I Have a little problem...
Markers in "nether" not visible on map if map zoomed...
Settings delete\cache delete\update mod\update liteloader\fully reinstall game - not helped
As much as I dislike forge, I use it. And as much as I like Voxel, I dislike having to add liteloader, just for this mod. No offence to liteloader at all, just not many mods use it, and it seems an extra eater of memory if everything else I'm using, uses forge.
I already know your opinion on the subject, and chances are, you won't submit to changing it over? Or have your opinions maybe settled over time, like mine have? I dunno, something to think about. Either way, I <3 Voxel and by golly, I'll continue to load LL just to use the map if I have to =D
Liteloader isn't really a hassle to use. You could just run under MultiMC and there's buttons to download and install Forge AND liteloader, no guess work involved at all really. It's be nice if there was a forge version, but why reinvent the wheel? It's not broken, and liteloader will open up options to other mods as well. I think Chickenbones still uses it to this very day. Not only that, but the author of liteloader is awesome sauce, humble and very with it. Whereas the author for Forge is, well... I won't trash talk. What he lacks in social skills, he makes up for in product.
I'm confused by JustJinxed's two posts, it looks like posts from two different viewpoints on LiteLoader, but that's ok.
On our server, we are currently running 1.12 snapshots. No LiteLoader, Forge, or Optifine. And... it hurts. GammaBright we can fake using command blocks. We have the X-Ray Texture pack, not anywhere near as convenient as the XRay for LiteLoader mod. VoxelMap is what my wife misses the most, so she'll play a single-player game in 1.11 so she can use VoxelMap on her single-player game. There will be much rejoicing when we can finally use LL + VoxelMap on our server.
As far as Forge, I've played with it a bit, but my computer at that time wasn't really up for OptiFine+LL+Forge, so I left it at OptiFine + LiteLoader. LiteLoader has quite a few things I'm happy with, and I just haven't found a need for Forge. Now that I have a much more hefty computer, I'll take another look at Forge.
My only concern is that the people doing mods are continuing to do their mods. Plugins and mods do get abandoned over time. A kid with a cool idea in HighSchool has to now juggle college, a job and a significant other... Minecraft just isn't on the radar. I get that. Or this developer had a good run, but has decided money is to be had elsewhere. One developer I know personally stated, "People keep paying me NOT to work on the project, and I follow the money." I don't have a problem with that. But I am the one left holding the bag, as *I* work a minimum 44 hr week (four 11 hr days) and I have mandatory over time making 55 or 66 hr weeks. Learning what I need to know to take over abandoned projects simply isn't on my list of things to do.
I'm very happy with MamiyaOtaru's work on VoxelMap. We miss it very much, and look forward to the release for 1.12. Given the various projects attached to MamiyaOtaru, a Forge release may not be likely. But hopefully we can try and work with what we have to still enjoy the game. And along the way, hopefully we can show some love and support for the independent authors like MamiyaOtaru for putting the polish on Vanilla Minecraft.
an error happened during initialization of VoxelMap. When Liteloader tries to call it later it gets a null pointer exception, since VoxelMap isn't there. The actual error that caused VoxelMap to fail to load happened earlier. I'd need to see the full game output, not just the crash log.
*EDIT* tried loading flux and VoxelMap at the same time, same result as you. In my game output, the relevant bit was
[05:35:57] [Client thread/ERROR]: Exception caught during firing event net.minecraftforge.event.AttachCapabilitiesEvent$Entity@558b63c8:
java.lang.NullPointerException
at szewek.mcflux.wrapper.InjectWrappers.wrapEntity(InjectWrappers.java:108) ~[InjectWrappers.class:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_106_InjectWrappers_wrapEntity_AttachCapabilitiesEvent.invoke(.dynamic) ~[?:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) ~[ASMEventHandler.class:?]
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185) [EventBus.class:?]
at net.minecraftforge.event.ForgeEventFactory.gatherCapabilities(ForgeEventFactory.java:568) [ForgeEventFactory.class:?]
at net.minecraftforge.event.ForgeEventFactory.gatherCapabilities(ForgeEventFactory.java:553) [ForgeEventFactory.class:?]
at net.minecraft.entity.Entity.<init>(Entity.java:212) [sn.class:?]
at com.mamiyaotaru.voxelmap.util.t.<init>(Unknown Source) [t.class:?]
at com.mamiyaotaru.voxelmap.u.<init>(Unknown Source) [u.class:?]
at com.mamiyaotaru.voxelmap.t.do(Unknown Source) [t.class:?]
at com.mamiyaotaru.voxelmap.litemod.LiteModVoxelMap.onInitCompleted(Unknown Source) [LiteModVoxelMap.class:?]
at com.mumfrey.liteloader.client.LiteLoaderEventBrokerClient.onStartupComplete(LiteLoaderEventBrokerClient.java:299) [LiteLoaderEventBrokerClient.class:1.11.2-SNAPSHOT+jnks-b1.git-62eaf16e1d9d75ac6f59bb635e26cbb5b805daf1]
at com.mumfrey.liteloader.client.ClientProxy.onStartupComplete(ClientProxy.java:55) [ClientProxy.class:1.11.2-SNAPSHOT+jnks-b1.git-62eaf16e1d9d75ac6f59bb635e26cbb5b805daf1]
at net.minecraft.client.Minecraft.handler$onStartupComplete$zbp000(Minecraft.java:46) [bes.class:?]
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:556) [bes.class:?]
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:352) [bes.class:?]
at net.minecraft.client.main.Main.main(SourceFile:124) [Main.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_77]
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_77]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_77]
at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_77]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
That might mean more to the Flux developer. It's happening on spawning an Entity with a null world. That entity (used to draw waypoints) is quickly replaced by an Entity that is spawned in the current world, and is only there to catch a corner case where a deathpoint was being added before a world loaded.
So I can try to not create one without a World (to use before the player enters a world), and hope I don't run into a NullPointerException when a deathpoint or something tries to add itself to the waypoint Entity. Or the Flux maintainer can figure out why an Entity that is initialized with a null world causes a crash with his mod and no other ones. Ideally, I can prevent my NPE *AND* he can fix his NPE.
Thank you for the input! I relayed the information to the issue and I believe he applied your suggestion.
Liteloader is client-only, but also RELEASE only. If I'm running Snapshots, LiteLoader can't be used on the snapshot. The same is true for forge. Snapshots = No Mods. At All. If the server is Snapshot, so is the client.
As far as my former computer, It barely did the job of working as a client. That won't be an issue on the machine I've recently purchased.
Oh, and by the way, while it isn't a LiteLoader plugin, it *is* a plugin *FOR* LiteLoader on Spigot servers. https://dev.bukkit.org/projects/clientpermissions will allow the server operator to grant and revoke permission to use some or all features of LiteLoader mods coded to work with ClientPermissions. So while LiteLoader is "Client Only", server operators do have some control over some "client only" plugins.
So I started using shaders recently, along with Voxelmap which I've been using since... forever, apparently. One small detail I wish I could change is that waypoint symbols are visible super far away--so far, in fact, they end up blurred by the Depth of Field function of the shaders (along with rain blur), which breaks a bit of the realism. They also end up blurry because of rain, which results in very bright splotches that look a bit out of place. I can take screenshots if necessary.
I tried reducing waypoint distance, but that doesn't seem to address the issue. Is there an existing setting that changes this?
If not, then I'm not sure if this is possible or if anyone else is interested, but: how about a "realism" option that reduces waypoint symbol visibility based on current weather, e.g. if it's raining, the distance at which symbols are visible is much reduced (since in heavy rain you'd have trouble reading any map), and also reduces it based on the distance at which DoF blur is applied? I don't mind configuring that manually, but I really like the idea of not being able to rely on my map all the time (while at the same time knowing others rely on the map precisely for that reason) = optional behavior.
If that sounds impossible then OK I guess, just thought it would be a fun suggestion. Thanks
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
I'm not sure what happened but suddenly my voxelmap no longer shows the explored areas that I've been to. I've looked into my voxelmap.properties file and verified that there are files in the Cache folder for the server I'm on. It worked a few hours ago but then I went offline for a bit.
I did not update any software, hardware or drivers and am running the latest video updates.
I'm not sure what happened but suddenly my voxelmap no longer shows the explored areas that I've been to. I've looked into my voxelmap.properties file and verified that there are files in the Cache folder for the server I'm on. It worked a few hours ago but then I went offline for a bit.
I did not update any software, hardware or drivers and am running the latest video updates.
You could try renaming the cache directory and starting over. Chances are the cache got corrupted somehow, usually from not closing properly, or maybe an error. I'm not sure there's a way to repair them, and if there is, it might not be easy. In your log, have noticed any messages from voxel?
I'm having a weird issue with my VoxelMap, it for some reason does not show up in Liteloader's menu as active yet it's still in the mod directory.
I got them for 1.10.2 so I don't know if I am doing something wrong.
Here are the mods and liteloader showing 0 mods loaded.
Another thing is this is loaded up in the pixelmon launcher currently, but it has loaded up before with the launcher.
[EDIT]: I just recently found out in my fml logs this came up.
[13:16:46] [main/INFO] [LiteLoader/]: Container C:\Users\####\AppData\Roaming\.pixelmon-beta\profiles\2\mods\mod_voxelMap_1.6.21_for_1.10.2.litemod is disabled
[13:16:46] [main/INFO] [LiteLoader/]: Not adding valid mod file 'C:\Users\####\AppData\Roaming\.pixelmon-beta\profiles\2\mods\mod_voxelMap_1.6.21_for_1.10.2.litemod', the specified mod is disabled or missing a required dependency
[13:16:46] [main/INFO] [LiteLoader/]: Mod voxelmap is disabled for profile 1.10.2-forge1.10.2-12.18.3.2185, not injecting tranformers
Hi, I have been having voxelmap crash minecraft when first starting up and never making it to the menu. Everything is fine until I place voxelmap into my mods folder.
I had found that a few months back that people were having this same issue and that it was related to Nvidia drivers, however many new drivers have since been released and as far as I can tell this issue is supposed to be resolved but yet it is happening to me.
I did my best to find an answer without having to bug anybody but I couldn't and Voxelmap is just so superior to other map mods in my opinion so I want this damn thing to work! lol
This is what is being reported in the log after the crash:
[16:40:15] [Client thread/INFO]: Calling late init for mod VoxelMap
[16:40:15] [Client thread/WARN]: =============================================================
[16:40:15] [Client thread/WARN]: MOD HAS DIRECT REFERENCE System.exit() THIS IS NOT ALLOWED REROUTING TO FML!
[16:40:15] [Client thread/WARN]: Offender: com/mamiyaotaru/voxelmap/c/h.if()V
[16:40:15] [Client thread/WARN]: Use FMLCommonHandler.exitJava instead
[16:40:15] [Client thread/WARN]: =============================================================
[16:40:15] [Client thread/WARN]: =============================================================
[16:40:15] [Client thread/WARN]: MOD HAS DIRECT REFERENCE System.exit() THIS IS NOT ALLOWED REROUTING TO FML!
[16:40:15] [Client thread/WARN]: Offender: com/mamiyaotaru/voxelmap/c/h.for()V
[16:40:15] [Client thread/WARN]: Use FMLCommonHandler.exitJava instead
[16:40:15] [Client thread/WARN]: =============================================================
[16:40:15] [Client thread/WARN]: =============================================================
[16:40:15] [Client thread/WARN]: MOD HAS DIRECT REFERENCE System.exit() THIS IS NOT ALLOWED REROUTING TO FML!
[16:40:15] [Client thread/WARN]: Offender: com/mamiyaotaru/voxelmap/c/h.do(Ljava/lang/String;Ljava/awt/image/BufferedImage;)V
[16:40:15] [Client thread/WARN]: Use FMLCommonHandler.exitJava instead
[16:40:15] [Client thread/WARN]: =============================================================
[16:40:15] [Client thread/INFO]: Created: 256x128 waypoints-atlas
[16:40:15] [Client thread/INFO]: Created: 128x128 chooser-atlas
Hello, when starting LiteLoader with VoxelMap I get an error and in-game It doesn't record any map data, It may be more than that but I haven't tested it that much, here's my log: https://pastebin.com/E9BSvxTB I'm also running Linux. I think It has something to do with the waypoints, I didn't see it in the .minecraft directory, picture file not present Although I'm not sure.
after a quick glance through, what I'm seeing is that your computer isn't giving voxelmap the permission to create the necessary files down at line 334. I'm not 100% certain that it's the cause, but you might want to check your folder read/write permissions
Rollback Post to RevisionRollBack
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after a quick glance through, what I'm seeing is that your computer isn't giving voxelmap the permission to create the necessary files down at line 334. I'm not 100% certain that it's the cause, but you might want to check your folder read/write permissions
Nope, I've set the owner and access permissions and executable, even with root, Nothing really has changed, still getting that error.
have you tried updating liteloader? (manually deleting the 1.11.2 version within libraries\com\mumfrey\liteloader)
Rollback Post to RevisionRollBack
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
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Hi!
I Have a little problem...
Markers in "nether" not visible on map if map zoomed...
Settings delete\cache delete\update mod\update liteloader\fully reinstall game - not helped
I write video with it...
see:
@MamiyaOtaru, chance to fix?
As much as I dislike forge, I use it. And as much as I like Voxel, I dislike having to add liteloader, just for this mod. No offence to liteloader at all, just not many mods use it, and it seems an extra eater of memory if everything else I'm using, uses forge.
I already know your opinion on the subject, and chances are, you won't submit to changing it over? Or have your opinions maybe settled over time, like mine have? I dunno, something to think about. Either way, I <3 Voxel and by golly, I'll continue to load LL just to use the map if I have to =D
Liteloader isn't really a hassle to use. You could just run under MultiMC and there's buttons to download and install Forge AND liteloader, no guess work involved at all really. It's be nice if there was a forge version, but why reinvent the wheel? It's not broken, and liteloader will open up options to other mods as well. I think Chickenbones still uses it to this very day. Not only that, but the author of liteloader is awesome sauce, humble and very with it. Whereas the author for Forge is, well... I won't trash talk. What he lacks in social skills, he makes up for in product.
I'm confused by JustJinxed's two posts, it looks like posts from two different viewpoints on LiteLoader, but that's ok.
On our server, we are currently running 1.12 snapshots. No LiteLoader, Forge, or Optifine. And... it hurts. GammaBright we can fake using command blocks. We have the X-Ray Texture pack, not anywhere near as convenient as the XRay for LiteLoader mod. VoxelMap is what my wife misses the most, so she'll play a single-player game in 1.11 so she can use VoxelMap on her single-player game. There will be much rejoicing when we can finally use LL + VoxelMap on our server.
As far as Forge, I've played with it a bit, but my computer at that time wasn't really up for OptiFine+LL+Forge, so I left it at OptiFine + LiteLoader. LiteLoader has quite a few things I'm happy with, and I just haven't found a need for Forge. Now that I have a much more hefty computer, I'll take another look at Forge.
My only concern is that the people doing mods are continuing to do their mods. Plugins and mods do get abandoned over time. A kid with a cool idea in HighSchool has to now juggle college, a job and a significant other... Minecraft just isn't on the radar. I get that. Or this developer had a good run, but has decided money is to be had elsewhere. One developer I know personally stated, "People keep paying me NOT to work on the project, and I follow the money." I don't have a problem with that. But I am the one left holding the bag, as *I* work a minimum 44 hr week (four 11 hr days) and I have mandatory over time making 55 or 66 hr weeks. Learning what I need to know to take over abandoned projects simply isn't on my list of things to do.
I'm very happy with MamiyaOtaru's work on VoxelMap. We miss it very much, and look forward to the release for 1.12. Given the various projects attached to MamiyaOtaru, a Forge release may not be likely. But hopefully we can try and work with what we have to still enjoy the game. And along the way, hopefully we can show some love and support for the independent authors like MamiyaOtaru for putting the polish on Vanilla Minecraft.
Thank you for the input! I relayed the information to the issue and I believe he applied your suggestion.
Liteloader is client-only, but also RELEASE only. If I'm running Snapshots, LiteLoader can't be used on the snapshot. The same is true for forge. Snapshots = No Mods. At All. If the server is Snapshot, so is the client.
As far as my former computer, It barely did the job of working as a client. That won't be an issue on the machine I've recently purchased.
Oh, and by the way, while it isn't a LiteLoader plugin, it *is* a plugin *FOR* LiteLoader on Spigot servers. https://dev.bukkit.org/projects/clientpermissions will allow the server operator to grant and revoke permission to use some or all features of LiteLoader mods coded to work with ClientPermissions. So while LiteLoader is "Client Only", server operators do have some control over some "client only" plugins.
Hello!
So I started using shaders recently, along with Voxelmap which I've been using since... forever, apparently. One small detail I wish I could change is that waypoint symbols are visible super far away--so far, in fact, they end up blurred by the Depth of Field function of the shaders (along with rain blur), which breaks a bit of the realism. They also end up blurry because of rain, which results in very bright splotches that look a bit out of place. I can take screenshots if necessary.
I tried reducing waypoint distance, but that doesn't seem to address the issue. Is there an existing setting that changes this?
If not, then I'm not sure if this is possible or if anyone else is interested, but: how about a "realism" option that reduces waypoint symbol visibility based on current weather, e.g. if it's raining, the distance at which symbols are visible is much reduced (since in heavy rain you'd have trouble reading any map), and also reduces it based on the distance at which DoF blur is applied? I don't mind configuring that manually, but I really like the idea of not being able to rely on my map all the time (while at the same time knowing others rely on the map precisely for that reason) = optional behavior.
If that sounds impossible then OK I guess, just thought it would be a fun suggestion. Thanks
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
I'm not sure what happened but suddenly my voxelmap no longer shows the explored areas that I've been to. I've looked into my voxelmap.properties file and verified that there are files in the Cache folder for the server I'm on. It worked a few hours ago but then I went offline for a bit.
I did not update any software, hardware or drivers and am running the latest video updates.
You could try renaming the cache directory and starting over. Chances are the cache got corrupted somehow, usually from not closing properly, or maybe an error. I'm not sure there's a way to repair them, and if there is, it might not be easy. In your log, have noticed any messages from voxel?
I'm having a weird issue with my VoxelMap, it for some reason does not show up in Liteloader's menu as active yet it's still in the mod directory.
I got them for 1.10.2 so I don't know if I am doing something wrong.
Here are the mods and liteloader showing 0 mods loaded.
Another thing is this is loaded up in the pixelmon launcher currently, but it has loaded up before with the launcher.
[EDIT]: I just recently found out in my fml logs this came up.
[13:16:46] [main/INFO] [LiteLoader/]: Container C:\Users\####\AppData\Roaming\.pixelmon-beta\profiles\2\mods\mod_voxelMap_1.6.21_for_1.10.2.litemod is disabled
[13:16:46] [main/INFO] [LiteLoader/]: Not adding valid mod file 'C:\Users\####\AppData\Roaming\.pixelmon-beta\profiles\2\mods\mod_voxelMap_1.6.21_for_1.10.2.litemod', the specified mod is disabled or missing a required dependency
[13:16:46] [main/INFO] [LiteLoader/]: Mod voxelmap is disabled for profile 1.10.2-forge1.10.2-12.18.3.2185, not injecting tranformers
[13:16:58] [Client thread/DEBUG] [FML/]: Ignoring unknown file mod_voxelMap_1.6.21_for_1.10.2.litemod in mods directory
Hi, I have been having voxelmap crash minecraft when first starting up and never making it to the menu. Everything is fine until I place voxelmap into my mods folder.
I had found that a few months back that people were having this same issue and that it was related to Nvidia drivers, however many new drivers have since been released and as far as I can tell this issue is supposed to be resolved but yet it is happening to me.
I did my best to find an answer without having to bug anybody but I couldn't and Voxelmap is just so superior to other map mods in my opinion so I want this damn thing to work! lol
This is what is being reported in the log after the crash:
[16:40:15] [Client thread/INFO]: Calling late init for mod VoxelMap
[16:40:15] [Client thread/WARN]: =============================================================
[16:40:15] [Client thread/WARN]: MOD HAS DIRECT REFERENCE System.exit() THIS IS NOT ALLOWED REROUTING TO FML!
[16:40:15] [Client thread/WARN]: Offender: com/mamiyaotaru/voxelmap/c/h.if()V
[16:40:15] [Client thread/WARN]: Use FMLCommonHandler.exitJava instead
[16:40:15] [Client thread/WARN]: =============================================================
[16:40:15] [Client thread/WARN]: =============================================================
[16:40:15] [Client thread/WARN]: MOD HAS DIRECT REFERENCE System.exit() THIS IS NOT ALLOWED REROUTING TO FML!
[16:40:15] [Client thread/WARN]: Offender: com/mamiyaotaru/voxelmap/c/h.for()V
[16:40:15] [Client thread/WARN]: Use FMLCommonHandler.exitJava instead
[16:40:15] [Client thread/WARN]: =============================================================
[16:40:15] [Client thread/WARN]: =============================================================
[16:40:15] [Client thread/WARN]: MOD HAS DIRECT REFERENCE System.exit() THIS IS NOT ALLOWED REROUTING TO FML!
[16:40:15] [Client thread/WARN]: Offender: com/mamiyaotaru/voxelmap/c/h.do(Ljava/lang/String;Ljava/awt/image/BufferedImage;)V
[16:40:15] [Client thread/WARN]: Use FMLCommonHandler.exitJava instead
[16:40:15] [Client thread/WARN]: =============================================================
[16:40:15] [Client thread/INFO]: Created: 256x128 waypoints-atlas
[16:40:15] [Client thread/INFO]: Created: 128x128 chooser-atlas
Sorry about not providing the full log.
Here you go: https://pastebin.com/i0YrGX1L
You are right I do have a lot of other mods.
I went ahead and removed Optifine and it still crashed.
Then I removed all of my mods except for voxelmap and it still crashed.
Then I installed Liteloader by itself without extending from Forge and just launched Liteloader and VoxelMap all by itself and it still crashed.
If I remove Voxelmap it loads up fine and I can see the LightLoader interface in the Minecraft game menu.
So yeah I am really at a loss here! haha
Would you like a log from me just launching minecraft with only LiteLoader and VoxelMap?
Hello, when starting LiteLoader with VoxelMap I get an error and in-game It doesn't record any map data, It may be more than that but I haven't tested it that much, here's my log: https://pastebin.com/E9BSvxTB I'm also running Linux. I think It has something to do with the waypoints, I didn't see it in the .minecraft directory, picture file not present Although I'm not sure.
after a quick glance through, what I'm seeing is that your computer isn't giving voxelmap the permission to create the necessary files down at line 334. I'm not 100% certain that it's the cause, but you might want to check your folder read/write permissions
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Nope, I've set the owner and access permissions and executable, even with root, Nothing really has changed, still getting that error.
It just stops?? That sounds strange.
Here is the log running only LiteLoader and having removed all the other mods I have:
https://pastebin.com/p0Hae8Lq
have you tried updating liteloader? (manually deleting the 1.11.2 version within libraries\com\mumfrey\liteloader)
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
Feel like playing MC with me? Join me on the official PC Gamer US server here!
Yes, I did. It is still yelling at me.