Jump to content

Failed to handle packet. Can't connect to mod server


Jose0832

Recommended Posts

Make sure the configs match.

lucas1998, would you mind adding this ^^ to the O-EAQ? It may not be the solution to this particular problem, but it could be for many SMP issues.

There's an EAQ for a reason. Read it!

"Note that failure to read this will make you look idiotic. You don't want that do you?" -- luacs1998

 

First rule of bug reports: More information is always better.

Oh, and logs OR IT DIDN'T HAPPEN!!

Link to comment
Share on other sites

@HMPerson1 it manifests itself in many different ways, and is often hard to track. I'll try my best.

Read the EAQ before posting! OR ELSE!

 

This isn't building better software, its trying to grab a place in the commit list of a highly visible github project.

 

www.forgeessentials.com

 

Don't PM me, I don't check this account unless I have to.

Link to comment
Share on other sites

Make sure the configs match.

lucas1998, would you mind adding this ^^ to the O-EAQ? It may not be the solution to this particular problem, but it could be for many SMP issues.

 

The config files for the blocks match to that of the server or else everyone else who uses the pack would not be able to connect. I had a friend give me his version of the pack just in case I messed up on mine and I still get the same results. I guess it's just one of those days.

Link to comment
Share on other sites

Check if any of the mods you've installed on the server are client-side only.

There's an EAQ for a reason. Read it!

"Note that failure to read this will make you look idiotic. You don't want that do you?" -- luacs1998

 

First rule of bug reports: More information is always better.

Oh, and logs OR IT DIDN'T HAPPEN!!

Link to comment
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.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I'm using Modrinth as a launcher for a forge modpack on 1.20.1, and can't diagnose the issue on the crash log myself. Have tried repairing the Minecraft instillation as well as removing a few mods that have been problematic for me in the past to no avail. Crash log is below, if any further information is necessary let me know. Thank you! https://paste.ee/p/k6xnS
    • Hey folks. I am working on a custom "Mecha" entity (extended from LivingEntity) that the player builds up from blocks that should get modular stats depending on the used blocks. e.g. depending on what will be used for the legs, the entity will have a different jump strength. However, something unexpected is happening when trying to override a few of LivingEntity's functions and using my new own "Mecha" specific fields: instead of their actual instance-specific value, the default value is used (0f for a float, null for an object...) This is especially strange as when executing with the same entity from a point in the code specific to the mecha entity, the correct value is used. Here are some code snippets to better illustrate what I mean: /* The main Mecha class, cut down for brevity */ public class Mecha extends LivingEntity { protected float jumpMultiplier; //somewhere later during the code when spawning the entity, jumpMultiplier is set to something like 1.5f //changing the access to public didn't help @Override //Overridden from LivingEntity, this function is only used in the jumpFromGround() function, used in the aiStep() function, used in the LivingEntity tick() function protected float getJumpPower() { //something is wrong with this function //for some reason I can't correctly access the fields and methods from the instanciated entity when I am in one of those overridden protected functions. this is very annoying LogUtils.getLogger().info(String.valueOf(this.jumpMultiplier))) //will print 0f return this.jumpMultiplier * super.getJumpPower(); } //The code above does not operate properly. Written as is, the entity will not jump, and adding debug logs shows that when executing the code, the value of this.jumpMultiplier is 0f //in contrast, it will be the correct value when done here: @Override public void tick() { super.tick(); //inherited LivingEntity logic //Custom logic LogUtils.getLogger().info(String.valueOf(this.jumpMultiplier))) //will print 1.5f } } My actual code is slightly different, as the jumpMuliplier is stored in another object (so I am calling "this.legModule.getJumpPower()" instead of the float), but even using a simple float exactly like in the code above didn't help. When running my usual code, the object I try to use is found to be null instead, leading to a crash from a nullPointerException. Here is the stacktrace of said crash: The full code can be viewed here. I have found a workaround in the case of jump strength, but have already found the same problem for another parameter I want to do, and I do not understand why the code is behaving as such, and I would very much like to be able to override those methods as intended - they seemed to work just fine like that for vanilla mobs... Any clues as to what may be happening here?
    • Please delete post. Had not noticed the newest edition for 1.20.6 which resolves the issue.
    • https://paste.ee/p/GTgAV Here's my debug log, I'm on 1.18.2 with forge 40.2.4 and I just want to get it to work!! I cant find any mod names in the error part and I would like some help from the pros!! I have 203 mods at the moment.
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

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