegisterItems(RegistryEvent.Register<Item> event) { // Tells Forge that you want this method to be called when it is time for your mod to register its items.
                       ^
1 error

> Task :compileJava FAILED

 

Link to comment
Share on other sites

Also, your names aren't all lower case.

setup(new Item(new Item.Properties()),"IronPickaxe"),

Also, do you really need to add a new iron pickaxe item to Minecraft? We already have one.

And mushrooms, torches, dirt blocks, various swords, axes, ores, arrows, chests...

 

Edit, I think these items are my favorites:

https://github.com/SimplyCmd/Terracraft/blob/master/main/java/io/github/simplycmd/terracraft/ModEventSubscriber.java#L3989-L4000

Edited by Draco18s

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

3 minutes ago, Draco18s said:

Also, your names aren't all lower case.

setup(new Item(new Item.Properties()),"IronPickaxe"),

Also, do you really need to add a new iron pickaxe item to Minecraft? We already have one.

And mushrooms, torches, dirt blocks, various swords, axes, ores, arrows, chests...

 

Edit, I think these items are my favorites:

https://github.com/SimplyCmd/Terracraft/blob/master/main/java/io/github/simplycmd/terracraft/ModEventSubscriber.java#L3989-L4000

Sorry, that was outdated from last night. I pushed the most recent commit. Just refresh the page

Link to comment
Share on other sites

20 minutes ago, N/A said:

Yes. Sadly you are repeating yourself an awful lot.

 

Imagine

for (type in tool_types) // COPPER/TIN, IRON/LEAD, etc

    setup(new Item(new Item.Properties()), type + "_pickaxe");

    setup(new Item(new Item.Properties()), type + "_axe");

    // ETC

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

2 minutes ago, Animefan8888 said:

Yes. Sadly you are repeating yourself an awful lot.

 

Imagine

for (type in tool_types) // COPPER/TIN, IRON/LEAD, etc

    setup(new Item(new Item.Properties()), type + "_pickaxe");

    setup(new Item(new Item.Properties()), type + "_axe");

    // ETC

Good idea. If I did that, would it fix the error?

Link to comment
Share on other sites

36 minutes ago, N/A said:

Good idea. If I did that, would it fix the error?

If you did it for all types of the items. Like the furniture and the wood, etc.

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

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

    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
    • It is an issue with quark - update it to this build: https://www.curseforge.com/minecraft/mc-mods/quark/files/3642325
    • Remove Instant Massive Structures Mod from your server     Add new crash-reports with sites like https://paste.ee/  
  • Topics

×
×
  • Create New...

Important Information

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