The Meaning of Life, the Universe, and Everything.
Join Date:
2/4/2014
Posts:
253
Location:
Tampa, FL
Minecraft:
ArthaDemon
Member Details
The problem happened even with Betweenlands removed and Thaumic Horizons installed, just threw a different error.. I tested them one at a time, and the only one the problem came from was Thaumic Horizons.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/4/2014
Posts:
253
Location:
Tampa, FL
Minecraft:
ArthaDemon
Member Details
I would post another crash report after removing Betweenlands, but... no matter what, if I remove the mod that crashes with TH installed, it'll just crash again with a different error which will then be blamed on that mod instead of TH, even though the crashes flat out do not happen unless TH is installed. Either way, no matter what I do it gives me an Exception in Server Tick Loop.
As much as I love this mod I am going to have to play without it, which is a real shame. I'll be watching for an update, and crossing my fingers in hope of a fix.
As a note, the game and the mod loads up just fine, the error only happens when I either try to enter a world or generate a new one.
Trying one more thing that might be the problem. There is apparently a way to make MC run off its own packaged version of java that works better... I am going to see if that fixes the problem. If it does... then I know how to help anybody having this issue with any mod that may arise!
No, it didn't work.... the next crash said Mariculture files were involved. It keeps saying a different mod each time.... I'm honestly really confused here.
It's complaining about missing Vanilla Minecraft classes each and every time, so my bet is that all of this is essentially caused by Optifine.
I will try removing Optifine, though it didn't work before either; but it's worth one more attempt! I know Optifine can conflict with a lot of things.
Removing Optifine doesn't seem to have done anything. It's still giving me the exact same crash, the NoClassDefFoundError.
Well, it was worth a try. I'll try removing Fastcraft next.
Huh. Removing Fastcraft didn't do anything either... still hung up in loading the world. Once again just waiting for it to realize there's an error and crash out.
After hanging up for a while, this is the crash with Fastcraft removed. Doesn't seem to be pinpointing any particular mod. It's kinda odd because I actually did a full fresh install of Minecraft, and TH, and several other mods that I updated.
Your story is easily in the top ten most mysterious Minecraft issues I've heard over the past couple of years...
What
The
Hamburger
The only obvious weird things I see are:
-Your Java version which is quite old
-Your excessive RAM assignment (12GB). between 4 and 6 GB should be enough for 170 mods.
*runs off to update Java and see if that is the problem* xD
I have 16 gigs of RAM on my computer, so I assigned lots of RAM to make it run smoothly. xD I know, I am a total dork. The Java version MIGHT be the problem, I don't think I ever updated it!
Well updating Java didn't fix it. Looks like there really is no way for me to be able to use Thaumic Horizons, which sucks! I like this mod!
It worked just fine until I had my game lag out and crash while breaking blocks from Oceancraft. I had to do a full fresh install Thaumic Horizons is literally the only mod causing this, oddly enough. I so wish there was a fix! I miss TH already!
*runs off to update Java and see if that is the problem* xD
I have 16 gigs of RAM on my computer, so I assigned lots of RAM to make it run smoothly. xD I know, I am a total dork. The Java version MIGHT be the problem, I don't think I ever updated it!
Well updating Java didn't fix it. Looks like there really is no way for me to be able to use Thaumic Horizons, which sucks! I like this mod!
It worked just fine until I had my game lag out and crash while breaking blocks from Oceancraft. I had to do a full fresh install Thaumic Horizons is literally the only mod causing this, oddly enough. I so wish there was a fix! I miss TH already!
You don't want to assign too much RAM, though. You'll get lag spikes less often, but they will be much more severe.
Also, I'd like to point out to you the first couple of lines from your crash report:
java.lang.NullPointerException: Exception in server tick loop
at lumien.randomthings.Handler.RTTickHandler.serverTick(RTTickHandler.java:69)
Once again I'm horribly confused as I use both mods together flawlessly . ..
They were for me for a while, too, oddly enough. I had a "Ticking Entity connection" crash (Or something like that) when I broke a seaweed block from OceanCraft, and it started acting extremely weird after that. Even after a full reinstall.
So, reading back a "few" pages I see that the mod author has been MIA for a while now. There are some issues that are perhaps touched on but seem to have no resolution:
So, I am playing on a public server (grumpycraft.com) hosting the FTB Launcher hosted 3rd party modpack: Simply Magic (on CraftBukkit (although I belive that kCauldron servers behave similarly)) that has Thaumic Horizons. Does anyone have any clarity on the following:
* Self Infusions sometimes 'go missing' when players change dimensions. The infinite duration potion effects tend to persist but they no longer respond to the keyboard toggles, and if erased by a different potion effect or some other magic are not restored.
* There is a "Golemancers Bell" research topic on the Thaumic Horizons tab that, when clicked, says a research note has been given, but no research note is given.
* We can craft the golemancers bell in the arcane workbench with a ~50% chance of being kicked off the server with a client side crash. Has there ever been a resolution for this crash. I see that the SimplyMagic configs have turned on the "compatability" recipe (in addition to using minetweaker or similar to add a different way of creating the bell, which on a server does not work as it requires command (OP) access).
* what actually is the purpose of Horizons replacing the base thaumcraft bell?
I saw reference to a 'decompiled' version that fixed some issues - would this version work on a server with clients using the default modpack version?
The Meaning of Life, the Universe, and Everything.
Location:
Boise, Idaho
Join Date:
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Posts:
283
Location:
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miner49er876
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So, is it possible to keep self-infusions from one body or another, or do you have to do the infusion again if you want it on another life?
Rollback Post to RevisionRollBack
Someone once said, in defense of a poorly thought out suggestion that was not being supported: "Theres so much awesome and rare things to add and youre just like, oh , thats too good, no, i want something common like a grass block"
I'm curious here, what is the Leviathan? Is it a creature? A living building? Does anyone know? Any leftover snippets of code that reveal anything about it?
So a lot of people are experiencing crashes with the seroconverter with the
java.lang.ArrayIndexOutOfBoundsException: -1
at com.kentington.thaumichorizons.client.gui.GuiBloodInfuser.func_146979_b(GuiBloodInfuser.java:161)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:119)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1397)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
error log, and I haven't been able to find an answer anywhere. So I did some of my own digging.
The reason why it crashes actually has nothing to do with additional aspects from bees or forbidden magic, (that problem was indeed fixed a very long time ago), but because the potion IDs the mod tries to access are above 128, which it cannot access and throws an array out of bounds exception.
Most mods allow you to specify potion IDs manually in the config. Thaumcraft however instead waits patiently for other mods, and then assigns potion IDs automatically to whatever free IDs are left. This is a problem in this scenario, because the seroconverter uses Thaumcraft's potion effects, but it is only capable of searching within the 0-128 ID range.
So if you have a bunch of mods that are taking up most or all of the initial 128 IDs, you will run into a crash if any of Thaumcraft's potion IDs are above 128.
This wouldn't be that big of a problem if Thaumcraft allowed you to set your potion IDs manually in a config like many other mods, but unfortunately that is not the case.
The way to fix it, and, how I fixed it, was to simply free up roughly 20 IDs, somewhere between the 30s to 50s range. Just let them be unassigned by any mod.
This way Thaumcraft will use those IDs, as they're 'the lowest available' ones, and are not above Minecraft's old limit of 128.
I cannot recall off the top of my mind how many IDs Thaumcraft uses up exactly, but around 20 should be enough.
I'm sure someone out there is more than capable of editing the mod itself and do a proper fix, allow the array to look for values in the 0-256.
Try reading it a bit. This one is clearly caused by the Betweenlands mod. Still not this one.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
The problem happened even with Betweenlands removed and Thaumic Horizons installed, just threw a different error.. I tested them one at a time, and the only one the problem came from was Thaumic Horizons.
I would post another crash report after removing Betweenlands, but... no matter what, if I remove the mod that crashes with TH installed, it'll just crash again with a different error which will then be blamed on that mod instead of TH, even though the crashes flat out do not happen unless TH is installed. Either way, no matter what I do it gives me an Exception in Server Tick Loop.
As much as I love this mod I am going to have to play without it, which is a real shame. I'll be watching for an update, and crossing my fingers in hope of a fix.
As a note, the game and the mod loads up just fine, the error only happens when I either try to enter a world or generate a new one.
Trying one more thing that might be the problem. There is apparently a way to make MC run off its own packaged version of java that works better... I am going to see if that fixes the problem. If it does... then I know how to help anybody having this issue with any mod that may arise!
No, it didn't work.... the next crash said Mariculture files were involved. It keeps saying a different mod each time.... I'm honestly really confused here.
I will try removing Optifine, though it didn't work before either; but it's worth one more attempt! I know Optifine can conflict with a lot of things.
Removing Optifine doesn't seem to have done anything. It's still giving me the exact same crash, the NoClassDefFoundError.
Well, it was worth a try. I'll try removing Fastcraft next.
Huh. Removing Fastcraft didn't do anything either... still hung up in loading the world. Once again just waiting for it to realize there's an error and crash out.
After hanging up for a while, this is the crash with Fastcraft removed. Doesn't seem to be pinpointing any particular mod. It's kinda odd because I actually did a full fresh install of Minecraft, and TH, and several other mods that I updated.
Just to comfirm that I am NOT insane, http://forums.technicpack.net/topic/213920-caused-by-javalangclassnotfoundexception-netminecraftworldworldmanager-solved/ Somebody else has had this problem, too.
*runs off to update Java and see if that is the problem* xD
I have 16 gigs of RAM on my computer, so I assigned lots of RAM to make it run smoothly. xD I know, I am a total dork. The Java version MIGHT be the problem, I don't think I ever updated it!
Well updating Java didn't fix it. Looks like there really is no way for me to be able to use Thaumic Horizons, which sucks! I like this mod!
It worked just fine until I had my game lag out and crash while breaking blocks from Oceancraft. I had to do a full fresh install Thaumic Horizons is literally the only mod causing this, oddly enough. I so wish there was a fix! I miss TH already!
Yeah, you should do that. A lot of mod authors are enforcing Java 7 or even Java 8 now despite Mojang allowing versions as old as Java 6.
In the meantime, I'll just rotate the board.
You don't want to assign too much RAM, though. You'll get lag spikes less often, but they will be much more severe.
Also, I'd like to point out to you the first couple of lines from your crash report:
java.lang.NullPointerException: Exception in server tick loop
at lumien.randomthings.Handler.RTTickHandler.serverTick(RTTickHandler.java:69)
So go check with the Random Things mod.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
OK you surely remember the crash I was having upon world generation, right?
It's been solved!
It turns out Thaumic Horizons and Fossils and Archeology Revival are incompatible. I removed Fossils and Archeology, and it works just fine now!
Once again I'm horribly confused as I use both mods together flawlessly . ..
They were for me for a while, too, oddly enough. I had a "Ticking Entity connection" crash (Or something like that) when I broke a seaweed block from OceanCraft, and it started acting extremely weird after that. Even after a full reinstall.
Hi! I have unpleasant problem with Nightmare Horse in the Curative Vat.
If I place Nigthmare Horse into the Curative Vat and relogin, the Curative Vat is empty. In server console I see error:
http://pastebin.com/raw/7CQzRvBN
Thermos build 58 (Forge 1614) (what information is necessary?)
Any ideas?
Gonna take a guess that it's something with Thermos. kCauldron, Bukkit, all those things always seem to have problems with Forge mods.
Of course, it could simply be the fact that this mod is unfinished...
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
So, reading back a "few" pages I see that the mod author has been MIA for a while now. There are some issues that are perhaps touched on but seem to have no resolution:
So, I am playing on a public server (grumpycraft.com) hosting the FTB Launcher hosted 3rd party modpack: Simply Magic (on CraftBukkit (although I belive that kCauldron servers behave similarly)) that has Thaumic Horizons. Does anyone have any clarity on the following:
* Self Infusions sometimes 'go missing' when players change dimensions. The infinite duration potion effects tend to persist but they no longer respond to the keyboard toggles, and if erased by a different potion effect or some other magic are not restored.
* There is a "Golemancers Bell" research topic on the Thaumic Horizons tab that, when clicked, says a research note has been given, but no research note is given.
* We can craft the golemancers bell in the arcane workbench with a ~50% chance of being kicked off the server with a client side crash. Has there ever been a resolution for this crash. I see that the SimplyMagic configs have turned on the "compatability" recipe (in addition to using minetweaker or similar to add a different way of creating the bell, which on a server does not work as it requires command (OP) access).
* what actually is the purpose of Horizons replacing the base thaumcraft bell?
I saw reference to a 'decompiled' version that fixed some issues - would this version work on a server with clients using the default modpack version?
Hey I have been having this crash with the most recent version of this mod when using the seroconverter
http://pastebin.com/raw/BWQ6ag7G
any help would be appreciated
So, is it possible to keep self-infusions from one body or another, or do you have to do the infusion again if you want it on another life?
Someone once said, in defense of a poorly thought out suggestion that was not being supported: "Theres so much awesome and rare things to add and youre just like, oh , thats too good, no, i want something common like a grass block"
You have to reinfuse. The changes are made to the bodies themselves, not your soul which is being transferred from one body to another.
I'm curious here, what is the Leviathan? Is it a creature? A living building? Does anyone know? Any leftover snippets of code that reveal anything about it?
So a lot of people are experiencing crashes with the seroconverter with the
java.lang.ArrayIndexOutOfBoundsException: -1
at com.kentington.thaumichorizons.client.gui.GuiBloodInfuser.func_146979_b(GuiBloodInfuser.java:161)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:119)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1397)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
error log, and I haven't been able to find an answer anywhere. So I did some of my own digging.
The reason why it crashes actually has nothing to do with additional aspects from bees or forbidden magic, (that problem was indeed fixed a very long time ago), but because the potion IDs the mod tries to access are above 128, which it cannot access and throws an array out of bounds exception.
Most mods allow you to specify potion IDs manually in the config. Thaumcraft however instead waits patiently for other mods, and then assigns potion IDs automatically to whatever free IDs are left. This is a problem in this scenario, because the seroconverter uses Thaumcraft's potion effects, but it is only capable of searching within the 0-128 ID range.
So if you have a bunch of mods that are taking up most or all of the initial 128 IDs, you will run into a crash if any of Thaumcraft's potion IDs are above 128.
This wouldn't be that big of a problem if Thaumcraft allowed you to set your potion IDs manually in a config like many other mods, but unfortunately that is not the case.
The way to fix it, and, how I fixed it, was to simply free up roughly 20 IDs, somewhere between the 30s to 50s range. Just let them be unassigned by any mod.
This way Thaumcraft will use those IDs, as they're 'the lowest available' ones, and are not above Minecraft's old limit of 128.
I cannot recall off the top of my mind how many IDs Thaumcraft uses up exactly, but around 20 should be enough.
I'm sure someone out there is more than capable of editing the mod itself and do a proper fix, allow the array to look for values in the 0-256.
For those interested, https://github.com/Hoborific/ThaumicHorizons
Is this even well ... legal to use since TH is licensed or something?