Having an error for my Minecraft Forge Server running RailCraft_1.5.2-7.2.3.0 (sorry for posting here; couldn't find the topic for the specific version). The error log follows... please help. Thanks in advance!
---- Minecraft Crash Report ----
// Why did you do that?
Time: 7/6/13 10:37 AM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: net/minecraftforge/common/BiomeDictionary$Type
at mods.railcraft.common.worldgen.GeodePopulator.canGen(GeodePopulator.java:60)
at mods.railcraft.common.worldgen.GeodePopulator.generateGeode(GeodePopulator.java:52)
at mods.railcraft.common.worldgen.GeodePopulator.generate(GeodePopulator.java:46)
at net.minecraftforge.event.ASMEventHandler_59_GeodePopulator_generate_Pre.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:103)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:528)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:258)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1248)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153)
at net.minecraft.server.management.PlayerInstance.<init>(PlayerInstance.java:36)
at net.minecraft.server.management.PlayerManager.func_72690_a(SourceFile:172)
at net.minecraft.server.management.PlayerManager.func_72685_d(SourceFile:300)
at net.minecraft.server.management.ServerConfigurationManager.func_72358_d(ServerConfigurationManager.java:276)
at net.minecraft.network.NetServerHandler.func_72498_a(NetServerHandler.java:408)
at net.minecraft.network.packet.Packet10Flying.func_73279_a(SourceFile:136)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:674)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.common.BiomeDictionary$Type
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:211)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 25 more
Caused by: java.lang.NullPointerException
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1420376552 bytes (1354 MB) / 1607073792 bytes (1532 MB) up to 1607073792 bytes (1532 MB)
JVM Flags: 2 total; -Xms1536m -Xmx1536m
AABB Pool Size: 6482 (362992 bytes; 0 MB) allocated, 4027 (225512 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.44 FML v5.1.13.624 Minecraft Forge 7.7.1.624 34 mods loaded, 34 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Railcraft [Railcraft] (Railcraft_1.5.2-7.2.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 10272 (575232 bytes; 0 MB) allocated, 3792 (212352 bytes; 0 MB) used
Player Count: 1 / 4; [EntityPlayerMP['BrnLctrcPhs'/190067, l='Raizen Taikoku', x=24.80, y=134.27, z=-49.29]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Having an error for my Minecraft Forge Server running RailCraft_1.5.2-7.2.3.0 (sorry for posting here; couldn't find the topic for the specific version). The error log follows... please help. Thanks in advance!
So I've been playing 1.6.1 for a few days now, and have taken it upon myself to make a rail system to each of the mainlands, its currently 6000+ blocks long and two of the stations are about a 12 minute long ride away from each other.... needless to say I am anxiously awaiting this to be updated to 1.6.1, as I know from experience how awesome this mod is, and how much better H.S. rails would be for the job.
I hate to ask but any idea when an update to the new version might happen?
So I've been playing 1.6.1 for a few days now, and have taken it upon myself to make a rail system to each of the mainlands, its currently 6000+ blocks long and two of the stations are about a 12 minute long ride away from each other.... needless to say I am anxiously awaiting this to be updated to 1.6.1, as I know from experience how awesome this mod is, and how much better H.S. rails would be for the job.
I hate to ask but any idea when an update to the new version might happen?
Dev environment is half setup, I've started poking at the code, but not made much headway. Can't do much until Buildcraft is updated and I still need to rewrite my build scripts. So....closed beta's might be available next week.
Has anyone seen lag with Signals? Well, on my server I've noticed that when moving around working in creative (and even in survival, just a whole lot more noticable in creative due to how fast you move), that there are these small lag spikes / micro pauses a couple of time a seconds. I've narrowed it down to signals.
When I place a signal down (I put down 2 of them), I notice the lag. When I break them, the lag goes away. When I place them down, and go to some place on the other side of the map, the lag is nonexistent. When I /warp back to where the signals are, the lag comes back. And again, when I break the signals, the lag stops.
Yes, I am using a lot of mods so when I get home today I'm going to create a test server with only Railcraft to see if the same things happens. While at work today, I thought i'd poke around to see if anyone else has had this problem.
Thx!
[EDIT] :
Oh, the lag corresponds with the flashing of the signal exactly. So for instance, when it flashes red, it lags. When it turns off, it lags.
Has anyone seen lag with Signals? Well, on my server I've noticed that when moving around working in creative (and even in survival, just a whole lot more noticable in creative due to how fast you move), that there are these small lag spikes / micro pauses a couple of time a seconds. I've narrowed it down to signals.
When I place a signal down (I put down 2 of them), I notice the lag. When I break them, the lag goes away. When I place them down, and go to some place on the other side of the map, the lag is nonexistent. When I /warp back to where the signals are, the lag comes back. And again, when I break the signals, the lag stops.
Yes, I am using a lot of mods so when I get home today I'm going to create a test server with only Railcraft to see if the same things happens. While at work today, I thought i'd poke around to see if anyone else has had this problem.
Thx!
[EDIT] :
Oh, the lag corresponds with the flashing of the signal exactly. So for instance, when it flashes red, it lags. When it turns off, it lags.
Render updates, every time the signal changes it forces a re-render of the mini-chunk the signal is in. The case could be made that they should be TESRs and render every tick, but they are not atm. Though to be fair, you should see the same lag every time a track changes texture (even vanilla ones) or a block is placed.
Render updates, every time the signal changes it forces a re-render of the mini-chunk the signal is in. The case could be made that they should be TESRs and render every tick, but they are not atm. Though to be fair, you should see the same lag every time a track changes texture (even vanilla ones) or a block is placed.
Ok, makes sense. Because spawn is the central hub for the rails, and because signals are the only blocks that are dynamically changing (on my server), I guess that's why I only saw it with that one block. So, my apologies. I might write a small script to place a block, remove it, over and over again to see if the same things applies just to see and for my own benefit. You'd know more about the technicalities than I would. I do remember using a redstone clock and getting similiar problems, so I just removed it and replaced it with computercraft.
Is there anything that us Server Admins could do to fix the "they should be TESRs and render every tick".
[Edit] Nevermind, wasn't thinking. I was testing them unlinked, so the constant blinking wont be happening.
Wow...the block.hidden had me tearing out my hair for hours. Couldn't use the boat mod because it saw blocks I didn't, ships and planes were crashing into them, couldn't use a nether gate because an invis block was there, had floating sand that we couldn't figure out why it wouldn't fall, couldn't understand why we would see footprints where people traveled on Rei's minimap (Should your block even be showing up on there?!). After much much digging around on the web, a two hours of testing each mod with Rei's individually, I finally narrowed it down to your hidden trackman goggle blocks. What does being able to follow someone's footprints have to do with railcraft anyway?!?
I thought I had a massive server issue, but it was this one cursed block! This needs to be corrected, as I'd guess I'm not the only one having these types of issues. Or at least make it easier to find and understand what's going on! Thanks for a great mod, but shame on you for wasting so much of my precious diggy diggy hole time
I think there is a bug with Industrial steam engines on version 7.3.0.0 as it won't accept steam from liquiducts or Golden Pipes. Not sure why, I tried Inserting to side and bottom but doesn't work!
Wow...the block.hidden had me tearing out my hair for hours. Couldn't use the boat mod because it saw blocks I didn't, ships and planes were crashing into them, couldn't use a nether gate because an invis block was there, had floating sand that we couldn't figure out why it wouldn't fall, couldn't understand why we would see footprints where people traveled on Rei's minimap (Should your block even be showing up on there?!). After much much digging around on the web, a two hours of testing each mod with Rei's individually, I finally narrowed it down to your hidden trackman goggle blocks. What does being able to follow someone's footprints have to do with railcraft anyway?!?
I thought I had a massive server issue, but it was this one cursed block! This needs to be corrected, as I'd guess I'm not the only one having these types of issues. Or at least make it easier to find and understand what's going on! Thanks for a great mod, but shame on you for wasting so much of my precious diggy diggy hole time
I had similar problems with my new secret base piston system so I had to disable the block in the config. It should really be changed.
The issues you describe are not Railcraft's fault. Its the fault of mods/forge not using the correct function to determine if a block is air. Forge has fixed most of the vanilla issues (pistons) in recent updates, if you find more report them here. Other mods will have to fix things on their end too. Railcraft is not the only mod that uses this feature (Factorization, Thaumic Tinkerer, Greg's Lighting, etc...). There is a lot of really cool things you can do with fake air blocks. Like the tracking aura or area lighting like Wraith Lamps, not to mention the performance improvements that some things like say the BC Quarry could benefit from if they used fake air blocks. Mods need to support this properly. Its been part of Forge/Vanilla since before Beta 1.7. Railcraft and Buildcraft were updated to support the fake air blocks back during the 1.3 era (11 months?).
So you ask me fix it...well the only way to "fix" it is to leave it as is and wait for people to fix their code. Or I could simple remove the feature, and in doing so close off a really neat tool for doing some really nifty things. =(
I'm planning a really hardcore/hardmode challenging modpack, so I would like to use your mods in my pack, because your mod is one of the major mods to do stuff in their (and locos are awesome ). So can I please have permissions to do it?
I'm planning a really hardcore/hardmode challenging modpack, so I would like to use your mods in my pack, because your mod is one of the major mods to do stuff in their (and locos are awesome ). So can I please have permissions to do it?
Looks good. ^^
"Lost On Earth" has permission to distribute Railcraft provided they continue to abide by the license. Have fun. ^^
I have a question, will it ever be possible to link a Tank Cart to a Locomotive for extra water storage like a Coal Tender functions? Right now we can store like 10 hours of coal inside of the Engine but only like 10 minutes of water.
I recently added Railcraft, and start a new game, and found that I cannot till some dirt blocks using a wooden (or any) hoe. They are all the most recent versions I can find for 1.5.2 (BC 2.7.2, Forestry 2.2.8.4 etc)
I recently added Railcraft, and start a new game, and found that I cannot till some dirt blocks using a wooden (or any) hoe. They are all the most recent versions I can find for 1.5.2 (BC 2.7.2, Forestry 2.2.8.4 etc)
What's the Forge version? Know a couple of those caused that problem. Try 738---fixed my tilling problems.
What's the Forge version? Know a couple of those caused that problem. Try 738---fixed my tilling problems.
Was using 7.8.0.734. Upgrading to 7.8.1.738
Forge is the ONE mod I keep forgetting to upgrade.
---
Updated. Thought the problem went away. But its back today. It seems that grass blocks that are walked on cannot be tilled until a server reset. Dirt blocks are fine.
Was using 7.8.0.734. Upgrading to 7.8.1.738
Forge is the ONE mod I keep forgetting to upgrade.
---
Updated. Thought the problem went away. But its back today. It seems that grass blocks that are walked on cannot be tilled until a server reset. Dirt blocks are fine.
---- Minecraft Crash Report ----
// Why did you do that?
Time: 7/6/13 10:37 AM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: net/minecraftforge/common/BiomeDictionary$Type
at mods.railcraft.common.worldgen.GeodePopulator.canGen(GeodePopulator.java:60)
at mods.railcraft.common.worldgen.GeodePopulator.generateGeode(GeodePopulator.java:52)
at mods.railcraft.common.worldgen.GeodePopulator.generate(GeodePopulator.java:46)
at net.minecraftforge.event.ASMEventHandler_59_GeodePopulator_generate_Pre.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:103)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:528)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:258)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1248)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153)
at net.minecraft.server.management.PlayerInstance.<init>(PlayerInstance.java:36)
at net.minecraft.server.management.PlayerManager.func_72690_a(SourceFile:172)
at net.minecraft.server.management.PlayerManager.func_72685_d(SourceFile:300)
at net.minecraft.server.management.ServerConfigurationManager.func_72358_d(ServerConfigurationManager.java:276)
at net.minecraft.network.NetServerHandler.func_72498_a(NetServerHandler.java:408)
at net.minecraft.network.packet.Packet10Flying.func_73279_a(SourceFile:136)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:674)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.common.BiomeDictionary$Type
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:211)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 25 more
Caused by: java.lang.NullPointerException
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1420376552 bytes (1354 MB) / 1607073792 bytes (1532 MB) up to 1607073792 bytes (1532 MB)
JVM Flags: 2 total; -Xms1536m -Xmx1536m
AABB Pool Size: 6482 (362992 bytes; 0 MB) allocated, 4027 (225512 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.44 FML v5.1.13.624 Minecraft Forge 7.7.1.624 34 mods loaded, 34 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Railcraft [Railcraft] (Railcraft_1.5.2-7.2.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 10272 (575232 bytes; 0 MB) allocated, 3792 (212352 bytes; 0 MB) used
Player Count: 1 / 4; [EntityPlayerMP['BrnLctrcPhs'/190067, l='Raizen Taikoku', x=24.80, y=134.27, z=-49.29]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Probably permagen issues.
I hate to ask but any idea when an update to the new version might happen?
Dev environment is half setup, I've started poking at the code, but not made much headway. Can't do much until Buildcraft is updated and I still need to rewrite my build scripts. So....closed beta's might be available next week.
When I place a signal down (I put down 2 of them), I notice the lag. When I break them, the lag goes away. When I place them down, and go to some place on the other side of the map, the lag is nonexistent. When I /warp back to where the signals are, the lag comes back. And again, when I break the signals, the lag stops.
Yes, I am using a lot of mods so when I get home today I'm going to create a test server with only Railcraft to see if the same things happens. While at work today, I thought i'd poke around to see if anyone else has had this problem.
Thx!
[EDIT] :
Oh, the lag corresponds with the flashing of the signal exactly. So for instance, when it flashes red, it lags. When it turns off, it lags.
http://www.sakkiswonderland.com
Render updates, every time the signal changes it forces a re-render of the mini-chunk the signal is in. The case could be made that they should be TESRs and render every tick, but they are not atm. Though to be fair, you should see the same lag every time a track changes texture (even vanilla ones) or a block is placed.
Ok, makes sense. Because spawn is the central hub for the rails, and because signals are the only blocks that are dynamically changing (on my server), I guess that's why I only saw it with that one block. So, my apologies. I might write a small script to place a block, remove it, over and over again to see if the same things applies just to see and for my own benefit. You'd know more about the technicalities than I would. I do remember using a redstone clock and getting similiar problems, so I just removed it and replaced it with computercraft.
Is there anything that us Server Admins could do to fix the "they should be TESRs and render every tick".
[Edit] Nevermind, wasn't thinking. I was testing them unlinked, so the constant blinking wont be happening.
http://www.sakkiswonderland.com
I thought I had a massive server issue, but it was this one cursed block! This needs to be corrected, as I'd guess I'm not the only one having these types of issues. Or at least make it easier to find and understand what's going on! Thanks for a great mod, but shame on you for wasting so much of my precious diggy diggy hole time
They need a redstone signal to even accept steam
The issues you describe are not Railcraft's fault. Its the fault of mods/forge not using the correct function to determine if a block is air. Forge has fixed most of the vanilla issues (pistons) in recent updates, if you find more report them here. Other mods will have to fix things on their end too. Railcraft is not the only mod that uses this feature (Factorization, Thaumic Tinkerer, Greg's Lighting, etc...). There is a lot of really cool things you can do with fake air blocks. Like the tracking aura or area lighting like Wraith Lamps, not to mention the performance improvements that some things like say the BC Quarry could benefit from if they used fake air blocks. Mods need to support this properly. Its been part of Forge/Vanilla since before Beta 1.7. Railcraft and Buildcraft were updated to support the fake air blocks back during the 1.3 era (11 months?).
So you ask me fix it...well the only way to "fix" it is to leave it as is and wait for people to fix their code. Or I could simple remove the feature, and in doing so close off a really neat tool for doing some really nifty things. =(
I'm planning a really hardcore/hardmode challenging modpack, so I would like to use your mods in my pack, because your mod is one of the major mods to do stuff in their (and locos are awesome ). So can I please have permissions to do it?
Looks good. ^^
"Lost On Earth" has permission to distribute Railcraft provided they continue to abide by the license. Have fun. ^^
GrowthCraft, Natura, Grimoire of Gaia
MystCraft, Dimensinal Doors, Ruins
Twilight Forest,
Thaumcraft, Thaumic Tinkerer, Ars Magica,
Buildcraft,
Forestry, ExtraBees, MagicBees
Thermal Expansion
I recently added Railcraft, and start a new game, and found that I cannot till some dirt blocks using a wooden (or any) hoe. They are all the most recent versions I can find for 1.5.2 (BC 2.7.2, Forestry 2.2.8.4 etc)
What's the Forge version? Know a couple of those caused that problem. Try 738---fixed my tilling problems.
Was using 7.8.0.734. Upgrading to 7.8.1.738
Forge is the ONE mod I keep forgetting to upgrade.
---
Updated. Thought the problem went away. But its back today. It seems that grass blocks that are walked on cannot be tilled until a server reset. Dirt blocks are fine.
Please report any such issues here on the Forge issue tracker -> https://github.com/MinecraftForge/MinecraftForge/issues/602