I am having the Invalid FluidContainerData conflict when adding AM2 to the Resonant Rise modpack. I can't actually find any conflicting IDs between the two however.
I have been trying to set up a new server for 1.5.1 and have run into difficulties. The client runs fine and has not crashed in single player play. I also am able to host the dedicated server on my Windows desktop and connect locally and have others connect without issues. However, when I upload the server (using WinSCP to a hosted ubuntu mcmyadmin setup) the server launches fine, but no one can connect without the following client crash. The server does not crash and gives the normal error for a crashed user.
Ignore where the Forge log is reciting some errors with Eternal Frost. I have tried running without Eternal Frost and get the same crash w/o that error. But why is it only crashing when I connect to the remote host and not to the exact same copy of the server, world files and all, on my desktop?
Error Log:
---- Minecraft Crash Report ----
// Don't do that.
Time: 4/28/13 9:22 PM
Description: Ticking screen
java.lang.NullPointerException
at cpw.mods.fml.common.network.EntitySpawnPacket.execute(EntitySpawnPacket.java:187)
at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:114)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:79)
at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1571)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:59)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1522)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:831)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.network.EntitySpawnPacket.execute(EntitySpawnPacket.java:187)
at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:114)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:79)
at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1571)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:59)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)
Despawning would be a huge step toward population control on untamed vanilla mobs. Given time, they take over the spawn count of any biome and just.. sit there.
Portals back are a bit confusing! At first, I thought they didn't work, but now I realize you just need to stand in them for a bit to set them off, like a Nether portal. However, there is no effect that lets me know if its working. Any fix due for that?
On another note, I cannot seem to get the worldgen blocks for Iceika to work with different config IDs. I keep changing them to non-conflicting IDs and instead the dimension spawns made up of random blocks from vanilla. For example, currently:
Getting an error near one of the felon castles. The villagers chased me out for a while until night fell, then the server just refuses to push forward whenever I log in and that chunk activates.
2013-02-24 05:13:20 [INFO] [STDERR] java.util.ConcurrentModificationException
2013-02-24 05:13:20 [INFO] [STDERR] at java.util.HashMap$Haerator.nextEntry(HashMap.java:806)
2013-02-24 05:13:20 [INFO] [STDERR] at java.util.HashMap$KeyIterator.next(HashMap.java:841)
2013-02-24 05:13:20 [INFO] [STDERR] at ii.a(EntityTracker.java:237)
2013-02-24 05:13:20 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:692)
2013-02-24 05:13:20 [INFO] [STDERR] at ho.r(DedicatedServer.java:270)
2013-02-24 05:13:20 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
2013-02-24 05:13:20 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
2013-02-24 05:13:20 [INFO] [STDERR] at fy.run(SourceFile:849)
2013-02-24 05:13:20 [SEVERE] [Minecraft] Encountered an unexpected exception ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$Haerator.nextEntry(HashMap.java:806)
at java.util.HashMap$KeyIterator.next(HashMap.java:841)
at ii.a(EntityTracker.java:237)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:692)
at ho.r(DedicatedServer.java:270)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
2013-02-24 05:13:21 [SEVERE] [Minecraft] This crash report has been saved to: /home/mcma/Minecraft/./crash-reports/crash-2013-02-24_05.13.21-server.txt
How well will Millenaire run on a 1.5GB VPS with a typical server population of 6-8 players at a time? I am debating adding it to provide more organic content for the world. I would turn off village generation and maybe spawn one or two villages within 500 blocks of spawn.
Alternatively, if I left village generation off entirely, didn't spawn any manually, and just used millenaire as an engine to generate random lone buildings with mobs and treasure, would most of the lag issues be avoided entirely? Or does millenaire still have a significant footprint even without any villages in the world.
Introduction
Aesland runs on a Forge server. The goal of the server is to create a community that can play together in a mature fashion without requiring too much oversight from the admins.
1. This is a casual roleplay server. Occasionally there will be server events to go along with some quests (few at the moment). The atmosphere is meant to be friendly, but there are consequences for actions.
2. Do not do anything to damage something that another player has built - when in doubt, assume it belongs to someone and leave it be. This includes unprotected regions, such as the Citadel or any other server towns.
3. Do not steal from any player that is offline, including from their homes or outposts - when in doubt, assume it belongs to someone and leave it be.
4. PvP is otherwise acceptable, but do not be a griefer and target people at their spawn or repeatedly target the same player.
5. Admins will not restore items that are lost or stolen, even if against server rules, so protect your own valuables.
6. No hacks or other exploits. This includes x-rays or flying hacks. Find spells for that. If you discover a potentially server breaking exploit, such as an infinite diamond or coin generator, please report it to the admins. Failure to do so could get you banned.
7. This is a mature server, but that is not an excuse for immature or offensive behavior. No racism, sexism, or other offensive language.
How to Join
Post in this thread that you are interested in joining. I will send you a PM with instructions for installing the mods and the right configs. Then you will respond with your Minecraft username to be whitelisted. I will whitelist you when I have time (I work full time), I typically check once or twice a day.
Roleplaying Premise
Aesland is a casual roleplaying server set in a medieval fantasy world. Eons ago, powerful elemental lords battled for control of the multiverse and destroyed all that mortals could create. Eventually, a powerful sorcerer rose up and vanquished the elemental lords to their own realms. However, his own land was devastated in the process, so he was forced to cobble together a realm of relative safety for his people using the shattered pieces that were left behind. For centuries, society has eked out a careful existence against a world of magic and terrible creatures of the night. The immortal God King has ruled for all of this time, projecting his power from the Great Tower and protecting those who choose to live in its shadow. But they must obey his rules: protect one another, do not steal or murder, and guard against the outside. Those that live in the town of Godsrealm enjoy a peace unknown to the rest of the world. But that peace is not for everyone: bandits and beasts live in the wilds beyond, taking what they can and avoiding the justice of the God King's legionnaires. Independent villages struggle to survive in the wild and might offer trade to friendly adventurers, but be wary against bandits, goblins, and creepers!
Characters
Define your own character as you play, there is no need to have an application for approval. All players are humans, but it is your choice as to whether you are originally from the Godsrealm or from a small village beyond the map's edge.
Community
Players are encouraged to build homes in the Godsrealm and be part of the community. Those that live there must abide by the rules of the local government, which is governed by the moderators. Every player is welcome to use the Bank to store valuables and may request a home in town if there are any available. Beyond that, speak with NPCs in town to find out more about getting protected areas outside of town.
Players are free to setup their own communities, but they will have to maintain their own security. The only rule that will be universally enforced by the moderators is the prohibition against destroying player-owned structures.
I had a question concerning the Werewolf mob. Is there a way to add gold weapons from other mods to the list of weapons that damage Werewolves?
Also thought I'd toss this idea for another drop (or even a world gen item, a plant) for the Werewolf, a herb called Wolfbane. This herb can be made into a potion you can drink (temporarily giving you the ability to kill werewolves with any type of weapon) or a splash potion (used on werewolves, it turns them back into humans for a short while).
A config option to add ids for weapons to qualify for bypassing werewolf protection would be great, esp. if we could remove gold items and replace with silver from other mods.
Does anybody have a good work around to get MSC to work with Mo Creatures on a server? I've seen some approaches for SSP, but the load as master and swap doesn't work as well for a public server - I need to disable edits in game to avoid my players monkeying with it. Plus the server resets every night. It seems odd to me that I can keep the Mo Creatures spawns from spawning using its Custom Spawner, but then MSC can't pull those entities for its own spawn process. Are the Mo Creatures entities simply not available for other spawners to access them to generate a spawn? Or is Mo Creatures actively suppressing them after some other spawner attempts to spawn them? Two slightly different potential problems I suppose.
Sounds like your client and server dont have the same mods. Your client has 1 more mod that also adds creatures
Copied the server folder back to my harddrive and launched it - ran fine and was able to connect without issues and everything appeared as it should. Wiped the original from my remote server and copied my copy back there and launched - same issues.
Only thing I can think of is that my ubuntu server is somehow registering the entities in a different order than my windows one does.
Sounds like your client and server dont have the same mods. Your client has 1 more mod that also adds creatures
I thought that might be it, but I don't have any trouble when I run the server on my own pc and connect as localhost. Its a mirror copy of the server as far as the server.jar and all mods/config files. Only change would be the actual world that gets spawned.
Having a strange issue in a 1.3.2 server, which I am aware is no longer the supported version of this mod, but I haven't been able to update (waiting on a few other mods to update so we can bring the server forward).
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\Ace\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-10_13.28.28-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
In single player worlds with the modded client, I have had no issues with custom NPCs. And same with my local server that I made for testing. But when I uploaded my local server (exactly as is, minus all the world data) to my remote server, I started having issues. NPC models are all off, so when I select Human in the GUI, I get the Monster model. Skeleton gives me Orcs. Elf gives me EnderChibi. And Enderchibi crashes the client, but not the server. The above is the client-side error log of the crash. And of course, its impossible to log back into the server without immediately getting the above error.
I can't seem to track down the cause of this error. My local server and my hosted one have exact copies of the modded server.jar, the CustomNPC mod files, the config, etc. I have no idea why the models load wrong. Anybody got any thoughts on how to fix it without wiping my server content?
0
0
You'd have better luck with your issue on its own topic.
0
Ignore where the Forge log is reciting some errors with Eternal Frost. I have tried running without Eternal Frost and get the same crash w/o that error. But why is it only crashing when I connect to the remote host and not to the exact same copy of the server, world files and all, on my desktop?
Error Log:
---- Minecraft Crash Report ----
// Don't do that.
Time: 4/28/13 9:22 PM
Description: Ticking screen
java.lang.NullPointerException
at cpw.mods.fml.common.network.EntitySpawnPacket.execute(EntitySpawnPacket.java:187)
at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:114)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:79)
at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1571)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:59)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1522)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:831)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.network.EntitySpawnPacket.execute(EntitySpawnPacket.java:187)
at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:114)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:79)
at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1571)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:59)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)
-- Affected screen --
Details:
Screen name: ~~ERROR~~ NullPointerException: null
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['PyroAce2'/232, l='MpServer', x=148.29, y=69.62, z=121.94]]
Chunk stats: MultiplayerChunkCache: 5
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (156,64,252), Chunk: (at 12,4,12 in 9,15; contains blocks 144,0,240 to 159,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 98813 game time, 98813 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: true), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 4 total; [EntityClientPlayerMP['PyroAce2'/232, l='MpServer', x=148.29, y=69.62, z=121.94], EntityIllithid['Illithid'/127, l='MpServer', x=158.50, y=19.00, z=140.50], EntityUmberHulk['Umber Hulk'/126, l='MpServer', x=156.50, y=19.00, z=140.50], EntityTFMobileFirefly['Firefly'/122, l='MpServer', x=151.66, y=13.31, z=125.38]]
Retry entities: 0 total; []
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:441)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2405)
at net.minecraft.client.Minecraft.run(Minecraft.java:772)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 509424904 bytes (485 MB) / 645857280 bytes (615 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 10817 (605752 bytes; 0 MB) allocated, 10817 (605752 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.8.611 Minecraft Forge 7.7.1.611 24 mods loaded, 24 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_bspkrsCore [bspkrsCore] ([1.5.1]bspkrsCorev2.02.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_Freezer [Eternal Frost] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TreeCapitator [TreeCapitator] ([1.5.1]TreeCapitator.Forge.1.5.1.r01.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_GuiApiBasicExample [mod_GuiApiBasicExample] (GuiAPI-0.15.5-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_GuiApiIngameMessageExample [mod_GuiApiIngameMessageExample] (GuiAPI-0.15.5-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_GuiApiIntermediateExample [mod_GuiApiIntermediateExample] (GuiAPI-0.15.5-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_GuiApiItemTickExample [mod_GuiApiItemTickExample] (GuiAPI-0.15.5-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_GuiApiTWLExamples [mod_GuiApiTWLExamples] (GuiAPI-0.15.5-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
GuiAPI [GuiAPI] (GuiAPI-0.15.5-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFantasy [Mine Fantasy] ([1.5.1]MineFantasy 1.8_dev.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ArsMagica [Ars Magica] (ArsMagica_5.50.010.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Atum [Atum] (Atum 0.3.5A.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner 1.12.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CustomNpcs [CustomNpcs] (CustomNPCs_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZhark's Mo'Creatures Mod v5.1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
GW_DungeonMobs [Dungeon Mobs] (Dungeon Mobs v2.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DungeonPack [DungeonPack] (DungeonPack 1.5.1 v2 Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
GraveStone [GraveStone] (GraveStone 2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_SmartMoving [Smart Moving] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_SmartRender [Smart Render] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TwilightForest [The Twilight Forest] (twilightforest-1.17.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 4800 Series GL version 3.3.11631 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Forge Log:
Normal Buildout
http://pastebin.com/nYPTz0hH
Without Eternal Frost
http://pastebin.com/Dsrtx8gi
Mods in use:
Forge 7.7.1.611
Player API universal 1.5
Render Player API 1.6
GuiAPI 0.15.5-1.5.1
Smart Moving 13.8
MineFantasy 1.8.1 Test version
Ars Magica 5.50.010
Dungeon Mobs 2.3.2
Mo' Creatures 5.1.5
Dungeon Pack 1.5.1 v2
Gravestone Mod 2.0.0
Custom NPCs 1.5.1
The Eternal Frost 1.6b1
The Twilight Forest 1.17.1
Atum 0.3.5A
TreeCapitator
Any thoughts?
0
0
On another note, I cannot seem to get the worldgen blocks for Iceika to work with different config IDs. I keep changing them to non-conflicting IDs and instead the dimension spawns made up of random blocks from vanilla. For example, currently:
"dimension gen" {
#
I:arlemiteore=777
#
I:augitedirt=199
#
I:augitegrass=198
#
I:azuritedirt=193
#
I:azuritegrass=192
#
I:bloodgemore=778
#
I:dravitedirt=191
#
I:dravitegrass=190
#
I:iceikadirt=779
#
I:iceikagrass=775
#
I:iceikastone=776
#
I:mythrildirt=197
#
I:mythrilgrass=196
#
I:realmiteore=800
#
I:rupeeore=801
#
I:twilightstone=189
#
I:uvitedirt=195
#
I:uvitegrass=194
}
0
(Spoiler for mod list)
Tropicraft
ExtrabiomesXL
Metallurgy 2
Mo' Food and Crops
Ars Magica
Thaumcraft 3
Custom NPCs
Mo' Creatures
Atmos Mobs
Dungeon Mobs
Mob Spawn Control
Secret Rooms
Aside from ID conflicts (easily, if tediously, resolved) - has anyone run into a conflict with any of the above mods and DivineRPG?
0
2013-02-24 05:13:20 [INFO] [STDERR] at java.util.HashMap$Haerator.nextEntry(HashMap.java:806)
2013-02-24 05:13:20 [INFO] [STDERR] at java.util.HashMap$KeyIterator.next(HashMap.java:841)
2013-02-24 05:13:20 [INFO] [STDERR] at ii.a(EntityTracker.java:237)
2013-02-24 05:13:20 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:692)
2013-02-24 05:13:20 [INFO] [STDERR] at ho.r(DedicatedServer.java:270)
2013-02-24 05:13:20 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
2013-02-24 05:13:20 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
2013-02-24 05:13:20 [INFO] [STDERR] at fy.run(SourceFile:849)
2013-02-24 05:13:20 [SEVERE] [Minecraft] Encountered an unexpected exception ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$Haerator.nextEntry(HashMap.java:806)
at java.util.HashMap$KeyIterator.next(HashMap.java:841)
at ii.a(EntityTracker.java:237)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:692)
at ho.r(DedicatedServer.java:270)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
2013-02-24 05:13:21 [SEVERE] [Minecraft] This crash report has been saved to: /home/mcma/Minecraft/./crash-reports/crash-2013-02-24_05.13.21-server.txt
0
Alternatively, if I left village generation off entirely, didn't spawn any manually, and just used millenaire as an engine to generate random lone buildings with mobs and treasure, would most of the lag issues be avoided entirely? Or does millenaire still have a significant footprint even without any villages in the world.
0
0
Aesland runs on a Forge server. The goal of the server is to create a community that can play together in a mature fashion without requiring too much oversight from the admins.
Server runs on a 1.5GB VPS.
Mods
Metallurgy 2
Secret Rooms
Coral Reef Mod
Custom NPCs
Smart Moving
Craftguide
Ars Magica
ExtrabiomesXL
Mo' Food and Crops
Treecapitator
Tropicraft
Twilight Forest
Mo' Creatures
Thaumcraft
Essentia for Thaumcraft
Dungeon Mobs
Lockit
MyTown
MobSpawnControls
Ruins
AtmosMobs
Rules
1. This is a casual roleplay server. Occasionally there will be server events to go along with some quests (few at the moment). The atmosphere is meant to be friendly, but there are consequences for actions.
2. Do not do anything to damage something that another player has built - when in doubt, assume it belongs to someone and leave it be. This includes unprotected regions, such as the Citadel or any other server towns.
3. Do not steal from any player that is offline, including from their homes or outposts - when in doubt, assume it belongs to someone and leave it be.
4. PvP is otherwise acceptable, but do not be a griefer and target people at their spawn or repeatedly target the same player.
5. Admins will not restore items that are lost or stolen, even if against server rules, so protect your own valuables.
6. No hacks or other exploits. This includes x-rays or flying hacks. Find spells for that. If you discover a potentially server breaking exploit, such as an infinite diamond or coin generator, please report it to the admins. Failure to do so could get you banned.
7. This is a mature server, but that is not an excuse for immature or offensive behavior. No racism, sexism, or other offensive language.
How to Join
Post in this thread that you are interested in joining. I will send you a PM with instructions for installing the mods and the right configs. Then you will respond with your Minecraft username to be whitelisted. I will whitelist you when I have time (I work full time), I typically check once or twice a day.
Roleplaying
Premise
Aesland is a casual roleplaying server set in a medieval fantasy world. Eons ago, powerful elemental lords battled for control of the multiverse and destroyed all that mortals could create. Eventually, a powerful sorcerer rose up and vanquished the elemental lords to their own realms. However, his own land was devastated in the process, so he was forced to cobble together a realm of relative safety for his people using the shattered pieces that were left behind. For centuries, society has eked out a careful existence against a world of magic and terrible creatures of the night. The immortal God King has ruled for all of this time, projecting his power from the Great Tower and protecting those who choose to live in its shadow. But they must obey his rules: protect one another, do not steal or murder, and guard against the outside. Those that live in the town of Godsrealm enjoy a peace unknown to the rest of the world. But that peace is not for everyone: bandits and beasts live in the wilds beyond, taking what they can and avoiding the justice of the God King's legionnaires. Independent villages struggle to survive in the wild and might offer trade to friendly adventurers, but be wary against bandits, goblins, and creepers!
Characters
Define your own character as you play, there is no need to have an application for approval. All players are humans, but it is your choice as to whether you are originally from the Godsrealm or from a small village beyond the map's edge.
Community
Players are encouraged to build homes in the Godsrealm and be part of the community. Those that live there must abide by the rules of the local government, which is governed by the moderators. Every player is welcome to use the Bank to store valuables and may request a home in town if there are any available. Beyond that, speak with NPCs in town to find out more about getting protected areas outside of town.
Players are free to setup their own communities, but they will have to maintain their own security. The only rule that will be universally enforced by the moderators is the prohibition against destroying player-owned structures.
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A config option to add ids for weapons to qualify for bypassing werewolf protection would be great, esp. if we could remove gold items and replace with silver from other mods.
0
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Copied the server folder back to my harddrive and launched it - ran fine and was able to connect without issues and everything appeared as it should. Wiped the original from my remote server and copied my copy back there and launched - same issues.
Only thing I can think of is that my ubuntu server is somehow registering the entities in a different order than my windows one does.
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I thought that might be it, but I don't have any trouble when I run the server on my own pc and connect as localhost. Its a mirror copy of the server as far as the server.jar and all mods/config files. Only change would be the actual world that gets spawned.
0
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\Ace\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-10_13.28.28-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 12dd144b --------
Generated 11/10/12 1:28 PM
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_05, Oracle Corporation
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 506935864 bytes (483 MB) / 601817088 bytes (573 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- FML: FML v3.1.50.400 Minecraft Forge 4.2.5.317 26 mods loaded, 26 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MCore [MCore] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ArsMagica [Ars Magica] (ArsMagica.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_coral [mod_coral] (coral-reef-1.3.2-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CoralReefGUI [mod_CoralReefGUI] (coral-reef-1.3.2-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CraftGuide_forge [CraftGuide] (CraftGuide-1.6.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CustomNpcs [CustomNpcs 1.3.2] (customnpcs 1.3.2 v1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-3.1.0.e.108.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MetallurgyCore [Metallurgy Core] (Metallurgy - Core 2.1.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MetallurgyBase [Metallurgy Base] (Metallurgy - Base Metals 2.1.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MetallurgyEnder [Metallurgy Ender] (Metallurgy - Ender Metals 2.1.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MetallurgyNether [Metallurgy Nether] (Metallurgy - Nether Metals 2.1.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MetallurgyPrecious [Metallurgy Precious] (Metallurgy - Precious Metals 2.1.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mFC [mo' Foods and crops] (mFC.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
SecretRoomsMod [The SecretRoomsMod] (SecretRooms-Forge-latest.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_SmartMoving [mod_SmartMoving] (Smart Moving Client for ModLoader.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_SmartRender [mod_SmartRender] (Smart Moving Client for ModLoader.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TreeCapitator [TreeCapitator] (Treecapitator.FML.1.3.2.r08.Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TreeCapitator Addon EBXL [TreeCapitator Addon EBXL] (Treecapitator.FML.Addon.EBXL.1.3.2.r02.Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LAPI [LAPI] (tropicraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TropicraftMod [Tropicraft] (tropicraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TwilightForest [The Twilight Forest] (twilightforest-1.11.11.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AIBlock [AIBlock] (Weather 1.22 for MC 1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtendedRenderer [Extended Renderer] (Weather 1.22 for MC 1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
WeatherMod [Weather and Tornadoes] (Weather 1.22 for MC 1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
- LWJGL: 2.4.2
- OpenGL: ATI Radeon HD 4800 Series GL version 3.3.11631 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
- World MpServer Entities: 8 total; [atg['PyroAce2'/820, l='MpServer', x=12.69, y=64.62, z=112.59], no['Creeper'/931, l='MpServer', x=24.50, y=114.00, z=121.50], nj['item.item.orange'/279, l='MpServer', x=-15.91, y=69.13, z=130.13], mu['Sheep'/281, l='MpServer', x=-4.47, y=89.00, z=135.59], nj['item.item.orange'/280, l='MpServer', x=-15.59, y=69.13, z=130.72], EntityNPCOrcFemale['God King's Guard'/343, l='MpServer', x=0.41, y=72.00, z=124.41], EntityNpcMonsterMale['God King's Steward'/342, l='MpServer', x=4.50, y=72.00, z=118.50], EntityNpcMonsterMale['City Guard'/341, l='MpServer', x=11.50, y=72.00, z=113.50]]
- World MpServer Players: 1 total; [atg['PyroAce2'/820, l='MpServer', x=12.69, y=64.62, z=112.59]]
- World MpServer Chunk Stats: MultiplayerChunkCache: 5
- Forced Entities: 10 total; [EntityNPCOrcFemale['God King's Guard'/343, l='MpServer', x=0.41, y=72.00, z=124.41], EntityNpcMonsterMale['God King's Steward'/342, l='MpServer', x=4.50, y=72.00, z=118.50], nj['item.item.orange'/280, l='MpServer', x=-15.59, y=69.13, z=130.72], EntityNpcMonsterMale['City Guard'/341, l='MpServer', x=11.50, y=72.00, z=113.50], nj['item.item.orange'/279, l='MpServer', x=-15.91, y=69.13, z=130.13], nj['item.item.orange'/279, l='MpServer', x=-15.91, y=69.13, z=130.13], mu['Sheep'/281, l='MpServer', x=-4.47, y=89.00, z=135.59], nj['item.item.orange'/280, l='MpServer', x=-15.59, y=69.13, z=130.72], atg['PyroAce2'/820, l='MpServer', x=12.69, y=64.62, z=112.59], no['Creeper'/931, l='MpServer', x=24.50, y=114.00, z=121.50]]
- Retry Entities: 0 total; []
java.lang.ClassCastException: noppes.npcs.entity.EntityThrownItem cannot be cast to jw
at asv.a(NetClientHandler.java:750)
at bk.a(SourceFile:87)
at bb.b(TcpConnection.java:441)
at asv.d(NetClientHandler.java:104)
at asy.c(SourceFile:69)
at net.minecraft.client.Minecraft.l(Minecraft.java:1500)
at net.minecraft.client.Minecraft.J(Minecraft.java:845)
at net.minecraft.client.Minecraft.run(Minecraft.java:775)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e3330534 ----------
In single player worlds with the modded client, I have had no issues with custom NPCs. And same with my local server that I made for testing. But when I uploaded my local server (exactly as is, minus all the world data) to my remote server, I started having issues. NPC models are all off, so when I select Human in the GUI, I get the Monster model. Skeleton gives me Orcs. Elf gives me EnderChibi. And Enderchibi crashes the client, but not the server. The above is the client-side error log of the crash. And of course, its impossible to log back into the server without immediately getting the above error.
I can't seem to track down the cause of this error. My local server and my hosted one have exact copies of the modded server.jar, the CustomNPC mod files, the config, etc. I have no idea why the models load wrong. Anybody got any thoughts on how to fix it without wiping my server content?