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The_Computerizer

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Tree Puncher

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  1. So I have been working on creating a modpack, or rather just a collection of a bunch of mods (hardly an optimized pack). I am at the point where I have been able to load up the client and even a server without any critical errors.However, the problem occurs when I try to join the server with a client. It says logging in & seems to get past the logging in phase (server logs say I log in then disconnect right away) but then it gives me the error (client side) that says "A fatal error has occurred, this connection is terminated". I know enough to check the client logs to try and find the issue, but the only critical error I can see seems to be forge. Am I missing something or is there an issue with my current version of forge? The log file is attached. I see this hidden in the log [Netty Client IO #5/ERROR]: There was a critical exception handling a packet on channel FORGE and thats where I am assuming forge might be the issue. EDIT: Or is the error with extra cells here? [09:48:26] [Netty Client IO #2/ERROR]: The fluid ec.internal.desh (specified as extracells:ec.internal.desh) is missing from this instance - it will be removed [09:48:26] [Netty Client IO #2/ERROR]: The fluid ec.internal.cleandesh (specified as extracells:ec.internal.cleandesh) is missing from this instance - it will be removed because the next line says: [09:48:26] [Netty Client IO #2/ERROR]: FluidIdRegistryMessageHandler exception and thats when a bunch of errors start generating latest.log
  2. So far it has not kicked anyone yet after I switched to port forwarding, so I am hoping that is that the problem was. Although... I dont really understand the correlation between those two things and how an issue like that can arise.
  3. Ok so I got the port forwarding to work properly, but is this going to fix the problem of my server kicking people for no reason?
  4. I actually did not try restarting the router but I guess that is something I can try
  5. Last time I did that, I followed the instructions and it didn't work. Thats why I chose to take down the entire firewall in the first place
  6. ok i put it back up, but now i need to know how to port forward correctly
  7. Actually I forgot to mention this, but I did have a few modded servers that didnt have this kicking problem. This specific server of mine and all my vanilla servers had this problem
  8. yeah I tried doing that but it wasnt working, so I just set it to allow all through
  9. I am not using hamachi. Instead of port-forwarding, I took down the firewall for my computer, and I do not have an antivirus on this computer other than windows defender, which I set to allow java on
  10. This haappens to anyone in the server except when connecting through localhost. All mods run through forge. I am running the server on my own desktop with forge-1.12.2-14.23.4.2756-universal.jar using a run.bat - java -Xms1024M -Xmx8192M -jar forge-1.12.2-14.23.4.2756-universal.jar nogui pause
  11. no they dont get kicked when they rejoin but the server doesnt even register the fact they they got kicked until they rejoin Or it might be more accurate to say that it does not register it for at least a few seconds, but by the time it would have recognized the fact on it own, the player has had enough time to rejoin and then it definitely has to recognize it.
  12. Well what actually happens is that the user gets kicked but the player is still in-game. I don't know why it does that, but the server doesnt actually register it until the player rejoins, where then 2 consecutive messages pop up in the chat player has quit player has joined
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