java.lang.ArrayIndexOutOfBoundsException: 9000
at un.<init>(Unknown Source)
at BlockFireplaceChimney.<init>(Unknown Source)
at mod_Fireplace.<init>(Unknown Source)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:215)
at ModLoader.readFromClassPath(ModLoader.java:1145)
at ModLoader.init(ModLoader.java:823)
at ModLoader.AddAllRenderers(ModLoader.java:124)
at tc.<init>(tc.java:60)
at tc.<clinit>(tc.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:312)
at net.minecraft.client.Minecraft.run(SourceFile:683)
at java.lang.Thread.run(Unknown Source)
26/Jun/2011 19:51:19 ModLoader AddAllRenderers
FINE: Initialized
please help i really want this mod p.s. i will give u (jk)
I'm not sure why that happened. It could be one of two things:
-You set a bad block id in the config (block ids can only go up to 256)
-You placed an inventory edited chimney with a metadata of 9000
If its not the bad block id then PM me a screeshot or a video of this error.
Awesome! Very good job here! One question though, did you make new particles for this mod or change the way they move from torches particles or whatnot? Because I am working on making a new (blue) torch with different colored particles and I can't figure out how to make the torch use those particles that I have textured.
FINER: THROW
java.lang.Exception: No more empty item sprite indices left!
at ModLoader.getUniqueItemSpriteIndex(ModLoader.java:643)
at ModLoader.getUniqueSpriteIndex(ModLoader.java:654)
at ModLoader.addOverride(ModLoader.java:337)
at mod_Fireplace.<clinit>(Unknown Source)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:215)
at ModLoader.readFromClassPath(ModLoader.java:1145)
at ModLoader.init(ModLoader.java:823)
at ModLoader.AddAllRenderers(ModLoader.java:124)
at tc.<init>(tc.java:60)
at tc.<clinit>(tc.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:312)
at net.minecraft.client.Minecraft.run(SourceFile:683)
at java.lang.Thread.run(Unknown Source)
27/Jun/2011 10:13:23 ModLoader addOverride
FINER: addOverride(/gui/items.png,fireplace/toptexcobble.png,0). 0 left.
27/Jun/2011 10:13:23 ModLoader addOverride
FINER: addOverride(/terrain.png,fireplace/toptexcobble.png,142). 65 left.
27/Jun/2011 10:13:23 ModLoader addMod
FINE: Mod Loaded: "mod_Fireplace Beta1.6.6_V1.3" from mod_Fireplace.class
27/Jun/2011 10:13:23 ModLoader AddAllRenderers
FINE: Initialized
.i have almost 20 mods (xD) please i really want this mod
java.lang.Exception: No more empty item sprite indices left!
This means that there are too many modded sprites in minecrafts sprite sheet. Unfortunatly I can't do anything about this
Awesome! Very good job here! One question though, did you make new particles for this mod or change the way they move from torches particles or whatnot? Because I am working on making a new (blue) torch with different colored particles and I can't figure out how to make the torch use those particles that I have textured.
The chimney uses the LargeSmoke Particle
I made a tutorial for it. It's my first so don't expect much XD
i have a problem when i get to a certain height the chimney becomes invisible but when i place a block next to the invisible block it becomes visable again. help please
i have a problem when i get to a certain height the chimney becomes invisible but when i place a block next to the invisible block it becomes visable again. help please
This is a strange error that I haven't seen yet, I have recreated the error but how to fix it is the real issue I have. I will see what I can do about it.
This may sound like a stupid question, but I'm asking anyway since fire is involved. Do we have to worry about placing flammable blocks near the fireplace or is it essentially contained so that spreading is not an issue?
Rollback Post to RevisionRollBack
Yes, I like bats. No, I'm not emo. And I don't like vampires (except Nikola Tesla). I just like bats.
so when it's 0 , the block will not be used
'cuz I 'm using fancy pack and it already has a chimney
I'm not sure why that happened. It could be one of two things:
-You set a bad block id in the config (block ids can only go up to 256)
-You placed an inventory edited chimney with a metadata of 9000
If its not the bad block id then PM me a screeshot or a video of this error.
Can I see another error log? If you have other mods installed the id you set might be taken already.
Oh, and thank you for posting my video up.
Also requesting this for the same reason, please. :smile.gif:
Enabled this option in 1.4.1
Keep in mind that since 0 is the air block it would cause strange errors
so it has to be set to -1
Check out my Minecraft Modding Tutorials!
java.lang.Exception: No more empty item sprite indices left!
This means that there are too many modded sprites in minecrafts sprite sheet. Unfortunatly I can't do anything about this
The chimney uses the LargeSmoke Particle
I made a tutorial for it. It's my first so don't expect much XD
This is a strange error that I haven't seen yet, I have recreated the error but how to fix it is the real issue I have. I will see what I can do about it.Fixed in 1.4.2