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- Today
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Crashes at (scanning mod candidates)
TileEntity replied to Bubbles Walker's topic in Support & Bug Reports
Does a pre-configured modpack work? -
my pack crashes at scanning mod candidates please help
TileEntity replied to RougeMana's topic in Support & Bug Reports
Make a test without Create and all Create addons -
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Crashes at (scanning mod candidates)
Bubbles Walker replied to Bubbles Walker's topic in Support & Bug Reports
still haven't got this fixed 😞 -
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- Yesterday
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Hi everyone that readd's this. As I said in the title I'm making my first modded server. I've made servers before (never on my machine tho) and I've made modpacks but never both at the same time. For this server I've put around 80 mods. It works in solo with the normal minecraft luncher. It's special because there is both forge and faric mod. I'm using sinytra connector to make it all work. So I can play the modpack in solo but not get it to work on the server. here are the latest logs : https://pastebin.com/fgsVpmZa Thanks to everyone that will help me
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[Crash] Minecraft wont launch with optifine and tacz
TileEntity replied to I_like_tacz's topic in Support & Bug Reports
Use Embeddium + Oculus as Optifine replacement: https://www.curseforge.com/minecraft/mc-mods/embeddium https://www.curseforge.com/minecraft/mc-mods/oculus If there is no change, add the full crash-report with sites like https://mclo.gs/ -
[Crash] Minecraft wont launch with optifine and tacz
Ugdhar replied to I_like_tacz's topic in Support & Bug Reports
I moved your topic to the support forum, it will likely get more views than the suggestions forum. Please read the FAQ and post logs as described there, it will provide more information. -
Nah, as far as I'm aware we disabled all mods like this (Embeddium, Oculus, Distant Horizons). I think I will open an issue on the Create GitHub as it's seems to be related with this or at least stands in conflict with another mod. The second he or someone else places a cogwheel, the game crashes without any freeze.
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Monster Hunter Villager and Vampirism are conflicting - make a test without Monster Hunter Villager
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1.20.1 Minecraft modpack crashing on create world.
TileEntity replied to PhysicalJP's topic in Support & Bug Reports
Remove the mod sgjourney -
Fix this first: Missing or unsupported mandatory dependencies: Mod ID: 'minecraft', Requested by: 'fairytale', Expected range: '[1.20.0,1.20.1]', Actual version: '1.19.2' Mod ID: 'lootintegrations', Requested by: 'lootintegration_wda', Expected range: '[0,)', Actual version: '[MISSING]' Mod ID: 'lootintegrations', Requested by: 'lootintegrations_awesome', Expected range: '[0,)', Actual version: '[MISSING]' Mod ID: 'lootintegrations', Requested by: 'lootintegrations_moog', Expected range: '[0,)', Actual version: '[MISSING]' Mod ID: 'lootintegrations', Requested by: 'lootintegrations_integrated', Expected range: '[0,)', Actual version: '[MISSING]' Mod ID: 'lootintegrations', Requested by: 'lootintegration_townsandtowers', Expected range: '[0,)', Actual version: '[MISSING]' Mod ID: 'minecraft', Requested by: 'mythic', Expected range: '[1.20.0,1.20.1]', Actual version: '1.19.2' Mod ID: 'lootintegrations', Requested by: 'lootintegrations_valhelsia', Expected range: '[0,)', Actual version: '[MISSING]' So replace fairytale and mythic with a 1.20.1 build Add the mod lootintegrations https://www.curseforge.com/minecraft/mc-mods/loot-integrations/files/6351426
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Is there a fix for this issue? I have tried reinstalling OpenAL.dll, switching Java versions, and even muting my game when it launched, but all of these attempts have resulted in my game crashing nonetheless. I have been dealing with this issue for approximately a week straight. I have not changed any sound settings, so I am very confused. Full Code: https://gnomebot.dev/paste/mclogs/beEBzpm "4/16/2025 12:16:30 AM 1000 Error Faulting application name: javaw.exe, version: **.**.**.**, time stamp: 23 0xd75c3041 24 Faulting module name: OpenAL.dll, version: **.**.**.**, time stamp: 0x647635a125 Exception code: 0xc0000409 26 Fault offset: 0x00000000000a2b05 27 Faulting process id: 0x10A0 28 Faulting application start time: 0x1DBAE81D04A6F2F 29 Faulting application path: C:\Users\********\curseforge\minecraft\Install\java30 \java-runtime-delta\bin\javaw.exe 31 Faulting module path: C:\Users\********\curseforge\minecraft\Install\natives\n32 eoforge-21.1.148\OpenAL.dll 33 Report Id: 28552180-f359-40cc-adeb-08dada7e99d8 34 Faulting package full name: 35 Faulting package-relative application ID:" Any sort of insight would be greatly appreciated, it's giving me a headache.
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I'm new to this, if that wasn't obvious. My friend and I are trying to make a modpack for 1.19.2. I've made a modpack previously with 0 issues before and many of the same mods. However, I can't seem to find the issue when trying to load up his new modpack. Any help would be greatly appreciated.
- Last week
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1.20.1 Minecraft modpack crashing on create world.
PhysicalJP posted a topic in Support & Bug Reports
Im trying to make a customized modpack for just myself using the atm9 modpack as a base. It was working till recently, when curseforge force updated all the mods in the pack. Currently every time I get to the main menu I try and create a world in single player and it just says saving world. then generates a crash report. Crash Report: https://pastebin.com/xXESPfJs Latest Log Part 1: https://pastebin.com/Cb2VpUyr Part 2: https://pastebin.com/9SWVn4Dx [Newest logs below] Crash Report: https://pastebin.com/dEb2P3gj Latest Log Part 1: https://pastebin.com/9aGciWuQ Latest Log Part 2: https://pastebin.com/bBucJzAW -
Okay, for him the config file looked like this: flywheel-client.toml: #Select the backend to use. Set to "DEFAULT" to let Flywheel decide. backend = "DEFAULT" #Enable or disable instance update limiting with distance. limitUpdates = true #The number of worker threads to use. Set to -1 to let Flywheel decide. Set to 0 to disable parallelism. Requires a game restart to take effect. #Range: -1 ~ 12 workerThreads = -1 #Config options for Flywheel's built-in backends. [flw_backends] #How smooth Flywheel's shader-based lighting should be. May have a large performance impact. #Allowed Values: FLAT, TRI_LINEAR, SMOOTH, SMOOTH_INNER_FACE_CORRECTED lightSmoothness = "SMOOTH" There was no "INSTANCING", so we changed "DEFAULT" to "OFF", but this didn't help. Changing it to "INSTANCING" didn't work as well.