Closed TheBlueCrystal closed 4 years ago
JustEnoughIDs-1.0.3-SNAPSHOT.zip
Can you try this build and let me know if it fixes things for you?
Don't decompress it, just rename it to .jar
. Github doesn't let you upload jar files but is fine with zips despite them being the same thing.
Hello @sam-kirby ,
thank you for your quick reply! I have tested the snapshot and when I first started the game, it crashed with an NPE (seemingly unrelated) when Modern-Metals mod tried to register it's ingots in the Industrialcraft2 metal-former. (I can send you the crash-report and/or the log if you think it's somehow important / could be related).
I then started the game again (without any modifications) and it successfully initialized to it's title screen. When I loaded my former map it complained about 6 missing items from Atum, but started up successfully. The patch solves indeed the problems with Project-E! :)
Thank you very, very much for your effort! And please keep up the really good work! :)
Hello,
first I wanted to thank you very much for that really great mod and all of your effort going into it. It made my giant modpack (444 Mods in it, yeah :) ) possible in the first place, and Block, Item and Biome IDs would have run out long ago without it.
Lately I stumbled about some problems with Project-E and Project-EX, being not able to take some items / blocks out of their transmutation table. First I thought that this is a random behavior, but finally I realized that all blocks and items that could not be spawned had an ID above 32767 assigned. I took a look at their code and found out, that they both use net.minecraft.network.PacketBuffer.readItemStack(ByteBuf) and net.minecraft.network.PacketBuffer.writeItemStack(ByteBuf, Itemstack) to notify the other end of blocks / items that have been taken out of the output slots. Project-E does this implicitly using an InventoryContainer and Project-EX does send explicitly a custom message using ByteBufUtils (which in turn uses PacketBuffer and said methods to serialize the ItemStack). I also looked through your Mixins and transformers and could not find a location where those 2 methods would get patched. The problem is that those two functions originally use a ShortInt for the Item-ID and so for blocks/items having an ID above 32767 the value would go negative and the ItemStack cannot be reconstructed on the other side of the network-connection. Perhaps I overlooked something in your code, and you already transform those two methods, and there is a special case in my modack, why this methods don't get patched. (But I did not see any errors regarding failed transformers). (Or perhaps I'm the first one who hit the 32000 Blocks / Item Limit anyhow :-) )
Could you please have a look at those 2 methods and perhaps add a transformation, if there is not already one in place? (Or tell me that those methods get already patched, and I have to investigate further, why this does not happen in my pack).
Thank you very much in advance! :)