FANDOM


  • MilkMC
    MilkMC closed this thread because:
    Necroposting
    17:55, June 10, 2017

    Everytime I start up my server I am getting this message in the log. The world loads up, but when I join I can only see sky and animals slowly falling into the void. The server does not crash, but it won't let me go anywhere. Any ideas if I am missing something? This is just a forge server with no other mods/plugins.



    [22:31:20] [Server thread/TRACE] [lotr/lotr]: Sending event FMLInitializationEvent to mod lotr

    [22:31:20] [Server thread/WARN] [FML/lotr]: ****************************************

    [22:31:20] [Server thread/WARN] [FML/lotr]: * A broken ore dictionary registration with name treeLeaves has occurred. It adds an item (type: class net.minecraft.item.ItemLeaves) which is currently unknown to the game registry. This dictionary item can only support a single value when registered with ores like this, and NO I am not going to turn this spam off. Just register your ore dictionary entries after the GameRegistry.

    TO USERS: YES this is a BUG in the mod The Lord of the Rings Mod report it to them!

    [22:31:20] [Server thread/WARN] [FML/lotr]: *  at net.minecraftforge.oredict.OreDictionary.registerOreImpl(OreDictionary.java:534)

    [22:31:20] [Server thread/WARN] [FML/lotr]: *  at net.minecraftforge.oredict.OreDictionary.registerOre(OreDictionary.java:501)

    [22:31:20] [Server thread/WARN] [FML/lotr]: *  at lotr.common.recipe.LOTRRecipes.registerOres(LOTRRecipes.java:164)

    [22:31:20] [Server thread/WARN] [FML/lotr]: *  at lotr.common.recipe.LOTRRecipes.createAllRecipes(LOTRRecipes.java:81)

    [22:31:20] [Server thread/WARN] [FML/lotr]: *  at lotr.common.LOTRMod.load(LOTRMod.java:3702)

    [22:31:20] [Server thread/WARN] [FML/lotr]: *  at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)...

    [22:31:20] [Server thread/WARN] [FML/lotr]: ****************************************

    [22:31:20] [Server thread/WARN] [FML/lotr]: ****************************************

    [22:31:20] [Server thread/WARN] [FML/lotr]: * A broken ore dictionary registration with name treeLeaves has occurred. It adds an item (type: class net.minecraft.item.ItemLeaves) which is currently unknown to the game registry. This dictionary item can only support a single value when registered with ores like this, and NO I am not going to turn this spam off. Just register your ore dictionary entries after the GameRegistry.

    TO USERS: YES this is a BUG in the mod The Lord of the Rings Mod report it to them!

    [22:31:20] [Server thread/WARN] [FML/lotr]: *  at net.minecraftforge.oredict.OreDictionary.registerOreImpl(OreDictionary.java:534)

    [22:31:20] [Server thread/WARN] [FML/lotr]: *  at net.minecraftforge.oredict.OreDictionary.registerOre(OreDictionary.java:501)

    [22:31:20] [Server thread/WARN] [FML/lotr]: *  at lotr.common.recipe.LOTRRecipes.registerOres(LOTRRecipes.java:164)

    [22:31:20] [Server thread/WARN] [FML/lotr]: *  at lotr.common.recipe.LOTRRecipes.createAllRecipes(LOTRRecipes.java:81)

    [22:31:20] [Server thread/WARN] [FML/lotr]: *  at lotr.common.LOTRMod.load(LOTRMod.java:3702)

    [22:31:20] [Server thread/WARN] [FML/lotr]: *  at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)...

    [22:31:20] [Server thread/WARN] [FML/lotr]: ****************************************  

      Loading editor
    • Check your server.properties and ensure that you don't have the nether disabled.

        Loading editor
    • Treeleaves has nothing to do with it. I get that in My SP log, I'm fairly sure.

      SamwiseFilmore
        Loading editor
    • Thanks, enabling the nether fixed it!

        Loading editor
    • Mv22osprey wrote:
      Thanks, enabling the nether fixed it!

      I'm glad you were able to fix it.

        Loading editor
    • Glad you were able to fix your problem. For future reference (or anyone else), the tree leaves thing is not a bug, it's because the LOTR mod "overwrites" the vanilla leaves block with a replacement block that has slightly different behaviour. Forge then interprets this as a block being registered incorrectly with the Ore Dictionary, which is not the case.

        Loading editor
    • Do you mind explaining why that is? Just curious.

      SamwiseFilmore
        Loading editor
    • The mod replaces the leaf block because we had to be able to alter the code of the leaf block back when we were trying to implement seasons. That didn't happen because of other problems, but it's not totally ruled out for the future.

        Loading editor
    • Any particular reason to explain why seasons didn't happen? Or is that classified to just FB Mods? :P I could get on the wiki chat for more privacy if you would prefer that for your interrogation. :P

      SamwiseFilmore
        Loading editor
    • Nothing classified, I'm pretty sure I've explained this a few times before. Basically, the reason that we stopped our short burst of work on seasons back around Beta 23 was that grass blocks couldn't be made to update their colouring dynamically. We wanted grass blocks to change colour smoothly, so that we could define a "spring colour" and a "summer colour" and so on, and have the colour change between these smoothly over the course of the seasons. I finished coding that part (and the same for leaves).

      But the problem was that the grass blocks would only change colour when their chunk was updated for some reason (placing or removing a block there, or just wandering in sometimes, or some random block update, etc.) because unlike entities, blocks aren't rendered dynamically - the game compiles a list of instructions every time the chunk is updated and only when it's updated. Which is of course much more efficient for ordinary blocks, which aren't supposed to change colour dynamically over time. But this led to the problem of having some chunks go unchanged for days on end and then their grass would look awfully mismatched with the grass in nearby chunks.

      And it was a bigger problem for leaves, since some leaves didn't just vary their colour smoothly, they actually had completely different textures for different seasons (such as Mallorn leaves, or dead oak tree leaves) and on the cusp of a season change, having a tree straddling two different chunks with part of its leaves golden in autumn and the rest dead in winter looked pretty awful.

      But also, back then, I'd started coding seasons as an afterthought, just to see if I could, and I didn't realise at the time how much time such an enormous overhaul would require. Rewriting all the snow and ice mechanics... rewriting how fruit trees grow... making saplings drop automatically and regrow in the spring, while leaves gradually decay over autumn and then somehow regrow despite the blocks being gone... even hacking into all the vanilla crop growth code to alter growth rates depending on season (which almost certainly wouldn't even be possible without resorting to editing base classes)... It was just too much to do on the side. The amount of work would have been monumental, the rewards not enough to validate it, and I had so many much more important things to spend my precious mod time on (and still do).

      I hope to revisit it some day and either figure out some ingenious way to overcome these problems, or just ignore them and let people deal with the graphical discontinuities. It probably wouldn't actually be that bad, since most chunks would get updated fairly often and the colours change.

      But to see the Shire in autumn, with all the trees golden, or in summer with the fields bright green... while I had it working, that was quite a sight to behold. Maybe one day we will be able to look on it again.

        Loading editor
    • Well, you could somehow force the chunks to update according to some condition (Such as the state of the leaves). That's really cool, and thanks for the lengthy explanation! It's really nice to see you around the wiki, even though I know that you get a lot of crap from some users. :( You're just a really awesome person overall. :P

      SamwiseFilmore
        Loading editor
    • LOTRMod wrote: ... I'm pretty sure I've explained this a few times before.

      I can't remember having read any explanation so far. Now, I understand much better, what difficulties you are facing. Thank you for telling us. And thanks for the countless updates, tweaks and bugfixes you still perform for nearly four years now.

        Loading editor
    • Ffets wrote:
      LOTRMod wrote: ... I'm pretty sure I've explained this a few times before.I can't remember having read any explanation so far. Now, I understand much better, what difficulties you are facing. Thank you for telling us. And thanks for the countless updates, tweaks and bugfixes you still perform for nearly four years now.

      Amen! We ask so much, yet you still deliver...

      LogoWyvernFlipped VacaiAcVireniWyvern-logo-vector

        Loading editor
    • Thanks, everyone, you're too kind.

        Loading editor
    • Senpai noticed me!!!!

      LogoWyvernFlipped VacaiAcVireniWyvern-logo-vector

        Loading editor
    • If you don't mind me asking, would the game and not the player placing a block update a chunk? So if say, as part of the chunk loading process an invisible block was placed then removed, would the chunk update?

        Loading editor
    • Rocket Engineer wrote: If you don't mind me asking, would the game and not the player placing a block update a chunk? So if say, as part of the chunk loading process an invisible block was placed then removed, would the chunk update?

      Good idea? The question is, would it take much time/resources? Because the less laggy the solution, clearly the better.

      No problem Mevans. :P

      SamwiseFilmore
        Loading editor
    • Yeah, I was thinking that it would probably introduce some lag.

        Loading editor
    • What if there were a way to make the chunk update without placing a block? I'm sure there is a function somewhere that calls it to do so.

      There's also the possibility of updating only certain blocks in a chunk, so as to reduce lag, if it could be implemented in a way that wouldn't be too resource intensive.

      SamwiseFilmore
        Loading editor
    • Yes, there is certainly a function to rebuild a chunk's rendering list. That function is what's called when a block is placed/removed/updated. And yes, it would be possible to call that function directly from somewhere else, say, to call it for all loaded chunks at the start of every new day when the season colour changes.

      In fact, calling this function on all loaded chunks is exactly what happens when you change your render distance. (Or fancy/fast graphics, etc...) But forcing that to happen regularly would be quite disruptive, and I don't think people would want to put up with it.

      I could also do something like schedule it so all the chunks update, but staggered over some longer time period (though less than an ingame day). That would be much less disruptive, since it would only need to update one chunk at a time (which is something that happens every time you place a block and is done so quickly that it's not noticeably disruptive at all) but then we would be back to the problem of different leaf textures split over chunk borders when one chunk hasn't yet updated. It probably wouldn't be noticeable for grass colours, though, unless you really looked hard, because the day-to-day change in the grass colour would be negligible. (Unless you'd used a command to change the date by a wide range, in which case everything would look very much noticeable...)

        Loading editor
    • Would it be possible to write a function that would only update certain portions of those lists? Such as only grass and leaves?

      SamwiseFilmore
        Loading editor
    • I'm not sure, really. It would either be incredibly fiddly or downright impossible. The problem is that these draw lists are just long sequences of instructions saying "draw a square at this position in the world, using the texture at that position on the terrain.png, and colour it like this or not at all", there is no information actually stored about what type of block it is, or anything else.

      So you could possibly identify which instructions correspond to grass/leaves, by checking the texture coordinates of the instruction against the known texture coordinates of leaves. But, for a whole chunk, that list is going to be tens of thousands of instructions long. And to look through all those and try to identify all the grass-or-leaf-related instructions, and then alter them there in the list (which I am not even sure would be possible)... that would take so long that you might as well rebuild the list from the start. But this is all very hypothetical; I've never actually looked into how this code works, I'm just making some educated guesses.

        Loading editor
    • Is there a way to store which texture is mapped onto a certain square, and then change only the blocks in the draw list that match that parameter?

      SamwiseFilmore
        Loading editor
    • What about using differents texture packs depending on the date of the shire reckoning ? So you would not have to update chunks.

      PS : Am I doing necroposting ?

        Loading editor
    • JimMoriartyX
      JimMoriartyX removed this reply because:
      l
      19:10, December 23, 2016
      This reply has been removed
    • Gandalf II wrote:
      What about using differents texture packs depending on the date of the shire reckoning ? So you would not have to update chunks.

      PS : Am I doing necroposting ?

      rrrroooiiiggghhhttt....

      so everyone would have to get a new texture pack every 20 minutes? My game crashes when i try to load a resource pack, and i have to restart to have the new textures. the same things happens to lots of other players. This would mean not only would we have to get new texture packs every half hour or so, but lots of players would crash every half hour or so.

      and yes, you are necroposting

        Loading editor
    • I am experiencing something similar. I cannnot see at all but I can still move and do everything I normally can.

        Loading editor
    • its a shame the colors are like this however you could always make it an option in the game that people can dissable,

        Loading editor
Give Kudos to this message
You've given this message Kudos!
See who gave Kudos to this message