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[1.5.2] Mod as server crashes, as client works normally


MineAngerBR

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Hello, users from Minecraft Forge, my name is Junior, and this is my first post here, sorry for mistakes in my english(not my native language), and because i'm not in the latest version of Minecraft.

I am creating a modpack for me and my friends to use, and a server for my friend to host (his PC is waaaay better than mine), and i'm preparing that modpack since 2014, and now i finally get rid of all id conflicts, worldgen problems, and glitches, but one mod now is getting me crazy.
The mod is "Portable Mning Laser", from this link: "https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1287736-1-6-4-portable-mining-laser". When i use this mod in my single-player, it works flawlessly, but when i try to run it in my server, it crashes with this message: "cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraft.block.Block.func_94330_A()Ljava/lang/String; Caused by: java.lang.NoSuchMethodError: net.minecraft.block.Block.func_94330_A()Ljava/lang/String; atmod_PML2.PML2.load(PML2.java:117)
And the developers had gone missing from the Minecraft Forum, their last login years ago...
When i searched this error, i saw 2 results here, saying that in somewhere on this mod, have some "@SideOnly (Client)" thing, so i begin to search for modding tutorials, but when i look at the mod's .class/.java files, i got really confused, the mod shows some classes about Risugami's ModLoader, but the mod is prepared to run with Forge, importing a lot of classes from Forge and minecraft client classes too, and using a lot of var's, and i don't know how to rewrite some parts of the mod and have it working into the server.

I can show the .java files, crash-reports, and everything needed to help

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Okay, you said for me to use a modern version, but that would force me to recreate my ready modpack, and i know that i will need to change all of the IDs again, because the other "updated" minecraft versions have a lot of different IDs from the 1.5.2 version, especially bigger mods like IndustrialCraft2

Can't i just modify something inside the mod and make it work?

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35 minutes ago, MineAngerBR said:

Can't i just modify something inside the mod and make it work?

No. The author has to do it.

You can try reporting to the author about it, but I doubt such an old project is still being maintained.

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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7 minutes ago, DavidM said:

No. The author has to do it.

You can try reporting to the author about it, but I doubt such an old project is still being maintained.

I'm only trying to do what the author did, because himself modified someone else's mod, updating from minecraft 1.4.7 until 1.6.4
But i'm trying to do this for myself, i'm not trying to steal the credits or nothing like this, and the "developer" is nowhere to be seen, and the original developer from the original mod i don't even know the name

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Modern mods don't use manually specified IDs anyway.

The point still stands, we don't support versions that old on this forum.

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.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse'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]

 

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