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[1.8.9] Add procedurally generated names to the language registry


Roboguy99

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I plan to have the ability to combine constant items, which I can name using the language file system, to give them a procedurally-generated name which is a combination of them. I've just about figured out how to actually get an item's translated name to combine it using:

 

StatCollector.translateToLocal(element.getUnlocalizedName() + ".name")

 

Having to append .name to get it to work feels a little hacky and makes me feel like I'm definitely missing something, but doing this successfully changes "item.x.name" into "x's name".

 

If I use the product of this combination as the unlocalized name for the compound item, I obviously get the "untranslated" "item.x y.name".

 

The possibilities for compounds is essentially endless, so adding every single one to a language file is not possible. With the deprecation of the language registry, how do I go about adding names? Am I missing something really obvious? Why change from a code-based system to one where authors must put names in files?

I have no idea what I'm doing.

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Add the individual name parts to your language files, translate each part individually and then combine them into the full name.

 

The argument of

StatCollector.translateToLocal

is the full translation key to translate, it doesn't have to end in

.name

.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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Add the individual name parts to your language files, translate each part individually and then combine them into the full name.

 

The argument of

StatCollector.translateToLocal

is the full translation key to translate, it doesn't have to end in

.name

.

 

That sounds like what I'm doing. Every element is being registered in the language file, and then when combining the names I loop over each element in the compound, use the

StatCollector

line on each element, and append it to the string, which is returned and set as the compound's unlocalized name.

 

If I don't include that extra

.name

then the element name is not found to be translated and I get a horrible mess of a combination of unlocalized names making one big unlocalized name.

 

Code's here: https://github.com/Roboguy99/Chemistry/tree/master/src/main/java/roboguy99/chemistry/item

I have no idea what I'm doing.

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Add the individual name parts to your language files, translate each part individually and then combine them into the full name.

 

The argument of

StatCollector.translateToLocal

is the full translation key to translate, it doesn't have to end in

.name

.

 

That sounds like what I'm doing. Every element is being registered in the language file, and then when combining the names I loop over each element in the compound, use the

StatCollector

line on each element, and append it to the string, which is returned and set as the compound's unlocalized name.

 

If I don't include that extra

.name

then the element name is not found to be translated and I get a horrible mess of a combination of unlocalized names making one big unlocalized name.

 

Code's here: https://github.com/Roboguy99/Chemistry/tree/master/src/main/java/roboguy99/chemistry/item

 

The translation keys in your lang file end in

.name

, so you need to include that when using

StatCollector.translateToLocal

. If they didn't end in

.name

, you wouldn't need to include it.

 

Item#getUnlocalizedName

returns the unlocalised name without the

.name

suffix so items with subtypes (e.g. dyes) can combine the base unlocalised name with the unlocalised name of the subtype before the

.name

suffix is added.

 

You can't compare strings with

==

or

!=

, since two different string objects may have the same value. Use

Object#equals

instead.

 

I would suggest using

StringBuilder

rather than concatenation to build strings.

 

The way you're currently building your localised names should mostly work, but you should override

Item#getItemStackDisplayName

to return this name instead of setting it as the unlocalised name.

 

Your current implementation of

getCommonName

will only work for English. I would recommend having common names in your lang files, having a field or method for the unlocalised common name and translating it in

getCompoundName

. You should also check if the common name exists before building the full compound name to avoid unnecessary processing.

 

I would recommend against using the empty string as a default return value, I'd suggest using

null

to indicate no value instead.

 

What you have now won't re-translate the names when the user changes the game's locale. On the client side, you need to register an instance of

registerReloadListener

that rebuilds the localised name of every

Compound

when the client's resources are reloaded (e.g. when they change the locale). Use

Minecraft#getResourceManager

to get the resource manager, then cast it to

IReloadableResourceManager

and call

registerReloadListener

with your

registerReloadListener

instance.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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Thanks for that, I'll work my way through and slowly change everything. A few things though:

 

-The reason I put .name in the language file is because otherwise the items are displayed in-game with .name. Should I remove that?

-The getCommonName (and in fact the whole naming system) is very much in testing. Once I get it working in English, I'll set it up to be translated properly. I only started working on the mod last night.

-As I'm going to have an almost infinite number of compounds generated on-the-fly when the user "crafts" them, would it be much better to have a single "compound" item with NBT data for the name, formula, mass, etc?

I have no idea what I'm doing.

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Thanks for that, I'll work my way through and slowly change everything. A few things though:

 

-The reason I put .name in the language file is because otherwise the items are displayed in-game with .name. Should I remove that?

 

The reason they show up with .name at the end is that the default implementation of the unlocalized -> localized code takes the unlocalized string ("foo") adds "item." to the front (because it's an item, "block." if it's a block, etc.) and ".name" to the end.

 

The ".name" is to distinguish it from any other usage, such as ".tooltip" or ".description" although Minecraft typically doesn't have those.  You can see in my artifacts localization file that not everything ends in ".name", some of them don't even have a suffix, such as "time.seconds=seconds"

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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-As I'm going to have an almost infinite number of compounds generated on-the-fly when the user "crafts" them, would it be much better to have a single "compound" item with NBT data for the name, formula, mass, etc?

 

Yes, that would be a much better way to handle compounds. You could even have elements as a single

Item

with the atomic number as the metadata.

 

You could probably even use Capabilities instead of NBT.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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Yes, that would be a much better way to handle compounds. You could even have elements as a single

Item

with the atomic number as the metadata.

 

You could probably even use Capabilities instead of NBT.

 

The reason I've kept every element separate is because I was planning on later down the line actually adding individual properties for each one (i.e. iron might be magnetic while coal burns easily, etc).

 

I'm a little confused by the capabilities. Could you give me an example of how I could use it in my case instead of NBT?

 

In saying this, I have just hit a wall using NBT/multiple elements, because I can't store a class to NBT so instead I have to save a property of the element and then (as far as I can work out) switch over every single element to find the matching one for every one in the compound.

I have no idea what I'm doing.

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To save a class to NBT, you need to convert runtime types to collection (byte array, int array, list, compound) and primitive (byte, short, int, long, float, double, string) tags.

 

The only part of a

Compound

you need to store is its structure. The

LinkedHashMap

can become a list tag, with a compound tag for each entry containing an int each for the

Element

(the atomic number) and the amount.

 

To use capabilities for this, you'd need to create an

ICompound

interface with the required

Compound

methods and register it as a capability.

 

Upon further consideration, I don't think capabilities will work for you here. Combining stacks in inventories ignores capabilities, so you could combine a stack of water and a stack of glucose together as if they were the same item. You'll have to stick to NBT in this case.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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To save a class to NBT, you need to convert runtime types to collection (byte array, int array, list, compound) and primitive (byte, short, int, long, float, double, string) tags.

 

The only part of a

Compound

you need to store is its structure. The

LinkedHashMap

can become a list tag, with a compound tag for each entry containing an int each for the

Element

(the atomic number) and the amount.

 

To use capabilities for this, you'd need to create an

ICompound

interface with the required

Compound

methods and register it as a capability.

 

Upon further consideration, I don't think capabilities will work for you here. Combining stacks in inventories ignores capabilities, so you could combine a stack of water and a stack of glucose together as if they were the same item. You'll have to stick to NBT in this case.

 

That answers quite a bit, thanks. So one last thing - How would I go about actually getting an element from its atomic number?

I have no idea what I'm doing.

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That answers quite a bit, thanks. So one last thing - How would I go about actually getting an element from its atomic number?

 

Create an array of

Element

s indexed by their atomic number and populate it when you register each

Element

.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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Just a tip in case you don't know: StatCollector#translateToLocalFormatted allows you to use most if not all of the same formatting arguments that String#format can use, so you can have complicated translations that are not hard-coded.

 

E.g. If you have something like the following:

return StatCollector.translateToLocalFormatted(
    "item.element.display_name", // translation key that will handle word order
    StatCollector.translateToLocal(this.getUnlocalizedName()), // first word, pre-translated
    StatCollector.translateToLocal(element.getUnlocalizedName()) // second word, pre-translated
);

Without changing the above code, your language file can now support different word orders:

// English: Item of Element
item.element.display_name=%1$s of %2$s

// Some language with different word order: Element blah Item
item.element.display_name=%2$s blah %1$s

It's not perfect as in some languages the word 'Item' or 'Element' might require a different form depending on the rest of the sentence context, but it's pretty flexible and works most of the time.

 

Also note that you should never do any translating on the server, as it has no idea what language the client has selected. I fell for that some time ago when sending various chat messages from the server (the solution there was to send ChatComponentTranslation objects).

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Sorry to keep this thread alive with off-topic questions, but I'm working on getting the compound to only exist as a single item, and save the data to NBT, and I've completely blanked when trying to work. I think I've got the code for reading/writing the NBT sorted, but I still need help with a few things...

 

How do I (ignoring any network issues likely to come up) go about actually creating a new version of the item in-game on-the fly, with specified NBT data.

How do I load the NBT for each itemstack when the world loads etc? Do I even need to do this myself?

 

I'm sure I'm just being stupid at this point; my knowledge of actual item classes and NBT is a little rusty. Any help is appreciated.

I have no idea what I'm doing.

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You don't need to load NBT yourself, no, and for creating a specific Item, you do just that:

// make a new NBT tag compound with all the stuff you need in it
NBTTagCompound tag = new NBTTagCompound();
tag.setWhateverYouNeed(...);

// then add it to the drop/loot/whatever
ItemStack stack = new ItemStack(yourItem);
stack.setTagCompound(tag);

You can do that for crafting recipes or anything you want, really. If the ItemStack already exists, you'll have to be a little more careful e.g. check for existing NBT tags first.

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You don't need to load NBT yourself, no, and for creating a specific Item, you do just that:

// make a new NBT tag compound with all the stuff you need in it
NBTTagCompound tag = new NBTTagCompound();
tag.setWhateverYouNeed(...);

// then add it to the drop/loot/whatever
ItemStack stack = new ItemStack(yourItem);
stack.setTagCompound(tag);

You can do that for crafting recipes or anything you want, really. If the ItemStack already exists, you'll have to be a little more careful e.g. check for existing NBT tags first.

 

So would it be worth moving the code for naming the compound etc to its own class which uses the itemstack rather than keeping them in the item class or does that not really matter?

 

I could probably answer that myself but it's midnight  :P

Other than that, I think I'm sorted; in most cases I should be able to use the NBT code from previous projects.

I have no idea what I'm doing.

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{}     at java.lang.reflect.Constructor.newInstance(Constructor.java:480) ~[?:?] {}     at org.spongepowered.asm.mixin.injection.struct.InjectionInfo$InjectorEntry.create(InjectionInfo.java:149) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.parse(InjectionInfo.java:708) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinTargetContext.prepareInjections(MixinTargetContext.java:1311) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.prepareInjections(MixinApplicatorStandard.java:1042) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.applyMixin(MixinApplicatorStandard.java:393) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.apply(MixinApplicatorStandard.java:325) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.TargetClassContext.apply(TargetClassContext.java:383) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.TargetClassContext.applyMixins(TargetClassContext.java:365) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:363) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     ... 29 more A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace:     at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:392) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinTransformer.transformClass(MixinTransformer.java:250) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.service.modlauncher.MixinTransformationHandler.processClass(MixinTransformationHandler.java:131) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.launch.MixinLaunchPluginLegacy.processClass(MixinLaunchPluginLegacy.java:131) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at cpw.mods.modlauncher.serviceapi.ILaunchPluginService.processClassWithFlags(ILaunchPluginService.java:156) ~[modlauncher-9.1.3.jar:9.1.3+9.1.3+main.9b69c82a] {}     at cpw.mods.modlauncher.LaunchPluginHandler.offerClassNodeToPlugins(LaunchPluginHandler.java:88) ~[modlauncher-9.1.3.jar:?] {}     at cpw.mods.modlauncher.ClassTransformer.transform(ClassTransformer.java:120) ~[modlauncher-9.1.3.jar:?] {}     at cpw.mods.modlauncher.TransformingClassLoader.maybeTransformClassBytes(TransformingClassLoader.java:50) ~[modlauncher-9.1.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.readerToClass(ModuleClassLoader.java:110) ~[securejarhandler-1.0.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.lambda$findClass$16(ModuleClassLoader.java:216) ~[securejarhandler-1.0.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.loadFromModule(ModuleClassLoader.java:226) ~[securejarhandler-1.0.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.findClass(ModuleClassLoader.java:216) ~[securejarhandler-1.0.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.loadClass(ModuleClassLoader.java:132) ~[securejarhandler-1.0.3.jar:?] {}     at java.lang.ClassLoader.loadClass(ClassLoader.java:520) ~[?:?] {}     at net.minecraft.client.renderer.block.BlockRenderDispatcher.<init>(BlockRenderDispatcher.java:50) ~[client-1.18.2-20220404.173914-srg.jar%2396!/:?] {re:classloading,pl:accesstransformer:B,xf:OptiFine:default}     at net.minecraft.client.Minecraft.<init>(Minecraft.java:501) ~[client-1.18.2-20220404.173914-srg.jar%2396!/:?] {re:mixin,pl:accesstransformer:B,xf:fml:xaeroworldmap:xaero_wm_minecraft_runtick,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,xf:fml:xaeroworldmap:xaero_wm_minecraft_runtick,pl:mixin:APP:iceberg.mixins.json:MinecraftMixin,pl:mixin:APP:betterthirdperson.mixins.json:MinecraftMixin,pl:mixin:APP:architectury.mixins.json:MixinMinecraft,pl:mixin:APP:antiqueatlas-common.mixins.json:MixinMinecraftClient,pl:mixin:A,pl:runtimedistcleaner:A} -- Initialization -- Details:     Modules:          ADVAPI32.dll:Advanced Windows 32 Base API:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         COMCTL32.dll:User Experience Controls Library:6.10 (WinBuild.160101.0800):Microsoft Corporation         CRYPT32.dll:Crypto API32:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         CRYPTBASE.dll:Base cryptographic API DLL:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         CRYPTSP.dll:Cryptographic Service Provider API:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         ColorAdapterClient.dll:Microsoft Color Adapter Client:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         CoreMessaging.dll:Microsoft CoreMessaging Dll:10.0.19041.2193:Microsoft Corporation         CoreUIComponents.dll:Microsoft Core UI Components Dll:10.0.19041.546:Microsoft Corporation         DBGHELP.DLL:Windows Image Helper:10.0.19041.867 (WinBuild.160101.0800):Microsoft Corporation         DEVOBJ.dll:Device Information Set DLL:10.0.19041.1620 (WinBuild.160101.0800):Microsoft Corporation         DNSAPI.dll:DNS Client API DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         GDI32.dll:GDI Client DLL:10.0.19041.2130 (WinBuild.160101.0800):Microsoft Corporation         GLU32.dll:OpenGL Utility Library DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         HID.DLL:Hid User Library:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         IMM32.DLL:Multi-User Windows IMM32 API Client DLL:10.0.19041.2673 (WinBuild.160101.0800):Microsoft Corporation         IPHLPAPI.DLL:IP Helper API:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         KERNEL32.DLL:Windows NT BASE API Client DLL:10.0.19041.1741 (WinBuild.160101.0800):Microsoft Corporation         KERNELBASE.dll:Windows NT BASE API Client DLL:10.0.19041.1741 (WinBuild.160101.0800):Microsoft Corporation         MMDevApi.dll:MMDevice API:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         MSASN1.dll:ASN.1 Runtime APIs:10.0.19041.2251 (WinBuild.160101.0800):Microsoft Corporation         MSCTF.dll:MSCTF Server DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         NLAapi.dll:Network Location Awareness 2:10.0.19041.2193 (WinBuild.160101.0800):Microsoft Corporation         NSI.dll:NSI User-mode interface DLL:10.0.19041.610 (WinBuild.160101.0800):Microsoft Corporation         NTASN1.dll:Microsoft ASN.1 API:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         Ole32.dll:Microsoft OLE for Windows:10.0.19041.1320 (WinBuild.160101.0800):Microsoft Corporation         OleAut32.dll:OLEAUT32.DLL:10.0.19041.985 (WinBuild.160101.0800):Microsoft Corporation         OpenAL.dll         PROPSYS.dll:Microsoft Property System:7.0.19041.1708 (WinBuild.160101.0800):Microsoft Corporation         PSAPI.DLL:Process Status Helper:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         Pdh.dll:Windows Performance Data Helper DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         RPCRT4.dll:Remote Procedure Call Runtime:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         SETUPAPI.DLL:Windows Setup API:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         SHCORE.dll:SHCORE:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         SHELL32.dll:Windows Shell Common Dll:10.0.19041.964 (WinBuild.160101.0800):Microsoft Corporation         UMPDC.dll         USER32.dll:Multi-User Windows USER API Client DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         USERENV.dll:Userenv:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         VCRUNTIME140.dll:Microsoft® C Runtime Library:14.29.30133.0 built by: vcwrkspc:Microsoft Corporation         VERSION.dll:Version Checking and File Installation Libraries:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         WINHTTP.dll:Windows HTTP Services:10.0.19041.2075 (WinBuild.160101.0800):Microsoft Corporation         WINMM.dll:MCI API DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         WINTRUST.dll:Microsoft Trust Verification APIs:10.0.19041.2546 (WinBuild.160101.0800):Microsoft Corporation         WS2_32.dll:Windows Socket 2.0 32-Bit DLL:10.0.19041.1081 (WinBuild.160101.0800):Microsoft Corporation         WSOCK32.dll:Windows Socket 32-Bit DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         WTSAPI32.dll:Windows Remote Desktop Session Host Server SDK APIs:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         Wldp.dll:Windows Lockdown Policy:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         amsi.dll:Anti-Malware Scan Interface:10.0.19041.2075 (WinBuild.160101.0800):Microsoft Corporation         apphelp.dll:Application Compatibility Client Library:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         bcrypt.dll:Windows Cryptographic Primitives Library:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         bcryptPrimitives.dll:Windows Cryptographic Primitives Library:10.0.19041.2486 (WinBuild.160101.0800):Microsoft Corporation         cfgmgr32.dll:Configuration Manager DLL:10.0.19041.1620 (WinBuild.160101.0800):Microsoft Corporation         clbcatq.dll:COM+ Configuration Catalog:2001.12.10941.16384 (WinBuild.160101.0800):Microsoft Corporation         combase.dll:Microsoft COM for Windows:10.0.19041.1320 (WinBuild.160101.0800):Microsoft Corporation         d3d11.dll:Direct3D 11 Runtime:10.0.19041.2075 (WinBuild.160101.0800):Microsoft Corporation         dbgcore.DLL:Windows Core Debugging Helpers:10.0.19041.2311 (WinBuild.160101.0800):Microsoft Corporation         dhcpcsvc.DLL:DHCP Client Service:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         dhcpcsvc6.DLL:DHCPv6 Client:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         dinput8.dll:Microsoft DirectInput:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         dwmapi.dll:Microsoft Desktop Window Manager API:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         dxcore.dll:DXCore:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         dxgi.dll:DirectX Graphics Infrastructure:10.0.19041.2311 (WinBuild.160101.0800):Microsoft Corporation         fwpuclnt.dll:FWP/IPsec User-Mode API:10.0.19041.1503 (WinBuild.160101.0800):Microsoft Corporation         gdi32full.dll:GDI Client DLL:10.0.19041.2604 (WinBuild.160101.0800):Microsoft Corporation         glfw.dll         icm32.dll:Microsoft Color Management Module (CMM):10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         ig7icd64.dll:OpenGL(R) Driver for Intel(R) Graphics Accelerator:10.18.10.4252:Intel Corporation         igd10iumd64.dll:User Mode Driver for Intel(R) Graphics Technology:10.18.10.4252:Intel Corporation         igdusc64.dll:Unified Shader Compiler for Intel(R) Graphics Accelerator:10.18.10.4252:Intel Corporation         inputhost.dll:InputHost:10.0.19041.1741 (WinBuild.160101.0800):Microsoft Corporation         java.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         javaw.exe:OpenJDK Platform binary:17.0.1.0:Microsoft         jemalloc.dll         jimage.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         jli.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         jna4044568105475910655.dll:JNA native library:6.1.2:Java(TM) Native Access (JNA)         jvm.dll:OpenJDK 64-Bit server VM:17.0.1.0:Microsoft         kernel.appcore.dll:AppModel API Host:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         lwjgl.dll         lwjgl_opengl.dll         lwjgl_stb.dll         management.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         management_ext.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         mdnsNSP.dll:Bonjour Namespace Provider:3,1,0,1:Apple Inc.         mscms.dll:Microsoft Color Matching System DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         msvcp140.dll:Microsoft® C Runtime Library:14.29.30133.0 built by: vcwrkspc:Microsoft Corporation         msvcp_win.dll:Microsoft® C Runtime Library:10.0.19041.789 (WinBuild.160101.0800):Microsoft Corporation         msvcrt.dll:Windows NT CRT DLL:7.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         mswsock.dll:Microsoft Windows Sockets 2.0 Service Provider:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         napinsp.dll:E-mail Naming Shim Provider:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         ncrypt.dll:Windows NCrypt Router:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         net.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         nio.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         ntdll.dll:NT Layer DLL:10.0.19041.1741 (WinBuild.160101.0800):Microsoft Corporation         ntmarta.dll:Windows NT MARTA provider:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         opengl32.dll:OpenGL Client DLL:10.0.19041.2193 (WinBuild.160101.0800):Microsoft Corporation         perfos.dll:Windows System Performance Objects DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         pnrpnsp.dll:PNRP Name Space Provider:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         powrprof.dll:Power Profile Helper DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         profapi.dll:User Profile Basic API:10.0.19041.844 (WinBuild.160101.0800):Microsoft Corporation         rasadhlp.dll:Remote Access AutoDial Helper:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         rsaenh.dll:Microsoft Enhanced Cryptographic Provider:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         sechost.dll:Host for SCM/SDDL/LSA Lookup APIs:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         shlwapi.dll:Shell Light-weight Utility Library:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         sunmscapi.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         svml.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         textinputframework.dll:"TextInputFramework.DYNLINK":10.0.19041.2546 (WinBuild.160101.0800):Microsoft Corporation         ucrtbase.dll:Microsoft® C Runtime Library:10.0.19041.789 (WinBuild.160101.0800):Microsoft Corporation         uxtheme.dll:Microsoft UxTheme Library:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         vcruntime140_1.dll:Microsoft® C Runtime Library:14.29.30133.0 built by: vcwrkspc:Microsoft Corporation         verify.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         win32u.dll:Win32u:10.0.19041.2728 (WinBuild.160101.0800):Microsoft Corporation         windows.storage.dll:Microsoft WinRT Storage API:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         winrnr.dll:LDAP RnR Provider DLL:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         wintypes.dll:Windows Base Types DLL:10.0.19041.1320 (WinBuild.160101.0800):Microsoft Corporation         wshbth.dll:Windows Sockets Helper DLL:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         xinput1_4.dll:Microsoft Common Controller API:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         zip.dll:OpenJDK Platform binary:17.0.1.0:Microsoft Stacktrace:     at net.minecraft.client.main.Main.main(Main.java:169) ~[client-1.18.2-20220404.173914-srg.jar%2396!/:?] {re:classloading,pl:runtimedistcleaner:A}     at jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:?] {}     at jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77) ~[?:?] {}     at jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:?] {}     at java.lang.reflect.Method.invoke(Method.java:568) ~[?:?] {}     at net.minecraftforge.fml.loading.targets.CommonClientLaunchHandler.lambda$launchService$0(CommonClientLaunchHandler.java:31) ~[fmlloader-1.18.2-40.2.0.jar%2317!/:?] {}     at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch(LaunchServiceHandlerDecorator.java:37) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:53) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:71) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.Launcher.run(Launcher.java:106) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.Launcher.main(Launcher.java:77) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:26) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:23) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.bootstraplauncher.BootstrapLauncher.main(BootstrapLauncher.java:149) [bootstraplauncher-1.0.0.jar:?] {} -- System Details -- Details:     Minecraft Version: 1.18.2     Minecraft Version ID: 1.18.2     Operating System: Windows 10 (amd64) version 10.0     Java Version: 17.0.1, Microsoft     Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Microsoft     Memory: 492842144 bytes (470 MiB) / 738197504 bytes (704 MiB) up to 2147483648 bytes (2048 MiB)     CPUs: 2     Processor Vendor: GenuineIntel     Processor Name: Intel(R) Pentium(R) CPU G2030 @ 3.00GHz     Identifier: Intel64 Family 6 Model 58 Stepping 9     Microarchitecture: Ivy Bridge (Client)     Frequency (GHz): 2.99     Number of physical packages: 1     Number of physical CPUs: 2     Number of logical CPUs: 2     Graphics card #0 name: Intel(R) HD Graphics     Graphics card #0 vendor: Intel Corporation (0x8086)     Graphics card #0 VRAM (MB): 2112.00     Graphics card #0 deviceId: 0x0152     Graphics card #0 versionInfo: DriverVersion=10.18.10.4252     Memory slot #0 capacity (MB): 8192.00     Memory slot #0 clockSpeed (GHz): 1.33     Memory slot #0 type: DDR3     Virtual memory max (MB): 13560.32     Virtual memory used (MB): 9230.88     Swap memory total (MB): 5480.97     Swap memory used (MB): 556.98     JVM Flags: 9 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xss1M -Xmx2G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M     Launched Version: 1.18.2-forge-40.2.0     Backend library: LWJGL version 3.2.2 SNAPSHOT     Backend API: Intel(R) HD Graphics GL version 3.2.0 - Build 10.18.10.4252, Intel     Window size: <not initialized>     GL Caps: Using framebuffer using OpenGL 3.2     GL debug messages:      Using VBOs: Yes     Is Modded: Definitely; Client brand changed to 'forge'     Type: Client (map_client.txt)     CPU: 2x Intel(R) Pentium(R) CPU G2030 @ 3.00GHz     OptiFine Version: OptiFine_1.18.2_HD_U_H7     OptiFine Build: 20220410-185216     Render Distance Chunks: 8     Mipmaps: 4     Anisotropic Filtering: 1     Antialiasing: 0     Multitexture: false     Shaders: null     OpenGlVersion: 3.2.0 - Build 10.18.10.4252     OpenGlRenderer: Intel(R) HD Graphics     OpenGlVendor: Intel     CpuCount: 2     ModLauncher: 9.1.3+9.1.3+main.9b69c82a     ModLauncher launch target: forgeclient     ModLauncher naming: srg     ModLauncher services:           mixin PLUGINSERVICE           eventbus PLUGINSERVICE           slf4jfixer PLUGINSERVICE           object_holder_definalize PLUGINSERVICE           runtime_enum_extender PLUGINSERVICE           capability_token_subclass PLUGINSERVICE           accesstransformer PLUGINSERVICE           runtimedistcleaner PLUGINSERVICE           mixin TRANSFORMATIONSERVICE           OptiFine TRANSFORMATIONSERVICE           fml TRANSFORMATIONSERVICE      FML Language Providers:          minecraft@1.0         lowcodefml@null         javafml@null     Mod List:          client-1.18.2-20220404.173914-srg.jar             |Minecraft                     |minecraft                     |1.18.2              |COMMON_SET|Manifest: a1:d4:5e:04:4f:d3:d6:e0:7b:37:97:cf:77:b0:de:ad:4a:47:ce:8c:96:49:5f:0a:cf:8c:ae:b2:6d:4b:8a:3f         YungsBetterDungeons-1.18.2-Forge-2.1.0.jar        |YUNG's Better Dungeons        |betterdungeons                |1.18.2-Forge-2.1.0  |COMMON_SET|Manifest: NOSIGNATURE         mowziesmobs-1.5.32.jar                            |Mowzie's Mobs                 |mowziesmobs                   |1.5.32              |COMMON_SET|Manifest: NOSIGNATURE         ToolBelt-1.18.2-1.18.9.jar                        |Tool Belt                     |toolbelt                      |1.18.9              |COMMON_SET|Manifest: NOSIGNATURE         YungsBetterWitchHuts-1.18.2-Forge-1.0.1.jar       |YUNG's Better Witch Huts      |betterwitchhuts               |1.18.2-Forge-1.0.1  |COMMON_SET|Manifest: NOSIGNATURE         ShoulderSurfing-Forge-1.18.2-2.3.0.jar            |Shoulder Surfing              |shouldersurfing               |1.18.2-2.3.0        |COMMON_SET|Manifest: NOSIGNATURE         zmedievalmusic-1.18.2-1.4.jar                     |medievalmusic mod             |medievalmusic                 |1.18.2-1.4          |COMMON_SET|Manifest: NOSIGNATURE         YungsBetterOceanMonuments-1.18.2-Forge-1.0.3.jar  |YUNG's Better Ocean Monuments |betteroceanmonuments          |1.18.2-Forge-1.0.3  |COMMON_SET|Manifest: NOSIGNATURE         Iceberg-1.18.2-forge-1.0.49.jar                   |Iceberg                       |iceberg                       |1.0.49              |COMMON_SET|Manifest: NOSIGNATURE         curios-forge-1.18.2-5.0.9.0.jar                   |Curios API                    |curios                        |1.18.2-5.0.9.0      |COMMON_SET|Manifest: NOSIGNATURE         Xaeros_Minimap_23.3.2_Forge_1.18.2.jar            |Xaero's Minimap               |xaerominimap                  |23.3.2              |COMMON_SET|Manifest: NOSIGNATURE         EpicFight-18.3.7.jar                              |Epic Fight                    |epicfight                     |18.3.7              |COMMON_SET|Manifest: NOSIGNATURE         collective-1.18.2-6.53.jar                        |Collective                    |collective                    |6.53                |COMMON_SET|Manifest: NOSIGNATURE         XaerosWorldMap_1.29.4_Forge_1.18.2.jar            |Xaero's World Map             |xaeroworldmap                 |1.29.4              |COMMON_SET|Manifest: NOSIGNATURE         BeastsAndBossesR014.jar                           |Beasts'nBosses                |beastsnbosses                 |0.10                |COMMON_SET|Manifest: NOSIGNATURE         citadel-1.11.3-1.18.2.jar                         |Citadel                       |citadel                       |1.11.3              |COMMON_SET|Manifest: NOSIGNATURE         alexsmobs-1.18.6.jar                              |Alex's Mobs                   |alexsmobs                     |1.18.6              |COMMON_SET|Manifest: NOSIGNATURE         HungerStrike-1.18-6.0.0.jar                       |Hunger Strike                 |hungerstrike                  |1.18-6.0.0          |COMMON_SET|Manifest: NOSIGNATURE         artifacts-1.18.2-4.2.1.jar                        |Artifacts                     |artifacts                     |1.18.2-4.2.1        |COMMON_SET|Manifest: NOSIGNATURE         gk_unbreakable-2.6.jar                            |Simple Unbreakable Tools      |gk_unbreakable                |2.6                 |COMMON_SET|Manifest: NOSIGNATURE         YungsApi-1.18.2-Forge-2.2.9.jar                   |YUNG's API                    |yungsapi                      |1.18.2-Forge-2.2.9  |COMMON_SET|Manifest: NOSIGNATURE         Mutant Wolf 1.0.0 - 1.18.2.jar                    |Mutant Wolf                   |mutant_wolf                   |1.0.0               |COMMON_SET|Manifest: NOSIGNATURE         BetterThirdPerson-Forge-1.18.2-1.9.0.jar          |Better Third Person           |betterthirdperson             |1.9.0               |COMMON_SET|Manifest: NOSIGNATURE         invhud.forge.1.18.2-3.4.10.jar                    |Inventory HUD+(Forge edition) |inventoryhud                  |3.4.10              |COMMON_SET|Manifest: NOSIGNATURE         YungsBetterStrongholds-1.18.2-Forge-2.1.1.jar     |YUNG's Better Strongholds     |betterstrongholds             |1.18.2-Forge-2.1.1  |COMMON_SET|Manifest: NOSIGNATURE         DungeonCrawl-1.18.2-2.3.12.jar                    |Dungeon Crawl                 |dungeoncrawl                  |2.3.12              |COMMON_SET|Manifest: NOSIGNATURE         campfirespawnandtweaks-1.18.2-3.4.jar             |Campfire Spawn and Tweaks     |campfirespawnandtweaks        |3.4                 |COMMON_SET|Manifest: NOSIGNATURE         YungsBetterDesertTemples-1.18.2-Forge-1.3.1.jar   |YUNG's Better Desert Temples  |betterdeserttemples           |1.18.2-Forge-1.3.1  |COMMON_SET|Manifest: NOSIGNATURE         architectury-4.11.89-forge.jar                    |Architectury                  |architectury                  |4.11.89             |COMMON_SET|Manifest: NOSIGNATURE         iceandfire-2.1.12-1.18.2-beta.jar                 |Ice and Fire                  |iceandfire                    |2.1.12-1.18.2-beta  |COMMON_SET|Manifest: NOSIGNATURE         Orcz_0.83_1.18.2 [AI FIXES].jar                   |Orcz                          |orcz                          |0.80                |COMMON_SET|Manifest: NOSIGNATURE         YungsBetterNetherFortresses-1.18.2-Forge-1.0.0.jar|YUNG's Better Nether Fortresse|betterfortresses              |1.18.2-Forge-1.0.0  |COMMON_SET|Manifest: NOSIGNATURE         cloth-config-6.4.90-forge.jar                     |Cloth Config v4 API           |cloth_config                  |6.4.90              |COMMON_SET|Manifest: NOSIGNATURE         [1.18.2-forge]-Epic-Knights-7.11.jar              |Epic Knights Mod              |magistuarmory                 |7.11                |COMMON_SET|Manifest: NOSIGNATURE         forge-1.18.2-40.2.0-universal.jar                 |Forge                         |forge                         |40.2.0              |COMMON_SET|Manifest: 84:ce:76:e8:45:35:e4:0e:63:86:df:47:59:80:0f:67:6c:c1:5f:6e:5f:4d:b3:54:47:1a:9f:7f:ed:5e:f2:90         expandability-6.0.0.jar                           |ExpandAbility                 |expandability                 |6.0.0               |COMMON_SET|Manifest: NOSIGNATURE         YungsBetterMineshafts-1.18.2-Forge-2.2.jar        |YUNG's Better Mineshafts      |bettermineshafts              |1.18.2-Forge-2.2    |COMMON_SET|Manifest: NOSIGNATURE         valhelsia_core-forge-1.18.2-0.4.0.jar             |Valhelsia Core                |valhelsia_core                |1.18.2-0.4.0        |COMMON_SET|Manifest: NOSIGNATURE         valhelsia_structures-forge-1.18.2-0.1.0.jar       |Valhelsia Structures          |valhelsia_structures          |1.18.2-0.1.0        |COMMON_SET|Manifest: NOSIGNATURE         geckolib-forge-1.18-3.0.57.jar                    |GeckoLib                      |geckolib3                     |3.0.57              |COMMON_SET|Manifest: NOSIGNATURE         healingcampfire-1.18.2-5.1.jar                    |Healing Campfire              |healingcampfire               |5.1                 |COMMON_SET|Manifest: NOSIGNATURE         EquipmentCompare-1.18.2-forge-1.3.3.jar           |Equipment Compare             |equipmentcompare              |1.3.3               |COMMON_SET|Manifest: NOSIGNATURE         antiqueatlas-7.1.0-forge-mc1.18.2.jar             |Antique Atlas                 |antiqueatlas                  |7.1.0-forge-mc1.18.2|COMMON_SET|Manifest: NOSIGNATURE         DungeonsArise-1.18.2-2.1.52-release.jar           |When Dungeons Arise           |dungeons_arise                |2.1.52-1.18.2       |COMMON_SET|Manifest: NOSIGNATURE     Crash Report UUID: 2cc705ee-d569-4624-abd4-30e3a0d65e68     FML: 40.2     Forge: net.minecraftforge:40.2.0  
    • Thank you for the quick response. I will check with the players, whether anyone is cramming a ton of villagers together melting the collision detection thread. I will also install spark as soon when I am in front of the server again on Friday and report back.
    • Something is taking too long on the server thread.   The only clue in that crash is it was doing something with block collision detection for a villager. That does not mean that was the cause. It's just what it was doing at the 60 second timeout.   Try a mod like: https://www.curseforge.com/minecraft/mc-mods/spark to diagnose what is taking time on the server thread or otherwise stopping the server thread from progressing. Ask them for help if you can't figure out how to use it from their wiki.
    • Looking for stunning 3D Minecraft renders? Check out bravoblenders on Fiverr! As a professional 3D artist, I'll bring your builds to life. Contact me to discuss your project today! www.fiverr.com/bravoblenders
    • Hi everyone, I am currently chasing down an intermitten server crash on my modded Forge 1.19.2 server. The server ranndomly crashes with or without players online after 2 hours to two days. Here is the crash report of the server: https://mclo.gs/LYvl18s Thanks in advance!
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