Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

server crashes when joining


Recommended Posts

DaVinci's vessels is having packet issues, all I can suggest is removing the mod

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Twitch Launcher: If you are using the Twitch Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Twitch's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Link to post
Share on other sites

Post a new log

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Twitch Launcher: If you are using the Twitch Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Twitch's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Link to post
Share on other sites

I don't see a crash in here but I do see two things right before shutdown,

BetterFPS logs a warning that it can't check for updates because the dev goofed their JSON

and the server complains that a player is joining the server too early.

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Twitch Launcher: If you are using the Twitch Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Twitch's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Link to post
Share on other sites
2 hours ago, DaemonUmbra said:

I don't see a crash in here but I do see two things right before shutdown,

BetterFPS logs a warning that it can't check for updates because the dev goofed their JSON

and the server complains that a player is joining the server too early.

ok after i removed the ship mod it wont crash when i join just gives fataly missing blocks error

 

Link to post
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.

Guest
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.



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • I am trying to make a Biome(and plan to make multiple more) But I can't figure out what's wrong with my registry, It gives me a red line for this code BIOMES.register("chocolate_forest", ChocolateForest::new); it tells me that "no instance(s) of type variable(s) exist so that ChocolateForest conforms to Biome inference variable I has incompatible bounds: equality constraints: Biome lower bounds: ChocolateForest" here's the full code public class ModBiomes { public static final DeferredRegister<Biome> BIOMES = DeferredRegister.create(ForgeRegistries.BIOMES, chocolate.MODID); public static void init() { BIOMES.register(FMLJavaModLoadingContext.get().getModEventBus()); } public static final RegistryObject<Biome> CHOCOLATE_FOREST = BIOMES.register("chocolate_forest", ChocolateForest::new); } I have tried to extend Biome to my ChocolateForest class as was shown in an 1.15 tutorial, but I guess something was switched around since then as it tells me that Biome doesn't have a default constructor to take from. I have also tried looking for something similar and possibly renamed in the code but without any luck. And heres my ChocolateForest class just in case you need it. public class ChocolateForest{ protected ChocolateForest() { super(); } protected void configureBiome(Biome.Builder builder) { builder.precipitation(Biome.RainType.RAIN).category(Biome.Category.FOREST).depth(-0.1F).temperature(0.6F).downfall(0.9F); builder.setEffects((new BiomeAmbience.Builder()).setWaterColor(329011).setWaterFogColor(329011).setFogColor(12638463).withSkyColor(5).withGrassColor(0x85CE71).withFoliageColor(0x63BF66).build()); } protected void configureGeneration(BiomeGenerationSettings.Builder builder) { builder.withSurfaceBuilder(ConfiguredSurfaceBuilders.GRASS); DefaultBiomeFeatures.withOverworldOres(builder); DefaultBiomeFeatures.withCavesAndCanyons(builder); DefaultBiomeFeatures.withLavaAndWaterLakes(builder); DefaultBiomeFeatures.withMonsterRoom(builder); } protected void configureMobSpawns(MobSpawnInfo.Builder builder) { builder.withSpawner(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.SHEEP, 12, 4, 4)); builder.withSpawner(EntityClassification.CREATURE, new MobSpawnInfo.Spawners(EntityType.PIG, 10, 4, 4)); builder.withSpawner(EntityClassification.CREATURE, new MobSpawnInfo.Spawners(EntityType.CHICKEN, 10, 4, 4)); builder.withSpawner(EntityClassification.CREATURE, new MobSpawnInfo.Spawners(EntityType.COW, 8, 4, 4)); builder.withSpawner(EntityClassification.AMBIENT, new MobSpawnInfo.Spawners(EntityType.BAT, 10, 8, 8)); builder.withSpawner(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.SPIDER, 100, 4, 4)); builder.withSpawner(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.ZOMBIE, 95, 4, 4)); builder.withSpawner(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.ZOMBIE_VILLAGER, 5, 1, 1)); builder.withSpawner(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.SKELETON, 100, 4, 4)); builder.withSpawner(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.CREEPER, 100, 4, 4)); builder.withSpawner(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.SLIME, 100, 4, 4)); builder.withSpawner(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.ENDERMAN, 10, 1, 4)); builder.withSpawner(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.WITCH, 5, 1, 1)); builder.withSpawner(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(ModEntities.CHOCOLATE_SLIME.get(), 100, 3, 7)); } } I haven't completely finished it as of yet because I've been trying to work out the registry problem.  
    • Hey! When logging onto my new Valhelsia server I got this error message. Unexpected custom data from client. Please help. Here is the console data. It is on apex server hosting. Please help.   14.04 18:59:12 [Server] Netty Epoll Server IO #8/INFO [co.li.co.ConfigSyncManager/]: Skipping config sync, No mods have registered a syncable config. 14.04 18:59:13 [Server] User Authenticator #3/INFO UUID of player Julesiac669 is fbbbf514-f3d4-49f1-8847-134097e88ddd 14.04 18:59:13 [Server] Netty Epoll Server IO #8/ERROR [ne.mi.fm.ne.si.IndexedMessageCodec/SIMPLENET]: Received empty payload on channel fml:handshake 14.04 18:59:13 [Server] Netty Epoll Server IO #8/INFO Disconnecting com.mojang.authlib.GameProfile@41363519[id=fbbbf514-f3d4-49f1-8847-134097e88ddd,name=Julesiac669,properties={textures=[com.mojang.authlib.properties.Property@4e635308]},legacy=false] (/67.180.183.224:56122): Unexpected custom data from client 14.04 18:59:13 [Disconnect] User com.mojang.authlib.GameProfile@41363519[id=fbbbf514-f3d4-49f1-8847-134097e88ddd,name=Julesiac669,properties={textures=[com.mojang.authlib.properties.Property@4e635308]},legacy=false] (/67.180.183.224:56122) has disconnected, reason: Unexpected custom data from client
    • How do you make sure the same mods are installed on your client? I have the same issue please help.
    • So I made an extension off the default minecraft glass block and it doesnt become transparent. Im updating my mod from 1.12.2 to 1.16.5 so I'm not too sure how I can do the transparencys I have. One block I have it where the textures dont connect, and another block I have it like ice Heres the code (1.16) that doesnt make my glass block transparent. I'm tackling the easier issue first; the glass with connecting textures public static final RegistryObject<Block> BERYLGLASS = BLOCKS.register("beryl_glass", () -> new ModGlassBlock(AbstractBlock.Properties.of(Material.LEAVES).strength(0.3F).sound(SoundType.GLASS).noOcclusion().harvestTool(ToolType.PICKAXE).harvestLevel(1))); And the glass block glass public class ModGlassBlock extends GlassBlock{ public ModGlassBlock(AbstractBlock.Properties p_i48392_1_) { super(p_i48392_1_); } } The transparent textures appear solid. If someone could help that'd be great!
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.