Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Removed an item. World refuses to load.


Recommended Posts

So I removed an item from my mod because it was just pretty pointless and when I tried loading a world I had made before removing it, instead of just erasing any trace of the item like every single time I've done something similar before 1.7, it refuses to load the world.

All I get is this crash report:

 

---- Minecraft Crash Report ----

// Don't be sad, have a hug! <3

 

Time: 5/21/14 12:15 PM

Description: Exception in server tick loop

 

cpw.mods.fml.common.registry.GameRegistryException: Failed to load the world - there are fatal block and item id issues

at cpw.mods.fml.common.FMLContainer.readData(FMLContainer.java:193)

at cpw.mods.fml.common.FMLCommonHandler.handleWorldDataLoad(FMLCommonHandler.java:386)

at net.minecraft.world.storage.SaveHandler.func_75757_d(SaveHandler.java:142)

at net.minecraft.server.MinecraftServer.func_71247_a(MinecraftServer.java:344)

at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:292)

at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:622)

at java.lang.Thread.run(Unknown Source)

 

 

A detailed walkthrough of the error, its code path and all known details is as follows:

---------------------------------------------------------------------------------------

 

-- System Details --

Details:

Minecraft Version: 1.7.2

Operating System: Windows 8 (amd64) version 6.2

Java Version: 1.7.0_51, Oracle Corporation

Java VM Version: Java HotSpot 64-Bit Server VM (mixed mode), Oracle Corporation

Memory: 700030024 bytes (667 MB) / 915406848 bytes (873 MB) up to 955252736 bytes (911 MB)

JVM Flags: 2 total; -Xmx1024M -Xms1024M

AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used

IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0

FML: MCP v9.01-pre FML v7.2.116.36 Minecraft Forge 10.12.0.1047 17 mods loaded, 17 mods active

mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

FML{7.2.116.36} [Forge Mod Loader] (mcpc-plus-1.7.2-R0.4-forge1047-B53.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

Forge{10.12.0.1047} [Minecraft Forge] (mcpc-plus-1.7.2-R0.4-forge1047-B53.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

grim3212core{V0.1 - 1.7.2} [Grim3212 Core] (Grim3212 Core-V0.1 - 1.7.2.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

grim3212backpacks{V0.1 - 1.7.2} [Grim3212 Backpacks] (Backpacks-V0.1 - 1.7.2.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

BiblioCraft{1.6.3} [biblioCraft] (BiblioCraft[1.6.3][MC1.7.2].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

customnpcs{1.7.2-2} [CustomNpcs] (CustomNPCs-1.7.2-test.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

ForgeMultipart{G1.0.1-mc1.7.2} [Forge Multipart] (ForgeMultipart-G1.0.1-mc1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

McMultipart{G1.0.1-mc1.7.2} [Minecraft Multipart Plugin] (ForgeMultipart-G1.0.1-mc1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

pixelmoncore{0.1 MC1.7.2} [pixelmoncore] (PixelmonCore-1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

ProjRed|Core{G1.0.1-mc1.7.2} [ProjectRed] (ProjectRed-G1.0.2-mc1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

ProjRed|Exploration{G1.0.1-mc1.7.2} [ProjectRed-Exploration] (ProjectRed-G1.0.2-mc1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

ProjRed|Illumination{G1.0.1-mc1.7.2} [ProjectRed-Illumination] (ProjectRed-G1.0.2-mc1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

ProjRed|Integration{G1.0.1-mc1.7.2} [ProjectRed-Integration] (ProjectRed-G1.0.2-mc1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

ProjRed|Transmission{G1.0.1-mc1.7.2} [ProjectRed-Transmission] (ProjectRed-G1.0.2-mc1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

TwilightForest{2.0.3} [The Twilight Forest] (twilightforest-1.7.2-2.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

ForgeMicroblock{G1.0.1-mc1.7.2} [Forge Microblocks] (ForgeMultipart-G1.0.1-mc1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available

Profiler Position: N/A (disabled)

Player Count: 0 / 20; []

Is Modded: Definitely; Server brand changed to 'mcpc,craftbukkit,fml,forge'

Type: Dedicated Server (map_server.txt)

 

 

Anyone know what's going on or how to fix it?

Link to post
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.

Guest
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.



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • hm... when I had a similar issue the discord pointed me towards using baked models. but multiparts does seem way simpler, and with datagen I could even do it proceduraly
    • You don't need a custom baked model for this. Look at the composter model for an example.
    • whenever you find a solution by yourself, you can leave the original question, but add a comment mentioning that you fixed it, and how. so that if anyone comes accross the same problem, they can find your solution and try it without needing to make a new topic. also, I don't see how intellij syncing with github has anything to do with forge
    • you need to create a new class which implements IBakedModel, overwrite getQuads (the one which takes an IModelData) an make it return the quads for your model, the IModelData shouls contain the info on the list and you set the info on the IModelData by overwriting getModelData in your tile entity. you need to sync the data from, the Server tile entity, to the client, which you can do by overwriting getUpdatePacket (Server sends updated data to the client), and onDataPacket  (Client handles an update packet received). then, whenever that data changes you can call World#notifyUpdate, and whenever the client receives an update (so in the end of onDataPacket) you call requestModelUpdate().   for the BakedModel, what I do is: I pass in an existing IBakedModel (that works as a base that I can add quads to) to the constructor, and store it in a field. then I can call IBakedModel#getQuads on the base model, which gives a list of BakedQuads, and add any new quads to it. and you can create your quads by using FaceBakey#bakeQuad, it takes the start and end positions of the quad (in block space, so 0 -> 16), an instance of a BlockPartFace, the sprite you want to use, which you can get from an AtlasTexture, the Direction of that quad, a transform (I just use SimpleModelTransform.IDENTITY), a rotation, which you can just pass null, a boolean that tells wether that face should be shaded or not, and then a throwaway ResourceLocation. and you can decide on all those properties, and on what faces to add, given the IModelData   EDIT: oh, and to register it you can do so through the modelRegistry in the ModelBakeEvent (this event is client-side only (I think)) if you need some examples, I used this repo to learn how to use BakedModels: https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe04_block_dynamic_block_models
    • Your code works well, I should have used the yaw player instead of taking yaw from my projectile. Thank you again
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.