The Rei's Minimap thread only lists a single version of the mod. I'm assuming there is only a forge version at this point and that would mean we must be using it?
If another exists, please point me in the right direction.
If you go to that page, and then open the spoiler marked "How to Enable Cave mapping / Entities radar on SMP" and then scroll down to "LoginMessage v0.4", you will see there are patch files for vanilla server and for Forge server. I usually see the error you're reporting when people patch a Forge server with the vanilla server file. If that's not the issue, let me know and I'll look into it further.
I don't know about multiplayer, but I'm in love with Rei's minimap, and I use it with Twilight Forest, but I found that the only way to work it is to install forge, install Twilight Forest in the mods section of forge, and then install Rei's minimap in your minecraft.jar file. It never worked if I put it in the mods section of forge; I had to install it the ugly route of copy/pasting it into my .jar and deleting the overwritten files.
Hope that does something for you!
As I said above, Rei's minimap is added to the jar tab, which puts it in the jar along with forge.
If you go to that page, and then open the spoiler marked "How to Enable Cave mapping / Entities radar on SMP" and then scroll down to "LoginMessage v0.4", you will see there are patch files for vanilla server and for Forge server. I usually see the error you're reporting when people patch a Forge server with the vanilla server file. If that's not the issue, let me know and I'll look into it further.
Thanks for all your support, that was the problem. You never mentioned LoginMessage before so I thought Rei's minimap was the problem.
The sorting tree, as intended, will move around items in nearby chests, merging stacks and putting similar items (currently defined as items sharing a creative mode tab) together. I'm resisting adding any more features, and I'm not totally sure it will even be useful.
I was actually responding with silly programmer humor.
You're actually doing what I was saying. Yes, that will be useful.
Heck, let me have a way to specify filtering chests -- stuff goes down this branch only if it passes that chest contents. Sharing a creative tab is a good start, but I want to have cobble stone here, dirt there, flint and gravel over there, etc.
At the moment, I can't do much with the item frames. They're hard coded to display only vanilla maps and I can't modify the item frame code. What I could do is make a patch for Forge to allow more types of things in item frames, make sure Forge adds it, wait at least until another Minecraft version to make sure everybody is running a version of Forge that has the new code in it, and then add my maps to item frames. But that seems like a lot of work.
I don't know what XCompWiz does with item frames, but he manages to get his new symbol pages to display in them.
I guess I'm a little confused as to what custom ore generation would do to the hollow hills. You want COG to remove all the ore from the hollow hill stalactites and distribute it... in the ground? I think that would be difficult.
What I want is to get COG's normal behavior -- either layered veins or scattered clouds -- in the twilight forest. However, step one that it does is to remove all the vanilla ore deposits -- and it can't tell hollow hill deposits from normal.
So, there would need to be (unless you can think of something I'm not) a way for that mod to ask your mod to redo the special ore placements for the hills.
In other words, the flow would be:
1. Generate the stone map for the chunk.
2. Add the normal ore deposits (randomly scattered clusters)
3. Add the special hollow hill stuff.
4. COG wipes all the ores, and places veins/clouds
5. COG asks you to replace the special hollow hill stuff
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
how can I fix this?
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 12/31/12 4:30 PM
Description: Failed to start game
java.lang.IllegalArgumentException: Failed to register dimension for id 7, One is already registered
at net.minecraftforge.common.DimensionManager.registerDimension(DimensionManager.java:80)
at twilightforest.TwilightForestMod.load(TwilightForestMod.java:260)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:478)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 362554792 bytes (345 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.471 9 mods loaded, 9 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
GuiAPI [GuiAPI] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
DivineRPG [DivineRPG] (DivineRPG1.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest [The Twilight Forest] (twilightforest-1.14.0.zip) Unloaded->Constructed->Pre-initialized->Errored
IDResolver [ID Resolver] (IDResolver-1.4.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6310 Graphics GL version 4.1.10429 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Hey Benimatic, have you ever considered adding tree sap as a resource? Perhaps certain trees could produce it, and when put in a furnace it's hardened, and can be used to make tools or armor.
Pardon my quickly done textures, but I was imagining something kind of like this
The Meaning of Life, the Universe, and Everything.
Join Date:
12/5/2012
Posts:
42
Minecraft:
DanilaFe
Member Details
Have the Lich tower become much rarer? Before i easily found one, and now it's only hydra's lair (I FOUND IT IN A HOLLOW HILL IN A FIRE BIOME) and naga's courtyard. Lich is the only boss i have yet to kill!
Slime beetles can be found in hollow hills. I would suggest the larger the hill the better, but I don't know if that is just coincidence for when I see them, or if they're actually being spawned more on purpose there.
They can also be found in labyrinths, but you'll have larger problems if you're trying to hunt slime beetles there.
Lich Towers aren't rarer (as far as I know). A new map in the updated Twilight Forest gave me two of them directly east of my spawn. Also, the Hyrda's don't actually spawn in a hollow hill; that's just what their lair sort of looks like. If there is any canon storyline for the Twilight Forest, my best bet would be that they kicked out the other denizens, tore off most of the stalagmites, and flattened out the floor to make a den out of it.
I'm not sure if it's from this mod, but I'm getting blocks, mobs, and items not mentioned in the mod anywhere. Such things include Timewood, the King Spider, the Wolf of the Mists, Vanishing block (the name is actually Vanishing block; I'm not experiencing any disappearing blocks), and a bunch of other things. Like I said, I'm not sure if it's from this mod, but it's the only mod I have installed that adds brand new items and blocks to the game. Please reply if this is actually part of the mod.
dtester- That occasionally happens with me as well when I enter the portal to the Forest. It always meant to me that the world was still loading, and the only thing already loaded was the sky, the horizon, and yourself. You could try waiting a few minutes to see if the world loads, but if that doesn't work, you probably do have a tougher issue.
Depressed Walrus- Mangrove saplings currently cannot grow on their own. They are not bugged, but have to grow in the water, which is currently impossible with minecraft growing options. There's probably a better explanation of this, but that's what I understand it to be. The other saplings should all grow just fine.
mgastryker- Those blocks and mobs are parts of some new releases in the mod. They're works in progress, so expect to see changes to them. They are indeed supposed to be part of the Twilight Forest though; don't worry about that!
finally, Benimatic- The vanishing blocks are incredibly brilliant. Thank you for making magic walls possible. I can't wait to see how the dark tower works with them. Without lights or openings initially, I thought I was sealed in the tower with all the mobs until I hit one on accident. Best passageway ideas ever.
I get this when I try to connect to my server. Works fine in single player.
03.01 13:19:04 [Server] INFO at di.a(SourceFile:59)
03.01 13:19:04 [Server] INFO at it.a(NetLoginHandler.java:324)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:67)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:102)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.ModListResponsePacket.execute(ModListResponsePacket.java:130)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLPacket.makePacketSet(FMLPacket.java:113)
03.01 13:19:04 [Server] INFO at java.util.Arrays.copyOfRange(Arrays.java:2549)
03.01 13:19:04 [Server] INFO java.lang.IllegalArgumentException: 32000 > 1551
03.01 13:19:04 [Server] WARNING [Minecraft] Failed to handle packet for Doughboy [/184.8.67.162:60669]: java.lang.IllegalArgumentException: 32000 > 1551
03.01 13:19:04 [Server] INFO at fy.run(SourceFile:849)
03.01 13:19:04 [Server] INFO at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
03.01 13:19:04 [Server] INFO at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:598)
03.01 13:19:04 [Server] INFO at ho.r(DedicatedServer.java:270)
03.01 13:19:04 [Server] INFO at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:702)
03.01 13:19:04 [Server] INFO at ht.b(SourceFile:29)
03.01 13:19:04 [Server] INFO at hu.a(ServerListenThread.java:56)
03.01 13:19:04 [Server] INFO at it.c(NetLoginHandler.java:81)
03.01 13:19:04 [Server] INFO at cg.b(TcpConnection.java:454)
03.01 13:19:04 [Server] INFO at di.a(SourceFile:59)
03.01 13:19:04 [Server] INFO at it.a(NetLoginHandler.java:324)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:67)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:102)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.ModListResponsePacket.execute(ModListResponsePacket.java:130)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLPacket.makePacketSet(FMLPacket.java:113)
03.01 13:19:04 [Server] INFO at java.util.Arrays.copyOfRange(Arrays.java:2549)
03.01 13:19:04 [Server] INFO java.lang.IllegalArgumentException: 32000 > 1551
If you go to that page, and then open the spoiler marked "How to Enable Cave mapping / Entities radar on SMP" and then scroll down to "LoginMessage v0.4", you will see there are patch files for vanilla server and for Forge server. I usually see the error you're reporting when people patch a Forge server with the vanilla server file. If that's not the issue, let me know and I'll look into it further.
As I said above, Rei's minimap is added to the jar tab, which puts it in the jar along with forge.
Thanks for all your support, that was the problem. You never mentioned LoginMessage before so I thought Rei's minimap was the problem.
Cheers
I was actually responding with silly programmer humor.
You're actually doing what I was saying. Yes, that will be useful.
Heck, let me have a way to specify filtering chests -- stuff goes down this branch only if it passes that chest contents. Sharing a creative tab is a good start, but I want to have cobble stone here, dirt there, flint and gravel over there, etc.
I don't know what XCompWiz does with item frames, but he manages to get his new symbol pages to display in them.
What I want is to get COG's normal behavior -- either layered veins or scattered clouds -- in the twilight forest. However, step one that it does is to remove all the vanilla ore deposits -- and it can't tell hollow hill deposits from normal.
So, there would need to be (unless you can think of something I'm not) a way for that mod to ask your mod to redo the special ore placements for the hills.
In other words, the flow would be:
1. Generate the stone map for the chunk.
2. Add the normal ore deposits (randomly scattered clusters)
3. Add the special hollow hill stuff.
4. COG wipes all the ores, and places veins/clouds
5. COG asks you to replace the special hollow hill stuff
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
player.me/felinoel
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 12/31/12 4:30 PM
Description: Failed to start game
java.lang.IllegalArgumentException: Failed to register dimension for id 7, One is already registered
at net.minecraftforge.common.DimensionManager.registerDimension(DimensionManager.java:80)
at twilightforest.TwilightForestMod.load(TwilightForestMod.java:260)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:478)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 362554792 bytes (345 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.471 9 mods loaded, 9 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
GuiAPI [GuiAPI] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
DivineRPG [DivineRPG] (DivineRPG1.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest [The Twilight Forest] (twilightforest-1.14.0.zip) Unloaded->Constructed->Pre-initialized->Errored
IDResolver [ID Resolver] (IDResolver-1.4.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6310 Graphics GL version 4.1.10429 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Pardon my quickly done textures, but I was imagining something kind of like this
They can also be found in labyrinths, but you'll have larger problems if you're trying to hunt slime beetles there.
Lich Towers aren't rarer (as far as I know). A new map in the updated Twilight Forest gave me two of them directly east of my spawn. Also, the Hyrda's don't actually spawn in a hollow hill; that's just what their lair sort of looks like. If there is any canon storyline for the Twilight Forest, my best bet would be that they kicked out the other denizens, tore off most of the stalagmites, and flattened out the floor to make a den out of it.
No error message, no crash. When I go through the portal all i get is the vast emptiness of space, with a sky above.
I'm running client/server 1.46 and forge 1.4.6-6.5.0.489.
Also tested with forge .471
Also tested it by itself, removing all other mods with the exception of forge
Depressed Walrus- Mangrove saplings currently cannot grow on their own. They are not bugged, but have to grow in the water, which is currently impossible with minecraft growing options. There's probably a better explanation of this, but that's what I understand it to be. The other saplings should all grow just fine.
mgastryker- Those blocks and mobs are parts of some new releases in the mod. They're works in progress, so expect to see changes to them. They are indeed supposed to be part of the Twilight Forest though; don't worry about that!
finally, Benimatic- The vanishing blocks are incredibly brilliant. Thank you for making magic walls possible. I can't wait to see how the dark tower works with them. Without lights or openings initially, I thought I was sealed in the tower with all the mobs until I hit one on accident. Best passageway ideas ever.
03.01 13:19:04 [Server] INFO at it.a(NetLoginHandler.java:324)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:67)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:102)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.ModListResponsePacket.execute(ModListResponsePacket.java:130)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLPacket.makePacketSet(FMLPacket.java:113)
03.01 13:19:04 [Server] INFO at java.util.Arrays.copyOfRange(Arrays.java:2549)
03.01 13:19:04 [Server] INFO java.lang.IllegalArgumentException: 32000 > 1551
03.01 13:19:04 [Server] WARNING [Minecraft] Failed to handle packet for Doughboy [/184.8.67.162:60669]: java.lang.IllegalArgumentException: 32000 > 1551
03.01 13:19:04 [Server] INFO at fy.run(SourceFile:849)
03.01 13:19:04 [Server] INFO at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
03.01 13:19:04 [Server] INFO at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:598)
03.01 13:19:04 [Server] INFO at ho.r(DedicatedServer.java:270)
03.01 13:19:04 [Server] INFO at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:702)
03.01 13:19:04 [Server] INFO at ht.b(SourceFile:29)
03.01 13:19:04 [Server] INFO at hu.a(ServerListenThread.java:56)
03.01 13:19:04 [Server] INFO at it.c(NetLoginHandler.java:81)
03.01 13:19:04 [Server] INFO at cg.b(TcpConnection.java:454)
03.01 13:19:04 [Server] INFO at di.a(SourceFile:59)
03.01 13:19:04 [Server] INFO at it.a(NetLoginHandler.java:324)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:67)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:102)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.ModListResponsePacket.execute(ModListResponsePacket.java:130)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLPacket.makePacketSet(FMLPacket.java:113)
03.01 13:19:04 [Server] INFO at java.util.Arrays.copyOfRange(Arrays.java:2549)
03.01 13:19:04 [Server] INFO java.lang.IllegalArgumentException: 32000 > 1551