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voidislandcontrol's Issues

End Cities

It seems as if in the end no end cities spawn at all. Using v. 1.3.4

No option to disable protection v1.3.6

Can we have a config option to disable protection? I have a small amount of people on a private server that now i can't go to their bases because of the protection. I don't see a way to turn it off.

[Suggestion] Dimensional Configs for Applying Void Island Controls?

Hey, so you're mod's pretty unique in that it's the only one that auto-generates an islands for new players, making it vital for multiplayer servers with maps that start on a skyblock. My pack starts off at a skyblock, and has the player travel to different dimensions, however due to some mod incompats, I had to make the starter dimension in dim 100, and leave the Dim 0 as a normal overworld so that I can get the appropriate world generation to spawn.

As a result though, I don't have access to the features from VIC such as the auto generating islands for each player, is there a way to make this work in other dimensions than Dim 0?

Overworld generation issues

2017-02-20_10 54 04

2017-02-20_11 14 57
The structures are not be good generated with the config overworld generation of the mod

2017-02-20_11 19 17
The island is generate in a mountain

Join command doesn't work

The join command doesn't work after my friend invites me.
Minecraft version: 1.10.2
The output of the command is: You haven't been asked to join recently
Mod version: 1.1.2

End - Portal doesn't spawn at correct height

Whenever I spawn into the End the first time, it spawns the bedrock portal in the void so that only 2 blocks appear above it but no portal. My end is void in the config. Using 1.3.3. Apparently 1.3.2 had this issue too. I tried other mods that made a void end and they worked so I ruled out anything else affecting it. Here's a picture to show you. The top of the portal sits usually at y=49, it sits at y=2 now. So the only way to get back is /island home but I believe this is considered a bug. Screenshot from Gyazo

Custom Island Question

I’ve made an NBT file and put it into the “voidislandcontrolstructures” folder in the configs but I can’t seem to load it. There is no custom island list in the config... Is there something I’m missing?

Voiding Dimensions on a Whitelist basis in Configs

Would it be possible to have Void Island Control have a config that takes integers/DIM ID's to whitelist the voiding of dimensions? The current system has a boolean for Nether/End/Overworld, and it seems to be voiding a custom made dimension with JED.

Option to disable leave/join island when you enable auto island generation

When we turn on automatically creating islands it would be nice to be able to turn OFF leaving them and joining other islands. Without this feature we are likely to get people completely abandoning islands and leaving a lot of area that can't be claimed again and reused in multiplayer. This could obviously lead to tons of tiny 3X3 platforms littering the void with nothing but vast swathes of abyss between them.

Being able to leave your island at will also can sometimes defeat a mod author's purpose in enabling auto island generation. For me this is true. There are a lot of options being included for co-op play, travel between islands, and even teleportation and portals of various sorts for forming communities but it is assumed that every player has their own space.

Custom World Preset String

Is there any way to use a custom world preset string with void islands, instead of just the Flatworld type? For example, I am trying to do a completely oceanic world, and the islands will spawn in the water with a dome around them. I am able to do this fine with superflat world type, putting the preset string in the configs. However, the extremely flat ocean bottom looks very artificial... and the only other options seem to be VOID or OVERWORLD. Is there any way to use a customized worldgen string?

garden of glass and lexica botania

Hi,

a config option (for gog island mainly but i guess would be helpfull for any kind of island too) to give new players a lexica botania (like they get in original garden of glass worldtype) would be great

Completely disable Toast

I have a set up where no island is needed to be created and you're staying at 0'0, so the toast is always there.
I have to use another mod just to remove it, which breaks another block in another mod which adds way to create toast pop ups.

Question about teleporting

In IslandManager.tpPlayerToPos you check the blocks where the player would be which makes sense, and then spawn the player 2.6 blocks above this position. Why is this?

Bedrock Bug

Getting rid of bedrock doesn't put anything there to replace it and if you start on the wood island you fall through the water and die; if you start on the sand island the sand updates and the entire island falls into the void.

I disabled the water for now on the wooden platform and am temporarily disabling the sand platform until we can get a fix. In other areas of the config you have options to replace a filler block of some sort with air or some other block. Using the same technique bedrock could be the default block for a layer and instead of disabling it and causing issues we could replace it with stone or some other floating block.

[Enhancement] A better starting spawn island.

Currently you have it as bedrock.

That tells me two things:

  1. You aren't sure how to protect the spawn.
  2. Bedrock is the only thing a non-creative player can not destroy.

However bedrock is ugly and you take away the chance to give starting information about the mod and world that players are spawned into. Yes you have the press 'G' thing, but that's not always reliable if a pack dev allows a mod into their system that overrides the 'G' key.

Solution build a nice spawn island that has signs and stuff explaining how to get started in the mod. Or examples of things with signs on them saying on what page of the guide they are found.

And put this following code from my new "No Op Spawn Protection" mod in your mod:

    @SubscribeEvent
    public static PlayerInteractEvent escapingSpawn(PlayerInteractEvent event) {
    	EntityPlayer player = event.getEntityPlayer();
    	World world = player.getEntityWorld();
    	int px,pz,wx,wz;
    	
    	px = player.getPosition().getX();
    	pz = player.getPosition().getZ();
    	wx = world.getSpawnPoint().getX();
    	wz = world.getSpawnPoint().getZ();
    	
    	if(px > wx + Config.spawnProtection ||
    	   pz > wz + Config.spawnProtection ||
    	   px < wx - Config.spawnProtection ||
    	   pz < wz - Config.spawnProtection) {
    		return event;
    	} else {
    		if(!player.isCreative() && event.isCancelable()) {
    			event.setCanceled(true);
    		}
    		return null;
    	}
   }

src: https://github.com/kreezxil/spawnprotection/blob/master/src/main/java/com/kreezcraft/spawnprotection/CommonProxy.java#L45-L67

Notes: I'm aware that this type of protection only allows creatives to interact with spawn. Which means no button pushing, door opening, looking in chests. But that can be easily remedied.

Respawning after falling into void doesn't work properly

I tested falling into the void and see if it would respawn me on the island and it did spawn me at the original y spawn offset value but i was stuck. I couldn't move or do anything. If I left clicked, it would freeze the game and I'd have to kill it from task manager. Using version 1.3.2
EDIT: It was with a custom island.
EDIT 2: Just tried it again to see if maybe it was something I did. I got this:

[Server thread/WARN]: Player marckskl tried to attack an invalid entity
[Server thread/INFO]: marckskl lost connection: Attempting to attack an invalid entity
[Server thread/INFO]: marckskl left the game

This was still on single player when respawning and left clicking.

Snow Island spawns in Desert Biome

When the snow island spawns in a desert biome, it makes it impossible to play because the snow golem just dies because of the heat. At least thats what I gathered, I can't see any other reason why it would die.

Void Island Control version: 1.1.1
Sky Resources version: 1.5.6 (don't know if this matters)
Compact Layer version: 0.2.2 (don't know if this matters)

How do we use the starting commands option?

I'd like to have the game run pregeneration commands from other mods whenever it first loads up to save resources while people play . . . but I'm not sure if I'm using the option correctly.

Question on Anti Griefing Protections

(Edit - because I wrote this right before bed and really made a mess of the original question)

There are two commands that make think that some form of anti-greifing protection exists within the mod right now, however I don't see any documentation on it so I want to ask about that specifically.

I'm going to break this up into several sections. One for each command and one for my assumptions and/or suggestions.

The Visit Command

The visit command allows us to go into spectator mode and look at the island of any player. I personally think this is genius as it allows me to see what other people have built without having to wait for them to be online, get an invite from them, or whatever.

However it also makes me think that travel through the void to other islands might be limited. So some questions:

  • If I have some method of flight and start traveling away from my platform in a straight line will I eventually reach an invisible "wall" beyond which I can not travel?

  • Some mods have methods of teleportation. I'm going to use the blood magic teleposer as an example since it would allow two players to coordinate building the network without ever entering each others territory. Let us say that I build a teleposor and create a coordinate "gem" for my "stop". I give that paper to my friend and he places it inside his own teleposer allowing him to send entities and blocks to me. If he tries to teleport himself to my island using it will that work?

  • I enter the nether and travel over to another players nether portal. What happens when I go through it into their area?

The Reset Command

The reset command empties out a wide area around my starting platform, destroying everything that had been built there. This makes me think that even if other players can enter "my territory" they can't build things there which I might "accidentally" grief via a reset.

  • Lets say I start building a rail line in a straight line; will I eventually reach a place where I can't build any more track and instead have to rely on my neighbor to continue the line through his area?

My Assumptions

My assumption is that there is indeed a wall of some sort at the edge of a player's "reset" area giving each player an equal space within which to develop their own "floating world". Due to the presence of the "visit command" I am also assuming that this is a hard wall that prevents players from even entering the region "next door".

Suggestion

If my assumption is correct it would be nice to be able to set areas where the restrictions are relaxed either for the "public" or for certain players, similar to what is allowed using multiple claims and the "trust" system in the Anti Griefing Plug in. For example:

  • I'd like to allow my friend X to teleport into my area and help me with a project even though we both have our own private islands.

  • I want to open up an area to the public for a "store" I have set up using the showcase mod. They shouldn't be able to break blocks, but I do want them to be able to activate the showcase and buy my wares.

Hopefully my edited comment and example questions make more sense. :)

Structure Blocks Dissappear on Island Generation

I am using a custom island which has a few vanilla structure blocks built into it that the player can later activate for different purposes. For some reason when the Void Island spawns, all of those blocks are missing. I have used the structure blocks before with mods like World Primer and Recurrent Complex, and did not have this issue. Is there something in Void Island Control that prevents the starting islands from having structure blocks in them? They don't activate on spawn or anything fancy like that, so Im not sure why there would be an issue.

It looks like the pumpkins and the blocks beneath them aren't spawning on the snow island

2017-02-01_22 09 33

I've included this picture file. Not sure why it's happening but when I went to test out my new torch in the inventory I landed randomly on a snow island and there were two blank spots where the pumpkins are supposed to be.

It certainly isn't game breaking for me, but I figured you'd want to know about it. In my settings the bedrock is replaced with the filler block if that helps you isolate what is going on here. :)

Starting inventory issue

I can't seem to get the starting inventory to work. It errors out every time. Here are some things I've tried:

startinginv {
# The starting inventory Format: modid:itemid:meta*amt (All parameters required) [default: [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], []]
S:"Starting Inventory" minecraft:torch:0*1
}

startinginv {
# The starting inventory Format: modid:itemid:metaamt (All parameters required) [default: [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], []]
S:"Starting Inventory" <[minecraft:torch:0
1]

}

What am I doing wrong?

creating world type

so i am working on a modpack (1.12.2) and i wanted to make a deep ocean world with Gardens of glass island at the water level. can i do that in the config. i have changed all the types except grass to false and edited the island y level but i cant set the world to deep ocean i have tried to change the "biome used for entire world" but that just crashed my game when creating the world. Any help would be welcomed, if this is not possible in the config sorry to waste your time. Thank you.

Starting inv ERROR

How does the Starting inv work exactly I currently have this
startinginv {
# The starting inventory Format: modid:itemid:meta*amt (All parameters required) [default: [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], [], []]
S:"Starting Inventory" <
[default: [claybucket:claybucket:2],
[claybucket:claybucket:1],
[minecraft:bread]*16]
}
But when I start an island I get:
Error getting starting inventory.\njava.lang.ArrayIndexOutOfBoundsException: 2

Is there something I'm missing? Or a tutorial somewhere or something i could look at?

Delete all island contents on reset

Is there either:
A permission to deny players resetting their island
A way to delete ALL contents of a players island should they /island reset

I am running a server, where homes are enabled and players are able to set homes and go back to their old islands and still be able to build etc.
Setting the config to not allow people to leave their islands means trading and visiting is impossible, while not in creative mode.

Broken dimension support

Even tho this mod has an option to pick witch dimension you wish to have an island on, it aint working. I tried with multiple dimensions: -11325 (extrautils2 deep dark), -2 (advanced rocketry space station) and even -1 VANILLA minecraft nether dimension. What happends is on world creation you spawn in a world in the void and die (no platform) and when executing a command "/island create" you get send to that dimension (the one I picked in the config folder) But you are unable to move, unable to place or break blocks. basicly you are frozen only can spin around 360 and type in chat. The world is void - no island no nothing. After you relog into the world then you can move and place blocks but the island still does not generate. what generates is a nether portal (dosent matter what dimension, its still a nether portal). And this happends constantly.

Version of the game: 1.12.2
forge and mod is latest (I litteraly downloaded it like 15mins ago using the Twitch launcher).
singleplayer

here is a error that I get in the logs file when executing the "/island create" command:

[23:12:48] [Server thread/INFO] [FML]: Loading dimension -2 (New World) (net.minecraft.server.integrated.IntegratedServer@683b7aee)
[23:12:48] [main/INFO] [journeymap]: Mapping halted in D:\Curse Modpacks\Instances\Meteorite\journeymap\data\sp\New World~\DIM0
[23:12:52] [main/WARN] [journeymap]: core (Initialized) Bad configField entry during updateFrom(): optionsManagerViewed=null
[23:12:52] [main/WARN] [journeymap]: core (Initialized) Bad configField entry during updateFrom(): splashViewed=null
[23:12:52] [main/INFO] [journeymap]: Loading journeymap.topo.config
[23:12:52] [main/INFO] [journeymap]: Loaded 1 waypoints from D:\Curse Modpacks\Instances\Meteorite\journeymap\data\sp\New World~\waypoints
[23:12:52] [main/INFO] [journeymap]: Mapping started in D:\Curse Modpacks\Instances\Meteorite\journeymap\data\sp\New World~\DIM-2. Memory: 3446MB total, 2222MB free
[23:12:59] [Server thread/WARN] [net.minecraft.command.CommandHandler]: Couldn't process command: island create test
java.lang.NullPointerException: null
at net.minecraft.world.Teleporter.func_180620_b(Teleporter.java:134) ~[anc.class:?]
at net.minecraft.world.Teleporter.func_180266_a(Teleporter.java:37) ~[anc.class:?]
at net.minecraft.world.Teleporter.placeEntity(Teleporter.java:436) ~[anc.class:?]
at net.minecraft.server.management.PlayerList.transferEntityToWorld(PlayerList.java:720) ~[pl.class:?]
at net.minecraft.server.management.PlayerList.transferPlayerToDimension(PlayerList.java:623) ~[pl.class:?]
at net.minecraft.entity.player.EntityPlayerMP.changeDimension(EntityPlayerMP.java:695) ~[oq.class:?]
at net.minecraft.entity.Entity.func_184204_a(Entity.java:2540) ~[vg.class:?]
at com.bartz24.voidislandcontrol.PlatformCommand.newPlatform(PlatformCommand.java:386) ~[PlatformCommand.class:?]
at com.bartz24.voidislandcontrol.PlatformCommand.func_184881_a(PlatformCommand.java:115) [PlatformCommand.class:?]
at net.minecraft.command.CommandHandler.func_175786_a(CommandHandler.java:119) [bj.class:?]
at net.minecraft.command.CommandHandler.func_71556_a(CommandHandler.java:91) [bj.class:?]
at net.minecraft.network.NetHandlerPlayServer.func_147361_d(NetHandlerPlayServer.java:958) [pa.class:?]
at net.minecraft.network.NetHandlerPlayServer.func_147354_a(NetHandlerPlayServer.java:937) [pa.class:?]
at net.minecraft.network.play.client.CPacketChatMessage.func_148833_a(SourceFile:37) [la.class:?]
at net.minecraft.network.play.client.CPacketChatMessage.func_148833_a(SourceFile:9) [la.class:?]
at net.minecraft.network.PacketThreadUtil$1.run(SourceFile:13) [hv$1.class:?]
at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511) [?:1.8.0_121]
at java.util.concurrent.FutureTask.run(FutureTask.java:266) [?:1.8.0_121]
at net.minecraft.util.Util.func_181617_a(SourceFile:46) [h.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:723) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) [MinecraftServer.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:185) [chd.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:745) [?:1.8.0_121]
[23:12:59] [main/INFO] [net.minecraft.client.gui.GuiNewChat]: [CHAT] An unknown error occurred while attempting to perform this command
[23:12:59] [Server thread/WARN] [net.minecraft.server.MinecraftServer]: Can't keep up! Did the system time change, or is the server overloaded? Running 10959ms behind, skipping 219 tick(s)
[23:12:59] [Server thread/INFO] [journeymap]: Mapping halted in D:\Curse Modpacks\Instances\Meteorite\journeymap\data\sp\New World
\DIM-2
[23:12:59] [Server thread/INFO] [FML]: Unloading dimension -2
[23:12:59] [main/WARN] [journeymap]: core (Initialized) Bad configField entry during updateFrom(): optionsManagerViewed=null
[23:12:59] [main/WARN] [journeymap]: core (Initialized) Bad configField entry during updateFrom(): splashViewed=null
[23:12:59] [main/INFO] [journeymap]: Loading journeymap.topo.config

p.s. the "/island create test" test is a island type that i tried to make as a test to see if it would work. The 'test" island generates in the 0 dimension (overworld) but not in other dimensions (none of the island types work in other dimensions).

For biome:

When ever you set a biome that Is not from vanilla minecraft it will automaticly generate plains biome. I found that In order to bypass that you HAVE to install biome tweaker to be able to make biomes other then vanilla.

NPE on teleportation from other world

[23:03:07] [Server thread/WARN]: Couldn't process command: island home
java.lang.NullPointerException: null
        at net.minecraft.world.Teleporter.func_180620_b(SourceFile:128) ~[anc.class:?]
        at net.minecraft.world.Teleporter.func_180266_a(SourceFile:65) ~[anc.class:?]
        at net.minecraft.server.management.PlayerList.transferEntityToWorld(PlayerList.java:707) ~[pl.class:?]
        at net.minecraft.server.management.PlayerList.transferPlayerToDimension(PlayerList.java:617) ~[pl.class:?]
        at net.minecraft.server.management.PlayerList.func_187242_a(PlayerList.java:604) ~[pl.class:?]
        at net.minecraft.entity.player.EntityPlayerMP.func_184204_a(EntityPlayerMP.java:695) ~[oq.class:?]
        at com.bartz24.voidislandcontrol.PlatformCommand.tpHome(PlatformCommand.java:553) ~[PlatformCommand.class:?]
        at com.bartz24.voidislandcontrol.PlatformCommand.func_184881_a(PlatformCommand.java:129) ~[PlatformCommand.class:?]
        at com.feed_the_beast.ftbu.ranks.CmdOverride.func_184881_a(CmdOverride.java:70) ~[CmdOverride.class:?]
        at net.minecraft.command.CommandHandler.func_175786_a(CommandHandler.java:119) [bj.class:?]
        at net.minecraft.command.CommandHandler.func_71556_a(CommandHandler.java:91) [bj.class:?]
        at net.minecraft.network.NetHandlerPlayServer.func_147361_d(NetHandlerPlayServer.java:950) [pa.class:?]
        at net.minecraft.network.NetHandlerPlayServer.func_147354_a(NetHandlerPlayServer.java:929) [pa.class:?]
        at net.minecraft.network.play.client.CPacketChatMessage.func_148833_a(SourceFile:37) [la.class:?]
        at net.minecraft.network.play.client.CPacketChatMessage.func_148833_a(SourceFile:9) [la.class:?]
        at net.minecraft.network.PacketThreadUtil$1.run(SourceFile:13) [hv$1.class:?]
        at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511) [?:1.8.0_144]
        at java.util.concurrent.FutureTask.run(FutureTask.java:266) [?:1.8.0_144]
        at net.minecraft.util.Util.func_181617_a(SourceFile:46) [h.class:?]
        at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:721) [MinecraftServer.class:?]
        at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:396) [nz.class:?]
        at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:666) [MinecraftServer.class:?]
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:524) [MinecraftServer.class:?]
        at java.lang.Thread.run(Thread.java:748) [?:1.8.0_144]

Suggestion: Ability to disable the overriding of the default world selected at world creation

So this is a strange use case, but I'm using your mod specifically for the feature of having a 1:1 ratio between the nether and the overworld. But the pack isn't really a skyblock. At present, I'm using "Default World Generator Port" to bully the default worldtype into something other than "Void? World", and this is working.

But, I'm gonna be super selfish and suggest either a config to disable the default world type selecting, or, for ultimate selfishness, a seperate mod that is just your 1:1 ratio nether. Even though it would probably only ever get 1 download (me).

Still, thankyou for this mod, and I'm getting by even as things are, but I thought I'd throw it out there. The best to ya.

CANNOT Generate Custom Island Normally When Updating to 1.4.x

Mod Version: 1.4.1
Forge Version: 14.23.4.2745
Description:
In 1.3.10, it generates custom island normally. But when updating to 1.4.1, creating a custom island will generate nothing, even though I use newer config file and structure file. Back to 1.3.10, it generates custom island normally.

Respawn below platform

It seems like spawn point is not correctly set to the /home location. I'm using a custom island, where the data structure block is 10 blocks high in the structure and I'm respawning 10 blocks too low when I respawn. This means I keep dying to the void endlessly

New island

You can add a new island with lava to generate cobblestone.

World Spawn Resetting

We have a community server running Stoneblock and have an issue where new players joining the server are resetting the world spawn. It's presumed this is happening as intended given this check from your mod.

https://github.com/Bartz24/VoidIslandControl/blob/master/src/main/java/com/bartz24/voidislandcontrol/EventHandler.java#L73

Our issue is that the server spawn is not located at 0,0. This was done to avoid having it overlap with any nearby island upon creation. We want our players to spawn in at our respective coordinates, but every time a new player joins, it resets the initial spawn coordinates for the whole server, effecting existing players as well, preventing them from teleporting to the main spawn. Before we consider nuking that check, could you clarify the purpose behide this mechanic? As server owners it can be frustrating to have something like this force upon us without a config option to disable it. I also saw that there was a similar issue created but it appears the same problem is still occurring.

#18

[Suggestion] Ability to set spawn offset per island type as opposed to globally.

Trying to make a custom island which happens to be somewhat larger and in two parts so it's spawnpoint needs to be offset.

However, in doing so I'm noticing it applies globally to all other island types including spawn so players on world load fall into the void and die, not sure how feasible it'd be but an option to apply offset per island or blacklist it from offsetting islands you don't need it on would be great.

voidisland control and SpongeForge

Hello!

I was wondering if you could take a look at an issue I was having with SpongeForge
SpongePowered/SpongeForge#1861

In short. A player has to reconnect 2 times when they go to the nether for example. And their connection with plugins for sponge is gone in that time.

I tried fixing it with them, but they seem to think it can be fixed better on your end. SpongeForge is a pluginmanager for forge, which is really helpfull for running servers. If you could take a look at this and fix it for 1.3 that would be amazing.

Thank you.

Crashs report

Hi,
In your last update, there are a bug when I click in "create new world" the minecraft crash
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!

Time: 1/29/17 6:17 PM
Description: Exception in server tick loop

java.lang.NoClassDefFoundError: mcjty/lib/tools/ChatTools
at com.bartz24.voidislandcontrol.EventHandler.onPlayerJoinEvent(EventHandler.java:224)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_16_EventHandler_onPlayerJoinEvent_PlayerLoggedInEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185)
at net.minecraftforge.fml.common.FMLCommonHandler.firePlayerLoggedIn(FMLCommonHandler.java:568)
at net.minecraft.server.management.PlayerList.initializeConnectionToPlayer(PlayerList.java:214)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher.completeServerSideConnection(NetworkDispatcher.java:262)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher.access$100(NetworkDispatcher.java:73)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.func_73660_a(NetworkDispatcher.java:211)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:287)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:180)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:743)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:624)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:149)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: mcjty.lib.tools.ChatTools
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 16 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 18 more

A detailed walkthrough of the error, its code path and all known details is as follows:

-- System Details --
Details:
Minecraft Version: 1.11.2
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_73, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 110478536 bytes (105 MB) / 425414656 bytes (405 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP 9.38 Powered by Forge 13.20.0.2226 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
UCHIJAAAA minecraft{1.11.2} [Minecraft] (minecraft.jar)
UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.11.2-13.20.0.2226.jar)
UCHIJAAAA forge{13.20.0.2226} [Minecraft Forge] (forge-1.11.2-13.20.0.2226.jar)
UCHIJAAAA mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.11.jar)
UCHIJAAAA voidislandcontrol{1.0.4} [Void Island Control] (voidislandcontrol-1.0.4.jar)
Loaded coremods (and transformers):
GL info: ERROR RuntimeException: No OpenGL context found in the current thread.
Profiler Position: N/A (disabled)
Player Count: 1 / 8; [EntityPlayerMP['fflorti'/0, l='Monde 0.0.1', x=-602.50, y=-1.00, z=499.50]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'

Hiding toast in other dimensions

Is it possible to hide toast when players are in other dimension than 0?
I believe it's currently distance base in dimension 0 so the mod doesn't trigger hiding toast if anyone teleport to other dimensions from spawn area. Thanks!

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