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    posted a message on Remain in Motion - Continuation of Redstone in Motion, the frame mod

    I'm considering using this mod because it works. I tried using "Framez", but there isn't any documentation of how it is supposed to work, or even a tutorial video - the closest thing to a tutorial is someone showing off their rotating doors made with it, and only demonstrating it working and not actually showing us how. The best feature of Redstone In Motion or Remain In Motion is the carriage motor which moves itself with the carriage


    However, the last time I tried to use this mod, there was a serious problem where all carriage connected multipart blocks were deleted occasionally (redstone wires, timers, toggle latches, ThermalExpansion2 ducts, etc.). I'm pretty sure that was with 1.6.4, because in 1.7.10 TE2 ducts are no longer multipart.


    Has the issue been discovered and fixed, or should I keep trying to figure out how to use "framez"?


    I'm going to install this mod and try to use it for my automated railway bridge builder, and maybe someday build a "frame mining-bore" that consumes a 16x32 slice of chunk whenever it moves

    Posted in: Minecraft Mods
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    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!

    It looks like I won't have to download the mods again (that is, IF these files are for 1.7.10), because I used foremost to recover the deleted jar files on my backup flash-drive. Only problem is that all of the file names are replaced with random numbers, so I have to open them up and examine the contents to find out which mod it is and which version it is for...


    Maybe I should go download one of those modpacks, and rip it off from there. That would be a lot easier.

    Posted in: Minecraft Mods
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    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!

    It appears that there is still an error "SQLite3Stmt::execute(): Unable to execute statement: disk I/O error at "<...> and the other one, "Cannot modify header information - headers already sent by"<...> - this is a serious problem, since I don't have any of the mods stored anywhere! I used to have some versions backed-up, but they are gone, I think I deleted them :/


    So, does anyone have copies of the mods, which they can upload to 4shared or somewhere like that? Or even better, is there a mirror somewhere that has the files, other than immibis.com?


    It is also possible that some other people are not experiencing this error, since several people have made posts here, the content of said posts suggesting they they don't know of the error. Is anyone else not getting the error? If so, can you tell us what your machine specifications are, so that we may try to emulate them and get past it? (this is highly unlikely, since it appears to be a disk I/O error, but there's a lot that can cause that, and it could be something as simple as unexpected information in the request from a client)...



    Quote from korey03 >>Solved.

    Look again, you're wrong! It is still broken!
    Posted in: Minecraft Mods
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    posted a message on [Fixed] Game-Breaking lag: Fails to load new dimension: Stuck at "Downloading Terrain" phase

    I updated Forge to the latest version (was using recommended) and it properly loaded the dimension after a significant delay. At least it's
    working now.
    Updated first post to reflect the new relevant information.

    Posted in: Modded Client Support
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    posted a message on [Fixed] Game-Breaking lag: Fails to load new dimension: Stuck at "Downloading Terrain" phase

    I have two more logs from when I tried running Minecraft-1.7.10-with-Forge, this time I allocated 6GB of RAM. In the second attempt, I removed the mod "Draconic Evolution" to possibly cause less latency. However, the problem still persists. It's as if the game gets stuck in a loop and stops loading.


    First attempt with 6GB: http://www.4shared.com/file/2yVjaXh3ba/fml-client-2.html

    Second attempt, with 6GB and removed a mod: http://www.4shared.com/file/t1ROdG_Nce/fml-client-3.html


    It is visible that I get the same results even when 6GB are allocated, which should be more than enough. I am looking for a debug option somewhere in the forge configuration which might cause more relevant information to be output to the log, but all I found was the mod chunk-load-request/chunk-load-ticket limiter system and a chunk caching option.


    So, I added the mod "Draconic Evolution" back into the mods folder, reduced the allocated RAM to 4GB, raised the maximum number of chunk tickets to 400 and added a dormant chunk cache of 100 chunks, just to see what would then happen when I try loading a new dimension with these settings. It does not improve what is happening, but I like the settings anyways so I will keep them for now, and just avoid going to the nether for now until this is fixed. Who knows, maybe I will find a working java profiler that doesn't require you to pay some fee in order to use it.


    Here is the log from the latest attempt: http://www.4shared.com/file/xxSbAPL9ba/fml-client-latest.html


    Any help with this is appreciated.

    Posted in: Modded Client Support
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    posted a message on [Fixed] Game-Breaking lag: Fails to load new dimension: Stuck at "Downloading Terrain" phase
    Quote from Serbian011ยป

    Try assigning more memory to minecraft if your system has enough RAM memory.

    You said it your self, the game keeps going past the 2GB allocated. That obviously means that 2 GB is not enough, and the error above is a clear enough sign that minecraft is running out of memory.


    Also, if you cannot upload the whole log file on pastebin, upload it to mediafire instead.



    I have tried assigning up to 4GB and even that still results in this same problem. I could try assigning 6GB, but I only have 8GB available and I do not like fooling with odd numbers - because usually when you try to assign anything with an odd number (such as half of 6GB which is 3GB, for one of the other parameters), the JVM does not initiate.

    The problem appears to be independent of the amount of memory assigned, because it just continues to take up more memory until there is not any more available, which is what causes it to run out of memory in the first place. Here is an example, of the last lines of the log file when I have assigned 4GB of memory - you can see several instances of the famous "world may have leaked" log message, and how one of the mods is (later) continuing to request a speed packet from the server every so often, but nothing happens:


    [09:22:06] [Server thread/INFO] [FML/]: Unloading dimension 53
    [09:22:06] [Server thread/INFO] [FML/]: Unloading dimension 7
    [09:22:06] [Server thread/INFO] [FML/]: Unloading dimension -42
    [09:22:06] [Server thread/INFO] [FML/]: Unloading dimension 1
    [09:22:30] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save World 01
    [09:22:35] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save World 01
    [09:23:02] [Server thread/DEBUG] [FML/]: The world b2aed9a (World 01) may have leaked: first encounter (5 occurences).

    [09:23:02] [Server thread/DEBUG] [FML/]: The world 7e2a9322 (World 01) may have leaked: first encounter (5 occurences).

    [09:23:02] [Server thread/DEBUG] [FML/]: The world 3f1a5849 (World 01) may have leaked: first encounter (5 occurences).

    [09:23:02] [Server thread/DEBUG] [FML/]: The world 574a476f (World 01) may have leaked: first encounter (5 occurences).

    [09:23:05] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save World 01
    [09:23:14] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save World 01
    [09:23:37] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save World 01
    [09:24:06] [Server thread/DEBUG] [FML/]: The world b2aed9a (World 01) may have leaked: seen 10 times.

    [09:24:06] [Server thread/DEBUG] [FML/]: The world 7e2a9322 (World 01) may have leaked: seen 10 times.

    [09:24:06] [Server thread/DEBUG] [FML/]: The world 3f1a5849 (World 01) may have leaked: seen 10 times.

    [09:24:06] [Server thread/DEBUG] [FML/]: The world 574a476f (World 01) may have leaked: seen 10 times.

    [09:24:22] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save World 01
    [09:24:56] [Server thread/DEBUG] [FML/]: The world b2aed9a (World 01) may have leaked: seen 15 times.

    [09:24:56] [Server thread/DEBUG] [FML/]: The world 7e2a9322 (World 01) may have leaked: seen 15 times.

    [09:24:56] [Server thread/DEBUG] [FML/]: The world 3f1a5849 (World 01) may have leaked: seen 15 times.

    [09:24:56] [Server thread/DEBUG] [FML/]: The world 574a476f (World 01) may have leaked: seen 15 times.

    [09:25:07] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save World 01
    [09:25:46] [Server thread/DEBUG] [FML/]: The world b2aed9a (World 01) may have leaked: seen 20 times.

    [09:25:46] [Server thread/DEBUG] [FML/]: The world 7e2a9322 (World 01) may have leaked: seen 20 times.

    [09:25:46] [Server thread/DEBUG] [FML/]: The world 3f1a5849 (World 01) may have leaked: seen 20 times.

    [09:25:46] [Server thread/DEBUG] [FML/]: The world 574a476f (World 01) may have leaked: seen 20 times.

    [09:25:52] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save World 01
    [09:26:24] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save World 01
    [09:26:32] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save World 01
    [09:26:46] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:27:11] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:27:36] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:28:01] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:28:27] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:28:52] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:29:17] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:29:42] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:30:07] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:30:32] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:30:57] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:31:22] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:31:47] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:32:12] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:32:38] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:33:03] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:33:43] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:34:37] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:35:39] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:36:59] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:38:27] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:39:59] [Client thread/INFO] [Draconic Evolution/]: Requesting speed packet from server
    [09:41:06] [Client thread/INFO] [STDOUT/]: [paulscode.sound.SoundSystemLogger:message:69]:
    [09:41:06] [Client thread/INFO] [STDOUT/]: [paulscode.sound.SoundSystemLogger:message:69]: SoundSystem shutting down...
    [09:41:06] [Client thread/INFO] [STDOUT/]: [paulscode.sound.SoundSystemLogger:importantMessage:90]: Author: Paul Lamb, www.paulscode.com
    [09:41:06] [Client thread/INFO] [STDOUT/]: [paulscode.sound.SoundSystemLogger:message:69]:

    The point where the sound system shuts down is where I kill the process with the system monitor.


    I will try assigning more memory anyways, and see what happens, because it is worth trying.

    I will not use mediafire, because their site makes heavy use of banner-ads that are specifically designed to trick the unsuspecting user into installing malware. I will not use their service or suggest that anyone uses it, for that reason.


    Edit1: is there any working java resource-mapping program, which runs on Linux and can be used to see exactly what is taking up all of the memory? I have looked almost everywhere and not found anything of the type, although it would be very instrumental in tracking down the origin of this problem.


    Edit2: I will try removing Draconic Evolution mod because it seems to do lost of stuff that may be lagging the server.

    Posted in: Modded Client Support
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    posted a message on [Fixed] Game-Breaking lag: Fails to load new dimension: Stuck at "Downloading Terrain" phase

    I have encountered a problem with my modified client, where the game fails to load a new dimension, but only after the Overworld dimension has been loaded. It gets stuck at the "Downloading Terrain" screen and nothing happens. For example, when I walk through a Nether portal, it cuts to the "Downloading Terrain" splash screen and continues to slowly use up more memory, until I kill the processes with the system monitor.


    I tried running the game with 1GB maximum memory and 2GB maximum memory, set via JVM arguments in the launcher. I have uploaded the fml-client-latest.log from the attempt with 1GB allocated, since it has more information than the previous attempt which continued to use up memory far past the 2GB limit.


    I have uploaded the most relevant part of the fml-client-latest.log file, since I can not upload a file with 23,444 lines. This section starts where the game begins sending the FMLServerStartingEvent to all 140+ installed mods: http://pastebin.com/viptNJZk I can not paste it here since it exceeds 10,000 orso lines which is the limit for this website most probably due to use of low-tier hardware that is unable to process a large number of massive requests, which is the expected burden for normal servers which aren't running on someone's dell laptop or something.


    I can do other stuff and avoid loading other dimensions until this is fixed, but I would prefer to be able to go to other dimensions since I need the resources which are only available by going there to find them. I would appreciate any help with this that can be offered - especially any which results in restoring the ability to use the game as I did with version 1.6.4, which did not have this problem and could easily handle switching between several dimensions within short time (and also keeping several loaded simultaneously). I will also try to share any information leading to a fix (since it is obvious that many others have encountered this problem, considering the evidence of large number of people who have decided that it was a waste of their time to continue fooling with Minecraft-1.7.10-with-Forge, due to this and related game-breaking problems which are introduced every time Mojang thinks it's time to break something that was working fine just a little while ago), which would be in the best interest of the community since it would solve this problem for more people than "just me".


    Thank you


    Edit1: Tried with set 1GB maximum RAM, 2GB maximum RAM, 4GB maximum RAM and 6GB maximum RAM. Total system RAM is 8GB, so 2GB are reserved for the OS and a few basic programs. The game runs out of memory if there are only 1GB or 2GB allocated; but if it is set to 4GB or 6GB maximum, then the game slowly uses up more system RAM until I kill the process, regardless of the amount of RAM allocated to the game. It never gets past the "Downloading Terrain" splash screen


    Edit2: I was using Forge-10.13.4.1558 "Recommended"; updating to Forge-10.13.4.1614 "Latest" appears to have fixed the problem. It successfully loads the dimension, after a significant delay - at least it is now working.

    Posted in: Modded Client Support
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    posted a message on Remain in Motion - Continuation of Redstone in Motion, the frame mod

    I am pretty sure that it does not happen on versions for 1.7.10, because people have been making carriage mining machines with conduits for power in those versions and have not experienced this problem - I would have found them when I searched the visible internet for other occurrences of the problem.
    I do not know if I can find a 1.7.10 update for all of my mods, and some (at least one) of the updates require a total reset, due to massive changes having a lot to do with the no longer existing block ID system. I will check and see if it is possible to update all of my mods to 1.7.10, but that will take some time because there are over 120 of them.


    By the way, thank you for your work on this and other mods. I am very thankful for these, because a lot of my automated factory stuff would not work without them.

    Posted in: Minecraft Mods
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    posted a message on Remain in Motion - Continuation of Redstone in Motion, the frame mod

    This mod is perfect for making the automatic mining machine I am building. However there seems to be a problem where multipart blocks like TE conduits/itemducts and microblock covers are sometimes deleted when the carriage is moved. I can not use any method of transferring power except Thermal Expansion conduits, because they are the only "energy pipes" that attach to obsidian transport pipes, which I use to pick up the items dropped when my Advanced Repulsion Systems plate forcefield projector (with block breaker upgrade) smashes another plate of blocks into items. I also use mods that can not be updated past 1.6.4 without requiring world reset, and I am not interested in resetting my single-player world at this time. I don't know if this is relevant enough to be posted on the github bugtracker, because it is for the latest version of the code, and not versions that are "very old" compared to more recent updates.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.2] Steve's Factory Manager

    Really need a link to the latest 1.6.4 version, there is no alternative way to pull only stacks of 9 or 4 items at a time from the ME-Interface

    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Basic Guns Mod! [1.8 Update In Progress]

    I would like to look at the source code, so that I can work with it some. I haven't found a Plazma Burst 2 weapons mod yet, so I'm thinking about making one, and this mod would be useful for doing that. I'll have to see what all of the API needs to be added/implemented for that to work, though

    Posted in: Minecraft Mods
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    posted a message on Mine & Blade Battlegear 2 - Bullseye (1.0.9.0)

    I'm experiencing an issue in which I cannot equip Tinkers' Construct modular Swords into the weapon slots. I can not find any way to disable some kind of right-click interaction thing, which I have not found in the configuration file, and I don't remember the swords having a right-click ability (other than blocking) - the pickaxes place torches on right-click, though, so it could have something to do with that.

    Is there any way to work around this without using a bytecode editor or modifying the source code and recompiling TCon (to make swords equippable) or M&B (to make things with right-click function equippable), or should I go ahead and do that?

    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released

    I'm finding nether-ores generating in underground biomes stone. I enabled nether ore generation in all dimensions, but they should only generate in generated netherrack (according to the configuration file)

    Is this common?

    Posted in: Minecraft Mods
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    posted a message on Extreme World/Chunk Update latency - Makes game unplayable

    It seems to get progressively worse every time I go to the very end of my mine and back (straight corridor, 1 block wide). It could be an issue with the forge dormant chunk cache, which I set from 0 chunks (default) to 16 - however I doubt that because it doesn't make sense that it's functionality would be causing hundreds of world updates per frame.

    Or it could be caused by not having a graphics card in my PC (I have an AMD APU - combined dual-core CPU and single-core GPU on the same die), but I doubt that because the communication between the CPU and the GPU is much faster than with the standard architecture, and I usually get ~15 fps when I first load my singleplayer world.

    I also killed a nearby dark/sinister aura node which was actively converting the region into an eerie biome, to eliminate a possible source of some excessive world updates, but it doesn't seem to have a measurable effect on my framerate.

    Posted in: Modded Client Support
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    posted a message on Extreme World/Chunk Update latency - Makes game unplayable

    I'm having serious problems with world/chunk update lag when using my new computer to play Minecraft (with several mods, including Optifine). Optifine's lagometer shows a mostly solid white wall of lag:

    However, when I escape to the game menu, the lag disappears almost instantly and the framerate increases to over 60.

    Is there any way I can reduce this lag so that the game is playable again?

    Posted in: Modded Client Support
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