warjort
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Everything posted by warjort
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Complex server, always boots vanilla.
warjort replied to SkidzyPlayz's topic in Support & Bug Reports
That's a long post with very little useful information. Posting videos of what other people have done is no replacement for explaining what you actually did. Those other people got it to work, you did not. So you did something different. Images and videos are usually worthless anyway compared with showing logs and the output from commands. Installing the server is explained in the FAQ at the top of the forum. Explain how what you did deviates from that and/or what errors you get when trying to follow it. NOTE: If you don't have access to XWindows or similar to run the GUI of the installer, you can from the command line run: java -jar forge-xxx-installer.jar --installServer in the folder where you want the server. -
https://forums.minecraftforge.net/topic/125767-someone-knows-what-to-fix-this-problem-occurs-when-trying-to-create-server-with-installer/#comment-542160
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I have responded to this question at least twice before now. Why do you keep starting new threads without adding new information? This is the third and final time I will respond. Summary of previous posts: * The logs you keep posting don't show which mod is causing the problem. * You never post the debug.log for the client so it contains little useful information * In one of your previous posts the client had a broken config file - you seem to have fixed that? * Your problem is broken networking in one of the mods Solution: If the logs don't show which mod is causing it, the only way you will find the problem mod is to experiment with removing mods until the problem goes away. Backup your world before removing mods. If you attempt to start yet another thread that does not provide new information, I personally will just ignore it.
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DawnCraft keeps crashing when I try to load up my world
warjort replied to phat322's topic in Support & Bug Reports
It could be one of the mods underlined above. But more likely it is one of your mods not using the "PoseStack" correctly. The only way to find the mod causing that kind of error is to experiment with removing mods until the problem goes away. Backup your world before removing mods. -
regName (or registrationName) sounds like the old forge name for what Mojang call ResourceLocation?
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One of your mods is taking too much time on the server thread. That's usually because it is "looping" or stuck in a deadlock. Normally I would expect to see that error give the stacktrace showing what is happening on the server thread. Your log does not for some reason? Usually the only way you can find the problem mod (if the stacktrace does not give a clue) is by experimenting with removing mods until the problem goes away. Backup your world before removing mods. The things I can see in the log that might give a clue are: upgradedmobs is trying to create some commands with broken syntax which suggests some incompatibilty with the version you are using? Something has broken world generation (jigsaw blocks): It does not say which mod causes that, but this is a possible cause of your problem. Broken worldgen can lead to deadlocks (freezes) in the chunk loading when the error is not handled properly.
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1.19.2 Minecraft crash during starting
warjort replied to Teambob35's topic in Support & Bug Reports
https://forums.minecraftforge.net/topic/125760-modded-minecraft-119-crash-with-the-use-of-curseforge-launcher/#comment-542140 -
Modded Minecraft 1.19+ Crash with the use of Curseforge Launcher
warjort replied to Cram9io's topic in Support & Bug Reports
Read the FAQ at the top of the forum. In particular the part about updating broken graphics drivers. Or this: https://community.amd.com/t5/graphics/windows-update-is-overwriting-the-amd-driver-and-installing-an/m-p/515375/highlight/true If none of that works, then you need to contact AMD or your computer manufacturer/supplier to get help fixing the problem. Or try a forum that specialises in graphics driver problems. Also, please don't post logs in the forums, use a file upload site. -
That client log is not the debug.log It's difficult to see what is going on with so little information. The only things that look like errors are; It does not say which command, but it is probably related to that "survived days" thing? Some issue with not recognising a network packet for voice chat? A broken config file. But none of these are marked as hard errors.
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Read the FAQ and my footer.
- 7 replies
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- didnt read faq
- optifine
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(and 1 more)
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Check you have the latest version the contact the mod author.
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1.18.2 I can't get my friend server started
warjort replied to Galvez23's topic in Support & Bug Reports
As it says in the FAQ at the top of this forum. Use java 17 for Minecraft 1.18.2, you have java 20 which mixin does not support. -
1.20.1 Can´t Join Modded Server "Book" is Null
warjort replied to ZeroTronix's topic in Support & Bug Reports
That's a network error caused by one of your mods. The error message does not appear in either of the logs you posted. It could also be a broken custom recipe, e.g. in a datapack you have installed or some other configuration. You can try adding the following system property to your jvm properties. Which should show the full error message in the logs/debug.log I have no idea how to do that with the prism launcher but it should be in a similar place to where you specify the memory allocated to the game. Failing that. The only way to find this kind of problem mod is to remove mods until the issue goes away. Backup your world before removing mods. Your client log also contains this error: which may or may not be relevant? The server log says that essential mod is broken. That mod is a custom networking layer for minecraft. It might be breaking things even when you are not actually using it? If you are using it, then you need to ask them for support. We cannot support that mod. It is closed source and as I said, completely changes how the networking works. -
Your question is pretty much unanswerable. You don't show all the relevant code and don't even post the full error message. Don't post code incomplete snippets in the forum. Put a minimal project on github that reproduces your problem that we can look at and run for ourselves. Or just your full project with instructutions on how to reproduce the issue and a pointer to relevant code. Guess (I shouldn't have to guess): This error looks like you caching something in a static field that has now become invalid. Or otherwise reusing an object that is no longer valid. Don't put stuff in static fields unless it is effectively immutable. Doing so will at best give you weird bugs. At worst it will cause memory leaks and data corruption.
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1.18.2 Why are my logs getting spammed with this message?
warjort replied to T L's topic in General Discussion
Looks like some debug code a mod developer accidently left in the real code. My guess is it is whichever mod adds the banana item? Since the others in that list are vanilla items. -
There are many different ways vanilla does this: * Besides the Door and Bed you mentioned, there is the DoublePlant or you can look at how Fences work - there are likely others. * BlockPattern is used by the CarvedPumpkinBlock to detect entity spawning from completed block patterns, e.g. golems - it removes all the blocks used to spawn the entity. * The NetherPortalBlock uses a PortalInfo to detect if a portal is formed and still complete. * BeaconBlockEntity does a check periodically in its tick(). What most of these have in common is they run a check in updateShape() when a neighbour notifies them about changes or onPlace() for the block itself. This only works if you can add processing to all the blocks in the structure. Otherwise you have to do like the beacon block does and scan to see if the structure is (still) complete periodically. There are many mods that have multiblock structures you can look at for other approaches. e.g. Here is Immersive Engineering using minecraft's structure blocks: https://github.com/BluSunrize/ImmersiveEngineering/blob/1.19.2/src/main/java/blusunrize/immersiveengineering/common/blocks/multiblocks/IETemplateMultiblock.java https://github.com/BluSunrize/ImmersiveEngineering/tree/1.19.2/src/main/resources/data/immersiveengineering/structures/multiblocks
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Broken mod, trying to load client classes on the server.
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Read the FAQ at the top of this forum, particularly the part about fixing broken graphics drivers.
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This cannot possibly work. You are asking for objects with RegistryObject.get() that won't be registered yet. The code in that static initaliser is run during mod construction. https://forge.gemwire.uk/wiki/Stages_of_Modloading You should initialise that map during the FMLCommonSetupEvent which is after all the objects have been registered. Since you are not using a concurrent map, you should use enqueueWork() to run the setup on the main thread. See that link. Why not use PlayerTickEvent instead of iterating over all the players yourself? And i would throttle the checks so you are not doing it every tick e.g. if (player.tickCount % 100 == 0) { // Do stuff every 100 ticks }