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    posted a message on Modded minecraft crashes on "Rendering item"


    Thanks, I did experience the crash with Immersive Engineering and Chisel being removed though. The second code block you mentioned changes to something different (see other crash reports).

    In the end I switched to the Enigmatica 2 pack which was similar to what I was going for. For some reason even though it's most of the same mods, it doesn't crash even when using the Realistic world gen.



    This was happening on worldgen for me and only with Quark Realistic, but I wanted to use that world gen. I guess it's a complex incompatibility somewhere. See above though, I changed to Enigmatica 2 which is similar enough for me.


    Posted in: Java Edition Support
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    posted a message on Modded minecraft crashes on "Rendering item"

    I'm trying to make a modpack with just the mods I want and none of the excess mods that come in every pack. Unfortunately I'm running into a crash when loading the world with Quark Realistic as the terrain generator (which I want to use). I'm trying to identify the cause, but I don't know what it is. I've tried identifying the cause following some guides online and have tried trial and error, but no luck so far.

    Can anyone with a better understanding help me out?

    I'm running minecraft 1.12.2 with Forge and 8gb memory allocated with Java 1.8.0_172 64bit.

    Here is my complete mod list, minus the dependencies that were automatically included with the Twitch launcher:

    advanced rocketry
    ae2 stuff
    applied energistics 2
    better builder's wand
    better foliage
    buildcraft (all)
    ender io
    ender storage
    extra utilities
    fast leaf decay
    immersive cables, engineering, petroleum
    jei integration
    mekanism (all)
    mo bends
    mouse tweaks
    practical logistics 2
    project red (base, compat, integration, lighting)
    realistic item drops
    simply jetpacks 2
    thermal (dynamics, expansion, foundation)
    tinkers (construct, tool levelling)
    tomb many graves
    waila harvestability

    Crash reports, with various mods disabled though I wasn't keeping track of which:

    1. https://radleysustaire.com/s3/czyvb

    2. https://radleysustaire.com/s3/jgbpn

    3. https://radleysustaire.com/s3/nlhpa

    4. https://radleysustaire.com/s3/vawp9

    5. https://radleysustaire.com/s3/914bl (Buildcraft disabled)

    Every crash report has the same error message:

    Description: Rendering item
    java.lang.ClassCastException: it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap cannot be cast to gnu.trove.map.hash.TIntObjectHashMap
    	at team.chisel.ctm.client.model.ModelUtil.lambda$getMesh$0(ModelUtil.java:51)
    	at java.util.Optional.map(Unknown Source)
    	at team.chisel.ctm.client.model.ModelUtil.getMesh(ModelUtil.java:51)
    	at team.chisel.ctm.client.model.AbstractCTMBakedModel$Overrides.handleItemState(AbstractCTMBakedModel.java:84)
    	at net.minecraft.client.renderer.RenderItem.func_184393_a(RenderItem.java:243)
    	at codechicken.lib.render.item.CCRenderItem.func_184393_a(CCRenderItem.java:258)
    	at codechicken.lib.render.item.CCRenderItem.func_184391_a(CCRenderItem.java:210)
    	at net.minecraft.client.gui.toasts.RecipeToast.func_193653_a(RecipeToast.java:46)
    	at net.minecraft.client.gui.toasts.GuiToast$ToastInstance.func_193684_a(SourceFile:115)
    	at net.minecraft.client.gui.toasts.GuiToast.func_191783_a(SourceFile:35)
    	at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1119)
    	at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:397)
    	at net.minecraft.client.main.Main.main(SourceFile:123)
    	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:135)
    	at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    The crash occurs when I have disabled each of the following mods:

    Immersive cables
    Immersive engineering
    Immersive petroleum
    Simply Jetpacks 2

    Thanks for any help. Let me know if any other information would be helpful.

    EDIT 1: I have inconsistent results where sometimes it works when disabling mods, other times it crashes, then trying again yields different results. I started a new pack and tested one at a time and created a new world each time. The crash first happened when installing Immersive Cables, Immersive Engineering, and Immersive Petroleum (I was doing 3 mods at a time to save time). I'm guessing it's Immersive Petroleum having an error with Buildcraft but I'm not sure yet. Still testing. Not fixed.

    EDIT 2: It's not because of Immersive Petroleum, I tried removing it completely and still have the issue. Here is a crash log without Immersive Petroleum: https://radleysustaire.com/s3/1vnpp

    EDIT 3: The cause is one of these mods:

    advanced rocketry
    ae2 stuff
    applied energistics 2
    ender io
    ender storage
    buildcraft (all)
    better builder's wand
    better foliage
    extra utilities
    fast leaf decay
    jei integration

    immersive cables

    immersive engineering

    immersive petroleum

    Posted in: Java Edition Support
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    So mo creatures is working fine, I'm using it in Mindcrack v7 (using FTB launcher). Everything seems to work fine, breeded some horses and farmed some scorpions for armor and stuff. Everything is great, love the mod.

    But suddenly, if I go to the end there are no endermen. Not a single one. The ender dragon is there, and everything seems OK. I have tried easy, normal, hard - changing both with server.properties on server, in game setting in single player, and via command on server as well. No luck.

    Screenshot of the lonely end, on Normal, after killing the dargon:

    I tried with Mindcrack v7 without additional mods, and they spawn fine. So I added the two mods, GUIAPI (1.4.6-TEMP) and Custom Mob Spawner (1.10), and the endermen still spawn fine.

    It's only when I add Mo Creatures that endermen break. I tried this on a dedicated server, single player in client, in new worlds, varying difficulties, and even flying out to smaller islands. They just do not spawn, period.

    Can this be looked into? It's probably something arbitrary or hard to find, and may or may not be the coding of mo creatures at fault (definitely a conflict involving mo creatures though).

    Anyway, great mod, but I hope that issue is resolved (may be indirectly on a mindcrack update, idk). It's especially frustrating when endermen are already quite rare, and finally collecting the ender pearls to open the portal thinking I would easily farm them back just... did not happen at all. Ack!
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] [Forge] Mine & Blade: Battlegear - Discontinued
    It took me a long time to find the actual Mine & Blade download link on the front page.

    Why isn't it listed under the "DOWNLOAD & install" section?

    Is this really the only link to the download?

    Maybe it wouldn't be a FAQ if the download link was in the correct place!

    Oh well, if anyone else is having trouble here is the link shown in my screenshot: [1.2.5] Mine & Blade: Battlegear. Mod looks awesome, I'm hoping it will work with Technic, but I have some doubts about the new weapons and the technic mods' weapons.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] Click Mining Fix Fix - Speed up all mining everywhere
    It's almost like this is how Minecraft should have been designed.

    I remember click mining, although I didn't know it actually had a name.

    It's really disappointing that they took this bug and turned it into a feature. I would rather dig slower, and not lose swing-time than the current setup. What a shitty workaround by Jeb, if you think about it.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0] InsaneCraft! [v0.0.1] First Release! Minecraft ModPack
    You're going to get more hate than praise by releasing a mod pack like this.

    And permissions aside, this compilation is just awful. Why not pick our own, and install by ourselves? Because it's easier? Oh please, do you really think somebody is going to find this thread and say, "Hey, I like all of these mods and don't need any others, I'll just get this and be good to go." Because I don't.


    You mean:

    It suddenly sounds really small, doesn't it?
    Posted in: Minecraft Mods
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    posted a message on [Jul.08] Rei's Minimap v3.4_01
    Quote from Mac-D

    I'm waiting for this mod to update to 1.0 before I start playing. I've come to a point where I get retardedly lost without the use of this mod.

    I agree, I will patiently await the release of this amazing minimap.

    Thank you for your hard work!
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    I'd like to say that although you say you do not have instructions for the SMP version, you wrote instructions in the README.txt.

    Why not put that in the first post? It would have saved me about 30 minutes of frustration and blackscreens.



    The following MUST be installed in ORDER to your minecraft.jar (Just drag contents to root of minecraft.jar)

    1. ModLoader 1.8.1 - http://adf.ly/1849S
    2. ModLoaderMP 1.8.1 - http://adf.ly/2nuI9
    3. AudioMod 1.8.1 - http://adf.ly/184Ot
    4. GUIAPI 1.8.1 - Link Removed

    SMP Mo Creatures Client Installation :
    1. Extract the SMPMoCreatures_v1.3BETA.7z file to a temp folder.
    3. Copy mod/resources folders to root of .minecraft folder which is located in %APPDATA%\.minecraft.
    4. Play!

    I was missing the modloaderMP.
    Posted in: Minecraft Mods
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    posted a message on [MAP] Insane Path P.2 Out!
    I'll offer a few ideas, just because.

    You can use 303's Warp Arrow for some cool puzzles. You could set up archery targets that you shoot yourself into from a distance. With a pit of lava under them if you miss.

    Netherrack burns forever. You can make some obstacle courses more difficult if they were on fire.

    Pulling levers without knowing what will happen is fun. Especially when it's blows up TNT on the other side of the wall. At least the door will be open afterwards :smile.gif:

    You can use slow sand, and even put ice blocks underneath it to double the effect. You can just jump over it, but not if there is lava hanging above it. Hmm! I hope lava isn't chasing you at that point. (Floodgate mod would be useful, too)

    If you give the player too many items from previous puzzles, it would probably be a good idea to have a pit of lava and say something like "Kill yourself, then look behind the big tree", where you might find a secret passage, and continue the game without the items you previously had.

    Other than that, just make some difficult obstacle courses using all of the few tools Minecraft provides.

    A hidden chicken-slaughter egg-dispenser room would be epic by the way.
    Posted in: Mods Discussion
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    posted a message on [MAP] Insane Path P.2 Out!
    I just started to enjoy myself and then it turned out to be a demo :sad.gif:

    This was pretty fun. I haven't played any maps like this on minecraft before.

    Finish it!

    But definitely pick up the difficulty.
    Posted in: Mods Discussion
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    posted a message on Obsidian takes too long to mine
    Arguments aside, valid or not, I agree that obsidian takes too long to mine.

    At least for something with such little purpose.

    But at the same time, i think some of the purpose is because of it's hardness. Then again, if obsidian weren't filling that role maybe we could have a new type of stone thats more sturdy... like Stonebrick.

    The portal to hell would still work if you were to mine obsidian faster. I don't see that as a reason to make obsidian take so long to mine.

    3 seconds is quite quick as an end-game material though. 8 seconds would be good enough.

    Quote from Sefam »
    Holding left click for 15 seconds is not productive, it's boring, it's a chore.

    Posted in: Suggestions
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    posted a message on New Weapon: Handcannon - Ammo Update! Slime Glue
    A hand cannon just doesn't suit the game as it stands. Powered minecarts were pushing it, but it was necessary because having just a minecraft was lame. And a minecart is a pretty important piece of gameplay for a cave-exploration game.

    TNT is pretty weird to have also, but again, it suits the mechanics of the game. And an explosive is pretty much expected in a sandbox game.

    It's not that it's a gun either. We don't need a crossbow, or throwing weapons. We have a bow. To the vanilla game, that's all the ranged weapon we really need. A hand cannon wouldn't add much to the game.

    However, I think a stationary cannon, ballista, catapult etc. could be useful, and suit the game's environment.

    But not a handheld gun. Even if it was a gun used in the 1300's.
    Posted in: Suggestions
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    posted a message on Drainage Grates [Poll Added]
    Quote from radgh »
    Turning gravel/sand into items is semi-useful, and I'll admit it's a good idea. But again I don't think it's practical. You might have an entire desert, but this grate would only be useful for a single pillar of sand, and placing it under all of that sand would also be tricky. If you're going to mine out a block and through the grate there, why not just use a torch anyway?

    as for any "practical" use, what about sandstone? wool?
    this is more useful than those in that it would allow for some cool water features

    But I would never have a practical use for it (Though there would be many places to use it as decorations, I imagine).

    Cosmetic blocks are great if they are unique. A grate seems like it should have a purpose, though. Wool can be dyed now, so it's actually a great cosmetic material. Sandstone is a great building material. A grate can... be put on the side of a road... I don't make roads, I make walkways. They wouldn't look right with a grate.

    Sorry, I can't think of a good reason why this should be added, other than as a cosmetic block. Even then, it's not particularly useful.
    Posted in: Suggestions
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    posted a message on Social Overhaul
    The friends system looks good, but Minecraft isn't really built for it. Seeing who is online is alright. Joining their game if it's multiplayer would be handy.

    But it stops there. You would need a new chat interface to communicate in game. I agree with Piejamas, wait for the steam client. If you hate steam, then use skype or windows live, or whatever else. Steam has something no other chat client has: Right-click, join server. Steam is great. Although I really wish it didn't use IE, and really wish they didn't try to make it look so pretty. This post isn't about steam though.

    About trading:

    Trading over single-player saves would be stupid.

    "Hey man, I'm on my first night and I just run out of torches; mobs are gonna be flooding my bathroom all night. Can I have some coal?"

    "Sure bro, but my tree farm just got burnt down, and I need a few saplings."

    That would never happen. It ruins the point of the game. I'll tell you what would happen.

    Here have these 60 TNT I gave myself with invedit worked diligently to acquire.

    And lets say I bought Minecraft for a friend who has never played it, he gets in and I give him some torches and armor.

    He loses his first impression of the game.

    That's not a fair trade.
    Posted in: Suggestions
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    posted a message on any mods that arnt rilly hard to install that are good
    Did you read my PM?

    Also, basically all mods need to edit minecraft.jar. You need to figure that out.
    Posted in: Mods Discussion
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