Jump to content

Custom Modpack Crashing on Launch (Logs)


Recommended Posts

Posted (edited)

Hey, so I made a modpack for my girlfriend and I and it's been crashing on launch repeatedly. I have some experience with debugging modpacks but not enough to figure out what's happening. I have both my logs in pastebins below. I'm sure it's just mod incompatibilities but it isn't really giving me enough info to figure out what the problematic mod is. Some mods are not fully up to date, however curseforge automatically installed the older versions, and when I had tried updating them prior I was having the same issue. This is all on 1.20.1.

In the spoiler I wrote list of most of the mods but not all of them, if anyone recognizes an incompatibility just by looking. Many are pretty popular.
 

Spoiler

- Alex's Mobs
- Create
- Xaeros
- EasyNPC 
- First Person Model
- Skin Layers
- Ars Nouveau
- Iron Spells
- Supplementaries 
- Ecologics
- JEI
- Mouse Tweaks
- Immersive Paintings
- Immersive Melodies
- Fantasys Dice
- Days in the Middle Ages
- Fantasys Furniture
- Campfire Resting
- Cuffed
- Astikor Carts Redux
- Lucky's Blocky Siege 
- Eureka Ships
- Valkyrien Skies
- Small Ships
- Essential 
- AmbientSounds5 
- Sign Tools
- Untamed Wilds
- Farmers Delight
- Untamed Wilds
- Untamed Delight
- Alexs Delight
- Orcz
- YDMs weapon master 
- Decorative Blocks
- Callable Horses 
- Kobolds 
- Not enough animations
- animal feeding trough
- eating animation
- better animations
- Immersive Aircraft
- Backpacked
- Sophisticated Backpacks

My latest.log

https://pastebin.com/iZV02045

My debug.log

https://pastebin.com/WbSRMSiq
 

Edited by argentr
Link to comment
Share on other sites

1 hour ago, TileEntity said:

Also make a test without the mod gml (GroovyModLoader)

After I removed it the debug showed me an error that cleared it up, it was canary doing it, a performance mod that it makes sense to have been conflicting. Thank you!

  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Try deliting feur builder  It caused this issue in my modpack
    • I am not using hardcoded recipes, I'm using Vanilla's already existing code for leather armor dying. (via extending and implementing DyeableArmorItem / DyeableLeatherItem respectively) I have actually figured out that it's something to do with registering item colors to the ItemColors instance, but I'm trying to figure out where exactly in my mod's code I would be placing a call to the required event handler. Unfortunately the tutorial is criminally undescriptive. The most I've found is that it has to be done during client initialization. I'm currently trying to do the necessary setup via hijacking the item registry since trying to modify the item classes directly (via using SubscribeEvent in the item's constructor didn't work. Class so far: // mrrp mrow - mcmod item painter v1.0 - catzrule ch package catzadvitems.init; import net.minecraft.client.color.item.ItemColors; import net.minecraft.world.item.Item; import net.minecraftforge.registries.ObjectHolder; import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.client.event.ColorHandlerEvent; import catzadvitems.item.DyeableWoolArmorItem; @Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD) public class Painter { @ObjectHolder("cai:dyeable_wool_chestplate") public static final Item W_CHEST = null; @ObjectHolder("cai:dyeable_wool_leggings") public static final Item W_LEGS = null; @ObjectHolder("cai:dyeable_wool_boots") public static final Item W_SOCKS = null; public Painter() { // left blank, idk if forge throws a fit if constructors are missing, not taking the chance of it happening. } @SubscribeEvent public static void init(FMLClientSetupEvent event) { new Painter(); } @Mod.EventBusSubscriber private static class ForgeBusEvents { @SubscribeEvent public static void registerItemColors(ColorHandlerEvent.Item event) { ItemColors col = event.getItemColors(); col.register(DyeableUnderArmorItem::getItemDyedColor, W_CHEST, W_LEGS, W_SOCKS); //placeholder for other dye-able items here later.. } } } (for those wondering, i couldn't think of a creative wool helmet name)
    • nvm found out it was because i had create h and not f
    • Maybe there's something happening in the 'leather armor + dye' recipe itself that would be updating the held item texture?
    • @SubscribeEvent public static void onRenderPlayer(RenderPlayerEvent.Pre e) { e.setCanceled(true); model.renderToBuffer(e.getPoseStack(), pBuffer, e.getPackedLight(), 0f, 0f, 0f, 0f, 0f); //ToaPlayerRenderer.render(); } Since getting the render method from a separate class is proving to be bit of a brick wall for me (but seems to be the solution in older versions of minecraft/forge) I've decided to try and pursue using the renderToBuffer method directly from the model itself. I've tried this route before but can't figure out what variables to feed it for the vertexConsumer and still can't seem to figure it out; if this is even a path to pursue.  The vanilla model files do not include any form of render methods, and seem to be fully constructed from their layer definitions? Their renderer files seem to take their layers which are used by the render method in the vanilla MobRenderer class. But for modded entities we @Override this function and don't have to feed the method variables because of that? I assume that the render method in the extended renderer takes the layer definitions from the renderer classes which take those from the model files. Or maybe instead of trying to use a render method I should be calling the super from the renderer like   new ToaPlayerRenderer(context, false); Except I'm not sure what I would provide for context? There's a context method in the vanilla EntityRendererProvider class which doesn't look especially helpful. I've been trying something like <e.getEntity(), model<e.getEntity()>> since that generally seems to be what is provided to the renderers for context, but I don't know if it's THE context I'm looking for? Especially since the method being called doesn't want to take this or variations of this.   In short; I feel like I'm super super close but I have to be missing something obvious? Maybe this insane inane ramble post will provide some insight into this puzzle?
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.