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Source code for the Minecraft mod 3D Maneuver Gear
Wait for someone to take pity for me and create good textures for the items :s
When the sum of both cable lengths is shorter than the distance between the darts, players should not be able to retract the cables any further.
Great mod! However, I feel like the current speed configurations are way too fast and makes you zoom towards the wall without a chance to maneuver. Being able to go a bit slower to hook to other surfaces while airborne would be a better experience.
Hey saddened to disturb because I am not there to indicate a bug but you ask if the passage of the mod 1.12 will quickly be made because here is my mod pack bug a lot there 1.11.2 and I wanted to know if you began or planned a date for 1.12
When loading up a world I had been testing the 3DMG in, my game crashed. Hopefully the crash report helps.
After several tests on mutliples versions on 1.11.2, the mod dosn't start or work : this is the crash report of my test.
---- Minecraft Crash Report ----
// Why is it breaking :(
Time: 7/6/18 8:55 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from 3DManeuverGear (3d_maneuver_gear)
Caused by: java.lang.NoClassDefFoundError: com/infinityraider/maneuvergear/item/ItemManeuverGear
at com.infinityraider.maneuvergear.ManeuverGear.getModItemRegistry(ManeuverGear.java:46)
at com.infinityraider.infinitylib.utility.ModHelper.RegisterBlocksAndItems(ModHelper.java:45)
at com.infinityraider.infinitylib.InfinityMod.preInit(InfinityMod.java:90)
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:647)
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.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:253)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:231)
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.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:148)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:647)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:276)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:440)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:352)
at net.minecraft.client.main.Main.main(SourceFile:124)
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)
Caused by: java.lang.ClassNotFoundException: com.infinityraider.maneuvergear.item.ItemManeuverGear
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 40 more
Caused by: java.lang.NoClassDefFoundError: baubles/api/IBauble
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:760)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 42 more
Caused by: java.lang.ClassNotFoundException: baubles.api.IBauble
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 46 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 48 more
-- System Details --
Details:
Minecraft Version: 1.11.2
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: 257919344 bytes (245 MB) / 436207616 bytes (416 MB) up to 1073741824 bytes (1024 MB)
JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=16M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.38 Powered by Forge 13.20.1.2386 7 mods loaded, 7 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH minecraft{1.11.2} [Minecraft] (minecraft.jar)
UCH mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{8.0.99.99} [Forge Mod Loader] (forge-1.11.2-13.20.1.2386.jar)
UCH forge{13.20.1.2386} [Minecraft Forge] (forge-1.11.2-13.20.1.2386.jar)
UCH mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.11.2.jar)
UCH infinitylib{1.11.2-1.12.1} [InfinityLib] (infinitylib-1.12.1.jar)
UCE 3d_maneuver_gear{1.10.2-@major@.@minor@.@revis@} [3DManeuverGear] (3d_maneuver_gear-1.12.0 (2).jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.6.0 NVIDIA 398.11' Renderer: 'GeForce GTX 750/PCIe/SSE2'
Fix it
I was putting some mods together for fun and came across this. I was trying to get it in creative inventory when the game crashed. I kept trying and it still happened. I have curious API and bountiful baubles installed.
Crash report:
crash-2021-02-28_12.00.49-client.txt
I started up my dedicated server with just this mod and its dependencies and the server crashes with this error:
http://pastebin.com/dTW3WiGs
MC Version: 1.10.2
Forge Version: 12.18.3.2185
Baubles Version: 1.3.8
3D Maneuver Gear Version: 0.3.0
infinitylib Version: 0.3.0
Only seems to happen in SSP:
EntityDart impact is detected a in the server thread and the impact code is fired; its velocity is set to zero.
On the client thread, the entity keeps moving, but hits the wall and as a result falls down, when it hits the ground it fires the impact code, setting the position of the hooked grapple to where it fell. Shortly afterwards it is synced from the server thread en shifts to where it impacted in the server thread.
However the impact location of where the dart fell is still used in the physics calculation leading to a different movement as what would be expected from rendering.
I was creating a new world, and was going to name it Onyx, but when I hit the X key, the game freaked out, said saving world and CTD. Here's a crash report!
https://pastebin.com/MpDPFkuT
And most relevant part of latest.log
https://pastebin.com/ixY1nAFb
Hope this is somehow helpful! If not, please disregard :)
And yes, it may be one of my many mods conflicting.... But it could be useful!
Add this, make it toggleable by using ctrl + the keybind
Tooltips currently mention shift and control while in reality it is the sneak and sprint keybinds being used.
when I was spawning the 3D maneuvering gear to test my modpack, as i clicked the item in the creative menu the game crashed.
Here are 2 crash logs
https://gist.github.com/sidius79/b730895e87d94b9b1a37df4a8c665e50
i crash when i search something in JEI due to your mod can you please help me to fix it thank you
Here is my crash report
3dmaneuverGear version 2.0.1
Mc version 1.16.5
Crash Log:
https://paste.ee/p/cPeIr
While playing on a server, as soon as someone created the hand grips, one person's game crashed. Later another person's game crashed. See crashlog
Using Baubles 1.7.10-1.0.1.10 and 3D Maneuver Gear 1.7.10-0.6, pressing ctrl + rmb/lmb does not equip blades. Blades are in inventory and the blade holsters, however it does not equip the blades.
Firstly, I love the mod, the idea is great; it's just the implementation I'm struggling with.
As a left-handed player I immediately switched my main hand to be the left one in Minecraft to match, however this means 3D maneuver gear is using the opposite, so I'm clicking left mouse and the right hand hits, fires, whatever. While I've been testing the mod, I've switched back to right hand as main to avoid confusion.
As I play with shift and control keys switched in function I've noticed that firing and retracting the darts isn't assigned to the correct key for the off-hand. Again, I've changed my controls to the default for testing purposes.
Why is SNEAK the button used to fire the darts? I thought this mod was about improving movement, but sneaking as I fire them just bogs me down. Seems very counter-intuitive.
I guess that Z and X no longer have any purpose and that the reeling in is done automatically, but this is just limiting my movement options, and it doesn't always work smoothly at all.
Hoping you get these issues smoothed out, good luck :)
Hi, when I find the item on the creative inventory, it crashes
http://pastebin.com/AKdp2LiR
crashes of viewing handles weather in JEI, Creative Inventory, or the item itself
_MAKES THIS MOD UNUSEABLE!!!!!!!!!!_
I'm having a bit of trouble loading blades on my handles. I Ctrl Left/Right click, but no visual showing of the blades. Does it matter if I'm in Creative Mode while doing this?
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