Jump to content

Strange Crash Due to Error From Missing Class: net.minecraft.client.gui.screens.LoadingOverlay (Minecraft, Forge, 1.20.1)


Recommended Posts

Posted

I have been trying to solve a consistent crashing issue on my brother's computer where it will crash during the "Scanning Mod Candidates" phase of the loading process that starts when you click the play button on the Minecraft launcher.

The issue seems to stem from a missing library that it mentions in the log file I provide below. I might I'm missing the bigger issue here for a smaller one but hopefully someone can find what I'm missing.

Here's all of the stuff that I've been able to figure out so far:

1. It has nothing to do with mods, the crash happened with a real modpack, and even when I made a custom modpack and launched it without putting ANY mods into it (That is where the log file comes from by the way).

2. I have tried to find this class like a file in the Minecraft folders, but I've had no luck finding it (I don't think it works like that, but since I really don't understand how it works, I just figured I'd try).

3. I haven't seen anyone else have this issue before.

4. I know that my modpack (with mods) does work since I've run it on my computer, and it works fantastic. For some reason my brother's computer can't seem to run anything through curseforge.

5. This is for Minecraft version 1.20.1, Minecraft launcher version 3.4.50-2.1.3, forge 47.3.0, and curseforge app version 1.256.0.21056

6. My brother is using a Dell laptop from 6 years ago running Windows 10 (If you think more info on this would help, please ask as I do have it. I'm just choosing not to put it here for now).

7. I have reinstalled the curseforge app and installed Minecraft version 1.20.1. I have not reinstalled Minecraft or forge 47.3.0 but I didn't know if that would help.

8. I had an error code of 1

Please let me know if there is anything else that I am missing that you would like me to add to this post/add in a comment!

Lastly, many thanks in advance to whoever can help!

------------- LOG FILE (latest.log) -------------

(from /Users/<NAME OF USER>/cursforge/minecraft/Instances/<THE NAME OF MY EMPTY MODPACK>/logs/latest.log)

(This was made after running an empty modpack with same versions for all apps)

("[REDACTED]" is not the actual text from the log, it is me replacing text I figured wouldn't be necessary for fixing and would hurt my privacy)

https://pastebin.com/hxXvGGEK

------------- DEBUG.LOG (I realized that I should have put this here first after I had done all of the work on putting latest.log in) --------------------

(again, "[REDACTED]" is not the actual text from the log, it is me replacing text I figured wouldn't be necessary for fixing and would hurt my privacy)

https://pastebin.com/Fmh8GHYs

  • Benjaggo changed the title to Strange Crash Due to Error From Missing Class: net.minecraft.client.gui.screens.LoadingOverlay (Minecraft, Forge, 1.20.1)
Posted
18 hours ago, TileEntity said:

But does this name contain special characters or spaces?

 

No, every one of the [REDACTED]'s represent a single word, like a name, or a user ID. For special characters, none of the [REDACTED]'s had any special characters in them. So, in reality, they were all a single entity (string of regular characters, or numbers). Some examples: "1234567abcdefg" or "aNameOfaPerson52".

Posted (edited)
16 hours ago, TileEntity said:

Same issue with another Launcher like MultiMC or AT Launcher?

I haven't tried any other launcher.

I think I'll go and try MultiMC, and if the same error happens, we'll know that the problem doesn't stem from the launcher.

I'll reply here after I try that!

Edited by Benjaggo
Posted
On 11/25/2024 at 11:21 PM, TileEntity said:

Same issue with another Launcher like MultiMC or AT Launcher?

It works! I just had to use MultiMC and it launches great. Not sure what happened with the curse forge launcher...

  • Like 1

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

    • logs too big for one pastebin https://pastebin.com/ZjUGHu3u  https://pastebin.com/RqCUZf3X  https://pastebin.com/6ZPS99nD
    • You probably used jd-gui to open it, didn't you? Nothing wrong with that, I also made that mistake, except that Notch was a smart guy and he obfuscated the code. That's why you only see files called "a", "b", "c" and then a file that combines them all. As I said, use RetroMCP to deobfuscate the code so that you will 100% understand it and be able to navigate it.
    • Decompiling minecraft indev, infdev, alpha, beta or whichever legacy version is really easy. I'm not a plug, I just also got interested in modding legacy versions (Infdev to be specific). Use https://github.com/MCPHackers/RetroMCP-Java Once you install their client and the Zulu Architecture that they say they recommend (or use your own Java). I encountered some problems, so I run it with: "java -jar RetroMCP-Java-CLI.jar". You should run it in a seperate folder (not in downloads), otherwise the files and folders will go all over the place. How to use RetroMCP: Type setup (every time you want change version), copy-paste the version number from their list (they support indev), write "decompile" and done! The code will now be deobfuscated and filenames will be normal, instead of "a", "b" and "c"! Hope I helped you, but I don't expect you to reply, as this discussion is 9 years old! What a piece of history!  
    • I know that this may be a basic question, but I am very new to modding. I am trying to have it so that I can create modified Vanilla loot tables that use a custom enchantment as a condition (i.e. enchantment present = item). However, I am having trouble trying to implement this; the LootItemRandomChanceWithEnchantedBonusCondition constructor needs a Holder<Enchantment> and I am unable to use the getOrThrow() method on the custom enchantment declared in my mod's enchantments class. Here is what I have so far in the GLM:   protected void start(HolderLookup.Provider registries) { HolderLookup.RegistryLookup<Enchantment> registrylookup = registries.lookupOrThrow(Registries.ENCHANTMENT); LootItemRandomChanceWithEnchantedBonusCondition lootItemRandomChanceWithEnchantedBonusCondition = new LootItemRandomChanceWithEnchantedBonusCondition(0.0f, LevelBasedValue.perLevel(0.07f), registrylookup.getOrThrow(*enchantment here*)); this.add("nebu_from_deepslate", new AddItemModifier(new LootItemCondition[]{ LootItemBlockStatePropertyCondition.hasBlockStateProperties(Blocks.DEEPSLATE).build(), LootItemRandomChanceCondition.randomChance(0.25f).build(), lootItemRandomChanceWithEnchantedBonusCondition }, OrichalcumItems.NEBU.get())); }   Inserting Enchantments.[vanilla enchantment here] actually works but trying to declare an enchantment from my custom enchantments class as [mod enchantment class].[custom enchantment] does not work even though they are both a ResourceKey and are registered in Registries.ENCHANTMENT. Basically, how would I go about making it so that a custom enchantment declared as a ResourceKey<Enchantment> of value ResourceKey.create(Registries.ENCHANTMENT, ResourceLocation.fromNamespaceAndPath([modid], [name])), declared in a seperate enchantments class, can be used in the LootItemRandomChanceWithEnchantedBonusCondition constructor as a Holder? I can't use getOrThrow() because there is no level or block entity/entity in the start() method and it is running as datagen. It's driving me nuts.
  • Topics

×
×
  • Create New...

Important Information

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