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The_Computerizer

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Everything posted by The_Computerizer

  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. The strange thing is I had this problem with my vanilla servers too
  12. that message is what they are kicked with
  13. 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.
  14. 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
  15. Ok I actually have had this problem a while, but whenever I host a server, it occasionally kicks people for no apparent reason. I look at the server logs, and here's what find: [11:18:36] [Server thread/INFO] [minecraft/NetHandlerPlayServer]: Progirl4200 lost connection: You logged in from another location [11:18:36] [Server thread/INFO] [minecraft/DedicatedServer]: Progirl4200 left the game [11:18:36] [Server thread/WARN] [minecraft/NetworkManager]: handleDisconnection() called twice It is not just this one user that gets kicked, and I doubt it's how I configure the server since it's happened on multiple servers I've hosted. They obviously are not logging in from from another location, which is why this error message is so confusing. I do not know if this is related but occasionally it also says: [11:18:24] [Server thread/WARN] [minecraft/MinecraftServer]: Can't keep up! Did the system time change, or is the server overloaded? Running 3321ms behind, skipping 66 tick(s) which also makes no sense because I have up to 8gb allocated for any server I host. Is this just a network issue or is there something I can do to fix this? The current server I am running is modded, but I have had this problem with vanilla servers too. Here is the entire log - but I'm really only concerned with the times Progirl4200 gets disconnected:
  16. Ok so deleting magic books worked and it was running fine... until I decided to install 30 more mods. So it says its an out of bounds error, but the initial crash told me it was a problem with Not Enough Items. I was thinking there was a compatibility issue between NEI and one of the 30 mods I downloaded, but the crash report includes mods which I know worked before. Maybe its an item ID conflict? Or is java.lang.ArrayIndexOutOfBoundsException saying the mods mods I have put too many items in game? crash-2018-08-21_17.31.29-client.txt Edit: The initialization process got to 5/7 before it crashed when loading Not Enough Items ISSUE FIXED: I deleted Erebus and it works fine now. I guess I was just overthinking it
  17. Just for future reference, where is magicbooks referenced in the crash report? I stared at it for hours and didnt see mention of a single mod relating to the error.
  18. Ok so instead of using modpacks, I usually like to throw 30-50 mods of my choosing into my mods folder. Then I run it, see which mods break it, delete some, update others, and eventually it loads up. However, this time, I loaded it up and it was able to preinitialize all the mods, but then it crashed and the crash report does not target a specific mod. All I can gather from it is that something is missing. crash-2018-08-19_12.31.56-client.txt Any help would be appreciated.
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