I'd say the "Recipes+ Mod" isn't properly handling the client/server separation (i.e. it's trying to access client classes even from inside the ServerProxy class), but I looked up the Forum post for the mod, and there's a v1.2 now that says in the changelog "Changed some code to make it more compliant with Forge standards". You're using v1.1. Try updating.
This mod is in error. I looked it up on CurseForge, and it requires a support mod called "CreativeCore", which you do not have in your list. Additionally, I'm curious about this:
Minecraft Forge 10.13.4.1492
Since Forge for MC 1.7.10 stopped development a while ago, using build 1614 of Forge (the latest for that version of Minecraft) is generally better. Is there some reason you avoided that and grabbed this build instead?
I think a combination of JourneyMap and a chunk pre-generator mod would do what you want, at least for the overworld - once you've generated the chunks, you can tell JourneyMap to auto-map them, and then export to an image file. However, a "top view" of the Nether doesn't make much sense, considering it's a cave world with a bedrock ceiling at y=128 or so (unless you're using a mod that changes that - I'm not specifically aware of any such mods, but there could be one)
For Inventory Tweaks, you can look at the thread - there is a link to "Older Downloads" below the CurseForge widget. GLSL Shaders mod for that version might be in the repository linked from this thread (inside the "former post" spoiler), but it timed out for me.
I took a peek at the linked GitHub source for Inventory Sorter (quoting part of your post about it seems to have gone wrong, so I removed the broken quote), and it seems to be for a pre-release version of 1.13 Forge (which might be usable in a development environment if compiled from its GitHub source)
I searched a local copy of the source for GT5u (since GitHub's web-interface search hasn't always been reliable for me), and didn't find anything internal to GT that disables the smeltery's ability to make metal blocks. This is actually from a MineTweaker/CraftTweaker script that comes with the GTNH modpack: https://github.com/GTNewHorizons/NewHorizons/blob/master/scripts/Tinkers-Construct.zs#L103 - the modpack author apparently wants to limit metal block production to GT machines such as the compressor, fluid solidifier, or extruder.
I don't recall seeing any ogres, but I've seen Ents spawn in peaceful (perhaps because they're "neutral" mobs rather than "hostile"). I did a little digging with jd-gui (since Mo' Creatures is not open source), and it looks like ogres are (somewhat indirectly) hard-coded to not be spawnable in peaceful mode. If there are certain mobs you want to prevent from spawning, I'm fairly sure the config allows disabling that.
Graphics glitching that badly could be a sign that the video card is overheating. Alternatively, it could be that the shaderpack you're using isn't compatible with your video card. It might help if you specified what shaderpack you're trying to use, and what video card you have. While we're at it, maybe provide the exact version numbers of Forge and Optifine you're using as well.
MineFactoryReloaded had a really neat "safari net" system that allowed mobs to be captured as items and moved around; there's an addon for Thermal Expansion that duplicates this functionality but I'm not quite done determining how stable and reliable it is.
Ores[/b]: A number of mods allow for renewable production of minerals, but none that I know of allow for producing the ore blocks themselves- at least not in a way that allows ores from other mods to be added to them.
It's calling a client-side function (at least I presume so, since the RenderingRegistry class is in the "cpw.mods.fml.client.registry" class), so it can't be necessary to do that on the server (because client-side packages, in this case net.minecraft.client.renderer.entity, aren't available server-side). Any such calls (and related imports) need to be moved into classes that are only loaded on the client (such as your ClientProxy class). I'm not sure how much help I can offer with the mechanics of the refactoring.
I 'd say you understood me correctly and fixed the proxy, but you've got a problem in one of your other classes now. The error message is a little different, and I notice this part of the stacktrace:
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/renderer/entity/RenderBiped at cpw.mods.fml.client.registry.RenderingRegistry.addNewArmourRendererPrefix(RenderingRegistry.java:51) at com.experimental.blocksitems.BlocksandItems.initThings(BlocksandItems.java:97)
I'm guessing you've got some code in BlocksandItems.java that should be refactored into ClientProxy (so it won't try to run on the server).
Putting client imports (and rendering code) in the common proxy class defeats the purpose of a proxy - the common proxy will get classloaded on both client and server, but on the server, those client imports won't be available, and as you can see, it triggered a NoClassDefFoundError. However, you can give the common proxy empty methods and override them in the client proxy to actually do something.
This technically belongs in the mod development section, but I think I found something in the Forge Documentation that will help you:
Remember that both of your specified proxies must have a type that is assignable into the field you annotate with @SidedProxy. A common pattern, but by no means the only strategy, is to have an interface IProxy as the field type, and then have two implementations, ClientProxy and ServerProxy for the two corresponding physical sides.
It appears you haven't done this, since your ClientProxy class does not extend a common class or implement a common interface. Your mainRegistry class is using ClientProxy as the field type, so maybe you were planning to make ServerProxy extend that, but then I think you'd get a ClassNotFoundException when the server thread loaded the ClientProxy class and encountered the client-side imports.
I stopped using this for a while because of the hotbar switching issue (and I have a vague memory that some Forge mods have weird graphical artifacts in 1.12 when LiteLoader is installed as well), but I'm still subscribed to this thread, so I'll give it another try and see if it still happens for me.
Edit: adding it to my existing modded game caused a crash on launch, log here in case you want to investigate what's conflicting (I'm stumped at the moment): https://paste.ubuntu.com/p/drWZDKVQW2/
However, I was able to run ControlPack by itself with only LiteLoader, and it still had the hotbar switching issue for me (both via MultiMC and with the default launcher (which I decided to try in case it made a difference)). Maybe if you complete the rewrite you mentioned, I can give it another chance.
0
I'd say the "Recipes+ Mod" isn't properly handling the client/server separation (i.e. it's trying to access client classes even from inside the ServerProxy class), but I looked up the Forum post for the mod, and there's a v1.2 now that says in the changelog "Changed some code to make it more compliant with Forge standards". You're using v1.1. Try updating.
0
This mod is in error. I looked it up on CurseForge, and it requires a support mod called "CreativeCore", which you do not have in your list. Additionally, I'm curious about this:
Since Forge for MC 1.7.10 stopped development a while ago, using build 1614 of Forge (the latest for that version of Minecraft) is generally better. Is there some reason you avoided that and grabbed this build instead?
0
I think a combination of JourneyMap and a chunk pre-generator mod would do what you want, at least for the overworld - once you've generated the chunks, you can tell JourneyMap to auto-map them, and then export to an image file. However, a "top view" of the Nether doesn't make much sense, considering it's a cave world with a bedrock ceiling at y=128 or so (unless you're using a mod that changes that - I'm not specifically aware of any such mods, but there could be one)
0
For Inventory Tweaks, you can look at the thread - there is a link to "Older Downloads" below the CurseForge widget. GLSL Shaders mod for that version might be in the repository linked from this thread (inside the "former post" spoiler), but it timed out for me.
0
I took a peek at the linked GitHub source for Inventory Sorter (quoting part of your post about it seems to have gone wrong, so I removed the broken quote), and it seems to be for a pre-release version of 1.13 Forge (which might be usable in a development environment if compiled from its GitHub source)
0
I searched a local copy of the source for GT5u (since GitHub's web-interface search hasn't always been reliable for me), and didn't find anything internal to GT that disables the smeltery's ability to make metal blocks. This is actually from a MineTweaker/CraftTweaker script that comes with the GTNH modpack: https://github.com/GTNewHorizons/NewHorizons/blob/master/scripts/Tinkers-Construct.zs#L103 - the modpack author apparently wants to limit metal block production to GT machines such as the compressor, fluid solidifier, or extruder.
0
I don't recall seeing any ogres, but I've seen Ents spawn in peaceful (perhaps because they're "neutral" mobs rather than "hostile"). I did a little digging with jd-gui (since Mo' Creatures is not open source), and it looks like ogres are (somewhat indirectly) hard-coded to not be spawnable in peaceful mode. If there are certain mobs you want to prevent from spawning, I'm fairly sure the config allows disabling that.
0
That's probably from this mod: https://minecraft.curseforge.com/projects/light-level-overlay-reloaded
As it says in the description, F4 is the default key to toggle that display. If that doesn't work, check your configured controls.
0
Graphics glitching that badly could be a sign that the video card is overheating. Alternatively, it could be that the shaderpack you're using isn't compatible with your video card. It might help if you specified what shaderpack you're trying to use, and what video card you have. While we're at it, maybe provide the exact version numbers of Forge and Optifine you're using as well.
0
I think I can help with a couple of those:
If you're talking about morbs, those are part of Thermal Expansion itself, not an addon: http://teamcofh.com/docs/thermal-expansion/morb/
I think you can do what you describe with the CraftTweaker support for the Excavator from Immersive Engineering: https://crafttweaker.readthedocs.io/en/latest/#Mods/Immersive_Engineering/CraftTweaker_Support/Excavator/Excavator/
I've read issues on IE's GitHub that say the example code is incorrect, though - the ores should be specified by oredictionary, not by specific ids.
1
It's calling a client-side function (at least I presume so, since the RenderingRegistry class is in the "cpw.mods.fml.client.registry" class), so it can't be necessary to do that on the server (because client-side packages, in this case net.minecraft.client.renderer.entity, aren't available server-side). Any such calls (and related imports) need to be moved into classes that are only loaded on the client (such as your ClientProxy class). I'm not sure how much help I can offer with the mechanics of the refactoring.
1
I 'd say you understood me correctly and fixed the proxy, but you've got a problem in one of your other classes now. The error message is a little different, and I notice this part of the stacktrace:
I'm guessing you've got some code in BlocksandItems.java that should be refactored into ClientProxy (so it won't try to run on the server).
1
Putting client imports (and rendering code) in the common proxy class defeats the purpose of a proxy - the common proxy will get classloaded on both client and server, but on the server, those client imports won't be available, and as you can see, it triggered a NoClassDefFoundError. However, you can give the common proxy empty methods and override them in the client proxy to actually do something.
0
This technically belongs in the mod development section, but I think I found something in the Forge Documentation that will help you:
It appears you haven't done this, since your ClientProxy class does not extend a common class or implement a common interface. Your mainRegistry class is using ClientProxy as the field type, so maybe you were planning to make ServerProxy extend that, but then I think you'd get a ClassNotFoundException when the server thread loaded the ClientProxy class and encountered the client-side imports.
1
I stopped using this for a while because of the hotbar switching issue (and I have a vague memory that some Forge mods have weird graphical artifacts in 1.12 when LiteLoader is installed as well), but I'm still subscribed to this thread, so I'll give it another try and see if it still happens for me.
Edit: adding it to my existing modded game caused a crash on launch, log here in case you want to investigate what's conflicting (I'm stumped at the moment): https://paste.ubuntu.com/p/drWZDKVQW2/
However, I was able to run ControlPack by itself with only LiteLoader, and it still had the hotbar switching issue for me (both via MultiMC and with the default launcher (which I decided to try in case it made a difference)). Maybe if you complete the rewrite you mentioned, I can give it another chance.