Crash when attempting to insert an item into a blood chest with a factorization item socket shifter: I'm attempting to automate repair of items via blood chest, it doesn't seem that anything can insert into the chest portion of the inventory of the blood chest, only the tank slot. I've tried vanilla item movement mechanics, steve's factory manager, item ducts and numerious other inventory management mods (except I haven't tried AE yet, too expensive for my current resource supply), none seem to work.
---- Minecraft Crash Report ----
// Would you like a cupcake?
java.lang.ArrayIndexOutOfBoundsException: -1
at evilcraft.core.inventory.SimpleInventory.func_70299_a(SimpleInventory.java:64)
at evilcraft.core.tileentity.InventoryTileEntity.func_70299_a(InventoryTileEntity.java:107)
at factorization.shared.FzUtil$FzInv.set(FzUtil.java:401)
at factorization.shared.FzUtil$FzInv.transfer(FzUtil.java:562)
at factorization.sockets.SocketShifter.genericUpdate(SocketShifter.java:263)
at factorization.sockets.TileEntitySocketBase.func_145845_h(TileEntitySocketBase.java:269)
at net.minecraft.world.World.func_72939_s(World.java:1939)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
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$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
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-- Head --
Stacktrace:
at evilcraft.core.inventory.SimpleInventory.func_70299_a(SimpleInventory.java:64)
at evilcraft.core.tileentity.InventoryTileEntity.func_70299_a(InventoryTileEntity.java:107)
at factorization.shared.FzUtil$FzInv.set(FzUtil.java:401)
at factorization.shared.FzUtil$FzInv.transfer(FzUtil.java:562)
at factorization.sockets.SocketShifter.genericUpdate(SocketShifter.java:263)
at factorization.sockets.TileEntitySocketBase.func_145845_h(TileEntitySocketBase.java:269)
-- Block entity being ticked --
Details:
Name: fzsock_shift // factorization.sockets.SocketShifter
Block type: ID #2203 (tile.null // factorization.shared.BlockFactorization)
Block data value: 3 / 0x3 / 0b0011
Block location: World: (263,63,120), Chunk: (at 7,3,8 in 16,7; contains blocks 256,0,112 to 271,255,127), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Actual block type: ID #2203 (tile.null // factorization.shared.BlockFactorization)
Actual block data value: 3 / 0x3 / 0b0011
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1939)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
-- Affected level --
Details:
Level name: 001
All players: 1 total; [GCEntityPlayerMP['reenigne'/825, l='001', x=263.94, y=64.00, z=120.88]]
Chunk stats: ServerChunkCache: 680 Drop: 0
Level seed: -5012897627058746543
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (259,64,131), Chunk: (at 3,4,3 in 16,8; contains blocks 256,0,128 to 271,255,143), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 26660793 game time, 27124847 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 11348 (now: true), thunder time: 80039 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
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)
Is non-automation of the blood chest intended? If it is: is there any chance you could add a configuration option so that blood chests can be automated?
I had no intention to make the Blood Chest non-automatable, so this is a bug which I will fix.
I'll also have a look at the crash, thanks for reporting.
I would like to know, what does a Box of Eternal Closure do? I opened one and i got hit once and then nothing happened again and I'm kinda worried. ;-;
I would like to know, what does a Box of Eternal Closure do? I opened one and i got hit once and then nothing happened again and I'm kinda worried. ;-;
You can use these boxes to capture spirits of killed mobs (more info on this can be found in the Origins of Darkness book). When you find/craft these boxes it will contain a so-called 'degraded spirit' which must be emptied before another spirit can be caught. These spirits only inflict some minor damage when hit, so nothing to worry about. These degraded spirits will get a more specific purpose in the future though...
The Meaning of Life, the Universe, and Everything.
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10/10/2014
Posts:
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Location:
Walmartia
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Fatwafflewalrus
Member Details
Make it so the werewolves actually attack villagers. They just stood there not scared at all when one of them turned into a werewolf and tried to kill me.
Make it so the werewolves actually attack villagers. They just stood there not scared at all when one of them turned into a werewolf and tried to kill me.
I won't do that, because otherwise werewolves would be able to murder villagers from all villages without the player ever knowing.
I won't do that, because otherwise werewolves would be able to murder villagers from all villages without the player ever knowing.
Not sure what Glenn's Gases is doing what can cause this issue, maybe report this issue to him as well.
If I may- it looks like Glenn's gasses is using an entity ID that Evilcraft is trying to use as well. Either mod adding the ability (via config) to change entity ID's or adding dynamic ID's would probably fix that :3
If I may- it looks like Glenn's gasses is using an entity ID that Evilcraft is trying to use as well. Either mod adding the ability (via config) to change entity ID's or adding dynamic ID's would probably fix that :3
I'm not sure it's related to that, since the exception is thrown in the init-phase, so all mob ids should already be assigned, unless Glenn's Gases is doing this in the wrong place?
I won't do that, because otherwise werewolves would be able to murder villagers from all villages without the player ever knowing.
Not sure what Glenn's Gases is doing what can cause this issue, maybe report this issue to him as well.
Will do; someone's already reported a similar problem with Balkon's Weapon mod involving ID 26 (or at least I think it's Balkon's Weapon mod) so hopefully something comes to fruition.
Not sure how it all works... but should we let you know if an armor from a mod is not healed in a blood chest?
It depends. The Blood Chest will check if the item is repairable using an anvil and it will only repair the item in that case, this is to avoid repairing items which the mod author didn't intend to be repaired(TCon is a special case). If you can however fix the item inside an anvil, then something is wrong and I'll have to fix that :).
好吧,楼上是我发错了,发现你了233
I had no intention to make the Blood Chest non-automatable, so this is a bug which I will fix.
I'll also have a look at the crash, thanks for reporting.
http://paste.ee/p/Vh6YA
I'll look into it, thanks for reporting.
You can use these boxes to capture spirits of killed mobs (more info on this can be found in the Origins of Darkness book). When you find/craft these boxes it will contain a so-called 'degraded spirit' which must be emptied before another spirit can be caught. These spirits only inflict some minor damage when hit, so nothing to worry about. These degraded spirits will get a more specific purpose in the future though...
How it work,then learn it and make it work better.
I recommend that you try reinstalling MC/Forge because you are missing the required library commons-lang3-3.3.2.
Make it so the werewolves actually attack villagers. They just stood there not scared at all when one of them turned into a werewolf and tried to kill me.
Got this nice little crash with the latest version of Glenn's Gasses: http://pastebin.com/qLKKYVU7
Seems to be on EvilCrafts side, but I'm not taking sides
~Solar_Tiger
I won't do that, because otherwise werewolves would be able to murder villagers from all villages without the player ever knowing.
Not sure what Glenn's Gases is doing what can cause this issue, maybe report this issue to him as well.
If I may- it looks like Glenn's gasses is using an entity ID that Evilcraft is trying to use as well. Either mod adding the ability (via config) to change entity ID's or adding dynamic ID's would probably fix that :3
I'm not sure it's related to that, since the exception is thrown in the init-phase, so all mob ids should already be assigned, unless Glenn's Gases is doing this in the wrong place?
Will do; someone's already reported a similar problem with Balkon's Weapon mod involving ID 26 (or at least I think it's Balkon's Weapon mod) so hopefully something comes to fruition.
Thanks for the help all the same
~Solar_Tiger
Not sure how it all works... but should we let you know if an armor from a mod is not healed in a blood chest?
It depends. The Blood Chest will check if the item is repairable using an anvil and it will only repair the item in that case, this is to avoid repairing items which the mod author didn't intend to be repaired(TCon is a special case). If you can however fix the item inside an anvil, then something is wrong and I'll have to fix that :).
How does the formatting for blacklisting spirits work?
# The blacklisted entity spirits, by entity name.
S:vengeanceSpirit.entityBlacklist <
werewolf,WitherBoss
>
or
# The blacklisted entity spirits, by entity name.
S:vengeanceSpirit.entityBlacklist <
werewolf
WitherBoss
>
or
?? Something Else??
It's actually a combination of both! The following should work.
# The blacklisted entity spirits, by entity name.
S:vengeanceSpirit.entityBlacklist <
werewolf,
WitherBoss
>