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Posted

As discussed here, and also over at MCF, certain combinations of mods can result in a crash when a mob with a higher entity type ID is spawned.  I managed to work around this by removing the cast to byte on line 55 of Packet24MobSpawn.java, which made me feel very, very dirty.

this.type = (byte)EntityList.getEntityID(par1EntityLiving);

I googled a bit, but couldn't find any definite information on the potential impact of this, though I did find an MCF post from August saying that Forge supported higher entity IDs.  This made me wonder if the mod authors were using some older ModLoader-style spawning methods instead of the native Forge methods, or if I'm just misunderstanding and need to limit the number of mobs I put into my game.

 

Thanks for any insight!

I'm fixing the stupid villagers.  http://www.minecraftforum.net/topic/1588460-

This is something I don't really care about, if they use the Forge spawning mechanics, then this is a non-issue.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
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