Jump to content

Recommended Posts

Posted

Hey guys,

 

I've tried this on three different servers, ubuntu, MineOS(crux), and Windows.

 

I am running three mods, Railcraft, Industrial craft, and millenaire. I have tried each mod one at a time, and found that its not a conflict. Even weirder everything runs fine on windows.

 

Railcraft 6.3.0 requires 287+ and recommends 295. I have tried every build from 287 to 297, and every single one runs all three mods alone and together on windows, but when trying to run Railcraft on Linux I get the following error:

 

--snip--
[iNFO] [ForgeModLoader] Forge Mod Loader has identified 5 mods to load
2012-10-01 15:42:16 
[FINE] [ForgeModLoader] Received a system property request ''
2012-10-01 15:42:16 
[FINE] [ForgeModLoader] System property request managing the state of 0 mods
2012-10-01 15:42:16 
[FINE] [ForgeModLoader] After merging, found state information for 0 mods
2012-10-01 15:42:16 
[FINE] [ForgeModLoader] Activating mod FML
2012-10-01 15:42:16 
[FINE] [ForgeModLoader] Activating mod Forge
2012-10-01 15:42:16 
[FINE] [ForgeModLoader] Enabling mod Railcraft
2012-10-01 15:42:16 
[FINE] [ForgeModLoader] Activating mod Railcraft
2012-10-01 15:42:16 
[FINE] [ForgeModLoader] Enabling mod IC2
2012-10-01 15:42:16 
[FINE] [ForgeModLoader] Activating mod IC2
2012-10-01 15:42:16 
[FINE] [ForgeModLoader] Enabling mod Millenaire
2012-10-01 15:42:16 
[FINE] [ForgeModLoader] Activating mod Millenaire
2012-10-01 15:42:16 
[FINE] [ForgeModLoader] Verifying mod requirements are satisfied
2012-10-01 15:42:16 

[sEVERE] [ForgeModLoader] The mod Railcraft (Railcraft) requires mod versions [Forge@[4.1.4.287,)] to be available
2012-10-01 15:42:16 

[FINE] [ForgeModLoader] Mod sorting data:
2012-10-01 15:42:16 
[FINE] [ForgeModLoader] 	Railcraft(Railcraft:6.3.0.0): Railcraft_6.3.0.0.zip (required-after:Forge@[4.1.4.287,);after:BuildCraft|Core;after:Forestry;after:IC2)
2012-10-01 15:42:16 

[FINE] [ForgeModLoader] 	IC2(IndustrialCraft 2:1.106): industrialcraft-2_1.106.jar ()
2012-10-01 15:42:16 
[FINE] [ForgeModLoader] 	Millenaire(Mill??naire:3.1.6): millenaire3.1.6.zip ()
2012-10-01 15:42:16 
[iNFO] [sTDERR] cpw.mods.fml.common.MissingModsException
2012-10-01 15:42:16 

[iNFO] [sTDERR] 	at cpw.mods.fml.common.Loader.sortModList(Loader.java:222)
2012-10-01 15:42:16 
[iNFO] [sTDERR] 	at cpw.mods.fml.common.Loader.loadMods(Loader.java:440)
2012-10-01 15:42:16 
[iNFO] [sTDERR] 	at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:80)
2012-10-01 15:42:16 [iNFO] [sTDERR] 	at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:352)
2012-10-01 15:42:16 
[iNFO] [sTDERR] 	at ft.b(DedicatedServer.java:49)
2012-10-01 15:42:16 
[iNFO] [sTDERR] 	at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:415)
2012-10-01 15:42:16 

[iNFO] [sTDERR] 	at ep.run(SourceFile:539)
2012-10-01 15:42:16 
[iNFO] [sTDERR] 2012-10-01 15:42:16 
[sEVERE] Encountered an unexpected exception MissingModsException
cpw.mods.fml.common.MissingModsException
at cpw.mods.fml.common.Loader.sortModList(Loader.java:222)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:440)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:80)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:352)
at ft.b(DedicatedServer.java:49)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:415)
at ep.run(SourceFile:539)
2012-10-01 15:42:16 
[iNFO] [sTDERR] 2012-10-01 15:42:16 [sEVERE] This crash report has been saved to: /home/mc/servers/414/./crash-reports/crash-2012-10-01_15.42.16-server.txt

 

this leads me to believe it is somehow a problem with forge?

 

Any ideas would be great, :)

 

Update:

I just noticed this, I am using the same jar file for both, and I just did a clean install of mineos, why do the logs show different forge versions?

 

Windows:

2012-10-01 15:11:38 [iNFO] [ForgeModLoader] Forge Mod Loader version 3.1.30.390 for Minecraft client:1.3.2, server:1.3.2 loading

 

Linux:

2012-10-01 17:02:37 [iNFO] [ForgeModLoader] Forge Mod Loader version 3.0.196.366 for Minecraft client:1.3.2, server:1.3.2 loading

 

 

How is this possible? Its the same jar...

Posted

THIS

 

[sEVERE] [ForgeModLoader] The mod Railcraft (Railcraft) requires mod versions [Forge@[4.1.4.287,)] to be available

2012-10-01 15:42:16

 

 

And also you need to download newwest version of forage from jenkins.

 

You probily get cookie jars mixed up.

Posted
  On 10/1/2012 at 9:48 PM, julialy said:

THIS

 

[sEVERE] [ForgeModLoader] The mod Railcraft (Railcraft) requires mod versions [Forge@[4.1.4.287,)] to be available

2012-10-01 15:42:16

Really? Gee thanks, I didn't realize that's where the error was, that's not why I totally snipped everything above it, or the big SEVERE written beside it, next time I'll copy and paste the whole log so you can feel special having snooped it out from all the FINEST.

 

Maybe if you read the actual post you will see that I ran it with forge 287 through to 297, and had the same problem.

 

  Quote

And also you need to download newwest version of forage from jenkins.

Oh? like 297? Like it says in the post?

 

  Quote

You probily get cookie jars mixed up.

 

Yes I probably do, but how does that affect this?

 

If you actually read posts it tends to help you not look retarded by making a snarly response that has no relevance.

 

Anyhow, it seems there was a problem with my scripts on the linux side, and it was defaulting to a jar in another folder, I was missing a ../, not a cookie jar, thanks though.

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • The specific issue is that items in my inventory wont stack properly. For instance, if I punch a tree down to collect wood, the first block I collected goes to my hand. So when I punch the second block of wood to collect it, it drops, but instead of stacking with the piece of wood already in my hand, it goes to the second slot in my hotbar instead. Another example is that I'll get some dirt, and then when I'm placing it down later I'll accidentally place a block where I don't want it. When I harvest it again, it doesn't go back to the stack that it came from on my hotbar, where it should have gone, but rather into my inventory. That means that if my inventory is full, then the dirt wont be picked up even though there should be space available in the stack I'm holding. The forge version I'm using is 40.3.0, for java 1.18.2. I'll leave the mods I'm using here, and I'd appreciate it if anybody can point me in the right direction in regards to figuring out how to fix this. I forgot to mention that I think it only happens on my server but I'm not entirely sure. PLEASE HELP ME! LIST OF THE MODS. aaa_particles Adorn AdvancementPlaques AI-Improvements AkashicTome alexsdelight alexsmobs AmbientSounds amwplushies Animalistic another_furniture AppleSkin Aquaculture aquamirae architectury artifacts Atlas-Lib AutoLeveling AutoRegLib auudio balm betterfpsdist biggerstacks biomancy BiomesOPlenty blockui blueprint Bookshelf born_in_chaos Botania braincell BrassAmberBattleTowers brutalbosses camera CasinoCraft cfm (MrCrayfish’s Furniture Mod) chat_heads citadel cloth-config Clumps CMDCam CNB cobweb collective comforts convenientcurioscontainer cookingforblockheads coroutil CosmeticArmorReworked CozyHome CrabbersDelight crashexploitfixer crashutilities Create CreativeCore creeperoverhaul cristellib crittersandcompanions Croptopia CroptopiaAdditions CullLessLeaves curios curiouslanterns curiouslights Curses' Naturals CustomNPCs CyclopsCore dannys_expansion decocraft Decoration Mod DecorationDelightRefurbished Decorative Blocks Disenchanting DistantHorizons doubledoors DramaticDoors drippyloadingscreen durabilitytooltip dynamic-fps dynamiclights DynamicTrees DynamicTreesBOP DynamicTreesPlus Easy Dungeons EasyAnvils EasyMagic easy_npc eatinganimation ecologics effective_fg elevatorid embeddium emotecraft enchantlimiter EnchantmentDescriptions EnderMail engineersdecor entityculling entity_model_features entity_texture_features epicfight EvilCraft exlinefurniture expandability explosiveenhancement factory-blocks fairylights fancymenu FancyVideo FarmersDelight fast-ip-ping FastSuite ferritecore finsandtails FixMySpawnR Forge Middle Ages fossil FpsReducer2 furnish GamingDeco geckolib goblintraders goldenfood goodall H.e.b habitat harvest-with-ease hexerei hole_filler huge-structure-blocks HunterIllager iammusicplayer Iceberg illuminations immersive_paintings incubation infinitybuttons inventoryhud InventoryProfilesNext invocore ItemBorders itemzoom Jade jei (Just Enough Items) JetAndEliasArmors journeymap JRFTL justzoom kiwiboi Kobolds konkrete kotlinforforge lazydfu LegendaryTooltips libIPN lightspeed lmft lodestone LongNbtKiller LuckPerms Lucky77 MagmaMonsters malum ManyIdeasCore ManyIdeasDoors marbledsarsenal marg mcw-furniture mcw-lights mcw-paths mcw-stairs mcw-trapdoors mcw-windows meetyourfight melody memoryleakfix Mimic minecraft-comes-alive MineTraps minibosses MmmMmmMmmMmm MOAdecor (ART, BATH, COOKERY, GARDEN, HOLIDAYS, LIGHTS, SCIENCE) MobCatcher modonomicon mods_optimizer morehitboxes mowziesmobs MutantMonsters mysticalworld naturalist NaturesAura neapolitan NekosEnchantedBooks neoncraft2 nerb nifty NightConfigFixes nightlights nocube's_villagers_sell_animals NoSeeNoTick notenoughanimations obscure_api oculus oresabovediamonds otyacraftengine Paraglider Patchouli physics-mod Pillagers Gun PizzaCraft placeableitems Placebo player-animation-lib pneumaticcraft-repressurized polymorph PrettyPipes Prism projectbrazier Psychadelic-Chemistry PuzzlesLib realmrpg_imps_and_demons RecipesLibrary reeves-furniture RegionsUnexplored restrictedportals revive-me Scary_Mobs_And_Bosses selene shetiphiancore ShoulderSurfing smoothboot
    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
  • Topics

×
×
  • Create New...

Important Information

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