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Posted

Hi! I apologize for posting two threads back to back, but this is a separate problem that was referenced in my other thread.
Whenever I enter an ender portal in the custom modpack I'm playing, the game crashes. Usually, it gives me the response 'Description: Exception generating new chunk'
I attempted to open a world in which I was already in the end, to which it gave me the crash 'Description: Exception ticking world'

I've attached the most recent crash report below.
Now, I will say that the crash report points out several mods in the notes, but I've tested out removing all of them and they don't solve the issue.
Specifically, removing Supplementaries and Nostalgia Tweaks does nothing to address the issue
The blueprint library mod specifically gets zeroed out, but it is required for some of the major mods in my modpack.
Perhaps, then, I will have to just swallow my pride and avoid the end dimension for this modpack
But I was wondering if anyone had any tips
Thank you :)

Recent Crash Report

Edited by Dork-A-Doodle

  • Dork-A-Doodle changed the title to 1.20.1 Client crashing when joining the ender portal

Hey man, I looked at your crash log, and I gotta' say: I'm not exactly sure wth is goin' on here either. But I believe I can offer some advice to you to hopefully help you better pinpoint the issue here. Now, I checked the crash file and you have a TON of mods. When making a mod pack, adding a lot of mods together can cause some issues, as their transformer functions can interfere with each other often. Because of this, you might have choices of mods that you can try to remove instead of just one singular mod being the culprit. You just need to make sure that the mods that aren't exactly compatible with each other are removed. Since you have many mods installed, you should try first backing up your world. Then, create a copy of the back up and remove a large chunk of the mods from your mod folder. Then, load your copy of the back up. If there are no errors, then you know one or both, maybe even all, of the problematic mods is in the chunk you selected. If not, then it's the other way around. Try and use this kind of logic to rapidly hone in on the problematic mod, constantly creating a new copy of your world from the back up each time and loading it from there. Let me know if this is feasible for you. If not, I can try'n brain storm another solution for ya'.

Hope this helps man!

  • Author

I see I see
It's wild to know my crash log is genuinely confusing, but your comment definitely is helpful in guiding me to a possible solution
Thank you for taking the time to look through it, I appreciate your time!

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