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ArchReplicator

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Everything posted by ArchReplicator

  1. Minecraft is hanging a lot for me. There are always several .lck files left behind. Since it's not a crash, I have no idea what debug info might be needed.
  2. Still seeing this hang randomly. When it happens, there are .lck files hanging out for client log, server log, loader log, and something with ID Resolver. If I re-launch with the lck files still out there, it hangs again. Deleting the lck files lets it complete, but ID Resolver asks about the previously resolved conflicts. Any ideas on how to find out what is leaving these lock files around, and what's getting stuck on them?
  3. Sometimes I see a hang during launch, and afterwards there are several files left over in the minecraft base dir with zero bytes and a .lck extension. Sounds to me like something is getting a lock and not releasing it, or perhaps two things are getting several locks and they're not following the same sequence. How would you go about tracking down a problem like this? Running with ~60 mods, no idea if it's FML, one or more mods, or minecraft itself which is stuck holding the lock. Could even be the launcher, I'm using MultiMC.
  4. Sometimes I see a hang during launch, and afterwards there are several files left over in the minecraft base dir with zero bytes and a .lck extension. Sounds to me like something is getting a lock and not releasing it, or perhaps two things are getting several locks and they're not following the same sequence. How would you go about tracking down a problem like this? Running with ~60 mods, no idea if it's FML, one or more mods, or minecraft itself which is stuck holding the lock. Could even be the launcher, I'm using MultiMC.
  5. Is it possible for the end user to adjust the amount of stuff that is logged during launch? Running with ~60 mods and the ForgeModLoader-client log is over 1MB per run. I suspect it's even bogging the launch process itself.
  6. Is it possible for the end user to adjust the amount of stuff that is logged during launch? Running with ~60 mods and the ForgeModLoader-client log is over 1MB per run. I suspect it's even bogging the launch process itself.
  7. Ah, I didn't know that. However, would it still be helpful to do the checking across mods? Or would that just end up tripping over "advanced" versions? Perhaps an alternative suggestion, to list them somewhere other than in the log, or make it a bit more conspicuous? 300K log file here. Though now I know what to look for it's not a big deal. BTW, good stuff here.
  8. When a (shifted) item ID conflicts with a block ID, Forge does not detect the collision and bad stuff happens. For example, http://www.minecraftforum.net/topic/1181523-buildcraft-blueprints-pipes-quarries-autocrafting-logic-gates-and-more-updated-07122012-322/page__st__300#entry19599291. While it's arguable that modders shouldn't be starting with Item ID's which might conflict with blocks, I'd say that the collision detection for this should be simple enough that Forge could just keep it from happening. That's what I expected anyway. Probably not truly a "bug" per se, but hoping you won't mind.
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