Um Ok Every Time I Load Industrial Craft It Says This What You Are About To See On The Bottom
---- Minecraft Crash Report ----
// But it works on my machine.
Time: 4/12/17 7:59 AM
Description: Registering texture
net.minecraft.client.renderer.StitcherException: Unable to fit: ic2:cell/itemCellCoolant - size: 16x16 - Maybe try a lowerresolution resourcepack?
at net.minecraft.client.renderer.texture.Stitcher.func_94305_f(Stitcher.java:76)
at net.minecraft.client.renderer.texture.TextureMap.func_110571_b(TextureMap.java:260)
at net.minecraft.client.renderer.texture.TextureMap.func_110551_a(TextureMap.java:97)
at net.minecraft.client.renderer.texture.TextureManager.func_110579_a(TextureManager.java:89)
at net.minecraft.client.renderer.texture.TextureManager.func_110549_a(TextureManager.java:172)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SimpleReloadableResourceManager.java:143)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SimpleReloadableResourceManager.java:121)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:617)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:327)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
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:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.renderer.texture.Stitcher.func_94305_f(Stitcher.java:76)
at net.minecraft.client.renderer.texture.TextureMap.func_110571_b(TextureMap.java:260)
at net.minecraft.client.renderer.texture.TextureMap.func_110551_a(TextureMap.java:97)
-- Resource location being registered --
Details:
Resource location: minecraft:textures/atlas/items.png
Texture object class: net.minecraft.client.renderer.texture.TextureMap
Stacktrace:
at net.minecraft.client.renderer.texture.TextureManager.func_110579_a(TextureManager.java:89)
at net.minecraft.client.renderer.texture.TextureManager.func_110549_a(TextureManager.java:172)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SimpleReloadableResourceManager.java:143)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SimpleReloadableResourceManager.java:121)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:617)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:327)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
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:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
net.minecraft.client.renderer.StitcherException: Unable to fit: ic2:cell/itemCellCoolant - size: 16x16 - Maybe try a lower resolution resourcepack?
Okay, this usually means the item textures is too big for the atlas. However, I see you are not using a resource pack:
Resource Packs: []
So trying a lower resolution resource pack isn't an option.
OpenGL: ATI Radeon HD 2600 PRO OpenGL Engine GL version 2.1 ATI-10.0.35, ATI Technologies Inc.
According to http://addons.supertuxkart.net:8080/opengl/device/Radeon HD 2600 PRO that card supports texture atlases up to 8192x8192, which is a little outdated - most recent graphics cards can support 16384x16384 (and gtx 10 series cards from nVidia can support 32768x32768, though Optifine is needed to take advantage of that in Minecraft). However, that's still enough for 262144 textures at 16x16, so I find it hard to believe that just having 114 mods active is enough to hit this limit.
However, I notice another potential problem:
Memory: 999180240 bytes (952 MB) / 4445933568 bytes (4239 MB) up to 68504780800 bytes (65331 MB)
Allocating 64 gigabytes maximum is absurd when you aren't even using resource packs. Does your computer even have that much physical RAM? Considering that you've got a video card from 2006, I'd be a bit surprised if you do. I play with 128x resource packs, and I find that 12 gigabytes is usually enough. With no resource packs (16x default textures (mostly - I think some IC2 textures might actually be 32x by default)), 3 or 4 gigabytes max should be sufficient. Allocating too much ram can cause problems, so you might try allocating less and only incrementing if you actually get an "out of memory" error. Remember that OpenGL and other things need memory outside of the Java heap.
Um Ok Every Time I Load Industrial Craft It Says This What You Are About To See On The Bottom
Okay, this usually means the item textures is too big for the atlas. However, I see you are not using a resource pack:
So trying a lower resolution resource pack isn't an option.
According to http://addons.supertuxkart.net:8080/opengl/device/Radeon HD 2600 PRO that card supports texture atlases up to 8192x8192, which is a little outdated - most recent graphics cards can support 16384x16384 (and gtx 10 series cards from nVidia can support 32768x32768, though Optifine is needed to take advantage of that in Minecraft). However, that's still enough for 262144 textures at 16x16, so I find it hard to believe that just having 114 mods active is enough to hit this limit.
However, I notice another potential problem:
Allocating 64 gigabytes maximum is absurd when you aren't even using resource packs. Does your computer even have that much physical RAM? Considering that you've got a video card from 2006, I'd be a bit surprised if you do. I play with 128x resource packs, and I find that 12 gigabytes is usually enough. With no resource packs (16x default textures (mostly - I think some IC2 textures might actually be 32x by default)), 3 or 4 gigabytes max should be sufficient. Allocating too much ram can cause problems, so you might try allocating less and only incrementing if you actually get an "out of memory" error. Remember that OpenGL and other things need memory outside of the Java heap.
Ok Im Going To Allocate Less RAM And See If It Will Work.