Cool thanks for the info, as painter73 said, you can setup custom directories in the Minecraft Launcher by making a new profile and then editing it using the version 1.6.4 Forge, etc and setting a custom directory there. I'll be testing this mod with the latest Witchery soon and also I might see what it's like with GoG.
Lycanite, Painter73, thanks for having my back. Creating new instances sounds reasonably easy but I may take you up on your offer if I get stuck Painter.
I increased the RAM in the launcher to 2Gb using the Java arguments but all that did is cause the freeze to happen right as it was generating the world rather than 10 minutes after I entered it. With Witchery alone, the world loads, but now, like GoG, F6 causes the freeze. So. . weird.
Others, including the author or Witchery, are reporting that they can use these 3 together without problems. . . so it appears a fourth party may be involved. . . including my own computer somehow. . . It's a brand new Retna Macbook Pro. . which is great hardware. . but Apple's Java and Open GL are additional factors. Usually problems on that end are not so mod specific, however. . .
I'll let you know what I find.
UPDATE:
Good news!! It's someone else's fault!! lol They all appear to work together fine with just Lycanites, Grimoire, Witchery and Forge. Now for the long journey of adding in everyone else.. .
\
Good news!! It's someone else's fault!! lol They all appear to work together fine with just Lycanites, Grimoire, Witchery and Forge. Now for the long journey of adding in everyone else.. .
When you freeze up it may not generate a crash report but it may contain something in the forge logs (<--just as good as crash report) Look in your .minecraft for the 'forgeModLoader-client-0' log. This is the log you would want to post if no crash occurs. And maybe yourself or someone else can help analyze it. If you got around to making separate instances, this log would be found in the 'new folder' you created for that instance. (<-- that folder essentially becomes your new .minecraft for every particular instance)
Lycanite, Painter73, thanks for having my back. Creating new instances sounds reasonably easy but I may take you up on your offer if I get stuck Painter.
I increased the RAM in the launcher to 2Gb using the Java arguments but all that did is cause the freeze to happen right as it was generating the world rather than 10 minutes after I entered it. With Witchery alone, the world loads, but now, like GoG, F6 causes the freeze. So. . weird.
Others, including the author or Witchery, are reporting that they can use these 3 together without problems. . . so it appears a fourth party may be involved. . . including my own computer somehow. . . It's a brand new Retna Macbook Pro. . which is great hardware. . but Apple's Java and Open GL are additional factors. Usually problems on that end are not so mod specific, however. . .
I'll let you know what I find.
UPDATE:
Good news!! It's someone else's fault!! lol They all appear to work together fine with just Lycanites, Grimoire, Witchery and Forge. Now for the long journey of adding in everyone else.. .
Glad to know lol! Feel free to post if you find any other problems!
Nice update! I love the new mobs! I was a bit confused with the appearance of the Manticore and Remobra, as well as the sound of the Manticore, but good job! Now to the Forest and Jungles!
Nice update! I love the new mobs! I was a bit confused with the appearance of the Manticore and Remobra, as well as the sound of the Manticore, but good job! Now to the Forest and Jungles!
The Forest and Jungles were the original plan but instead I'm going to start adding one mob for every uncovered biome, this will these mobs can found everywhere. Also what do you find confusing about the Remobra and Manticores?
The Forest and Jungles were the original plan but instead I'm going to start adding one mob for every uncovered biome, this will these mobs can found everywhere. Also what do you find confusing about the Remobra and Manticores?
OK.
Also, what I found confusing about Remobra was his texture. He looks a little wierd, with all of his purple hide, but I like him. Also, he spits poison just like in MH2, which I find not confusing and very awesome. The Manticores were also confusing, since I thought they'd be lion-like creatures with bat wings and a scorpion tail, but you just made them scary, smug, self-satisfied red bats with scorpion tails that sound like screaming bats, and they attack the unfortunate Gorgomites as well. Otherwise, they are awesome.
Also, I heard you're making some mobs tameable. That's awesome! But don't make the Clink tameable. If there was another tameable desert mob, it would be more fitting if the Crusk was tameable.
Updated to 1.2.4: Better Spawning, Better Despawning and Pet Crusks!
I've overhauled the mob spawning a bit so that mobs spawn more evenly, you may want to delete your configs in order to get the new default settings (see the Config page of the website).
Crusks are now tameable, however you can only tame smaller baby crusks, they love gold nuggets.
Erepedes can still be tamed and will follow you around like before but they will eventually behave differently as mounts.
Pets will now try to stay within 4 blocks of their own rather than 8 keeping them that bit closer by your side.
Farmable mobs (Pinkies, Jousts and Lurkers) should no longer despawn on their own again, this was a bug. You can turn on their natural despawning again in the config.
Baby Ettins have been added, nothing special, just a bit smaller, they don't destroy as big of an area, but they can fit through smaller spaces so watch out!
Aspids should now spawn correctly in swamps, also all vanilla animals except Chickens will no longer spawn in swamps (this can be disabled in the config or by various mob spawning control mods).
Zombie Pigmen and Ghasts now have their spawn rates altered, this should finally help balance out the Nether mobs, pigmen had a stupidly high weight of 100!
The animations of baby mobs such as Ghouls or Crypt Zombies are now fixed.
Updated to 1.2.4: Better Spawning, Better Despawning and Pet Crusks!
I've overhauled the mob spawning a bit so that mobs spawn more evenly, you may want to delete your configs in order to get the new default settings (see the Config page of the website).
Crusks are now tameable, however you can only tame smaller baby crusks, they love gold nuggets.
Erepedes can still be tamed and will follow you around like before but they will eventually behave differently as mounts.
Pets will now try to stay within 4 blocks of their own rather than 8 keeping them that bit closer by your side.
Farmable mobs (Pinkies, Jousts and Lurkers) should no longer despawn on their own again, this was a bug. You can turn on their natural despawning again in the config.
Baby Ettins have been added, nothing special, just a bit smaller, they don't destroy as big of an area, but they can fit through smaller spaces so watch out!
Aspids should now spawn correctly in swamps, also all vanilla animals except Chickens will no longer spawn in swamps (this can be disabled in the config or by various mob spawning control mods).
Zombie Pigmen and Ghasts now have their spawn rates altered, this should finally help balance out the Nether mobs, pigmen had a stupidly high weight of 100!
The animations of baby mobs such as Ghouls or Crypt Zombies are now fixed.
Awesome! I shall update this on my modded survival world containing this mod!
What you do to the server? I updated the pack to what i assume is your latest release with better spawnings, but now I get to the mojang screen then it shuts down with this:
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 12/17/13 9:00 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraftforge/event/world/BlockEvent$BreakEvent
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:697)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoClassDefFoundError: net/minecraftforge/event/world/BlockEvent$BreakEvent
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Unknown Source)
at java.lang.Class.privateGetPublicMethods(Unknown Source)
at java.lang.Class.getMethods(Unknown Source)
at net.minecraftforge.event.EventBus.register(EventBus.java:33)
at bspkrs.treecapitator.fml.TreeCapitatorMod.init(TreeCapitatorMod.java:104)
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:545)
at sun.reflect.GeneratedMethodAccessor1.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
... 10 more
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.event.world.BlockEvent$BreakEvent
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 42 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at invtweaks.forge.asm.ContainerTransformer.transform(ContainerTransformer.java:116)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
... 44 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
When you freeze up it may not generate a crash report but it may contain something in the forge logs (<--just as good as crash report) Look in your .minecraft for the 'forgeModLoader-client-0' log. This is the log you would want to post if no crash occurs. And maybe yourself or someone else can help analyze it. If you got around to making separate instances, this log would be found in the 'new folder' you created for that instance. (<-- that folder essentially becomes your new .minecraft for every particular instance)
Once again you are correct. . . I figured this out a little late. . . but yeah. . . Forge logs.
I have really been to school on this one! Thanks for that.
Rollback Post to RevisionRollBack
* I promise I'm not lazy or stupid. . . just overwhelmed. . . . I'm trying to make 80+ mods get along. . . I had no idea what I was getting into. . .
Glad to know lol! Feel free to post if you find any other problems!
Looks like my problem with the freezing and the crashing was a Java VM memory issue. Your mod and the others I mentioned were just the ones speeding along the memory shortage when I added them.
After lots of mod shuffling with 3 different instances of minecraft it was getting obvious that it wasn't any particular mod. Then I finally figured out the Forge logs which Painter mentioned. . and it showed the memory error. I had increased the memory in the launcher with some basic Java arguments I found but, apparently, there are some subtle layers of Java memory usage that I am just totally clueless about.. . and I needed even MORE arguments. . . whatever they are. . . lol
I found a post on memory problems with this. . er. . . incantation. . . in it and just cut and pasted it into the Java Arguments section of the launcher profile.
I really wish I knew what it means. . . so I could know how to tweak it if I want. . . but it seems to keep my mod collection up and running with 68 mods loaded. . . So who can complain!
Now I get to go install the latest version of this mod! And maybe even play Minecraft!! Woo Hoo!
What you do to the server? I updated the pack to what i assume is your latest release with better spawnings, but now I get to the mojang screen then it shuts down with this:
---- Minecraft Crash Report ---- // Don't be sad. I'll do better next time, I promise! Time: 12/17/13 9:00 PM Description: There was a severe problem during mod loading that has caused the game to fail cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraftforge/event/world/BlockEvent$BreakEvent at cpw.mods.fml.common.LoadController.transition(LoadController.java:149) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:697) at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808) at net.minecraft.client.main.Main.main(SourceFile:101) 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 net.minecraft.launchwrapper.Launch.launch(Launch.java:131) at net.minecraft.launchwrapper.Launch.main(Launch.java:27) Caused by: java.lang.NoClassDefFoundError: net/minecraftforge/event/world/BlockEvent$BreakEvent at java.lang.Class.getDeclaredMethods0(Native Method) at java.lang.Class.privateGetDeclaredMethods(Unknown Source) at java.lang.Class.privateGetPublicMethods(Unknown Source) at java.lang.Class.getMethods(Unknown Source) at net.minecraftforge.event.EventBus.register(EventBus.java:33) at bspkrs.treecapitator.fml.TreeCapitatorMod.init(TreeCapitatorMod.java:104) 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:545) at sun.reflect.GeneratedMethodAccessor1.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:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174) 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:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696) ... 10 more Caused by: java.lang.ClassNotFoundException: net.minecraftforge.event.world.BlockEvent$BreakEvent at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 42 more Caused by: java.lang.NullPointerException at org.objectweb.asm.ClassReader.(Unknown Source) at invtweaks.forge.asm.ContainerTransformer.transform(ContainerTransformer.java:116) at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274) at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172) ... 44 more A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- System Details -- Details: Minecraft Version: 1.6.4 Operating System: Windows 7 (amd64) version 6.1 Java Version: 1.7.0_45, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 86551496 bytes (82 MB) / 473956352 bytes (452 MB) up to 2863661056 bytes (2731 MB) JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3072m -XX:MaxPermSize=256m 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 v8.11 FML v6.4.30.933 Minecraft Forge 9.11.1.933 Optifine OptiFine_1.6.4_HD_U_C8 49 mods loaded, 49 mods active mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized FML{6.4.30.933} [Forge Mod Loader] (modpack.jar) Unloaded->Constructed->Pre-initialized->Initialized Forge{9.11.1.933} [Minecraft Forge] (modpack.jar) Unloaded->Constructed->Pre-initialized->Initialized BetterSprinting{v11} [Better Sprinting (core)] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized CodeChickenCore{0.9.0.7} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized NotEnoughItems{1.6.1.8} [Not Enough Items] (NotEnoughItems 1.6.1.8.jar) Unloaded->Constructed->Pre-initialized->Initialized PowerCrystalsCore{1.1.8} [PowerCrystals Core] (PowerCrystalsCore-1.1.8-9.jar) Unloaded->Constructed->Pre-initialized->Initialized DamageIndicatorsMod{2.9.1.8} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.1.8.zip) Unloaded->Constructed->Pre-initialized->Initialized Trapcraft{v2.1.0a} [Trapcraft] ([1.6.2] Trapcraft - v2.1.0a.zip) Unloaded->Constructed->Pre-initialized->Initialized bspkrsCore{v5.0(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.0.zip) Unloaded->Constructed->Pre-initialized->Initialized mod_bspkrsCore{v5.0(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.0.zip) Unloaded->Constructed->Pre-initialized->Initialized TreeCapitator{Forge 1.6.4.r07} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r07.Universal.zip) Unloaded->Constructed->Pre-initialized->Errored wildcaves3{0.4.3.5} [Wild Caves 3] ([1.6.x] WildCaves v0.4.3.4.zip) Unloaded->Constructed->Pre-initialized->Initialized ArchimedesShipsMod{1.6.4 v1.4.5} [Archimedes' Ships] (ArchimedesShips.zip) Unloaded->Constructed->Pre-initialized->Initialized mod_ArmorBarMod{0.8.2} [Armor Bar Mod] (ArmorBarv0.8.2(1.6).zip) Unloaded->Constructed->Pre-initialized->Initialized Backpack{1.12.15} [Backpack] (backpack-1.12.15-1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized BattleTowers{1.4.2} [Battle Towers] (BattleTowers_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized BiblioCraft{1.5.3} [BiblioCraft] (BiblioCraft[v1.5.3].zip) Unloaded->Constructed->Pre-initialized->Initialized AWWayofTime{v0.6.5b} [Blood Magic: Alchemical Wizardry] (Blood Magic v0.6.5b.zip) Unloaded->Constructed->Pre-initialized->Initialized mod_BuffBarMod{0.7.1} [Buff Bar Mod] (BuffBarv0.8.3(1.6).zip) Unloaded->Constructed->Pre-initialized->Initialized ChestTransporter{1.1.7} [Chest Transporter] (chestTransporter-1.1.7-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized CraftingSuite{0.2.1.3} [Crafting Suite] (CraftingSuite-v0.2.1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized DungeonPack{1.6.4} [DungeonPack] (DungeonPack 1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized DynamicLights{1.2.7} [Dynamic Lights] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized DynamicLights_onFire{1.0.2} [Dynamic Lights on burning] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized DynamicLights_creepers{1.0.2} [Dynamic Lights on Creepers] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized DynamicLights_dropItems{1.0.4} [Dynamic Lights on ItemEntities] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized DynamicLights_mobEquipment{1.0.2} [Dynamic Lights on Mob Equipment] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized DynamicLights_otherPlayers{1.0.4} [Dynamic Lights Other Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized DynamicLights_thePlayer{1.0.8} [Dynamic Lights Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized eplus{1.16.5b} [Enchanting Plus] (EnchantingPlus-1.16.5.zip) Unloaded->Constructed->Pre-initialized->Initialized inventorytweaks{1.56} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.56-b77.jar) Unloaded->Constructed->Pre-initialized->Initialized IronChest{5.3.20.542} [Iron Chest] (ironchest-universal-1.6.2-5.3.20.542.zip) Unloaded->Constructed->Pre-initialized->Initialized LycanitesMobs{1.2.3 - MC 1.6.4} [Lycanites Mobs] (LycanitesMobsComplete 1.2.3 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized DemonMobs{1.2.3 - MC 1.6.4} [Demon Mobs] (LycanitesMobsComplete 1.2.3 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized DesertMobs{1.2.3 - MC 1.6.4} [Desert Mobs] (LycanitesMobsComplete 1.2.3 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized SwampMobs{1.2.3 - MC 1.6.4} [Swamp Mobs] (LycanitesMobsComplete 1.2.3 [1.6.4].jar) Unloaded->Constructed->Pre-initi
alized->Initialized MapWriter{2.0} [MapWriter] (mapwriter-2.0.14.zip) Unloaded->Constructed->Pre-initialized->Initialized MoreFurnaces{1.3.5} [More Furnaces] (moreFurnaces-1.3.5-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized NetherOres{1.6.2R2.2.1} [Nether Ores] (NetherOres-2.2.1-14.jar) Unloaded->Constructed->Pre-initialized->Initialized pamharvestcraft{1.0} [Pam's HarvestCraft Base] (Pam's HarvestCraft 1.6.4 v1.1.4.zip) Unloaded->Constructed->Pre-initialized->Initialized AS_Ruins{11.0} [Ruins Spawning System] (Ruins_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized camping{1.0.2g} [The Camping Mod] (TheCampingMod_1.0.2g.jar) Unloaded->Constructed->Pre-initialized->Initialized ToolBelt{1.6.4} [ToolBelts] (ToolBelts 1.6.4 v3.zip) Unloaded->Constructed->Pre-initialized->Initialized UndergroundBiomes{0.4.3} [Underground Biomes] (UndergroundBiomes 1.6.x - 0.4.2c.zip) Unloaded->Constructed->Pre-initialized->Initialized AS_UpdateCheck{1.1.1} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized weaponmod{1.6.2 v1.13.6} [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized witchery{0.11.3} [Witchery] (Witchery_0-11-3_164.zip) Unloaded->Constructed->Pre-initialized->Initialized
HELP!!!! LOL
Oh no, looks like Treecapitator is causing problems, which is strange as my test environment is working fine... It could be a corrupt upload/download possibly or maybe bspksCore has updated although the latest version is 0.5/5/Something 5 and the version included in the pack is the same. I'll fix it after work today, in the mean time try going to the mods folder (you can get to it from the launcher I think if not its %appdata%/.technic/packs/nephrite/mods) and from there manually download the latest Treecapitator and bspksCore and put them in after removing the faulty versions. Also, if it crashes as soon as you get in game but not on the menu, could you head to the Mods page and check that Lycanites Mobs is 1.2.4, if it is then it is definitely the latest pack, if it's 1.2.3 then I haven't updated the pack correctly.
Looks like my problem with the freezing and the crashing was a Java VM memory issue. Your mod and the others I mentioned were just the ones speeding along the memory shortage when I added them. After lots of mod shuffling with 3 different instances of minecraft it was getting obvious that it wasn't any particular mod. Then I finally figured out the Forge logs which Painter mentioned. . and it showed the memory error. I had increased the memory in the launcher with some basic Java arguments I found but, apparently, there are some subtle layers of Java memory usage that I am just totally clueless about.. . and I needed even MORE arguments. . . whatever they are. . . lol I found a post on memory problems with this. . er. . . incantation. . . in it and just cut and pasted it into the Java Arguments section of the launcher profile. -Xms512M -Xmx2G -XX:PermSize=128m -XX:MaxPermSize=256m I really wish I knew what it means. . . so I could know how to tweak it if I want. . . but it seems to keep my mod collection up and running with 68 mods loaded. . . So who can complain! Now I get to go install the latest version of this mod! And maybe even play Minecraft!! Woo Hoo!
Awesome! Here's what they do:
-Xms tells java to use an initial amount of system memory (so your RAM and also if all your RAM is used a pagefile which is basically slower RAM on the hard drive). So -Xmx512M gives it 512MB of RAM, I normally use 1G for 1GB, if you've got plenty of RAM you should crank this up to 1GB - 2GB.
-Xmx tells java the maximum amount of RAM it can use and it will never go over this, instead it'll freeze up and die like you've been experiencing, especially with big texture packs. Give it around 2GB if you can, I think in order to go higher you must have a 64bit version of Java, I'm nto sure though. I use 4GB as the max, my system has 8GB total (not the biggest but enough saying it it has a Solid State Drive).
I'm not sure about the last two, they're easy enough to google (pernament space of some kind to store classes or whatever) but I don't use them myself so they probably aren't necessary.
So yeah, if you have 8GB of RAM, try -Xms2G -Xmx4G (you don't want to use all your RAM as other applications will need it and you can hang your whole system if Java has a memory leak eating it all up). If 4GB use -Xms1G -Xmx2G and 16GB go nuts with -Xms4G -Xmx8G although I doubt it'll all be used.
Think further. What do 100 mods have in common? That's right, all of them have .class files. So MaxPermSize IS necessary, if you are running lots of mods. Default is 64mb, and if you have 100 mods, then that quickly will lead to crashes. 128mb or 256mb resolves the issue.
Ahh, thanks for the info, it's my lunch break atm so I'm just quickly replying, nice tip though this is useful to know.
Also @Painter I'm updating the mod pack again, there's a problem with the latest version of Treecapitator, also Bibliocraft has a nice update that improves the graphics usage a bit.
Thanks for spelling that out for me better Lycanite and Bob.
I have 16 Gig of RAM so I can tweak those higher as you suggest.
The PermSize/MaxPermSize thing was the most important part of my problem, as it turns out.
I had already been using Xmx and Xms which I suspected were a minimum and maximum RAM type thing. They were at 2Gig but it was still freezing. Adding those last two commands were the solution. The game ran for 6 hours just now with no crash (I fell asleep testing it. . lol)
I guess my class files are all happy now. . . whatever they are. .
Man. . . Minecraft makes me work my brain. . .
Who says you don't learn anything from video games?
Thanks for spelling that out for me better Lycanite and Bob.
I have 16 Gig of RAM so I can tweak those higher as you suggest.
The PermSize/MaxPermSize thing was the most important part of my problem, as it turns out.
I had already been using Xmx and Xms which I suspected were a minimum and maximum RAM type thing. They were at 2Gig but it was still freezing. Adding those last two commands were the solution. The game ran for 6 hours just now with no crash (I fell asleep testing it. . lol)
I guess my class files are all happy now. . . whatever they are. .
Man. . . Minecraft makes me work my brain. . .
Who says you don't learn anything from video games?
Xms tells Java the minimum heap memory size, or the heap size it should start with. If your java is up to date you don't really need to set this.
Xmx tells Java the maximum heap memory size, or how much total ram it can ever use for the heap. If you encounter stuttering after playing awhile and notice your memory hovering between 90-100% usage, garbage collection can't free up space in ram as fast as you're using it. This can be alleviated by restarting the client and/or allocating a larger max heap size. You should generally only see larger maximum heap sizes above 4G on servers. Although I suppose someone might try to install every mod there is, which might need more.
PermSize tells Java the minimum PermGen memory size. Java defaults to a value too low to really start most mod packs. Generally, PermSize should be 1/4th your max heap size; although 256m should be sufficient unless you're getting PermGen related crashes. It should be noted PermSize is a separate pool of memory from heap and they're additive. So if you have 2G allocated to heap and 512m to permsize, and only have 3g of ram (such as in a 32bit environment), you're leaving only 512mb of ram to run everything else on your computer. That can cause slowdowns as the OS tries to use your hard drive as ram and/or do constant garbage collection because it can't find enough available.
MaxPermSize tells java when to crash with a permgen error. It's generally not a good idea to set this unless you're really limited on available memory and your heap+permgen is near enough to your total memory that it could cause problems in your OS if Java tried to suck up more.
In more layman's terms, PermGen is for loading your mods. More mods means more PermGen. Sometimes you won't notice a problem until you actually use a lot of different kinds of mods in a world in one place. Heap is for doing stuff in the world with the stuff that's loaded. Everything from growing crops to playing a bajillion sound events in someone's factory. Sometimes you can get away with less heap size by just disabling most mods' sounds in their respective configs or just turning the sound off entirely.
Class files are the files that contain the compiled bytecode for the game. It's the game/mod's code rather than it's assets (sounds/textures/etc). The stuff under the hood versus the shiny exterior.
Xms tells Java the minimum heap memory size, or the heap size it should start with. If your java is up to date you don't really need to set this.
Xmx tells Java the maximum heap memory size, or how much total ram it can ever use for the heap. If you encounter stuttering after playing awhile and notice your memory hovering between 90-100% usage, garbage collection can't free up space in ram as fast as you're using it. This can be alleviated by restarting the client and/or allocating a larger max heap size. You should generally only see larger maximum heap sizes above 4G on servers. Although I suppose someone might try to install every mod there is, which might need more.
PermSize tells Java the minimum PermGen memory size. Java defaults to a value too low to really start most mod packs. Generally, PermSize should be 1/4th your max heap size; although 256m should be sufficient unless you're getting PermGen related crashes. It should be noted PermSize is a separate pool of memory from heap and they're additive. So if you have 2G allocated to heap and 512m to permsize, and only have 3g of ram (such as in a 32bit environment), you're leaving only 512mb of ram to run everything else on your computer. That can cause slowdowns as the OS tries to use your hard drive as ram and/or do constant garbage collection because it can't find enough available.
MaxPermSize tells java when to crash with a permgen error. It's generally not a good idea to set this unless you're really limited on available memory and your heap+permgen is near enough to your total memory that it could cause problems in your OS if Java tried to suck up more.
In more layman's terms, PermGen is for loading your mods. More mods means more PermGen. Sometimes you won't notice a problem until you actually use a lot of different kinds of mods in a world in one place. Heap is for doing stuff in the world with the stuff that's loaded. Everything from growing crops to playing a bajillion sound events in someone's factory. Sometimes you can get away with less heap size by just disabling most mods' sounds in their respective configs or just turning the sound off entirely.
Class files are the files that contain the compiled bytecode for the game. It's the game/mod's code rather than it's assets (sounds/textures/etc). The stuff under the hood versus the shiny exterior.
This is an amazingly helpful explanation! Thanks!
My problem was not with loading up the mods and getting the game started. The problem was that with specific mods in my growing collection, after about 5-10 minutes of just sitting there letting the game run, it would run out of memory and freeze. Usually the collection had gotten to 40 or so mods by then.
So. . . was that both PermGen AND Heap problems? The RAM usage never showed a problem running out when monitoring it in the game. . . I also, at the time, had set my Xms and Xmx to the same number: 2G. That may also have been a mistake.
I have 16 Gig of RAM on this computer and all Java should be up to date and 64 bit. The game as I have it now has 67 mods including all the ones that caused problems earlier. They froze the game without the memory settings and ran for about 6 hours straight as I tested it with these new settings:
The only thing I noticed was an occasional stutter but I never went exploring or anything to fill the memory up with chunks to press it further. The stuttering also may have just been normal chunk loading or entity related stuff. . or whatever. By the end of the 6 hours things seemed smooth still and my RAM usage was only a little above 50% of what was allocated (starting around 35%).
Should I increase or tweak anything in your estimation or do these settings look good? Should I get rid of the MaxPermSize? Is it worth increasing the Xms to 1G and the Xmx to, say, 3G? I'm setting this up on a LAN with 4 computers Mine has 16 Gig and the other 3 have 4 Gig of RAM. I just want to make sure everyone has plenty of headroom.
Also, someone in the same forum thread I got the above memory settings from also suggested these:
My problem was not with loading up the mods and getting the game started. The problem was that with specific mods in my growing collection, after about 5-10 minutes of just sitting there letting the game run, it would run out of memory and freeze. Usually the collection had gotten to 40 or so mods by then.
So. . . was that both PermGen AND Heap problems? The RAM usage never showed a problem running out when monitoring it in the game. . . I also, at the time, had set my Xms and Xmx to the same number: 2G. That may also have been a mistake.
I have 16 Gig of RAM on this computer and all Java should be up to date and 64 bit. The game as I have it now has 67 mods including all the ones that caused problems earlier. They froze the game without the memory settings and ran for about 6 hours straight as I tested it with these new settings:
The only thing I noticed was an occasional stutter but I never went exploring or anything to fill the memory up with chunks to press it further. The stuttering also may have just been normal chunk loading or entity related stuff. . or whatever. By the end of the 6 hours things seemed smooth still and my RAM usage was only a little above 50% of what was allocated (starting around 35%).
Should I increase or tweak anything in your estimation or do these settings look good? Should I get rid of the MaxPermSize? Is it worth increasing the Xms to 1G and the Xmx to, say, 3G? I'm setting this up on a LAN with 4 computers Mine has 16 Gig and the other 3 have 4 Gig of RAM. I just want to make sure everyone has plenty of headroom.
Also, someone in the same forum thread I got the above memory settings from also suggested these:
Are they anything I should worry about or consider trying if I have future problems?
If you're doing fine right now, best to leave it alone. Initial PermGen can still be an issue down the road in a world even if the world loads initially with lower values. I had a problem where a server would run a world for a couple weeks until people had gotten into building with a large number of mods at which point we started getting server crashes noting PermGen as the cause whenever anyone got near those chunks. It ended up being that the server host's control panel defaulted to very old bukkit settings that used a much lower value for PermGen. So whenever the game tried to load those areas, it'd crash.
If you encounter a PermGen error later on down the road, get rid of the MaxPermSize. Your max heap could stand to be larger, but only really if you notice constant stuttering and your memory values bouncing between 90 and 100. Heap size really doesn't and shouldn't need to be above 2G. The only reason it has to be so high in the first place is that Java has to be very portable and that means not optimizing the heck out of memory management.
I wouldn't mess with additional parameters beyond the PermSize and Xmx unless you're still encountering problems. Java is supposed to manage its own memory and a lot of these recommended settings get outdated as Java gets updated. The only thread I've ever used that made a difference for me was this one: http://forum.feed-the-beast.com/threads/jvm-arguments-for-modded-minecraft-updated-11-11-13.28994/
And even then I mostly just used it to learn what was what so I could get outdated underspec'd hardware working as a server.
Eyamaz knows his stuff. Just pay attention to the last time he updated it and what version of Java it was ultimately aimed at. He can provide an even more technical explanation if you want to move onto experimenting with the arguments to get every last bit of performance you can.
Apologies to Lycanite for going massively off topic w/ walls of text on memory settings. I love your monsters, please don't eat me.
If you're doing fine right now, best to leave it alone. Initial PermGen can still be an issue down the road in a world even if the world loads initially with lower values. I had a problem where a server would run a world for a couple weeks until people had gotten into building with a large number of mods at which point we started getting server crashes noting PermGen as the cause whenever anyone got near those chunks. It ended up being that the server host's control panel defaulted to very old bukkit settings that used a much lower value for PermGen. So whenever the game tried to load those areas, it'd crash. If you encounter a PermGen error later on down the road, get rid of the MaxPermSize. Your max heap could stand to be larger, but only really if you notice constant stuttering and your memory values bouncing between 90 and 100. Heap size really doesn't and shouldn't need to be above 2G. The only reason it has to be so high in the first place is that Java has to be very portable and that means not optimizing the heck out of memory management. I wouldn't mess with additional parameters beyond the PermSize and Xmx unless you're still encountering problems. Java is supposed to manage its own memory and a lot of these recommended settings get outdated as Java gets updated. The only thread I've ever used that made a difference for me was this one: http://forum.feed-the-beast.com/threads/jvm-arguments-for-modded-minecraft-updated-11-11-13.28994/ And even then I mostly just used it to learn what was what so I could get outdated underspec'd hardware working as a server. Eyamaz knows his stuff. Just pay attention to the last time he updated it and what version of Java it was ultimately aimed at. He can provide an even more technical explanation if you want to move onto experimenting with the arguments to get every last bit of performance you can. Apologies to Lycanite for going massively off topic w/ walls of text on memory settings. I love your monsters, please don't eat me.
Anyways, I love the update! All the new features are awesome!
Good to hear! There are a few bugs I want to squish next update like how disabling the Hellfire in the config can cause crashes, etc. I think I'll make it so Hellfire turns into regular fire if it is disabled, that's the cleanest and safest way I think, also Hellfire breaks like a regular block which is better than how it was unbreakable before but isn't correct so that'll need fixed along with an issue where Poison Clouds don't always despawn, I also want them to never despawn if on a Mycelium block.
Lycanite, Painter73, thanks for having my back. Creating new instances sounds reasonably easy but I may take you up on your offer if I get stuck Painter.
I increased the RAM in the launcher to 2Gb using the Java arguments but all that did is cause the freeze to happen right as it was generating the world rather than 10 minutes after I entered it. With Witchery alone, the world loads, but now, like GoG, F6 causes the freeze. So. . weird.
Others, including the author or Witchery, are reporting that they can use these 3 together without problems. . . so it appears a fourth party may be involved. . . including my own computer somehow. . . It's a brand new Retna Macbook Pro. . which is great hardware. . but Apple's Java and Open GL are additional factors. Usually problems on that end are not so mod specific, however. . .
I'll let you know what I find.
UPDATE:
Good news!! It's someone else's fault!! lol They all appear to work together fine with just Lycanites, Grimoire, Witchery and Forge. Now for the long journey of adding in everyone else.. .
Glad to know lol! Feel free to post if you find any other problems!
The Forest and Jungles were the original plan but instead I'm going to start adding one mob for every uncovered biome, this will these mobs can found everywhere. Also what do you find confusing about the Remobra and Manticores?
OK.
Also, what I found confusing about Remobra was his texture. He looks a little wierd, with all of his purple hide, but I like him. Also, he spits poison just like in MH2, which I find not confusing and very awesome. The Manticores were also confusing, since I thought they'd be lion-like creatures with bat wings and a scorpion tail, but you just made them scary, smug, self-satisfied red bats with scorpion tails that sound like screaming bats, and they attack the unfortunate Gorgomites as well. Otherwise, they are awesome.
Also, I heard you're making some mobs tameable. That's awesome! But don't make the Clink tameable. If there was another tameable desert mob, it would be more fitting if the Crusk was tameable.
Awesome! I shall update this on my modded survival world containing this mod!
// Don't be sad. I'll do better next time, I promise!
Time: 12/17/13 9:00 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraftforge/event/world/BlockEvent$BreakEvent
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:697)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoClassDefFoundError: net/minecraftforge/event/world/BlockEvent$BreakEvent
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Unknown Source)
at java.lang.Class.privateGetPublicMethods(Unknown Source)
at java.lang.Class.getMethods(Unknown Source)
at net.minecraftforge.event.EventBus.register(EventBus.java:33)
at bspkrs.treecapitator.fml.TreeCapitatorMod.init(TreeCapitatorMod.java:104)
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:545)
at sun.reflect.GeneratedMethodAccessor1.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
... 10 more
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.event.world.BlockEvent$BreakEvent
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 42 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at invtweaks.forge.asm.ContainerTransformer.transform(ContainerTransformer.java:116)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
... 44 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 86551496 bytes (82 MB) / 473956352 bytes (452 MB) up to 2863661056 bytes (2731 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3072m -XX:MaxPermSize=256m
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 v8.11 FML v6.4.30.933 Minecraft Forge 9.11.1.933 Optifine OptiFine_1.6.4_HD_U_C8 49 mods loaded, 49 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{6.4.30.933} [Forge Mod Loader] (modpack.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forge{9.11.1.933} [Minecraft Forge] (modpack.jar) Unloaded->Constructed->Pre-initialized->Initialized
BetterSprinting{v11} [Better Sprinting (core)] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore{0.9.0.7} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems{1.6.1.8} [Not Enough Items] (NotEnoughItems 1.6.1.8.jar) Unloaded->Constructed->Pre-initialized->Initialized
PowerCrystalsCore{1.1.8} [PowerCrystals Core] (PowerCrystalsCore-1.1.8-9.jar) Unloaded->Constructed->Pre-initialized->Initialized
DamageIndicatorsMod{2.9.1.8} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.1.8.zip) Unloaded->Constructed->Pre-initialized->Initialized
Trapcraft{v2.1.0a} [Trapcraft] ([1.6.2] Trapcraft - v2.1.0a.zip) Unloaded->Constructed->Pre-initialized->Initialized
bspkrsCore{v5.0(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_bspkrsCore{v5.0(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
TreeCapitator{Forge 1.6.4.r07} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r07.Universal.zip) Unloaded->Constructed->Pre-initialized->Errored
wildcaves3{0.4.3.5} [Wild Caves 3] ([1.6.x] WildCaves v0.4.3.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
ArchimedesShipsMod{1.6.4 v1.4.5} [Archimedes' Ships] (ArchimedesShips.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_ArmorBarMod{0.8.2} [Armor Bar Mod] (ArmorBarv0.8.2(1.6).zip) Unloaded->Constructed->Pre-initialized->Initialized
Backpack{1.12.15} [Backpack] (backpack-1.12.15-1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
BattleTowers{1.4.2} [Battle Towers] (BattleTowers_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
BiblioCraft{1.5.3} [BiblioCraft] (BiblioCraft[v1.5.3].zip) Unloaded->Constructed->Pre-initialized->Initialized
AWWayofTime{v0.6.5b} [Blood Magic: Alchemical Wizardry] (Blood Magic v0.6.5b.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_BuffBarMod{0.7.1} [Buff Bar Mod] (BuffBarv0.8.3(1.6).zip) Unloaded->Constructed->Pre-initialized->Initialized
ChestTransporter{1.1.7} [Chest Transporter] (chestTransporter-1.1.7-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized
CraftingSuite{0.2.1.3} [Crafting Suite] (CraftingSuite-v0.2.1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
DungeonPack{1.6.4} [DungeonPack] (DungeonPack 1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights{1.2.7} [Dynamic Lights] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_onFire{1.0.2} [Dynamic Lights on burning] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_creepers{1.0.2} [Dynamic Lights on Creepers] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_dropItems{1.0.4} [Dynamic Lights on ItemEntities] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_mobEquipment{1.0.2} [Dynamic Lights on Mob Equipment] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_otherPlayers{1.0.4} [Dynamic Lights Other Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_thePlayer{1.0.8} [Dynamic Lights Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
eplus{1.16.5b} [Enchanting Plus] (EnchantingPlus-1.16.5.zip) Unloaded->Constructed->Pre-initialized->Initialized
inventorytweaks{1.56} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.56-b77.jar) Unloaded->Constructed->Pre-initialized->Initialized
IronChest{5.3.20.542} [Iron Chest] (ironchest-universal-1.6.2-5.3.20.542.zip) Unloaded->Constructed->Pre-initialized->Initialized
LycanitesMobs{1.2.3 - MC 1.6.4} [Lycanites Mobs] (LycanitesMobsComplete 1.2.3 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized
DemonMobs{1.2.3 - MC 1.6.4} [Demon Mobs] (LycanitesMobsComplete 1.2.3 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized
DesertMobs{1.2.3 - MC 1.6.4} [Desert Mobs] (LycanitesMobsComplete 1.2.3 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized
SwampMobs{1.2.3 - MC 1.6.4} [Swamp Mobs] (LycanitesMobsComplete 1.2.3 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized
MapWriter{2.0} [MapWriter] (mapwriter-2.0.14.zip) Unloaded->Constructed->Pre-initialized->Initialized
MoreFurnaces{1.3.5} [More Furnaces] (moreFurnaces-1.3.5-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized
NetherOres{1.6.2R2.2.1} [Nether Ores] (NetherOres-2.2.1-14.jar) Unloaded->Constructed->Pre-initialized->Initialized
pamharvestcraft{1.0} [Pam's HarvestCraft Base] (Pam's HarvestCraft 1.6.4 v1.1.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
AS_Ruins{11.0} [Ruins Spawning System] (Ruins_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
camping{1.0.2g} [The Camping Mod] (TheCampingMod_1.0.2g.jar) Unloaded->Constructed->Pre-initialized->Initialized
ToolBelt{1.6.4} [ToolBelts] (ToolBelts 1.6.4 v3.zip) Unloaded->Constructed->Pre-initialized->Initialized
UndergroundBiomes{0.4.3} [Underground Biomes] (UndergroundBiomes 1.6.x - 0.4.2c.zip) Unloaded->Constructed->Pre-initialized->Initialized
AS_UpdateCheck{1.1.1} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
weaponmod{1.6.2 v1.13.6} [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized
witchery{0.11.3} [Witchery] (Witchery_0-11-3_164.zip) Unloaded->Constructed->Pre-initialized->Initialized
HELP!!!! LOL
Once again you are correct. . . I figured this out a little late. . . but yeah. . . Forge logs.
I have really been to school on this one! Thanks for that.
Looks like my problem with the freezing and the crashing was a Java VM memory issue. Your mod and the others I mentioned were just the ones speeding along the memory shortage when I added them.
After lots of mod shuffling with 3 different instances of minecraft it was getting obvious that it wasn't any particular mod. Then I finally figured out the Forge logs which Painter mentioned. . and it showed the memory error. I had increased the memory in the launcher with some basic Java arguments I found but, apparently, there are some subtle layers of Java memory usage that I am just totally clueless about.. . and I needed even MORE arguments. . . whatever they are. . . lol
I found a post on memory problems with this. . er. . . incantation. . . in it and just cut and pasted it into the Java Arguments section of the launcher profile.
-Xms512M -Xmx2G -XX:PermSize=128m -XX:MaxPermSize=256m
I really wish I knew what it means. . . so I could know how to tweak it if I want. . . but it seems to keep my mod collection up and running with 68 mods loaded. . . So who can complain!
Now I get to go install the latest version of this mod! And maybe even play Minecraft!! Woo Hoo!
Oh no, looks like Treecapitator is causing problems, which is strange as my test environment is working fine... It could be a corrupt upload/download possibly or maybe bspksCore has updated although the latest version is 0.5/5/Something 5 and the version included in the pack is the same. I'll fix it after work today, in the mean time try going to the mods folder (you can get to it from the launcher I think if not its %appdata%/.technic/packs/nephrite/mods) and from there manually download the latest Treecapitator and bspksCore and put them in after removing the faulty versions. Also, if it crashes as soon as you get in game but not on the menu, could you head to the Mods page and check that Lycanites Mobs is 1.2.4, if it is then it is definitely the latest pack, if it's 1.2.3 then I haven't updated the pack correctly.
Awesome! Here's what they do:
-Xms tells java to use an initial amount of system memory (so your RAM and also if all your RAM is used a pagefile which is basically slower RAM on the hard drive). So -Xmx512M gives it 512MB of RAM, I normally use 1G for 1GB, if you've got plenty of RAM you should crank this up to 1GB - 2GB.
-Xmx tells java the maximum amount of RAM it can use and it will never go over this, instead it'll freeze up and die like you've been experiencing, especially with big texture packs. Give it around 2GB if you can, I think in order to go higher you must have a 64bit version of Java, I'm nto sure though. I use 4GB as the max, my system has 8GB total (not the biggest but enough saying it it has a Solid State Drive).
I'm not sure about the last two, they're easy enough to google (pernament space of some kind to store classes or whatever) but I don't use them myself so they probably aren't necessary.
So yeah, if you have 8GB of RAM, try -Xms2G -Xmx4G (you don't want to use all your RAM as other applications will need it and you can hang your whole system if Java has a memory leak eating it all up). If 4GB use -Xms1G -Xmx2G and 16GB go nuts with -Xms4G -Xmx8G although I doubt it'll all be used.
Ahh, thanks for the info, it's my lunch break atm so I'm just quickly replying, nice tip though this is useful to know.
Also @Painter I'm updating the mod pack again, there's a problem with the latest version of Treecapitator, also Bibliocraft has a nice update that improves the graphics usage a bit.
I have 16 Gig of RAM so I can tweak those higher as you suggest.
The PermSize/MaxPermSize thing was the most important part of my problem, as it turns out.
I had already been using Xmx and Xms which I suspected were a minimum and maximum RAM type thing. They were at 2Gig but it was still freezing. Adding those last two commands were the solution. The game ran for 6 hours just now with no crash (I fell asleep testing it. . lol)
I guess my class files are all happy now. . . whatever they are. .
Man. . . Minecraft makes me work my brain. . .
Who says you don't learn anything from video games?
Xms tells Java the minimum heap memory size, or the heap size it should start with. If your java is up to date you don't really need to set this.
Xmx tells Java the maximum heap memory size, or how much total ram it can ever use for the heap. If you encounter stuttering after playing awhile and notice your memory hovering between 90-100% usage, garbage collection can't free up space in ram as fast as you're using it. This can be alleviated by restarting the client and/or allocating a larger max heap size. You should generally only see larger maximum heap sizes above 4G on servers. Although I suppose someone might try to install every mod there is, which might need more.
PermSize tells Java the minimum PermGen memory size. Java defaults to a value too low to really start most mod packs. Generally, PermSize should be 1/4th your max heap size; although 256m should be sufficient unless you're getting PermGen related crashes. It should be noted PermSize is a separate pool of memory from heap and they're additive. So if you have 2G allocated to heap and 512m to permsize, and only have 3g of ram (such as in a 32bit environment), you're leaving only 512mb of ram to run everything else on your computer. That can cause slowdowns as the OS tries to use your hard drive as ram and/or do constant garbage collection because it can't find enough available.
MaxPermSize tells java when to crash with a permgen error. It's generally not a good idea to set this unless you're really limited on available memory and your heap+permgen is near enough to your total memory that it could cause problems in your OS if Java tried to suck up more.
In more layman's terms, PermGen is for loading your mods. More mods means more PermGen. Sometimes you won't notice a problem until you actually use a lot of different kinds of mods in a world in one place. Heap is for doing stuff in the world with the stuff that's loaded. Everything from growing crops to playing a bajillion sound events in someone's factory. Sometimes you can get away with less heap size by just disabling most mods' sounds in their respective configs or just turning the sound off entirely.
Class files are the files that contain the compiled bytecode for the game. It's the game/mod's code rather than it's assets (sounds/textures/etc). The stuff under the hood versus the shiny exterior.
Are you playing Sleepless Horrors? Let me know what you think!
http://forum.feed-the-beast.com/threads/1-6-4-sleepless-horrors.39181/
This is an amazingly helpful explanation! Thanks!
My problem was not with loading up the mods and getting the game started. The problem was that with specific mods in my growing collection, after about 5-10 minutes of just sitting there letting the game run, it would run out of memory and freeze. Usually the collection had gotten to 40 or so mods by then.
So. . . was that both PermGen AND Heap problems? The RAM usage never showed a problem running out when monitoring it in the game. . . I also, at the time, had set my Xms and Xmx to the same number: 2G. That may also have been a mistake.
I have 16 Gig of RAM on this computer and all Java should be up to date and 64 bit. The game as I have it now has 67 mods including all the ones that caused problems earlier. They froze the game without the memory settings and ran for about 6 hours straight as I tested it with these new settings:
-Xms512M -Xmx2G -XX:PermSize=128m -XX:MaxPermSize=256m
The only thing I noticed was an occasional stutter but I never went exploring or anything to fill the memory up with chunks to press it further. The stuttering also may have just been normal chunk loading or entity related stuff. . or whatever. By the end of the 6 hours things seemed smooth still and my RAM usage was only a little above 50% of what was allocated (starting around 35%).
Should I increase or tweak anything in your estimation or do these settings look good? Should I get rid of the MaxPermSize? Is it worth increasing the Xms to 1G and the Xmx to, say, 3G? I'm setting this up on a LAN with 4 computers Mine has 16 Gig and the other 3 have 4 Gig of RAM. I just want to make sure everyone has plenty of headroom.
Also, someone in the same forum thread I got the above memory settings from also suggested these:
-XX:+CMSClassUnloadingEnabled -XX:+CMSPermGenSweepingEnabled
Are they anything I should worry about or consider trying if I have future problems?
If you're doing fine right now, best to leave it alone. Initial PermGen can still be an issue down the road in a world even if the world loads initially with lower values. I had a problem where a server would run a world for a couple weeks until people had gotten into building with a large number of mods at which point we started getting server crashes noting PermGen as the cause whenever anyone got near those chunks. It ended up being that the server host's control panel defaulted to very old bukkit settings that used a much lower value for PermGen. So whenever the game tried to load those areas, it'd crash.
If you encounter a PermGen error later on down the road, get rid of the MaxPermSize. Your max heap could stand to be larger, but only really if you notice constant stuttering and your memory values bouncing between 90 and 100. Heap size really doesn't and shouldn't need to be above 2G. The only reason it has to be so high in the first place is that Java has to be very portable and that means not optimizing the heck out of memory management.
I wouldn't mess with additional parameters beyond the PermSize and Xmx unless you're still encountering problems. Java is supposed to manage its own memory and a lot of these recommended settings get outdated as Java gets updated. The only thread I've ever used that made a difference for me was this one: http://forum.feed-the-beast.com/threads/jvm-arguments-for-modded-minecraft-updated-11-11-13.28994/
And even then I mostly just used it to learn what was what so I could get outdated underspec'd hardware working as a server.
Eyamaz knows his stuff. Just pay attention to the last time he updated it and what version of Java it was ultimately aimed at. He can provide an even more technical explanation if you want to move onto experimenting with the arguments to get every last bit of performance you can.
Apologies to Lycanite for going massively off topic w/ walls of text on memory settings. I love your monsters, please don't eat me.
Are you playing Sleepless Horrors? Let me know what you think!
http://forum.feed-the-beast.com/threads/1-6-4-sleepless-horrors.39181/
Lol, I'm not gonna eat you but...
Someone looks a bit hungry... :S
Good to hear! There are a few bugs I want to squish next update like how disabling the Hellfire in the config can cause crashes, etc. I think I'll make it so Hellfire turns into regular fire if it is disabled, that's the cleanest and safest way I think, also Hellfire breaks like a regular block which is better than how it was unbreakable before but isn't correct so that'll need fixed along with an issue where Poison Clouds don't always despawn, I also want them to never despawn if on a Mycelium block.