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Posted

If I remove the LOTR mod the error shifts to some other mod's block (like from Railcraft). Already regenerated the world at least 20 times with various mods removed. Using Realistic Terrain Generator when building world.

 

This has been a pain for over three weeks now...

 

http://pastebin.com/RXigWfb6

Posted

If I use NEI to dump the block data, this is what I have for 255

 

Thaumcraft:blockWarded,255,true,null,thaumcraft.common.blocks.BlockWarded

 

which is the block ID referenced in the crash log (255 gets assigned to different blocks depending upon which mods I have).  In my original crash file (see the pastebin link) it references a block from the LOTR mod.

Posted

If I use NEI to dump the block data, this is what I have for 255

 

Thaumcraft:blockWarded,255,true,null,thaumcraft.common.blocks.BlockWarded

 

which is the block ID referenced in the crash log (255 gets assigned to different blocks depending upon which mods I have).  In my original crash file (see the pastebin link) it references a block from the LOTR mod.

Posted

Yes, it eventually crashes with another block from some other mod (Aether, Railcraft, etc) - each of which are assigned ID 255 (depending upon which mods I am starting with)

Posted

Yes, it eventually crashes with another block from some other mod (Aether, Railcraft, etc) - each of which are assigned ID 255 (depending upon which mods I am starting with)

Posted

Well here is an update on this issue.

When the world is generated the various mods which add blocks to the game are processed in alphabetical order based on the name of the file in the 'mods' folder.  The vanilla blocks go up to around 170 and then new blocks are assigned.  You can manipulate which block is given the id of 255 based on which ones you have the system process first.  You do this by changing the file name of the mod file and add an '1' or 'a' to the start of the existing name.

 

I was able to have a world generated with tin ore from the LOTR mod be assigned the id of 255.  With this I have been able to avoid the crash thus far.  However, this has resulted in an overabundance of tin ore in the world but that is minor compared to the crashing/restarting.

 

What I would like to see is a way to assign a specific block to 255 or to somehow have chunk generation substitute it for another.

 

Posted

Since the issue seems to be focused around block 255 you should generate a world using Minecraft Server with Forge 10.13.4.1614.  Remove the xaero's Minimap, Dynamic Lights, and Optifine before launching the server.

 

Enter the world with the client, go to NEI, then generate a list of blocks.  Look at the .csv in a text editor and search for 255.  Note the block assigned to that ID.

 

If it is some weird block at some point you will crash the server as you wander around.  This has taken as long as 10-15 minutes for me.  Also, if you can find some place in the various biomes which use block 255, you will see one messed up world.

 

If you delete the world, rename various mod files so they are in a different order (i.e., make Railcraft load  first), you will see block 255 is some other value but the issue still remains.

  • 2 weeks later...

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