I'm getting crashes when my world loads. I haven't been using optifine for a few weeks. Since then I've updated several mods I use. I wanted to try some texture packs that require optifine or MCpatcher. I added optifine back to my mods, no texture packs added yet.
I suspect one of the mods that were recently updated. I'm not that great reading crashlogs, but it seems to point to Biomesoplenty. Can anyone confirm?
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 10/9/14 11:18 AM
Description: Exception in server tick loop
java.lang.NullPointerException: Exception in server tick loop
at java.util.ArrayList.addAll(Unknown Source)
at biomesoplenty.common.world.layer.GenLayerBiomeBOP.<init>(GenLayerBiomeBOP.java:33)
at biomesoplenty.common.world.WorldTypeBOP.getBiomeLayer(WorldTypeBOP.java:25)
at biomesoplenty.common.world.layer.GenLayerBOP.initializeAllBiomeGenerators(GenLayerBOP.java:62)
at biomesoplenty.common.world.WorldChunkManagerBOP.<init>(WorldChunkManagerBOP.java:38)
at biomesoplenty.common.world.WorldTypeBOP.getChunkManager(WorldTypeBOP.java:35)
at net.minecraft.world.WorldProvider.func_76572_b(WorldProvider.java:61)
at net.minecraft.world.WorldProvider.func_76558_a(WorldProvider.java:44)
at net.minecraft.world.World.<init>(World.java:244)
at net.minecraft.world.WorldServer.<init>(WorldServer.java:97)
at WorldServerOF.<init>(WorldServerOF.java:69)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:65)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:153)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Looks as though your issue seems to come from Biomes'O Plenty.
So after a few hours of troubleshooting I've seemed to find that it is an incompatibility between BoP 1.7.10-2.1.0.978 and Forge 1.7.10-10.13.1.1224. Forge .1222 works.
-snip-
There should be some sort of rule to not provide any sort of help to people who have a hacked client and maybe delete the posts to avoid future confusion and false assumptions that we don't help users.
-snip-
I agree full-heartedly. I didn't notice that he was using a hacked account.
So after a few hours of troubleshooting I've seemed to find that it is an incompatibility between BoP 1.7.10-2.1.0.978 and Forge 1.7.10-10.13.1.1224. Forge .1222 works.
Thanks!
Yeah, sometimes it's not a good idea to update forge unless the mod otherwise states to do so. Sometimes updating a forge version will cause wonky things to happen with mods.
1. Both Forge and Liteloader can load all known tweak mods (each other, Optifine and shader mod) if they're placed in the mods folder. In short, Optifine can be loaded by Liteloader
2. There's a Liteloader mod that allows (a bit limited) use of World Edit in singleplayer. World Edit Wrapper.
Go read Liteloader instructions.
I loaded Forge, extracted LiteLoader into the /mods/1.7.10 folder, then added Optifine. There is a complete Voxel Modpack available (individual parts can be handled the same) Forge and LiteLoader Mods both work.
The WorldEdit commands (nearly 5 pages) are exactly like they were with SPC. With Voxel many equivalent SPC commands/functions are available.
Finished fixing the MCP mappings.
This was a huuuuuge update. So many new classes and functions.
Rendering system
The old Notch code was straightforward and relatively easy to follow. The new rendering system is an over-engineered monster full of factories, builders, bakeries, baked items, managers, dispatchers, states, enums and layers.
Object allocation is rampant, small objects are allocated like there is no tomorrow. No wonder that the garbage collector has to work so hard.
On the positive side the rendering engine can load configurable block models and supports VBO rendering, which may be a bit faster. Because it is so complex there is a lot of optimization potential.
Chunk loading
The multithreaded chunk loading is crude and it will need a lot of optimizations in order to behave properly. Currently it works best with multi-core systems, quad-core is optimal, dual-core suffers a bit and single-core CPUs are practically doomed with vanilla. Lag spikes are present with all types of CPU.
Finished fixing the MCP mappings.
This was a huuuuuge update. So many new classes and functions.
Rendering system
The old Notch code was straightforward and relatively easy to follow. The new rendering system is an over-engineered monster full of factories, builders, bakeries, baked items, managers, dispatchers, states, enums and layers.
Object allocation is rampant, small objects are allocated like there is no tomorrow. No wonder that the garbage collector has to work so hard.
On the positive side the rendering engine can load configurable block models and supports VBO rendering, which may be a bit faster. Because it is so complex there is a lot of optimization potential.
Chunk loading
The multithreaded chunk loading is crude and it will need a lot of optimizations in order to behave properly. Currently it works best with multi-core systems, quad-core is optimal, dual-core suffers a bit and single-core CPUs are practically doomed with vanilla. Lag spikes are present with all types of CPU.
Many including myself are very pleased to see progress is being made on Optifine for the newest version of Minecraft, Sp614x. I was VERY pleased to read 'Currently it works best with multi-core systems, quad-core is optimal' because I just happen to use a Core 2 Quad Q6600 2.4ghz, which may be an older model compared to the current i3, i5, and i7 series, but it works great nevertheless!
Finished fixing the MCP mappings.
This was a huuuuuge update. So many new classes and functions.
Rendering system
The old Notch code was straightforward and relatively easy to follow. The new rendering system is an over-engineered monster full of factories, builders, bakeries, baked items, managers, dispatchers, states, enums and layers.
Object allocation is rampant, small objects are allocated like there is no tomorrow. No wonder that the garbage collector has to work so hard.
On the positive side the rendering engine can load configurable block models and supports VBO rendering, which may be a bit faster. Because it is so complex there is a lot of optimization potential.
Chunk loading
The multithreaded chunk loading is crude and it will need a lot of optimizations in order to behave properly. Currently it works best with multi-core systems, quad-core is optimal, dual-core suffers a bit and single-core CPUs are practically doomed with vanilla. Lag spikes are present with all types of CPU.
Good to hear. Do you think you will find a lot of ways to speed up the new rendering system then? Or is that something Mojang has to optimize? As for multithreading, do you think it will be possible to turn off for single core systems with optifine?
It seems like 1.8 has to potential to be faster than 1.7 was, but so far it is quite a bit slower....
Good to hear. Do you think you will find a lot of ways to speed up the new rendering system then? Or is that something Mojang has to optimize? As for multithreading, do you think it will be possible to turn off for single core systems with optifine?
It seems like 1.8 has to potential to be faster than 1.7 was, but so far it is quite a bit slower....
The rendering can probably be made faster, there are some interesting shortcuts that can be taken.
The chunk loading will probably be configurable between auto, single-core, dual-core and quad-core+. The Auto option will use the best setting for the CPU. There may also be a second option which will make it work like the 1.7 OptiFine Multi-Core which should be even faster.
Hey sp614x or as I like to call you, "Optifine guy"...I just wanted to say thanks for the great mod. Its always been one of my favorites. Last night, I clicked one of the tabs in the optifine menu and my FPS skyrocketed from 25ish to 80ish. And I had already maxed out all of the other mojang options. This is with over 140 mods installed. Its incredible, and has made the game so much more enjoyable for me. Thanks!
When this is updated for 1.8 will the connected textures be bugged? Right now I'd you break a large chest it appears to break the whole thing until it autually breaks. Will connected textures be like that?
The minute it crashes it doesnt give me a crash report or log. It just takes out everything, but first it comes with a major amount of FPS lag
The launcher should show something in the console (game output); if necessary, force the launcher to stay open by clicking the edit profile button and changing the launcher visibility option; the launcher should indicate some sort of problem even if no crash report is produced (which sounds like the JVM crashing, leaving the game unable to produce a crash report but the launcher should indicate that a crash occurred).
Incidentally, how much memory is allocated to the game (press F3)? Severe lag followed by a crash can be due to the game running out of memory; depending on your settings the default memory allocation may be too low (for example, my computer allocates about 500 MB with no JVM arguments to set memory; this works fine for default settings but a HD resource pack or the like will increase memory requirements, as will trying to run on extreme render distances as Optifine allows over 16 chunks; note that vanilla 1.8 allows this only if you allocate 2 GB or more).
Note that you may also have hs_err_pid files in the .minecraft folder if the JVM itself crashed, which will contain relevant information on the cause of the crash.
Looks as though your issue seems to come from Biomes'O Plenty.
showmethemods has been terrorizing this thread since 29 Sep. You'll never be able to answer his question because he never does what you ask! It starts here:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272953-optifine-hd-a4-fps-boost-hd-textures-aa-af-and?comment=43316
and continues every few days until present.
Lou
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
So after a few hours of troubleshooting I've seemed to find that it is an incompatibility between BoP 1.7.10-2.1.0.978 and Forge 1.7.10-10.13.1.1224. Forge .1222 works.
Thanks!
I agree full-heartedly. I didn't notice that he was using a hacked account.
Never arbitrary,
-DaBlizz
Yeah, sometimes it's not a good idea to update forge unless the mod otherwise states to do so. Sometimes updating a forge version will cause wonky things to happen with mods.
LiteLoader: It is not a LiteLoader mod, so it cannot be run by LiteLoader. It can however be run by Forge or as a jar mod alongside LiteLoader.WorldEdit: WorldEdit is a Bukkit plugin, so IDK why this would be incompatible.I'm an old-school guy who hasn't had any experience with LiteLoader. Probally should try it sometime. Listen to the gentleman below me. \/
--My PC --SEUS 10.1 Fixes --SEUS Water Fix --SEUS 10.2 Preview --MultiMC 1.8 Shaders Fix (Not needed if using Forge)
I loaded Forge, extracted LiteLoader into the /mods/1.7.10 folder, then added Optifine. There is a complete Voxel Modpack available (individual parts can be handled the same) Forge and LiteLoader Mods both work.
The WorldEdit commands (nearly 5 pages) are exactly like they were with SPC. With Voxel many equivalent SPC commands/functions are available.
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
This was a huuuuuge update. So many new classes and functions.
Rendering system
The old Notch code was straightforward and relatively easy to follow. The new rendering system is an over-engineered monster full of factories, builders, bakeries, baked items, managers, dispatchers, states, enums and layers.
Object allocation is rampant, small objects are allocated like there is no tomorrow. No wonder that the garbage collector has to work so hard.
On the positive side the rendering engine can load configurable block models and supports VBO rendering, which may be a bit faster. Because it is so complex there is a lot of optimization potential.
Chunk loading
The multithreaded chunk loading is crude and it will need a lot of optimizations in order to behave properly. Currently it works best with multi-core systems, quad-core is optimal, dual-core suffers a bit and single-core CPUs are practically doomed with vanilla. Lag spikes are present with all types of CPU.
Many including myself are very pleased to see progress is being made on Optifine for the newest version of Minecraft, Sp614x. I was VERY pleased to read 'Currently it works best with multi-core systems, quad-core is optimal' because I just happen to use a Core 2 Quad Q6600 2.4ghz, which may be an older model compared to the current i3, i5, and i7 series, but it works great nevertheless!
Good to hear. Do you think you will find a lot of ways to speed up the new rendering system then? Or is that something Mojang has to optimize? As for multithreading, do you think it will be possible to turn off for single core systems with optifine?
It seems like 1.8 has to potential to be faster than 1.7 was, but so far it is quite a bit slower....
The rendering can probably be made faster, there are some interesting shortcuts that can be taken.
The chunk loading will probably be configurable between auto, single-core, dual-core and quad-core+. The Auto option will use the best setting for the CPU. There may also be a second option which will make it work like the 1.7 OptiFine Multi-Core which should be even faster.
I support:
You sure? It'll post under .minecraft/crash-reports/crash-name-date.txt
--My PC --SEUS 10.1 Fixes --SEUS Water Fix --SEUS 10.2 Preview --MultiMC 1.8 Shaders Fix (Not needed if using Forge)
The launcher should show something in the console (game output); if necessary, force the launcher to stay open by clicking the edit profile button and changing the launcher visibility option; the launcher should indicate some sort of problem even if no crash report is produced (which sounds like the JVM crashing, leaving the game unable to produce a crash report but the launcher should indicate that a crash occurred).
Incidentally, how much memory is allocated to the game (press F3)? Severe lag followed by a crash can be due to the game running out of memory; depending on your settings the default memory allocation may be too low (for example, my computer allocates about 500 MB with no JVM arguments to set memory; this works fine for default settings but a HD resource pack or the like will increase memory requirements, as will trying to run on extreme render distances as Optifine allows over 16 chunks; note that vanilla 1.8 allows this only if you allocate 2 GB or more).
Note that you may also have hs_err_pid files in the .minecraft folder if the JVM itself crashed, which will contain relevant information on the cause of the crash.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?