This is common behaviour. They don't let you see the exploit reports as there will be servers running older versions. If they'd left the report as public, people could reproduce the exploit on old servers.
- Cookiehook
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Member for 5 years, 10 months, and 25 days
Last active Sat, Jun, 27 2020 17:18:19
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Sep 24, 2015Cookiehook posted a message on Community Roundtable: BoatsPosted in: News
Some really good ideas coming up here, my favourite notion is to treat boats like aquatic minecarts:
- Remove breaking by collision completely, as no other entities are subject to this.
- Still take damage from player, arrow, mob or cactus damage, so they can be broken to be picked up again.
Though if Mojang are insistent in keeping collision damage on I'd like to see tiered damage like that of anvils. So you'd start with a pristine boat, 1 collision will change the entity to a "damaged boat", repeating for a few iterations until it finally shatters. If this is reflected in the model, say it gets chunks taken out, or rides lower in the water each time, we can predict when we're losing our boat, and plan / repair accordingly. Repair could be like that of tools, either with wood or an equally damaged boat.
Now onto extra features I'd like to see, which may be slightly off-topic:
Boat with Chest - Aquatic version of minecart chest, can be moved around with water currents or pushing, won't take collision damage (so you don't lose all your stuff).
Leads on Boats - So you can link together and drag conga-lines of boats. Either for large player trips, or transporting boats with chests across oceans. Obviously the problems with servers and boats would have to be fixed first, so this may be an SSP exclusive on a practical level.
Obsidian Boats - Already commented on this thread, but it's a brilliant idea. Work on lava as boats do on water. However the player would have to have fire-resistance, the boat itself will not protect the riding entity. -
Sep 24, 2015Cookiehook posted a message on Community Roundtable: BoatsPosted in: News
I approve of this as an idea too. Still having them take damage from all sources other than impact means we can easily break them to pick them up, whilst removing the infuriation of exploding boats
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Ahh, passing illegal values from an external file could certainly cause this.
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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.
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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.
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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)
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"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?
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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.
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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.
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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.
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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.
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"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?
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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.
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"/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.
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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.
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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.
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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.