java.lang.NullPointerException: Ticking memory connection
at com.draco18s.artifacts.item.ItemArtifact.getHarvestLevel(ItemArtifact.java:611)
at net.minecraftforge.common.ForgeHooks.canHarvestBlock(ForgeHooks.java:96)
at net.minecraftforge.common.ForgeHooks.blockStrength(ForgeHooks.java:121)
at net.minecraft.block.Block.func_149737_a(Block.java:641)
at net.minecraft.server.management.ItemInWorldManager.func_73074_a(ItemInWorldManager.java:172)
at net.minecraft.network.NetHandlerPlayServer.func_147345_a(NetHandlerPlayServer.java:489)
at net.minecraft.network.play.client.C07PacketPlayerDigging.func_148833_a(SourceFile:53)
at net.minecraft.network.play.client.C07PacketPlayerDigging.func_148833_a(SourceFile:8)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.draco18s.artifacts.item.ItemArtifact.getHarvestLevel(ItemArtifact.java:611)
at net.minecraftforge.common.ForgeHooks.canHarvestBlock(ForgeHooks.java:96)
at net.minecraftforge.common.ForgeHooks.blockStrength(ForgeHooks.java:121)
at net.minecraft.block.Block.func_149737_a(Block.java:641)
at net.minecraft.server.management.ItemInWorldManager.func_73074_a(ItemInWorldManager.java:172)
at net.minecraft.network.NetHandlerPlayServer.func_147345_a(NetHandlerPlayServer.java:489)
at net.minecraft.network.play.client.C07PacketPlayerDigging.func_148833_a(SourceFile:53)
at net.minecraft.network.play.client.C07PacketPlayerDigging.func_148833_a(SourceFile:8)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@4d871ac9
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Ah. I see the problem. One of the artifact components was null. Did you disable any of the artifact components in the config file, especially one that was enabled when you first got that artifact?
Ah. I see the problem. One of the artifact components was null. Did you disable any of the artifact components in the config file, especially one that was enabled when you first got that artifact?
I disabled several, I dont believe they were on the artifact, but it's possible.
I disabled several, I dont believe they were on the artifact, but it's possible.
Then that must be the cause. Next update I can try to find a way to prevent it from crashing if the component is null, but I guess for now make sure you don't dig blocks with artifacts that have disabled components (just throw them away/delete them in creative mode).
Yeah, ran into something like that in the past, wasn't handling removed components well/at all. Whoops.
Easiest (and probably best) solution is to have a "null component" class that gets returned by the GetComponent function that is just full of empty do-nothing functions for cases where the requested ID isn't valid.
Man, wish I'd thought of that before instead of going through and adding if-not-null checks!
Rollback Post to RevisionRollBack
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.
Yeah, ran into something like that in the past, wasn't handling removed components well/at all. Whoops.
Easiest (and probably best) solution is to have a "null component" class that gets returned by the GetComponent function that is just full of empty do-nothing functions for cases where the requested ID isn't valid.
Man, wish I'd thought of that before instead of going through and adding if-not-null checks!
That's a good idea. There could be a "base" artifact component class that has all the default methods. Also, then every time you had to change the arguments of a method or add a new method, you wouldn't have to edit them for every single component. =P
I actually thought of that right away when I was first updating it, but I didn't want to change the format so drastically. But perhaps it's a good idea. =)
That's a good idea. There could be a "base" artifact component class that has all the default methods. Also, then every time you had to change the arguments of a method or add a new method, you wouldn't have to edit them for every single component. =P
I actually thought of that right away when I was first updating it, but I didn't want to change the format so drastically. But perhaps it's a good idea. =)
Yeah, an abstract class. That'd be beaut.
This mod was a learning experience for me, programming wise, in a lot of ways. But there've been other things I've learned since that would make things so much easier. Ahh, experience.
Great mod, i love it. I have a question. Is this mod supposed to work on multiplayer? It actually works on multiplayer, but the ''when used'' powers don't work. For example when i try to shoot exploding arrows: nothing happens. In singleplayer everything works fine though. I apologie if someone had the same problem and posted it already, i didn't find it. Thank you!
It should work SMP. I haven't used it in SMP myself in a long time though. Mostly on account of "not actually playing Minecraft." Would be easy enough to check though.
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.
Great mod, i love it. I have a question. Is this mod supposed to work on multiplayer? It actually works on multiplayer, but the ''when used'' powers don't work. For example when i try to shoot exploding arrows: nothing happens. In singleplayer everything works fine though. I apologie if someone had the same problem and posted it already, i didn't find it. Thank you!
Which version do you have? Do you have the latest one?
I know a couple versions back there was a problem with packets not working on servers, which caused some things not to work. If you don't have the latest version that could be the problem.
Would it be possible for there to be a config option that lets you alter spawn rate of the wizard towers or which biomes they spawn in? As of late, Ive not been able to find any structures with 'Generate Structures' on.
Would it be possible for there to be a config option that lets you alter spawn rate of the wizard towers or which biomes they spawn in? As of late, Ive not been able to find any structures with 'Generate Structures' on.
.... not with the way it is set up right now. The biome stuff is based on some biome properties (magical, mountains) with frequency that was carefully tuned to not be too frequent; ideally never closer than 6 chunks. I have found seeds where I was able see four at once from a very specific spot, only just barely at maximum render distance (normal view distance in settings).
Most extreme hills locations in vanilla will have one, but they are hard to spot due to the terrain.
Rollback Post to RevisionRollBack
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.
.... not with the way it is set up right now. The biome stuff is based on some biome properties (magical, mountains) with frequency that was carefully tuned to not be too frequent; ideally never closer than 6 chunks. I have found seeds where I was able see four at once from a very specific spot, only just barely at maximum render distance (normal view distance in settings).
Most extreme hills locations in vanilla will have one, but they are hard to spot due to the terrain.
I used to find mine with minimaps, but as Minecraft progressed, that became impossible. Journeymap and MapWriter are hard for me to use, Voxelmap's lost it's way and for some reason, it's radar draw distance is linked directly to my Render Distance, which has to remain at Tiny or Small due to FPS issues, and Rei's Minimap....well, that map faded into the void.
I used to find mine with minimaps, but as Minecraft progressed, that became impossible. Journeymap and MapWriter are hard for me to use, Voxelmap's lost it's way and for some reason, it's radar draw distance is linked directly to my Render Distance, which has to remain at Tiny or Small due to FPS issues, and Rei's Minimap....well, that map faded into the void.
I'm sad about Rei's Minimap too... I liked that one. It was simple but useful. I find Mapwriter works quite well though. If you press M, go to the options and set circular mode to false, it acts mostly like Rei's minimap did (but doesn't change colours at night =( ). Also it doesn't draw itself based on render distance, but based directly on chunkloading. I've often used it to find libraries in Mystcraft dimensions. =P
It wouldn't be that bad of an idea to add a way to change the minimum distance between the towers though (assuming it's not too hard). I actually find they are a bit too common, in my personal preference.
I'm sad about Rei's Minimap too... I liked that one. It was simple but useful. I find Mapwriter works quite well though. If you press M, go to the options and set circular mode to false, it acts mostly like Rei's minimap did (but doesn't change colours at night =( ). Also it doesn't draw itself based on render distance, but based directly on chunkloading. I've often used it to find libraries in Mystcraft dimensions. =P
It wouldn't be that bad of an idea to add a way to change the minimum distance between the towers though (assuming it's not too hard). I actually find they are a bit too common, in my personal preference.
I cant get Map Writer to work for 1.7.10, and I dont like the fact that I cant run around with the large map open. That was my go to strats with Rei's/Voxelmap, but since both of those are out of the question, Ive had to give up minimaps.
I cant get Map Writer to work for 1.7.10, and I dont like the fact that I cant run around with the large map open. That was my go to strats with Rei's/Voxelmap, but since both of those are out of the question, Ive had to give up minimaps.
Someone else compiled a version for 1.7.10 (look at post number 745 on it's forum; took me a good amount of google searching to find it =P). You actually can open a bigger map and run around with it by pressing N.
I tried both, 1.7.2 and 1.7.10 always with the latest forge version. its not the only mod im using, but i already tried to remove every other mod. im using mod version 1.0.5.
Unfortunately nothing solved my problem.
Very strange... Try re-downloading the mod. Perhaps your download got corrupted somehow.
It wouldn't be that bad of an idea to add a way to change the minimum distance between the towers though (assuming it's not too hard). I actually find they are a bit too common, in my personal preference.
That could be done, but it'd only work on the whole-chunk level. Maybe even less granular than that.
Anyway, the variable in question is line 181 of PlaceTraps.java
Rollback Post to RevisionRollBack
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.
Hey Draco, is there a config that lets you change the ammount of dungeons that spawn?
See the last two posts I've made.
Rollback Post to RevisionRollBack
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.
I've made some 16x icons for the artifacts that didn't have them. Tell me what you think of them (if you like them, don't like them, or think any could be improved or changed).
The last 4 are belts (for future use =) ).
I coloured the overlay textures too to give a sense of how they would look:
What were you doing when it crashed? I'd guess you were digging a block; if so what block were you digging?
Normal, vanilla, stone.
Ah. I see the problem. One of the artifact components was null. Did you disable any of the artifact components in the config file, especially one that was enabled when you first got that artifact?
I disabled several, I dont believe they were on the artifact, but it's possible.
Then that must be the cause. Next update I can try to find a way to prevent it from crashing if the component is null, but I guess for now make sure you don't dig blocks with artifacts that have disabled components (just throw them away/delete them in creative mode).
Easiest (and probably best) solution is to have a "null component" class that gets returned by the GetComponent function that is just full of empty do-nothing functions for cases where the requested ID isn't valid.
Man, wish I'd thought of that before instead of going through and adding if-not-null checks!
That's a good idea. There could be a "base" artifact component class that has all the default methods. Also, then every time you had to change the arguments of a method or add a new method, you wouldn't have to edit them for every single component. =P
I actually thought of that right away when I was first updating it, but I didn't want to change the format so drastically. But perhaps it's a good idea. =)
Yeah, an abstract class. That'd be beaut.
This mod was a learning experience for me, programming wise, in a lot of ways. But there've been other things I've learned since that would make things so much easier. Ahh, experience.
It should work SMP. I haven't used it in SMP myself in a long time though. Mostly on account of "not actually playing Minecraft." Would be easy enough to check though.
Which version do you have? Do you have the latest one?
I know a couple versions back there was a problem with packets not working on servers, which caused some things not to work. If you don't have the latest version that could be the problem.
.... not with the way it is set up right now. The biome stuff is based on some biome properties (magical, mountains) with frequency that was carefully tuned to not be too frequent; ideally never closer than 6 chunks. I have found seeds where I was able see four at once from a very specific spot, only just barely at maximum render distance (normal view distance in settings).
Most extreme hills locations in vanilla will have one, but they are hard to spot due to the terrain.
I used to find mine with minimaps, but as Minecraft progressed, that became impossible. Journeymap and MapWriter are hard for me to use, Voxelmap's lost it's way and for some reason, it's radar draw distance is linked directly to my Render Distance, which has to remain at Tiny or Small due to FPS issues, and Rei's Minimap....well, that map faded into the void.
I'm sad about Rei's Minimap too... I liked that one. It was simple but useful. I find Mapwriter works quite well though. If you press M, go to the options and set circular mode to false, it acts mostly like Rei's minimap did (but doesn't change colours at night =( ). Also it doesn't draw itself based on render distance, but based directly on chunkloading. I've often used it to find libraries in Mystcraft dimensions. =P
It wouldn't be that bad of an idea to add a way to change the minimum distance between the towers though (assuming it's not too hard). I actually find they are a bit too common, in my personal preference.
I cant get Map Writer to work for 1.7.10, and I dont like the fact that I cant run around with the large map open. That was my go to strats with Rei's/Voxelmap, but since both of those are out of the question, Ive had to give up minimaps.
Someone else compiled a version for 1.7.10 (look at post number 745 on it's forum; took me a good amount of google searching to find it =P). You actually can open a bigger map and run around with it by pressing N.
Very strange... Try re-downloading the mod. Perhaps your download got corrupted somehow.
That could be done, but it'd only work on the whole-chunk level. Maybe even less granular than that.
Anyway, the variable in question is line 181 of PlaceTraps.java
See the last two posts I've made.
The last 4 are belts (for future use =) ).
I coloured the overlay textures too to give a sense of how they would look: