• 0

    posted a message on Pixelmon Reforged Crash Help

    Exasperated but helpful

    Posted in: Mods Discussion
  • 0

    posted a message on Pixelmon Reforged Crash Help

    Hi,


    I've been recently getting back into pokemon and wanted to play pixelmon. It crashes, and I don't know why. I've checked that the mod launcher, MC version, and mod are all for the same version. (though compatibility could still be the issue; I'm pretty new to modding.)


    Thanks for any help,


    Abreviated Crash Report:


    The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
    Error: net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Pixelmon (pixelmon)


    Full Crash Report:


    ---- Minecraft Crash Report -------- Minecraft Crash Report ----// Oh - I know what I did wrong!
    Time: 9/12/19 8:39 PMDescription: There was a severe problem during mod loading that has caused the game to fail
    net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Pixelmon (pixelmon)Caused by: java.lang.NoSuchMethodError: net.minecraftforge.fml.relauncher.ReflectionHelper.getPrivateValue(Ljava/lang/Class;Ljava/lang/Object;Ljava/lang/String;Ljava/lang/String;)Ljava/lang/Object; at com.pixelmonmod.pixelmon.entities.pixelmon.EntityPixelmon.<clinit>(EntityPixelmon.java:91) at com.pixelmonmod.pixelmon.CommonProxy.registerInteractions(CommonProxy.java:220) at com.pixelmonmod.pixelmon.Pixelmon.init(Pixelmon.java:163) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:624) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) at com.google.common.eventbus.EventBus.post(EventBus.java:217) at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:218) at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:196) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) at com.google.common.eventbus.EventBus.post(EventBus.java:217) at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:135) at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:744) at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:336) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:534) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:377) at net.minecraft.client.main.Main.main(SourceFile:123) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
    -- System Details --Details: Minecraft Version: 1.12.2 Operating System: Windows 10 (amd64) version 10.0 Java Version: 1.8.0_51, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 427745800 bytes (407 MB) / 1073741824 bytes (1024 MB) up to 5368709120 bytes (5120 MB) JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx5G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP 9.42 Powered by Forge 14.23.5.2768 6 mods loaded, 6 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    | State | ID | Version | Source | Signature | |:----- |:---------- |:------------ |:----------------------------------- |:---------------------------------------- | | UCHI | minecraft | 1.12.2 | minecraft.jar | None | | UCHI | mcp | 9.42 | minecraft.jar | None | | UCHI | FML | 8.0.99.99 | forge-1.12.2-14.23.5.2768.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | UCHI | forge | 14.23.5.2768 | forge-1.12.2-14.23.5.2768.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | UCHI | journeymap | 1.12.2-5.5.5 | journeymap-1.12.2-5.5.5.jar | None | | UCHEE | pixelmon | 7.0.7 | Pixelmon-1.12.2-7.0.7-universal.jar | None |
    Loaded coremods (and transformers): GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.6.0 NVIDIA 416.34' Renderer: 'GeForce GTX 1070 Ti/PCIe/SSE2'

    Posted in: Mods Discussion
  • 0

    posted a message on Optifine Won't Open!

    THis is the only way to express how im feeling:

    Posted in: Java Edition Support
  • 0

    posted a message on Optifine Won't Open!

    I was recently attempting to open and install the Optifine .jar file for Java edition 1.14, and it failed every time. But it was doing something that I haven't seen anywhere online. Here's what's happening:


    I double click the Optifine .jar file (or, left click the file and select open with Java Platform SE binary), then a terminal opens for a split second, and disappears


    Or, an empty terminal appears, then disappears when I attempt to interact with it.



    Solutions I have tried to no avail:


    The .Bat method


    Uninstalling and reinstalling Java


    Uninstalling and reinstalling the newest version of Java


    Uninstalling and Reinstalling Optifine


    The same exact same problem happened after all of these fixes.


    It should be noted that the same thing happens when I try to open any .jar file.




    Any help with how to fix this issue is greatly appreciated. Thanks!

    Posted in: Java Edition Support
  • 0

    posted a message on GhostMC [Survival] [Pure vanilla] [1.14.4] [Brand new] [Small]

    Same!!!!

    Posted in: PC Servers
  • 0

    posted a message on GhostMC [Survival] [Pure vanilla] [1.14.4] [Brand new] [Small]

    Wow, the amount of coherence between the names is impressive!

    Posted in: PC Servers
  • 0

    posted a message on GhostMC [Survival] [Pure vanilla] [1.14.4] [Brand new] [Small]

    IGN: MaddPanda

    Age: 12

    US East

    Planning to Play: Every Day, Every Other Day, 3-5 hours at a time.

    Discord: Secretivedirt#1777

    Posted in: PC Servers
  • 0

    posted a message on Finding a small Minecraft server

    Hi,


    My questions are: Does anyone own, or know of, a small Survival Minecraft server with about 40 or less people (is that realistic?), that is currently accepting new players?



    I recently got back into Minecraft, and have been having a lot of fun in my single player world. But I really want to be able to share my experience with others. I don’t want to go onto some big server, with a shop, and hundreds of players. I want a small server that -to make an analogy- feels more like a small town community, than a big city. Sure, it may have less infrastructure, but you can know and trust everybody in the town and have real connections with people. I understand that it’s a risk putting the name and ip of your server on the internet, but I hope I can find a real community.


    Thanks for the Recommendations!

    Posted in: Discussion
  • 0

    posted a message on Getting Rid of a Block Placed in Relation to a Player

    Hi,


    I am creating a hide and seek map, and have made system where the seeker can right click a (re-textured) Carrot on a stick, and block of lime concrete will appear in the direction of the nearest hider. Until that point everything works perfectly, but I don't want the green concrete to stay forever.


    The commands I am using go as follows:


    I added a scoreboard Named Carroy (a misspelling of carrot) to track when a player right-clicks a Carrot on a Stick


    I made a team called killers That the killer automatically joins when they activate a pressure plate.


    The following are in command blocks:


    replaceitem entity @a[team=killer] hotbar.0 minecraft:carrot_on_a_stick 1. This gives the killer a carrot on a stick when they step on the aforementioned pressure plate.


    execute at @p[scores={carroy=1..}] as @p[scores={carroy=1}] run execute at @p[team=killer] run execute facing entity @e[limit=1,sort=nearest,type=!minecraft:player] eyes run setblock ^ ^ ^1 minecraft:lime_concrete. This command (Execute seption as I call it) Tracks when the killer right clicks the carrot, then places a block of lime concrete in the direction of the nearest player, the command block is set to repeat and needs redstone, and is being powered by a redstone clock w/ 3 repeaters.


    scoreboard players reset @a carroy. This command resets the killer's carroy score, so there isn't a constant trail of green concrete following them. It is being powered by the same redstone clock as the previous command.


    replaceitem entity @a[scores={carroy=1..}] hotbar.0 minecraft:air. This command removes the carrot on a stick from the killer's inventory once it is used, so they can't spam the ability.


    I know that was a little long-winded, but I thought it would be useful in answering my question to explain how I created this ability.


    My question is: Once the concrete is placed in the direction of the nearest hider, how can I remove it? I want the effect to be that there is a brief hint as to where the nearest hider is, and to do that the concrete can't be permanent. This is difficult, because the green concrete wasn't placed with exact coords, it was placed in relation to another player.


    I really hope this all makes sense, and i'll be happy to clear up any confusion.


    Thanks for the help!

    Posted in: Redstone, Commands and Mechanisms
  • 0

    posted a message on Output a Signal When a Player is Killed.
    Quote from Spiralio»

    Setup:

    1. Create teams using the /team command. You probably want a red and blue team. Here is the wiki page on how to use the team command. Use it to also change a player's name color.


    2. Assign the players to their respective teams by using the /team command. The wiki page from step 1 covers how to do this as well.


    3. Set each player's spawn point accordingly using: /execute as @a[team=blue] run spawnpoint <blue spawn point>. Run the same command for the red team and their respective spawn point. (note: the team name "blue" may vary depending on what you named it in step 1)


    4. Create two scoreboard to track total kills. Using the /scoreboard command (wiki page here), create a scoreboard objective using the "deathCount" criteria. This will track how many times each player dies, and since there are only two players, it will indirectly track how many kills the other player gets. This will only work if you only have 2 players.


    Commands:

    Before I get into the commands, this is important information: Using a target selector, you can check whenever a player has over one kill. This would look something like this: @a[scores={deaths=1..}] (note: the name of the objective "deaths" may vary depending on what you called your scoreboard objective). Although the two periods are not completely necessary, they are used as a safety measure to ensure that even if score goes over 1, it will not break the commands.


    1. Use the /execute command to display text when someone dies. The following command should be used in a repeating command block:

    /execute as @a[scores={deaths=1..}] run title @a title [{"selector":"@s"}," has won the battle"]

    This will display the text "<player name> has won the battle" whenever someone dies.


    2. Teleport the player back to their spawn point. Once again using the same selector, run a conditional chain command block off of the repeating command block from step 1 (making sure that the arrows align) with the command: /tp @a[team=blue,scores={deaths=0}] <blue spawn point>, and run another command block of the same type with the red team and their respective spawn point. (note: the team name "blue" may vary depending on what you named it)


    3. Reset the death count using /scoreboard players set @a deaths 0 (note: the name of the objective "deaths" may vary depending on what you called your scoreboard objective). Place this command in a conditional chain command block running off of the previous conditional chain command blocks.


    You should have 4 command blocks aligned with each other, with all of their arrows pointing into the next one in one direction, like this:


    R> C> C> C>

    R= Repeating command block C= Conditional chain command block >= The direction of the command block


    Troubleshooting

    - Make sure all of the command blocks are in the right direction (like the diagram above)

    - Make sure all of the command blocks are set to always active or are powered (preferably always active)

    - Make sure the team name and scoreboard name are set to what you named them


    If it doesn't work or you need more info, please reply.


    Thanks again! I'm now one step closer to finishing my map!

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Output a Signal When a Player is Killed.

    HI,


    I'm creating a PvP map, and need some help with command blocks (I'm not very experienced using them). What I would like to happen goes as follows: A player is killed by another player, The player that was killed respawns at their spawn-point, text appears on the screen saying which player (red or blue) has won, then the winning player is teleported back to their spawn-point.


    Thanks for the Help!

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Giving Enchanted Items and Armor
    Quote from CowsDaBestYT»

    Giving Players Items

    Usage:

    /give <player> <item>{Enchantments:[{id:"<enchantment name>",lvl:<level>}]}


    Example:


    /give @s diamond_axe{Enchantments:[{id:"minecraft:smite",lvl:3},{id:"minecraft:unbreaking",lvl:10}]}

    Placing Armor In Players's Armor Slots:

    replaceitem entity <player> armor.<chest | feet | head | legs> minecraft:<item>{Enchantments:[{id:"<enchantment name>",lvl:<level>}]}


    Example:

    replaceitem entity @s armor.head minecraft:end_rod{Enchantments:[{id:"minecraft:unbreaking",lvl:10}]}

    I just learned a very important lesson. I entered your command in, it gave me no errors, but what it gave me wasn’t enchanted. It turns out, I hadn’t capitalized Enchantments. When I did, it worked perfectly.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Giving Enchanted Items and Armor

    Thanks So Much! I can now move forward with my mapmaking!

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Giving Enchanted Items and Armor

    Hi,


    I’m currently making a Minecraft custom map. I’m not very well experienced in command blocks. (I only know very basic commands like Setblock, Fill, and basic usage of Give.)


    My map is combat oriented, and I need to be able to give players enchanted weapons and armor. All the tutorials I’ve seen have been outdated for 1.14, and due to my ignorance when it comes to command blocks, cannot figure out how to do it myself.


    My questions are: How do you give players enchanted armor in the armor slots? How do you give players enchanted weapons? And also is it possible to give a player a block for a helmet?


    Any help is highly appreciated. Thanks!

    Posted in: Commands, Command Blocks and Functions
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