• 0

    posted a message on Weird Crash when making new world in 1.7.10

    Ahh, passing illegal values from an external file could certainly cause this.

    Posted in: Java Edition Support
  • 0

    posted a message on Unknown Crash!!!!!

    java.lang.ArrayIndexOutOfBoundsException: 8
    at micdoodle8.mods.galacticraft.core.blocks.BlockWallGC.func_149691_a(BlockWallGC.java:90)
    at net.minecraft.block.Block.func_149673_e(Block.java:556)



    An OutOfBounds exception is caused when the code attempts to give a value to an object outside it's accepted range. For example, the range of galacticraft walls may be between 0-5, and the game attempts to create one with type 8.
    Problem here is poor coding of the mod, very little you can do. Remove galacticraft and your game should run. If the crash only happens with galacticraft & other mods, then they're communicating with each other and fixing this gets very difficult.

    Posted in: Java Edition Support
  • 0

    posted a message on OutOfBoundsException HELP [1.7.10] MODPACK ASSISTANCE

    java.lang.ArrayIndexOutOfBoundsException: 8270
    at ChunkCacheOF.func_147439_a(ChunkCacheOF.java:90)
    at net.EternIsles.dimension.haven.BlockHavenPortal.func_149646_a(BlockHavenPortal.java:231)
    at net.minecraft.client.renderer.RenderBlocks.func_147808_b(RenderBlocks.java:6355)



    An OutOfBounds exception is caused when the code attempts to give a value to an object outside it's accepted range. For example, the range of ZombieTypes may be numbers between 0-5, and the code attempts to create a zombie of type -2. (Zombies aren't the problem here, just an example).
    The problem is the EternIsles mod has a block called HavenPortal which is not coded correctly. Whenever it attempts to use the "func_149646_a" function (I have no idea what this does, I didn't write the mod), it throws an error.

    These portals probably naturally spawn in deserts. The only fix you can do is to remove this mod from your pack, or avoid deserts. If you can make this crash happen with only that mod loaded into the game, report it to the developer so they can fix it. If it only happens when combined with your modpack then fixing will be almost impossible.

    Posted in: Java Edition Support
  • 0

    posted a message on Minecraft Pixelmon 1.10.2 Crash

    Ooh, this is a nasty one. I've seen this before and can't quite remember how we fixed it. See this line:

    JVM Flags: 7 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M -Xmx512M

    Specifically the last two arguments. Minecraft is only allocated 512Mb of RAM, not the 3Gb you say. It's not surprising that Java is running out of memory (the heap space) when only 512Mb is allocated. Can you post your launcher JVM arguments? (Where you set the amount of memory use)

    Posted in: Java Edition Support
  • 1

    posted a message on Crash on craft. Help pls!!!!!!!

    "Mantle Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine"

    Have you tried running without optifine?
    Does this crash occur when you try to craft anything, or specific blocks / items?

    Posted in: Java Edition Support
  • 0

    posted a message on please answer. minecraft forge doesnt start

    java.io.FileNotFoundException: File 'C:\Users\DearUser\AppData\Roaming\.minecraft\assets\indexes\1.10.json' does not exist

    Forge is looking for the 1.10 index file. It should probably be looking for the 1.11 index. If forge is still in development, then wait it out, Lex will fix this. A workaround could be to make sure you've run 1.10 first, which will download the index. Forge 1.11 should then be able to find it.

    Posted in: Java Edition Support
  • 0

    posted a message on Weird Crash when making new world in 1.7.10

    Your problem here is with there being bugs in the mod, not your setup :)

    "java.lang.IndexOutOfBoundsException" is triggered when you attempt to set a value to something outside the acceptable range. For example: If the possibilities for Zombie Type are numbers from 0-5, and the mod attempts to create a zombie with type -2.
    It looks like the problems are being caused when attempting to render something in the world. Here's a few things you can try:


    1) Try to load forge with only 1 mod. Attempt again for the other. You should find which mod is causing the crash. If it only crashes when both are present, it gets more complicated.

    2) Try to create new worlds with different seeds. Minecraft may be falling over trying to render a particular block / mob that only appears in a certain biome. If you can create a world with a different spawn biome, you've identified part of the problem.

    3) Create a world in vanilla, set difficulty to peaceful. Then load the world in modded. If it loads correctly, use creative to bring in mobs / naturally spawning blocks from the mod. If I'm right, the world will load, and then crash when you bring a specific object in.

    Please let us know how you get along with this :)
    We'll need to tell the mod author once we've figured out what's causing the crash.

    Posted in: Java Edition Support
  • 0

    posted a message on Can Migrating Back up Worlds

    If you want to migrate your worlds, you can do it yourself:

    Open windows explorer and go to "C:\Users\YOURUSER\AppData\Roaming\.minecraft\saves". Substitute YOURUSER with the name of your user account on the PC (not your minecraft username). Copy all of the folders in there to a memory stick, and copy them into the same directory on the other computer. You can now play on your old worlds on a new computer.

    NOTE: This is taking copies of the world, so if you make changes in one, the other will not be changed.

    Posted in: Discussion
  • 0

    posted a message on Trying to raise the players speed without changing the FOV(As well as give them step-assist)

    Have you tried using the "SharedMonsterAttributes" rather than player capabilities?
    The vanilla EntityPlayer class uses:


    this.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(0.10000000149011612D);

    to determine the player's walking speed. I believe this will change the movement speed without changing the FOV. Try changing the double given in setBaseValue with your eventHandler to modify player speed.

    Posted in: Modification Development
  • 0

    posted a message on HELP ERROR MESSAGE!

    "Could not load 'plugins\Teleportals v0.6 for 1.7.2.jar' in folder 'plugins'"

    You're attempting to run a plugin designed for MC 1.7.2 on a 1.11 server. This is may be the first thing that's causing an error. Though looking through you've got dozens of things falling over. When is your error occuring?
    When the server starts?
    When a player logs in?
    When a player does something reproducable?
    At random?

    Posted in: Server Support and Administration
  • 1

    posted a message on HELP. Multiple TP points on a server.

    Is there a reason you're using execute here? You can use co-ordinates inside your selector. For example:
    "/tp @a[x=12,y=63,1z=5,r=1] 1111 4 625" will teleport a player which is at 12,63,5 to your desired block. Change these co-ordinates to where you want your tp point to be.
    If the /execute is required, change the first set of tildes to your desired tp point. The command will only be valid when the player is stood at the right location, and will then check for a sea lantern block below them.

    To play a sound, place a chain, conditional command block on the output side of your teleporting command block. When the teleport is successful, the chain command block will be triggered, playing the sound.

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on New world to test ideas

    "/gamerule doMobSpawning false" will prevent any mob spawns.

    Create a new world, then use the command. You'll have to use "/kill @e" to remove any mobs that were spawned in during world generation, but after that nothing will spawn. You can still spawn mobs using mob eggs or commands.

    Posted in: Discussion
  • 0

    posted a message on Using item frames with certain items act like a switch

    I've got something working: with two conditions:

    All item frames are unbreakable.

    All item frames are facing the same way.

    What I've got so far for maintaining item frames:

    1) Create a scoreboard to track dropped items, as you already have. I've called mine DontDrop.
    2) Set up a repeating command block, leading into a conditional chain block, leading to another conditional chain block.

    a ) Repeating command block: "/scoreboard players set @e[type=Item] DontDrop 1 {Item:{id:minecraft:item_frame}}"

    b ) Chain command block: "/execute @e[score_DontDrop=1] ~ ~ ~ /summon minecraft:item_frame ~ ~ ~ {Facing:2b}"

    c ) Chain command block: "/kill @e[type=Item,score_DontDrop=1]".

    The first command block checks for a dropped item frame.

    When one is found, the second block sets a new item frame within 1 tick. (pretty much instantly). Change the "Facing" tag to match the direction you need.

    The third block then kills the item.


    To have specific items trigger a door:

    4) Set a repeating command block with the following command: "/testfor @e {TileY:64,TileX:4,TileZ:20,Item:{id:"minecraft:stone",Count:1b,Damage:0s}}". Change the tile co-ordinates and item ID for the location of your item frame and desired item.

    5) Have a conditional chain command block facing out of the repeating command block with your desired action (open your door).

    In the screenshot attached, all item frames are indestructable, and can have items added and removed as normal. Only the rightmost frame will trigger the door, as it has the correct tile co-ordinates.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on How do you /testfor the color of carpet on a llama's back?

    Useful trick for entity tags:
    If you're curious about what tags an entity has, use "/entitydata @e[selector] {}".


    This will produce an error saying that the tags did not change. The useful thing is, it will also print all of the existing tags into chat and the log.
    Helpful for looking for tags you're not aware of.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on How do you set a PERMANENT spawn point on a server?

    Use /setworldspawn to set the precise co-ordinate of where you want the world spawn point to be. Then set /gamerule spawnRadius 0 to force players to spawn at that precise block.

    Posted in: Discussion
  • To post a comment, please .