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LexManos

Forge Code God
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Everything posted by LexManos

  1. Nope, your log doesnt say as its not the full log.
  2. THe rules are scary? No, the rule is post your damn log file. We don't care about your life story or anything not related to the issue. We just want all the information related to the issue. It's sad how many people don't post that information and we have to hound them for it. Anyways it was caused by iChun not looking at all the places his PR effected. Fixed in the next build.
  3. Something in your workspace is fubared, it thinks org.objectweb.asm.ClassVisitor is a interface when it is not. Look into what version of that class/the asm library you have on your classpath.
  4. There is nothing stopping you from using a NBT editor on your world and freeing the IDs yourself. One idea that would be nice is someone creating a world ID management tool that actually takes advantage of Forge's ID table. It's just not very user friendly right now.
  5. Think of it this way... Game Starts World META Loaded Old IDs 'freed' and new ids assigned in those slots. Then SOME world chunks start the load, this is the part that uses the IDs. The problem is the SOME part. We do not load the ENTIRE world and force everything to free the ids. So you have old chunks that still have references to the 'unused' ids. If those IDs are reassigned then the chunk doesn't know and just loads them like normal. Think of it this way. You're running around and there comes a mod that adds a nice cool volcano to world gen. Fly around see a bunch of volcanoes and decide you don't want that mod anymore. So you remove it, and add a new mod that adds a new type of log. If that volcano block ID is freed, the log would instantly take it. You load the world up and go back to where you saw those volcanos. Those volcanoes are now made out of logs! When it comes to the chunks themselves, ALL they know is the integer ID numbers. They don't care that the old ID #32 was basalt, but the new #32 is logs. It just knows that it has #32 and loads it. Now that doesn't seem like a big deal, but what happens when blocks rely on tile enties and IDs switch around. Suddently the world is crashing because the block THINKs it has a TE there but doesn't. Or if things get shuffled and you get those 'TileEntityChest cant be cast to TileEntityKite' type errors.
  6. You can manually edit the id values in the level.dat But its breaknig shit. And as stated ids are not freed because they still exist in the world. Without converting the ENTIRE world and support EVERY TE we can't force remove all the old items/blocks. Now what happens if you delete a mod and then re-add it later. Rather then have corrupted items in your world it automatically re-maps them and your world loads fine. I'll look into it more later. Fuck worst you can do is delete the ID map in level.dat and HOPE it works. If that fixes it for you then fine, but SOMETHING other then Forge has caused your world to corrupt, There should be no possible way for a BLOCK to get a ID over 4,000 in a Forge controlled environment.
  7. If you loaded from 1.7.2+ things should all work just fine as long as mods handle their names correctly. Your world is downloading now so I can try and take a look. However, something in your blocks is setting the ID to 11,000 which is not possible for Forge to do as the max ID is 4096.
  8. You have a mod installed for the wrong version of Minecraft.
  9. The error is obvious, read the first exception line from your log .....
  10. Let me explain this. IDs are NOT freed when you remove a mod from a world. They are preserved for when you re-add the mod. Somehow your world is setting a block to 11,000 The max block ID is is 4096. You have a lot of ID mismatches in your world. You may need to find a way to manually fix the world, it looks like it's fubared. How long has this world existed? Are you trying to update from 1.6.4->1.7.10 directly? You should go through 1.7.2 first.
  11. Negative seeds work just fine. You just need to make sure that it's a valid number that you enter.
  12. Logs files, and if you have optfine installed remove it. Also make sure you downloaded all the mods from the original sources.
  13. Yes it does, as the error stated, the auth servers were down, try again later.
  14. Extra Utilities is broken. Talk to the author.
  15. provide logs The mod packs {both before and after the issue} And your world. FML blocks certain IDs when loading the world to prevent crashes. You may need to go in and manually kill things if you try to do to many changes at once. Last person I looked at that had similar issue was using a broken mod that was registering the items in a stupid way and changing the registration every update. So provide me what I request and I might be able to debug.
  16. Post logs just tried doing everything you've stated and it works just fine on the latest build.
  17. Hahanh considering we don't do any advertising for support anywhere especially not version related. 'False advertising' is hilarious. Also welcome to the way the world of software works. If you use old versions you don't get support. Go ask Microsoft to support Windows XP. Have fun!
  18. [14:29:28] [server thread/INFO]: Starting integrated minecraft server version 1.8.1 Downloaded forge-1.8-11.14.0.1299-installer.jar, "You need to run the version 1.8 manually at least once". Think about it....
  19. Install the forge server, and run the forge jar not the server jar.
  20. Deciphering your wall of text. You can't start the game. That's great, follow directions and post your log. And maybe we could help you.
  21. 1.6.4 is not support on this site. Update. Beyond that we have a EAQ for a reason.
  22. Looking at the names that are listed there they all seem to have a random number attached to the end. Combined with the fact that they are all "Potion of " tells me that the mod author has screwed up his item registration entirely. He needs to go back and fix his item registration, nothing we can do on our end, the mod is broken.
  23. 1.6.4 is not supported on this site anymore, it's way out of date, update.

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