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Modded game crashing

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I have tried to make a modpack with around 260 mods. I have downloaded neruina, and I think these crashes are due to ticking entities. Is there a way to find out which mods the entities are from so I can remove the mods? Here is the crash mclogs report - https://mclo.gs/BMPZkKa

Here is the latest log - https://mclo.gs/xddnXRP

Edited by Wator

  • Author

Thanks, I have removed radium(fork of lithium), loaded a singleplayer world and crashed. Here are the logs - https://mclo.gs/5wQ4TIb

(Someone said it was most likely alexs caves, but I just want to double check, since I wasn't planning on removing that mod).

  • Author

I forgot to mention, but when I removed radium(lithium), i also removed quark and ftbchunks as they were flagged as well. After testing a bit more, I found out quark was responsible for the ticking armour stands. (I have not tested radium alone yet but will soon). If i went to the forge-server.toml and set removeerroring entities to true, would that fix the ticking armour stands from quark? (I will test alexs caves soon)


Here is the latest logs when I tested quark + ftb chunks together, if you could double check that quark is the issue. - https://mclo.gs/izYWJgt (I doubt that the ticking is happening because of the 2 mods together interacting, so I am assuming its quark thats the issue.)

Edited by Wator

  • Author

Thats weird, I just did a bit of testing and these were my results. (Used neruina fto check for ticking)

(Other mods mean all the other mods that I think aren't causing an issue),

Other mods + added ftb chunks -> no error

Other mods + FTBchunks + quark -> armour stand entity ticking crash

Other mods + Alexs caves alone -> no crash

Other mods + Alex caves + T.O Iron's spells addon -> causes entity ticking <--- could be more than entity ticking

If quark has no issue in the latest logs then uhhh im not too sure. (I'll probably just play with neruina removing all the ticking entities), but thanks for your help.

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