luke100000 / immersivearmors Goto Github PK
View Code? Open in Web Editor NEWUnique vanilla-friendly armor sets for Minecraft
License: GNU General Public License v3.0
Unique vanilla-friendly armor sets for Minecraft
License: GNU General Public License v3.0
The last version of the mod (immersive-armors-1.1.3-forge.jar) fixed the incompatibility with First Aid, but now all armors type except the ones from this mod, doesn't render at all in the player model (both in inventory and outside of it), tho the stats work, it's only a visual issue from what i've tested so far. Here is a picture of the issue:
Forge version: 36.2.34
Currently running into a compatibility issue with using carry on and immersive armors with alex mobs.
Log ::: https://pastebin.com/P66brgUF
Hey , so i was fighting some mobs with this new armor and i noticed i can't crit anymore , both with a single and double jump (zombie skeleton creeper , only vanilla mobs , i have no modded mobs added) , if you need anymore precision just ask
In the base game, chests and barrels throughout the world already have a chance of having armor inside them, so why not being able to find armors from this mod as well? I recently made a modpack for myself and some friends that overhauled enchantments and combat, and at first Immersive Armors fit perfectly into the idea of every player making their own kit, but recently I've added a mod that improves loot depending on where you find it (Dungeons Difficulty), which makes it so depending if you find armor in dungeons in the nether or in the end, the armor will have an added buff like extra hearts or extra armor points, and now nobody uses the armors from this mod because they'd rather wear the buffed armor they looted.
It would be really great if the armors from this mod could also be found in chests so we could use them again, and I'm sure people that play with exploration modpacks would really like it as well!
Hello thank you for your time making this awesome mod!
There are some mods that does not work with Immersive Armor :
[Suggestion] Make the armor abilities configurable, i.e. being able to change how long the wither armor's effect lasts or edit the explosion resistance amount from slime armor.
Made with chain armor and shulker shells in a smithing table, beside its armor points being same as iron, this armor is strong against projectiles and has a special effect that while wearing a full set, eating chorus fruit will teleport to the place you are looking at (limited to the chorus fruit radius of teleportation itself).
The helmet itself does not trigger the endermen (regardless of full set or not).
Crafting price collides with iron armor and price of boots vs chest are not fair considering their features.
Quote from HOLYSPAGETI >>
Awesome mod, well done! If you like feedbacks I feel like the steampunk armor should cost a bit more and give less explosion resistence (20% for piece should be on slime armor only). The steampunk set gives the same armor of an iron one but with extra bonuses and it's cheaper to craft, except for the chest.
ย
Quote from bublypop >>
Do the steampunk shoes take durability damage when the steam jets are active? The boots seem rather strong for their cost. The chestpiece also doesn't seem to have that useful of an effect.
All mods are working just fine and server boots up normally, but as soon as I tried to implement Immersive Armors for Forge 1.5.4, it suddenly is missing the Forge dependency?? I'm completely unsure as to how this is possible as all other mods work completely fine.
I even tried versions prior such as 1.5.1 and got a completely different error, but more concerned with 1.5.4's error. Any fixes? Server is currently running Arclight_1_18_2_2168109 and Forge version is 40.1.85. Any help on this is appreciated! If you need more info, I will provide it.
Se below the log for the error. Server promptly crashes after [15Feb2023 07:39:57.276] [main/ERROR] [net.minecraftforge.fml.loading.ModSorter/LOADING]: Missing mandatory dependencies: forge
I am building a modpack for me and my friends with a focus on traveling and exploration. I love mods like Artifacts that add collectible items that you can find as treasure. So I thought it would be great to have a config setting that makes the armor pieces to be found rarely in chests and drops instead of crafted. These armor sets look so good that could make for great collectibles.
https://github.com/Yesssssman/epicfightmod
Models do not work
hi the probleme is forge start to load but at the end minecraft close my forge version is 40.0.32 sorry if that me make Something wrong and thank
This mod doesn't work correctly with the Cosmetic Trinkets mod. When this mod's armor sets are equipped in the armor slots, they render regardless of what is in the cosmetic slot. When they are in the cosmetic slot, they don't render correctly there, either.
for some reason immersive armors on fabric refuses to work for me, idk wahts wrongwith my modpack but mc says its immersive armors
https://docs.google.com/document/d/14ujCnzZenNl4V0hbqsfsh5guHzz9_bf5AVgQqSc0qRg/edit?usp=sharing
Most armors render incorrectly when equpied in the cosmetic slots with this cosmetic armor mod https://www.curseforge.com/minecraft/mc-mods/cosmetic-armor-fabric This can range from just 3D elements not rendering like with aquamarine armor or it can be the entire armor rendering incorrectly like with robe armor https://imgur.com/a/9KSoqut
compass and watch on Steampunk Armor do not work with Quark mod
clock and compass just don't move
Java's native serialisation is inherently unsafe and shouldn't be used in untrusted environments, which includes any Minecraft client and server, for as there's no guard to prevent anyone from defining something invalid, crashing the network layer as a result, or presenting more severe exploits.
Use a container such as NBT or manually encode into the packet.
NBT would provide an entirely stable ABI that is both forward and backwards compatible, assuming the code for it remains in place.
Encoding into the packet will let you define the compatibility to a finer degree, while still preventing exploits.
Both solutions, as long as you're not trusting with arbitrary execution of methods (raw reflection lookups), will provide much stronger protocol compatibility across JVMs and environments, while also hardening the mod from any attacks that may take advantage of network-exposed Object streams.
When wearing the steampunk chestplate the compass and the clock don't work, the clock just shows day and the compass is always showing forward.
Forge : 40.2.0
Immersive Armors : 1.5.3
Title says it all, if both Artifacts and Immersive Armors is installed, the game will not launch at all and the log will be empty except of a list of the installed mods.
As the title says, when this mod is paired with First Aid (https://www.curseforge.com/minecraft/mc-mods/first-aid), some armor's effects don't work, like the wooden armor projectiles deflect ability, or the guardian spikes ability, or the Divine Armor, slime, exc....
I love this mod, and I'm working on a modpack that I'll soon play with some friends, so I would REALLY appreciate if you can find a fix! :D
Versions i'm using:
immersive-armors-1.1.2-forge.jar
firstaid-1.9.8.jar
Forge version: 36.2.34 (1.16.5)
Exception in thread "main" java.lang.module.ResolutionException: Modules MixinExtras and immersive_armors export package com.llamalad7.mixinextras.injector.wrapoperation to module bettermineshafts
at java.base/java.lang.module.Resolver.resolveFail(Resolver.java:901)
at java.base/java.lang.module.Resolver.failTwoSuppliers(Resolver.java:815)
at java.base/java.lang.module.Resolver.checkExportSuppliers(Resolver.java:736)
at java.base/java.lang.module.Resolver.finish(Resolver.java:380)
at java.base/java.lang.module.Configuration.(Configuration.java:140)
at java.base/java.lang.module.Configuration.resolveAndBind(Configuration.java:494)
at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.ModuleLayerHandler.buildLayer(ModuleLayerHandler.java:75)
at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.TransformationServicesHandler.buildTransformingClassLoader(TransformationServicesHandler.java:60)
at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.Launcher.run(Launcher.java:104)
at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.Launcher.main(Launcher.java:77)
at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:26)
at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:23)
at [email protected]/cpw.mods.bootstraplauncher.BootstrapLauncher.main(BootstrapLauncher.java:141)
17:43:43.316
monitor
Process Monitor
Process crashed with exit code 1
Considering each of the armours already added has a specific function, it is quite curious that all of them are essentially focused on combat. It would be more engaging if some were more useful in other conditions. Although most of those utility functions are most likely already covered by enchantments I personally would love some more thematically designed armour. Maybe a diving suit? I know Prismarine already speeds you in water but some form of less combat-oriented swimming suit would be interesting. Furthermore, I feel like both chest plate and leggings of steampunk armour would be more interesting if instead of increasing your melee damage, they would grant you other benefits. Increased reach is one such idea, especially when building. After all the most fall damage is taken when building or running away from fights, not while actively fighting.
Add modrinth to pipeline
Wavey Capes changes how the capes work and makes them a little better, is it possible for the armors that have a cape (Divine, wither skeleton and Steampunk) to replace the cape (one that comes with minecarft) and work like they do with Wavey Capes?
I don't know if its possible to replace the minecraft one when the chestplate is equipped but for that I can just not show the one minecraft adds.
Forge : 40.2.0
Immersive Armors : 1.5.3
So, once i launch minecraft, (having this mod included with others) the game loads as usual, but once the loading bar finish it crashes showing this message error "java.lang.ClassCastException: class net.minecraft.client.renderer.entity.ItemRenderer cannot be cast to class immersive_armors.mixin.MixinItemRenderer (net.minecraft.client.renderer.entity.ItemRenderer is in module [email protected] of loader 'TRANSFORMER' @3f68a7f8; immersive_armors.mixin.MixinItemRenderer is in module [email protected] of loader 'TRANSFORMER' @3f68a7f8)
I include as well the crash error txt that comes with the error message.
Hello, a user approached me saying that when wearing my mod Bumblezone's armor and then putting on another armor in the cosmetic slot provided by Cosmetic Armor, they would crash. The stacktrack seems to ultimately lead to Immersive Armor's mixin which brings me here. The modpack the user was playing on was Medieval Minecraft Fabric 1.19.2. I was not able to figure out the exact conditions for the crash but even then, a null check should fix this on Immersive Armor's side.
The mapped stacktrace of the crash provided to me:
java.lang.NullPointerException: Cannot invoke "net.minecraft.item.ItemStack.getItem()" because "this.equippedStack" is null
at net.minecraft.client.render.entity.feature.ArmorFeatureRenderer.handler$gko000$injectRenderArmorParts(ArmorFeatureRenderer.java:6044)
at net.minecraft.client.render.entity.feature.ArmorFeatureRenderer.renderArmorParts(ArmorFeatureRenderer.java)
at net.minecraft.client.render.entity.feature.ArmorFeatureRenderer.cosmeticarmor$renderArmor(ArmorFeatureRenderer.java:615)
at net.minecraft.client.render.entity.feature.ArmorFeatureRenderer.mdfdcc2c$lambda$renderCustomArmor$1$0(ArmorFeatureRenderer.java:569)
at java.base/java.lang.Iterable.forEach(Iterable.java:75)
at net.minecraft.client.render.entity.feature.ArmorFeatureRenderer.handler$dop000$renderDelayed(ArmorFeatureRenderer.java:580)
at net.minecraft.client.render.entity.feature.ArmorFeatureRenderer.render(ArmorFeatureRenderer.java:39)
at net.minecraft.client.render.entity.feature.ArmorFeatureRenderer.render(ArmorFeatureRenderer.java:22)
at net.minecraft.client.render.entity.LivingEntityRenderer.redirect$zmo000$preventFeatureRendering(LivingEntityRenderer.java:1063)
at net.minecraft.client.render.entity.LivingEntityRenderer.render(LivingEntityRenderer.java:145)
at net.minecraft.client.render.entity.PlayerEntityRenderer.render(PlayerEntityRenderer.java:63)
at net.minecraft.client.render.entity.PlayerEntityRenderer.render(PlayerEntityRenderer.java:41)
at net.minecraft.client.render.entity.EntityRenderDispatcher.render(EntityRenderDispatcher.java:141)
at net.minecraft.client.gui.screen.ingame.InventoryScreen.method_29977(InventoryScreen.java:152)
at com.mojang.blaze3d.systems.RenderSystem.runAsFancy(RenderSystem.java:1171)
at net.minecraft.client.gui.screen.ingame.InventoryScreen.drawEntity(InventoryScreen.java:152)
at net.minecraft.client.gui.screen.ingame.InventoryScreen.drawBackground(InventoryScreen.java:110)
at net.minecraft.client.gui.screen.ingame.HandledScreen.render(HandledScreen.java:100)
at net.minecraft.client.gui.screen.ingame.AbstractInventoryScreen.render(AbstractInventoryScreen.java:27)
at net.minecraft.client.gui.screen.ingame.InventoryScreen.render(InventoryScreen.java:90)
at net.minecraft.client.render.GameRenderer.render(GameRenderer.java:881)
at net.minecraft.client.MinecraftClient.render(MinecraftClient.java:1177)
at net.minecraft.client.MinecraftClient.run(MinecraftClient.java:768)
at net.minecraft.client.main.Main.main(Main.java:244)
at net.minecraft.client.main.Main.main(Main.java:51)
at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:461)
at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74)
at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23)
The mixin that is crashing is this on in Immersive Armors
Now there's a few thing here that I would like to provide advice on for best practice. The first is when adding new fields in mixins like tickDelta, equippedStack, and entity, You should always annotate these fields with Unique and prefix them with your modid so they do not conflict with another mod's mixin that tries to add the same fields with same names. So those field should be:
@Unique
float immersivearmors$tickDelta;
@Unique
ItemStack immersivearmors$equippedStack;
@Unique
T immersivearmors$entity;
The second advice is all these mixin methods that aren't invokers or accessors should have your modid prefixed as well so that your modid shows up in stacktraces. This lets users be able to report problems to you much easier. So instead of void injectRenderArmorParts(
, it should be void immersivearmors$injectRenderArmorParts(
and same for all the other mixins.
Now for fixing the actual crash, just throw in a immersivearmors$equippedStack != null check
before trying to call its methods and hopefully that should be enough. Though not sure why it was null in the first place but it could be due to immersivearmors$equippedStack not getting assigned a value in the first place?
Edit: It seems cosmetic armor may be at fault or something along the rendering pipeline. Got a crash but pointing to a different mod when using cosmetic armor slot. And this user doesn't show immersive armors in stacktrace. apace100/cosmetic-armor#23
Hi there! It seems that a full set of Slime Armor makes the player immortal, even in creative mode with /kill. I can provide a video if needed. Thank you!
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1077]: java.lang.reflect.InvocationTargetException
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1077]: at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1077]: at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1077]: at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1077]: at java.base/java.lang.reflect.Method.invoke(Method.java:568)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1077]: at foxlaunch.FoxServerLauncher.main(FoxServerLauncher.java:33)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1077]: at catserver.server.CatServerLaunch.main(CatServerLaunch.java:8)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1077]: at pro.gravit.launcher.server.ServerWrapper.run(ServerWrapper.java:184)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1077]: at pro.gravit.launcher.server.ServerWrapper.main(ServerWrapper.java:61)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1086]: Caused by: java.lang.RuntimeException: java.lang.reflect.InvocationTargetException
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1086]: at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch(LaunchServiceHandlerDecorator.java:39)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1086]: at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:54)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1086]: at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:72)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1086]: at cpw.mods.modlauncher.Launcher.run(Launcher.java:82)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1086]: at cpw.mods.modlauncher.Launcher.main(Launcher.java:66)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1086]: at net.minecraftforge.server.ServerMain$Runner.runLauncher(ServerMain.java:63)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1086]: at net.minecraftforge.server.ServerMain$Runner.access$100(ServerMain.java:60)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1086]: at net.minecraftforge.server.ServerMain.main(ServerMain.java:57)
[21:58:03] [main/INFO]: [java.lang.ThreadGroup:uncaughtException:1086]: ... 8 more
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:659]: Caused by: java.lang.reflect.InvocationTargetException
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:659]: at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:659]: at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:659]: at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:659]: at java.base/java.lang.reflect.Method.invoke(Method.java:568)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:659]: at net.minecraftforge.fml.loading.FMLServerLaunchProvider.lambda$launchService$0(FMLServerLaunchProvider.java:51)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:659]: at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch(LaunchServiceHandlerDecorator.java:37)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:659]: ... 15 more
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: Caused by: org.spongepowered.asm.mixin.transformer.throwables.MixinTransformerError: An unexpected critical error was encountered
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:392)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at org.spongepowered.asm.mixin.transformer.MixinTransformer.transformClass(MixinTransformer.java:250)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at org.spongepowered.asm.service.modlauncher.MixinTransformationHandler.processClass(MixinTransformationHandler.java:131)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at org.spongepowered.asm.launch.MixinLaunchPluginLegacy.processClass(MixinLaunchPluginLegacy.java:131)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at cpw.mods.modlauncher.serviceapi.ILaunchPluginService.processClassWithFlags(ILaunchPluginService.java:154)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at cpw.mods.modlauncher.LaunchPluginHandler.offerClassNodeToPlugins(LaunchPluginHandler.java:85)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at cpw.mods.modlauncher.ClassTransformer.transform(ClassTransformer.java:120)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at cpw.mods.modlauncher.TransformingClassLoader$DelegatedClassLoader.findClass(TransformingClassLoader.java:265)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at cpw.mods.modlauncher.TransformingClassLoader.loadClass(TransformingClassLoader.java:136)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at cpw.mods.modlauncher.TransformingClassLoader.loadClass(TransformingClassLoader.java:98)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:520)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at java.base/java.lang.ClassLoader.defineClass1(Native Method)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at java.base/java.lang.ClassLoader.defineClass(ClassLoader.java:1012)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at cpw.mods.modlauncher.TransformingClassLoader.loadClass(TransformingClassLoader.java:138)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at cpw.mods.modlauncher.TransformingClassLoader.loadClass(TransformingClassLoader.java:98)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:520)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at java.base/java.lang.ClassLoader.defineClass1(Native Method)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at java.base/java.lang.ClassLoader.defineClass(ClassLoader.java:1012)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at cpw.mods.modlauncher.TransformingClassLoader.loadClass(TransformingClassLoader.java:138)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at cpw.mods.modlauncher.TransformingClassLoader.loadClass(TransformingClassLoader.java:98)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:520)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at net.minecraft.server.MinecraftServer.<clinit>(MinecraftServer.java:172)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: at net.minecraft.server.Main.main(Main.java:103)
[21:58:03] [main/INFO]: [java.lang.Throwable:printStackTrace:682]: ... 21 more
[21:58:03] [main/INFO]: [java.lang.Throwable:printEnclosedStackTrace:724]: Caused by: org.spongepowered.asm.mixin.injection.throwables.InjectionError: Critical injection failure: Argument modifier method redirectApplyDamage(F)F in immersive_armors.mixin.json:MixinLivingEntity failed injection check, (0/1) succeeded. Scanned 1 target(s). Using refmap immersive_armors.mixin.refmap.json
[21:58:03] [main/INFO]: [java.lang.Throwable:printEnclosedStackTrace:724]: at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.postInject(InjectionInfo.java:468)
[21:58:03] [main/INFO]: [java.lang.Throwable:printEnclosedStackTrace:724]: at org.spongepowered.asm.mixin.transformer.MixinTargetContext.applyInjections(MixinTargetContext.java:1362)
[21:58:03] [main/INFO]: [java.lang.Throwable:printEnclosedStackTrace:724]: at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.applyInjections(MixinApplicatorStandard.java:1051)
[21:58:03] [main/INFO]: [java.lang.Throwable:printEnclosedStackTrace:724]: at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.applyMixin(MixinApplicatorStandard.java:400)
[21:58:03] [main/INFO]: [java.lang.Throwable:printEnclosedStackTrace:724]: at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.apply(MixinApplicatorStandard.java:325)
[21:58:03] [main/INFO]: [java.lang.Throwable:printEnclosedStackTrace:724]: at org.spongepowered.asm.mixin.transformer.TargetClassContext.apply(TargetClassContext.java:383)
[21:58:03] [main/INFO]: [java.lang.Throwable:printEnclosedStackTrace:724]: at org.spongepowered.asm.mixin.transformer.TargetClassContext.applyMixins(TargetClassContext.java:365)
[21:58:03] [main/INFO]: [java.lang.Throwable:printEnclosedStackTrace:724]: at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:363)
[21:58:03] [main/INFO]: [java.lang.Throwable:printEnclosedStackTrace:724]: ... 43 more
I am trying to make a modpack (currently at the very beginning of the process ) and i cant figure out how to correctly modify armor values,i tried to follow the guide but it doesnt seem to work,minecraft version is fabric 1.18.2 ,the config file looks like that:
{
"hideSecondLayerUnderArmor": true,
"enableEffects": true,
"enableEnchantmentGlint": true,
"_documentation": "https://github.com/Luke100000/ImmersiveArmors/blob/HEAD/config.md",
"overwriteValues": {
"wither:bootsProtection": 1.0,
"warrior:leggingsProtection": 4.0,
"robe:helmetProtection": 1.0,
"robe:chestplateProtection": 2.0,
"robe:leggingsProtection": 1.0,
"robe:bootsProtection": 1.0,
"slime:helmetProtection": 1.0,
"slime:chestplateProtection": 2.0,
"slime:leggingsProtection": 1.0,
"slime:bootsProtection": 1.0,
"divine:helmetProtection": 2.0,
"divine:chestplateProtection": 6.0,
"divine:leggingsProtection": 3.0,
"divine:bootsProtection": 1.0,
"prismarine:leggingsProtection": 5.0,
"prismarine:bootsProtection": 2.0
"wooden:helmetProtection": 2.0,
"wooden:chestplateProtection": 2.0,
"wooden:leggingsProtection": 1.0,
"wooden:bootsProtection": 1.0,
"steampunk:helmetProtection": 4.0
},
"hudClockXOffhand": -140,
"hudClockX": -111,
"hudClockY": -20,
"hudCompassXOffhand": 124,
"hudCompassX": 95,
"hudCompassY": -20,
"lootChance": 0.025,
"mobEntityUseImmersiveArmorChance": 0.5,
"enabledArmors": {
"prismarine": true,
"steampunk": true,
"warrior": true,
"robe": true,
"wooden": true,
"bone": true,
"divine": true,
"wither": true,
"heavy": true,
"slime": true
},
"version": 1
}
Immersive Armors - 1.4.2 Fabric
net.minecraft.class_148: Ticking entity
10.10 01:18:46 [Server] INFO at net.minecraft.server.MinecraftServer.method_3813(MinecraftServer.java:879) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.class_3176.method_3813(class_3176.java:289) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.server.MinecraftServer.method_3748(MinecraftServer.java:819) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.server.MinecraftServer.method_29741(MinecraftServer.java:665) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.server.MinecraftServer.method_29739(MinecraftServer.java:257) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at java.lang.Thread.run(Thread.java:833) [?:?]
10.10 01:18:46 [Server] INFO Caused by: java.lang.ClassCastException: class net.minecraft.class_1667 cannot be cast to class net.minecraft.class_1309 (net.minecraft.class_1667 and net.minecraft.class_1309 are in unnamed module of loader net.fabricmc.loader.impl.launch.knot.KnotClassLoader @3159c4b8)
10.10 01:18:46 [Server] INFO at immersive_armors.armorEffects.WitherArmorEffect.applyArmorToDamage(WitherArmorEffect.java:36) ~[immersive_armors-1.4.2.jar:?]
10.10 01:18:46 [Server] INFO at immersive_armors.item.ExtendedArmorItem.applyArmorToDamage(ExtendedArmorItem.java:92) ~[immersive_armors-1.4.2.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.class_1309.apply(class_1309.java:28612) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.class_1309.modify$dgj000$redirectApplyDamage(class_1309.java:28646) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.class_1309.method_5643(class_1309.java:1126) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.class_1657.method_5643(class_1657.java:952) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.class_3222.method_5643(class_3222.java:713) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.class_1665.method_7454(class_1665.java:373) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.class_1676.method_7488(class_1676.java:149) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.class_1665.method_5773(class_1665.java:226) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.class_1667.method_5773(class_1667.java:104) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.class_3218.method_18762(class_3218.java:712) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.class_1937.method_18472(class_1937.java:466) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.class_3218.method_31420(class_3218.java:371) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.class_5574.method_31791(class_5574.java:54) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.class_3218.method_18765(class_3218.java:339) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO at net.minecraft.server.MinecraftServer.method_3813(MinecraftServer.java:875) ~[server-intermediary.jar:?]
10.10 01:18:46 [Server] INFO ... 5 more
Got this error playing on my server. A player had lava dispensed on them while wearing a wither chestplate. Possibly caused by that.
While wearing Skeleton armor Skeletons will not attack you, the same goes for Wither Skeleton armor for Wither Skeletons
The is on Fabric 1.19.2.
java.lang.NoSuchMethodError: 'net.minecraft.class_5250 net.minecraft.class_2588.method_27692(net.minecraft.class_124)'
at immersive_armors.armorEffects.ArrowBlockArmorEffect.appendTooltip(ArrowBlockArmorEffect.java:36)
at immersive_armors.item.ExtendedArmorItem.method_7851(ExtendedArmorItem.java:71)
at net.minecraft.class_1799.method_7950(class_1799.java:699)
at net.minecraft.class_437.method_25408(class_437.java:181)
at net.minecraft.class_437.method_25409(class_437.java:168)
at net.minecraft.class_465.method_2380(class_465.java:189)
at net.minecraft.class_479.method_25394(class_479.java:68)
at net.minecraft.class_757.method_3192(class_757.java:881)
at net.minecraft.class_310.method_1523(class_310.java:1177)
at net.minecraft.class_310.method_1514(class_310.java:768)
at net.minecraft.client.main.Main.method_44604(Main.java:244)
at net.minecraft.client.main.Main.main(Main.java:51)
at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:461)
at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74)
at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23)
Hey Luke, IW as wondering if you could fix the weird bug/incompability with the models of the guard villagers from Guard villagers mode?
While this bug is mostly harmless cuz it only shows a visual bug where due tae the taller head model of the guard villagers, most of the armor pieces for head would have the slight top half of the villager head clips through the model.
I was thinking if you could fix it for aesthetic purposes so the guard villagers would fit nicely with the nice design of the armors you made on your immersive armors mod! And it's also because I'd love tae play around with the guard villagers vs illagers using the armors from your mod.
Perhaps you could consider adding compabilities with it and fix the visual bugs?
Thanks for looking at my issue, hope you'd consider this soon!
Hello,
I wanted to change the recipe and value of some of the armors. I found out I can change the values through the config, but not the recipe. I downloaded the zip file of the source code and changed it from there; however, when I tried to gradlew build it and make a new lib, it showed an error.
This is how I usually modify most mods to my liking, but for Immersive Armors, I am not able to unfortunately. Is there a way where I can change the recipe of the armors? (e.g., changing bone armors recipe to be crafted from bone blocks instead of just bone).
Thank you and for the awesome mod,
ImWhiff
I found incompatibility between fabric immersive armors 1.3.3 and 4 and so I heard you talking crap about minecraft combat i difficulty. Crash file does not appear, only information about exit code 1. I hope it is possible to fix that
Hi all,
I noticed a bug when running this alongside TieredZ. The armor and subsequent tooltip appears to generate correctly, however incorrect values are applied. For example, I might receive -1 heart when a piece of armor is worn, but that is not written in the tooltip. Confirmed by running just these 2 mods together. Additionally I disabled effects in the config file to see if that would fix it and the same issue still occurs. Let me know if you need any additional information regarding this and I'll give you whatever information you need.
Essentially as the title suggests. The armor models and textures are fantastic and I'd love to use this mod on our server, but preferably as cosmetic items and not as the armor sets with powers.
Appreciation in advance
Mods Installed:
Immersive Armors 1.1.0 Forge
JEI
Neat
Steampunk Leggings do not actually do anything; It appears that the 10% damage increase actually only occurs when the Steampunk Boots are equipped. Tested via punch attacks on animals, with 1.1 damage being dealt with the boots on and 1 damage being dealt with the boots off and the leggings on.
Steampunk Boots do not negate fall damage as advertised. While particle effects are shown to be in effect and fall speed is slightly reduced, there is actually no reduction to fall damage occurring. Tested via falling from high points with the steampunk boots on vs wearing iron boots, with equal amounts of damage being taken.
Steampunk Armor appears to potentially INCREASE the amount of damage taken from explosions rather than reduce it like what it says in the tooltip. Comparisons were done in three scenarios: With full steampunk armor, with full iron armor, and with no armor at all. With a distance of 4 blocks between the player and a block of TNT, the following damage values where recorded: ~8 1/2 hearts (no armor), ~4 hearts (full iron), instant death (full steampunk). Another test with a 6 block distance with just iron vs steampunk armor had iron armor take about 1/2 hearts worth of damage and steampunk armor resulting in a whopping 6 hearts of damage. This does not seem to be intentional, at least not the disparity between the item description and its actual function.
No, the compass on your shoulder doesn't work :( While it does certainly change the direction it points in, it actually does not point to the spawnpoint at all. In my world, it appeared to point southeast and continued to do so for thousands of blocks.
Was testing a Mod pack one mod at a time to find issue
Mods installed and all were rendering:
As soon as I installed, the other mods no longer show on the player and show as a pink or pink/black box. Immersive armors would show on player.
Was just on a superflat creative world.
Hi, I want to install this mod on my server and I saw from your curse forge page that there are no needed dependencies so I just put the file raw on my client and on my server. The client works fine but the server crashes. I confirmed that it is the problem by deleting it and starting the server again.
What should I do?
In the latest version (immersive-armors-1.1.4-forge.jar), when the armor is enchanted, it doesn't show the "glowing" effect, and instead looks like a normal one. I also am using a shader, not sure if it affects it
Forge Version: 36.2.34 (1.16.5)
Shader: ComplementaryShaders_v4.1.zip
immersive-armors-1.1.4-forge.jar
Whenever I go to boot up medieval minecraft in 1.19.2 v15.5, the modpack crashes due to immersive armor. Is there anyway to fix this issue
Fabric 1.18.2 mod version 1.5.0; all armors just consistently render with the pants hiked up over the chestplate and while hilarious, I feel like this wasn't intended. This happened in previous versions as well, appears to happen on clients aside from mine as well.
Game crashes before it even starts from issue from this mod.
Will include report.
crash-2022-07-09_12.01.42-client.txt
I don't know if this is fixable but the Prismarine, Wooden and Steampunk armor sets lose their details (the extra things on them) while in fight mode (R) of Epic Fight.
Minecraft : 1.18.2
Forge : 40.1.85
Immersive Armors : 1.5.0
MixinEnchantmentHelper's Overwrite annotation may be completely unnecessary at this point in time for the 1.16.5 version of the mod.
Fixing this would fix compatibility between our two mods (my mod being Apugli) for this version of the game, as I Redirect into an expression that is completely overwritten in this mod and results in a crash.
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