How to fix “loading model for blockstate variant '#normal' exception” in minecraft forge?
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After succesfully making an item have a texture, for the last hours I am struggling to make the texture loading work for blocks (Interpreting my error message, it's the model loading I struggle with)
I followed cubicoders tutorial ( https://cubicoder.wordpress.com/2018/06/20/basic-block/ ) for the progress so far. Because his solution for creating blocks threw an error, I checked back with other tutorials. While my error log insists the problem lies within the model loading (spezifically the variant loading of the variant #normal), this part is the exact same as in every tutorial I could find.
What else could be the trigger for such an exception?
My complete project code can be found here: https://github.com/harlekintiger/modding
It's really just the basic setup, one item and this broken block.
The most important parts are the following:
"basic_block.json" located in "resources/assets/MODID/blockstate":
{
"forge_marker": 1,
"defaults": {
"model": "firstforgemod:basic_block"
},
"variants": {
"normal": [{}],
"inventory": [{}]
}
}
"basic_block.json" located in "resources/assets/MODID/models/block":
{
"parent": "block/cube_all",
"textures": {
"all": "firstforgemod:blocks/basic_block"
}
}
Class of the actual block:
public class BlockBasic extends Block{
public BlockBasic(Material material, String unlocalizedName, String registryName){
this(material, SoundType.STONE, unlocalizedName, registryName);
}
public BlockBasic(Material material, SoundType sound, String unlocalizedName, String registryName){
super(material);
setUnlocalizedName(FirstForgeMod.MODID + "." + unlocalizedName);
setRegistryName(registryName);
setCreativeTab(FirstForgeMod.TUTORIAL_TAB);
setSoundType(sound);
}
}
Class to collect the blocks:
@ObjectHolder(FirstForgeMod.MODID)
public class TutorialBlocks {
public static final Block BASIC_BLOCK = null;
}
ModelRegistryHandler class: (my guess is there is something missing in here)
@EventBusSubscriber(Side.CLIENT)
public class ModelRegistryHandler {
@SubscribeEvent
public static void registerModels(ModelRegistryEvent event){
registerModel(TutorialItems.BASIC_ITEM);
registerModel(Item.getItemFromBlock(TutorialBlocks.BASIC_BLOCK));
}
private static void registerModel(Item item) {
ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory"));
}
}
RegistryHandler class:
@EventBusSubscriber
public class RegistryHandler {
@SubscribeEvent
public static void registerBlocks(Register<Block> event){
final Block blocks ={
new BlockBasic(Material.ROCK, "blockBasic", "basic_block")
};
event.getRegistry().registerAll(blocks);
}
@SubscribeEvent
public static void registerItems(Register<Item> event){
final Item items = {
new ItemBasic("itemBasic", "basic_item")
};
final Item itemBlocks = {
new ItemBlock(TutorialBlocks.BASIC_BLOCK).setRegistryName(TutorialBlocks.BASIC_BLOCK.getRegistryName())
};
event.getRegistry().registerAll(items);
event.getRegistry().registerAll(itemBlocks);
}
}
Log file of minecraft starting (with the error message) and closing:
https://pastebin.com/Ff7NuFSk
What I am getting:
The game starts and in-game the block can be placed, but is completely untextured (missing textures texutre) in both the world and the inventory.
minecraft minecraft-forge
add a comment |
After succesfully making an item have a texture, for the last hours I am struggling to make the texture loading work for blocks (Interpreting my error message, it's the model loading I struggle with)
I followed cubicoders tutorial ( https://cubicoder.wordpress.com/2018/06/20/basic-block/ ) for the progress so far. Because his solution for creating blocks threw an error, I checked back with other tutorials. While my error log insists the problem lies within the model loading (spezifically the variant loading of the variant #normal), this part is the exact same as in every tutorial I could find.
What else could be the trigger for such an exception?
My complete project code can be found here: https://github.com/harlekintiger/modding
It's really just the basic setup, one item and this broken block.
The most important parts are the following:
"basic_block.json" located in "resources/assets/MODID/blockstate":
{
"forge_marker": 1,
"defaults": {
"model": "firstforgemod:basic_block"
},
"variants": {
"normal": [{}],
"inventory": [{}]
}
}
"basic_block.json" located in "resources/assets/MODID/models/block":
{
"parent": "block/cube_all",
"textures": {
"all": "firstforgemod:blocks/basic_block"
}
}
Class of the actual block:
public class BlockBasic extends Block{
public BlockBasic(Material material, String unlocalizedName, String registryName){
this(material, SoundType.STONE, unlocalizedName, registryName);
}
public BlockBasic(Material material, SoundType sound, String unlocalizedName, String registryName){
super(material);
setUnlocalizedName(FirstForgeMod.MODID + "." + unlocalizedName);
setRegistryName(registryName);
setCreativeTab(FirstForgeMod.TUTORIAL_TAB);
setSoundType(sound);
}
}
Class to collect the blocks:
@ObjectHolder(FirstForgeMod.MODID)
public class TutorialBlocks {
public static final Block BASIC_BLOCK = null;
}
ModelRegistryHandler class: (my guess is there is something missing in here)
@EventBusSubscriber(Side.CLIENT)
public class ModelRegistryHandler {
@SubscribeEvent
public static void registerModels(ModelRegistryEvent event){
registerModel(TutorialItems.BASIC_ITEM);
registerModel(Item.getItemFromBlock(TutorialBlocks.BASIC_BLOCK));
}
private static void registerModel(Item item) {
ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory"));
}
}
RegistryHandler class:
@EventBusSubscriber
public class RegistryHandler {
@SubscribeEvent
public static void registerBlocks(Register<Block> event){
final Block blocks ={
new BlockBasic(Material.ROCK, "blockBasic", "basic_block")
};
event.getRegistry().registerAll(blocks);
}
@SubscribeEvent
public static void registerItems(Register<Item> event){
final Item items = {
new ItemBasic("itemBasic", "basic_item")
};
final Item itemBlocks = {
new ItemBlock(TutorialBlocks.BASIC_BLOCK).setRegistryName(TutorialBlocks.BASIC_BLOCK.getRegistryName())
};
event.getRegistry().registerAll(items);
event.getRegistry().registerAll(itemBlocks);
}
}
Log file of minecraft starting (with the error message) and closing:
https://pastebin.com/Ff7NuFSk
What I am getting:
The game starts and in-game the block can be placed, but is completely untextured (missing textures texutre) in both the world and the inventory.
minecraft minecraft-forge
Can you post the complete log file? Use pastebin if you have to. "Cannot load model" is a very broad error and down underneath it will be another error (the true source) that will have more information.
– Draco18s
Jan 5 at 1:20
@Draco18s Thanks for the suggestion, I did add the log file
– harlekintiger
Jan 6 at 13:57
Just to be complete, Cubicoder (the tutorial author) found I wrote "blockstate" instead of "blockstates" as the folder name. So quadruple check your spelling if you have the same error. If it persists, look at Draco18s answer, it is worth its character count in kilos of gold!
– harlekintiger
Jan 6 at 19:55
add a comment |
After succesfully making an item have a texture, for the last hours I am struggling to make the texture loading work for blocks (Interpreting my error message, it's the model loading I struggle with)
I followed cubicoders tutorial ( https://cubicoder.wordpress.com/2018/06/20/basic-block/ ) for the progress so far. Because his solution for creating blocks threw an error, I checked back with other tutorials. While my error log insists the problem lies within the model loading (spezifically the variant loading of the variant #normal), this part is the exact same as in every tutorial I could find.
What else could be the trigger for such an exception?
My complete project code can be found here: https://github.com/harlekintiger/modding
It's really just the basic setup, one item and this broken block.
The most important parts are the following:
"basic_block.json" located in "resources/assets/MODID/blockstate":
{
"forge_marker": 1,
"defaults": {
"model": "firstforgemod:basic_block"
},
"variants": {
"normal": [{}],
"inventory": [{}]
}
}
"basic_block.json" located in "resources/assets/MODID/models/block":
{
"parent": "block/cube_all",
"textures": {
"all": "firstforgemod:blocks/basic_block"
}
}
Class of the actual block:
public class BlockBasic extends Block{
public BlockBasic(Material material, String unlocalizedName, String registryName){
this(material, SoundType.STONE, unlocalizedName, registryName);
}
public BlockBasic(Material material, SoundType sound, String unlocalizedName, String registryName){
super(material);
setUnlocalizedName(FirstForgeMod.MODID + "." + unlocalizedName);
setRegistryName(registryName);
setCreativeTab(FirstForgeMod.TUTORIAL_TAB);
setSoundType(sound);
}
}
Class to collect the blocks:
@ObjectHolder(FirstForgeMod.MODID)
public class TutorialBlocks {
public static final Block BASIC_BLOCK = null;
}
ModelRegistryHandler class: (my guess is there is something missing in here)
@EventBusSubscriber(Side.CLIENT)
public class ModelRegistryHandler {
@SubscribeEvent
public static void registerModels(ModelRegistryEvent event){
registerModel(TutorialItems.BASIC_ITEM);
registerModel(Item.getItemFromBlock(TutorialBlocks.BASIC_BLOCK));
}
private static void registerModel(Item item) {
ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory"));
}
}
RegistryHandler class:
@EventBusSubscriber
public class RegistryHandler {
@SubscribeEvent
public static void registerBlocks(Register<Block> event){
final Block blocks ={
new BlockBasic(Material.ROCK, "blockBasic", "basic_block")
};
event.getRegistry().registerAll(blocks);
}
@SubscribeEvent
public static void registerItems(Register<Item> event){
final Item items = {
new ItemBasic("itemBasic", "basic_item")
};
final Item itemBlocks = {
new ItemBlock(TutorialBlocks.BASIC_BLOCK).setRegistryName(TutorialBlocks.BASIC_BLOCK.getRegistryName())
};
event.getRegistry().registerAll(items);
event.getRegistry().registerAll(itemBlocks);
}
}
Log file of minecraft starting (with the error message) and closing:
https://pastebin.com/Ff7NuFSk
What I am getting:
The game starts and in-game the block can be placed, but is completely untextured (missing textures texutre) in both the world and the inventory.
minecraft minecraft-forge
After succesfully making an item have a texture, for the last hours I am struggling to make the texture loading work for blocks (Interpreting my error message, it's the model loading I struggle with)
I followed cubicoders tutorial ( https://cubicoder.wordpress.com/2018/06/20/basic-block/ ) for the progress so far. Because his solution for creating blocks threw an error, I checked back with other tutorials. While my error log insists the problem lies within the model loading (spezifically the variant loading of the variant #normal), this part is the exact same as in every tutorial I could find.
What else could be the trigger for such an exception?
My complete project code can be found here: https://github.com/harlekintiger/modding
It's really just the basic setup, one item and this broken block.
The most important parts are the following:
"basic_block.json" located in "resources/assets/MODID/blockstate":
{
"forge_marker": 1,
"defaults": {
"model": "firstforgemod:basic_block"
},
"variants": {
"normal": [{}],
"inventory": [{}]
}
}
"basic_block.json" located in "resources/assets/MODID/models/block":
{
"parent": "block/cube_all",
"textures": {
"all": "firstforgemod:blocks/basic_block"
}
}
Class of the actual block:
public class BlockBasic extends Block{
public BlockBasic(Material material, String unlocalizedName, String registryName){
this(material, SoundType.STONE, unlocalizedName, registryName);
}
public BlockBasic(Material material, SoundType sound, String unlocalizedName, String registryName){
super(material);
setUnlocalizedName(FirstForgeMod.MODID + "." + unlocalizedName);
setRegistryName(registryName);
setCreativeTab(FirstForgeMod.TUTORIAL_TAB);
setSoundType(sound);
}
}
Class to collect the blocks:
@ObjectHolder(FirstForgeMod.MODID)
public class TutorialBlocks {
public static final Block BASIC_BLOCK = null;
}
ModelRegistryHandler class: (my guess is there is something missing in here)
@EventBusSubscriber(Side.CLIENT)
public class ModelRegistryHandler {
@SubscribeEvent
public static void registerModels(ModelRegistryEvent event){
registerModel(TutorialItems.BASIC_ITEM);
registerModel(Item.getItemFromBlock(TutorialBlocks.BASIC_BLOCK));
}
private static void registerModel(Item item) {
ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory"));
}
}
RegistryHandler class:
@EventBusSubscriber
public class RegistryHandler {
@SubscribeEvent
public static void registerBlocks(Register<Block> event){
final Block blocks ={
new BlockBasic(Material.ROCK, "blockBasic", "basic_block")
};
event.getRegistry().registerAll(blocks);
}
@SubscribeEvent
public static void registerItems(Register<Item> event){
final Item items = {
new ItemBasic("itemBasic", "basic_item")
};
final Item itemBlocks = {
new ItemBlock(TutorialBlocks.BASIC_BLOCK).setRegistryName(TutorialBlocks.BASIC_BLOCK.getRegistryName())
};
event.getRegistry().registerAll(items);
event.getRegistry().registerAll(itemBlocks);
}
}
Log file of minecraft starting (with the error message) and closing:
https://pastebin.com/Ff7NuFSk
What I am getting:
The game starts and in-game the block can be placed, but is completely untextured (missing textures texutre) in both the world and the inventory.
minecraft minecraft-forge
minecraft minecraft-forge
edited Jan 6 at 13:56
harlekintiger
asked Jan 3 at 20:15
harlekintigerharlekintiger
55212
55212
Can you post the complete log file? Use pastebin if you have to. "Cannot load model" is a very broad error and down underneath it will be another error (the true source) that will have more information.
– Draco18s
Jan 5 at 1:20
@Draco18s Thanks for the suggestion, I did add the log file
– harlekintiger
Jan 6 at 13:57
Just to be complete, Cubicoder (the tutorial author) found I wrote "blockstate" instead of "blockstates" as the folder name. So quadruple check your spelling if you have the same error. If it persists, look at Draco18s answer, it is worth its character count in kilos of gold!
– harlekintiger
Jan 6 at 19:55
add a comment |
Can you post the complete log file? Use pastebin if you have to. "Cannot load model" is a very broad error and down underneath it will be another error (the true source) that will have more information.
– Draco18s
Jan 5 at 1:20
@Draco18s Thanks for the suggestion, I did add the log file
– harlekintiger
Jan 6 at 13:57
Just to be complete, Cubicoder (the tutorial author) found I wrote "blockstate" instead of "blockstates" as the folder name. So quadruple check your spelling if you have the same error. If it persists, look at Draco18s answer, it is worth its character count in kilos of gold!
– harlekintiger
Jan 6 at 19:55
Can you post the complete log file? Use pastebin if you have to. "Cannot load model" is a very broad error and down underneath it will be another error (the true source) that will have more information.
– Draco18s
Jan 5 at 1:20
Can you post the complete log file? Use pastebin if you have to. "Cannot load model" is a very broad error and down underneath it will be another error (the true source) that will have more information.
– Draco18s
Jan 5 at 1:20
@Draco18s Thanks for the suggestion, I did add the log file
– harlekintiger
Jan 6 at 13:57
@Draco18s Thanks for the suggestion, I did add the log file
– harlekintiger
Jan 6 at 13:57
Just to be complete, Cubicoder (the tutorial author) found I wrote "blockstate" instead of "blockstates" as the folder name. So quadruple check your spelling if you have the same error. If it persists, look at Draco18s answer, it is worth its character count in kilos of gold!
– harlekintiger
Jan 6 at 19:55
Just to be complete, Cubicoder (the tutorial author) found I wrote "blockstate" instead of "blockstates" as the folder name. So quadruple check your spelling if you have the same error. If it persists, look at Draco18s answer, it is worth its character count in kilos of gold!
– harlekintiger
Jan 6 at 19:55
add a comment |
1 Answer
1
active
oldest
votes
Caused by: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Use JsonReader.setLenient(true) to accept malformed JSON at line 14 column 2 path $
There's your underlying error.
https://github.com/harlekintiger/modding/blob/master/src/main/resources/assets/firstforgemod/blockstates/basic_block.json#L14
JSON is a data format, it doesn't allow comments (of any type) anywhere in the file.
You have some serious error message analytic skills! It now works like a charm, thank you very much :)
– harlekintiger
Jan 6 at 19:48
@harlekintiger Its because I've been working with the system long enough to know what to look for. "Error loading model" is an error thrown by one system in response to any one of a half dozen or so errors through by one or more other systems. Error in the JSON itself, missing blockstate file, a missing model file, a missing texture file, a missing blockstate entry (i.e. you said "I have a block with facing" and then your blockstate doesn't have all of the facing directions), etc.
– Draco18s
Jan 6 at 22:19
add a comment |
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Caused by: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Use JsonReader.setLenient(true) to accept malformed JSON at line 14 column 2 path $
There's your underlying error.
https://github.com/harlekintiger/modding/blob/master/src/main/resources/assets/firstforgemod/blockstates/basic_block.json#L14
JSON is a data format, it doesn't allow comments (of any type) anywhere in the file.
You have some serious error message analytic skills! It now works like a charm, thank you very much :)
– harlekintiger
Jan 6 at 19:48
@harlekintiger Its because I've been working with the system long enough to know what to look for. "Error loading model" is an error thrown by one system in response to any one of a half dozen or so errors through by one or more other systems. Error in the JSON itself, missing blockstate file, a missing model file, a missing texture file, a missing blockstate entry (i.e. you said "I have a block with facing" and then your blockstate doesn't have all of the facing directions), etc.
– Draco18s
Jan 6 at 22:19
add a comment |
Caused by: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Use JsonReader.setLenient(true) to accept malformed JSON at line 14 column 2 path $
There's your underlying error.
https://github.com/harlekintiger/modding/blob/master/src/main/resources/assets/firstforgemod/blockstates/basic_block.json#L14
JSON is a data format, it doesn't allow comments (of any type) anywhere in the file.
You have some serious error message analytic skills! It now works like a charm, thank you very much :)
– harlekintiger
Jan 6 at 19:48
@harlekintiger Its because I've been working with the system long enough to know what to look for. "Error loading model" is an error thrown by one system in response to any one of a half dozen or so errors through by one or more other systems. Error in the JSON itself, missing blockstate file, a missing model file, a missing texture file, a missing blockstate entry (i.e. you said "I have a block with facing" and then your blockstate doesn't have all of the facing directions), etc.
– Draco18s
Jan 6 at 22:19
add a comment |
Caused by: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Use JsonReader.setLenient(true) to accept malformed JSON at line 14 column 2 path $
There's your underlying error.
https://github.com/harlekintiger/modding/blob/master/src/main/resources/assets/firstforgemod/blockstates/basic_block.json#L14
JSON is a data format, it doesn't allow comments (of any type) anywhere in the file.
Caused by: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Use JsonReader.setLenient(true) to accept malformed JSON at line 14 column 2 path $
There's your underlying error.
https://github.com/harlekintiger/modding/blob/master/src/main/resources/assets/firstforgemod/blockstates/basic_block.json#L14
JSON is a data format, it doesn't allow comments (of any type) anywhere in the file.
answered Jan 6 at 16:44
Draco18sDraco18s
10.8k32242
10.8k32242
You have some serious error message analytic skills! It now works like a charm, thank you very much :)
– harlekintiger
Jan 6 at 19:48
@harlekintiger Its because I've been working with the system long enough to know what to look for. "Error loading model" is an error thrown by one system in response to any one of a half dozen or so errors through by one or more other systems. Error in the JSON itself, missing blockstate file, a missing model file, a missing texture file, a missing blockstate entry (i.e. you said "I have a block with facing" and then your blockstate doesn't have all of the facing directions), etc.
– Draco18s
Jan 6 at 22:19
add a comment |
You have some serious error message analytic skills! It now works like a charm, thank you very much :)
– harlekintiger
Jan 6 at 19:48
@harlekintiger Its because I've been working with the system long enough to know what to look for. "Error loading model" is an error thrown by one system in response to any one of a half dozen or so errors through by one or more other systems. Error in the JSON itself, missing blockstate file, a missing model file, a missing texture file, a missing blockstate entry (i.e. you said "I have a block with facing" and then your blockstate doesn't have all of the facing directions), etc.
– Draco18s
Jan 6 at 22:19
You have some serious error message analytic skills! It now works like a charm, thank you very much :)
– harlekintiger
Jan 6 at 19:48
You have some serious error message analytic skills! It now works like a charm, thank you very much :)
– harlekintiger
Jan 6 at 19:48
@harlekintiger Its because I've been working with the system long enough to know what to look for. "Error loading model" is an error thrown by one system in response to any one of a half dozen or so errors through by one or more other systems. Error in the JSON itself, missing blockstate file, a missing model file, a missing texture file, a missing blockstate entry (i.e. you said "I have a block with facing" and then your blockstate doesn't have all of the facing directions), etc.
– Draco18s
Jan 6 at 22:19
@harlekintiger Its because I've been working with the system long enough to know what to look for. "Error loading model" is an error thrown by one system in response to any one of a half dozen or so errors through by one or more other systems. Error in the JSON itself, missing blockstate file, a missing model file, a missing texture file, a missing blockstate entry (i.e. you said "I have a block with facing" and then your blockstate doesn't have all of the facing directions), etc.
– Draco18s
Jan 6 at 22:19
add a comment |
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Can you post the complete log file? Use pastebin if you have to. "Cannot load model" is a very broad error and down underneath it will be another error (the true source) that will have more information.
– Draco18s
Jan 5 at 1:20
@Draco18s Thanks for the suggestion, I did add the log file
– harlekintiger
Jan 6 at 13:57
Just to be complete, Cubicoder (the tutorial author) found I wrote "blockstate" instead of "blockstates" as the folder name. So quadruple check your spelling if you have the same error. If it persists, look at Draco18s answer, it is worth its character count in kilos of gold!
– harlekintiger
Jan 6 at 19:55