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weird tile entity glitch


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I'm working on a modpack, and this bug has been happening lately where tile entities glitch out and move as I move my mouse. My friend who is playing with me doesn't experience this bug.

Mod list:
Ai Improvements

AntiqueAtlas

Avatar

Baubles

BetterCaves

BetterFPS

BiblioCraft

BloodMagic

Chisel

CombatRefined

DaVinci's Vessels

Dungeon Tactics

Dynamic Surroundings

Fast Leaf Decay

Fossils n' Archeology

Mr Crayfish's Furniture & Vehicles mods

Galacticraft

Gravestone

Ice and Fire

Immersive Engineering

Instant Unify

Just Enough Items

Key wizard

Level up HP

Malisis Doors

Mine Colonies

Mowzie's Mobs
I was hoping I could get some help here, I love this modpack and spent a lot of time in this world    (I have a video, but the forums arent letting me send it for some reason)image.png.a26185603fc51f6200dda7ee650bf1c1.png before glitchimage.png.bd6bb6d5efd6000b5e5d3bad7ecba6d9.pngit gets worse as I come closer and move my mouse

image.png.d989821e52486987bf4b6dee1c2b9451.png

 

Edited by Didinossauro
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It is difficult to troubleshoot your issues without the specific world and modpack involved.

What I can give you is advice to follow these troubleshooting steps:

  1. Backup your modpack & world, preferrably to a separate folder.
  2. Remove one of your mods (move it outside the mods folder) Any order will suffice, but I recommend first removing any mods not adding blocks/items.
  3. Load a copy of your world, and verify if the issue still exists.
  4. If it does, the mod you removed is probably not the cause. Repeat from step 2. (do not place back the mod until the end)
  5. If the issue does not exist, then the mod you removed probaby is the cause.
    To verify again, replace all your mods except the most recent mod (the one you just removed).
    If the issue does not exist, then that mod is most likely the cause of the issue. Report it to the mod authors (please post here to inform)
    If the issue exists once more, start again from step 2, with that mod already removed.

As a experiment, send the exact contents of your modpack folder to your friend, to see if they still have the same issue with your world.

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7 minutes ago, sciwhiz12 said:

It is difficult to troubleshoot your issues without the specific world and modpack involved.

What I can give you is advice to follow these troubleshooting steps:

  1. Backup your modpack & world, preferrably to a separate folder.
  2. Remove one of your mods (move it outside the mods folder) Any order will suffice, but I recommend first removing any mods not adding blocks/items.
  3. Load a copy of your world, and verify if the issue still exists.
  4. If it does, the mod you removed is probably not the cause. Repeat from step 2. (do not place back the mod until the end)
  5. If the issue does not exist, then the mod you removed probaby is the cause.
    To verify again, replace all your mods except the most recent mod (the one you just removed).
    If the issue does not exist, then that mod is most likely the cause of the issue. Report it to the mod authors (please post here to inform)
    If the issue exists once more, start again from step 2, with that mod already removed.

As a experiment, send the exact contents of your modpack folder to your friend, to see if they still have the same issue with your world.

thank you for your suggestion, i'll keep testing

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OK, quick update, I found out that it wasn't a mod that was causing it, but the removal of one.
For some reason, removing optifine causes this glitch. "why don't you just play with it?" well, for some reason, optifine causes my chunks to load VERY slowly, and this sucks for exploration.
Please, help

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5 minutes ago, sciwhiz12 said:

Try changing the option 'Dynamic Updates' in one of the video settings menu. It trades off FPS for chunk loading, if I recall correctly.

it was already off, and when turned on, nothing changed, the chunks still didnt load correctly

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It looks like some mod forgot to end the buffer after applying a transform to the world, causing the block that renders next (the door) to behave weirdly.

I'll quickly check to see if i can narrow down which one of those mods is being weird.

 

At a glance, it looks like removing Optifine isn't causing it, more that the hacks and changes that Optifine make to the game, solve it in some weird roundabout way.

Which is, as you can guess, bad for consistency.

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This is what happens when I use optifine, some chunks simply wont load the surface

This is purey visual, as everything in the chuck can be hit and has a hitbox, it just doesn't load the textures

I'd be really happy if someone knew what causes this, i've tried toggling every setting possible but nothing fixes this

image.thumb.png.a53b126aa3bec9c6c1c8911b9e846dbd.png

Edited by Didinossauro
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8 minutes ago, Curle said:

It looks like some mod forgot to end the buffer after applying a transform to the world, causing the block that renders next (the door) to behave weirdly.

I'll quickly check to see if i can narrow down which one of those mods is being weird.

 

At a glance, it looks like removing Optifine isn't causing it, more that the hacks and changes that Optifine make to the game, solve it in some weird roundabout way.

Which is, as you can guess, bad for consistency.

I think I should add that not only the door behaves weirdly, the chest and items on the shelves do that too

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4 minutes ago, Curle said:

Oh, well that explains why i couldn't find recent code for those mods.

 

1.12 is not supported on this forum

Update to a modern version, please.

I just read that topic, does that mean that I won't be able to fix this issue?
I would update this modpack, but most mods are still stuck at 1.12, can't I do anything?

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Just now, Curle said:

No support, unfortunately means no support.

Find replacement mods that are updated, or better yet, learn Java and join us in the mad world of modding to port up the mods you want to play with.

well if that's the only solution sadhusfgsfd
I was already thinking of learning java anyways

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1.12 is no longer supported on this forum.

Please update to a modern version of Minecraft to receive support.

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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