Posted March 29, 201510 yr so far i have been having a lot of trouble with my mod pack skipping an id sometimes corrupting the world for good. applied energistics had the problem(they fixed it) now having the problem with other mods on start up and eventually if it doesn't crash at the start it will eventually crash with the same report it may be the a mod's or my fault. But its happening a lot so maybe there's something in forge you can do to to make it happen less often forge version: forge-1.7.10-10.13.2.1343-1.7.10-universal.jar I used the atlauncher to add forge so the must use the forge installer to post mite void this post but here is the forge log gist wouldn't display it so now using dropbox well hopefully there is something you can do to make this kind of crash happen less often
March 29, 201510 yr There was no crash there, and nothing to do with skipping entity ids. You however do have a lot of stack traces in the log due to bad configurations of quite a few mods. So.. What are you talking about? I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
March 29, 201510 yr Author Time: 3/28/15 10:44 PM Description: Unexpected error java.lang.NullPointerException: Unexpected error at net.minecraft.client.network.NetHandlerPlayClient.func_147281_a(NetHandlerPlayClient.java:745) at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:97) at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:15) at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212) at net.minecraft.client.multiplayer.PlayerControllerMP.func_78765_e(PlayerControllerMP.java:273) at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1590) at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887) at net.minecraft.client.main.Main.main(SourceFile:148) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28) there is the part of the crash and the minecraft log always says something like skipping entity with id -30 when ever I get the crash the number is different from time to time all the entity ids from 1-226 are all used have over 160 mods in the pack and yes the configs are probaly a bit messy
March 30, 201510 yr Provide the actual log. And for this trace it issue is that one of the mods you have installed is registering its mob ids incorrectly. what are you configuring mob ids for? The mods no longer need to share the same ID space so there should not be any need to configure mob ids. I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
March 30, 201510 yr Author well just freshly crashed minecraft with the same report put the entire log folder and crash report folders in my drop box for you to look at if the log you need is not ther then my game is just not making it. the crash folder: https://www.dropbox.com/sh/dexa3nusmy4kgx0/AAB3Yxf-5PwUiP7Mt5SxkmH9a?dl=0 the log folder: https://www.dropbox.com/sh/czfd0sqo6jxa0oa/AAC0EyGkkGAytvpZsqL39oX1a?dl=0 if there is nothing in the links to help you then probably could just lock this topic. and for the entity ids 8 of the mods share with vanilla minecraft heres the entity list from nei intergrations https://www.dropbox.com/sh/0u670mu72sm7v1l/AADlQGgTBqVBgt6sTQzyBqRSa?dl=0
March 30, 201510 yr AnimalBikes, Nopes NPCs, ToMuchTNT, 'fyresmodjam', thermalfoundation, and Flan's mod are ALL registering entities incorrectly. Anything over the ID 128 will error.UNLESS they register their mobs correctly and use Forge's system. Using Forge's system every mod gets its own ID range and nothing conflicts. So, simple answer is you have to many 'bad' mods installed. Remove some or yell at the modder to update to the better system. I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
March 30, 201510 yr Author was any entity in the data dump from mods registers incorrectly? if so you need to make it clearer to mod makers about the better mob id system railcraft animalbikes Reika enderio flansmod headcrumbs peripheralsplusplus toomuchtnt fyresmodjam(this one is the you will die mod) thermalfoundation noppes.npcs because that's all the mods i found not using the good system already trying to talk to some the mod makers about the problem
March 30, 201510 yr I cant go and hold the hand of every mod maker there are PLENTY of tutorials on how to register entities as this system has been in place for over a year... https://github.com/MinecraftForge/FML/blob/master/src/main/java/net/minecraftforge/fml/common/registry/EntityRegistry.java#L146 Point them at that. I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
March 30, 201510 yr AnimalBikes and CustomNPCs are both mine and Im not going to switch as long as it makes existing entities dissapear. Is there a way to convert existing entities?
March 30, 201510 yr I own Headcrumbs and haven't switched for the same reason. I recognise that I should have used the forge system from the start, but there was no warning about not using the vanilla one so I used it
March 30, 201510 yr Entities are saved to world by registered name NOT by ID. So if you do it correctly entities will NOT 'disappear' We also have loading hooks you can use to translate things on chunk load. It's not difficult to do, just takes time. I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
March 31, 201510 yr Entities are saved to world by registered name NOT by ID. So if you do it correctly entities will NOT 'disappear' We also have loading hooks you can use to translate things on chunk load. It's not difficult to do, just takes time. Yea but they are disappearing when I register them by the same name.
March 31, 201510 yr Find the loading code and take a look. Logs should tell you if its a invalid entity with the whole "Skipping Entity with id <important information here>" Looking at the csv dumps, yes you guys will have to manually register a 'alias' in the stringToClass map as Dies said. I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
March 31, 201510 yr yes you guys will have to manually register a 'alias' in the stringToClass map as Dies said. That works, thanks for the info
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