Yeah out of nowhere, animals no longer spawn. Snakes, horses, elephants just to name a few. I've tried everything I know to try. Wiped configs for server and client, updated forge, wiped the world; the works. I noticed that spawn eggs don't work for those mobs either. What's even more odd is that I can hear the mobs in the world sometimes, and snakes can even attack me, but those creatures are completely invisible. Finally, this is only happening on SMP. Single-player works fine, spawn eggs work fine, etc.
Edit: Haven't been able to confirm this yet, but it seems like invisible creatures only happen in existing worlds that had everything working before whatever change caused these creatures to be broken. I can't find anything that I've done recently either. Installed BetterStorage but I even tried removing that to no avail.
2013-06-25 14:27:46 [SEVERE] [ForgeModLoader] Caught exception from TuxWeapons
java.lang.NoSuchFieldError: Texture
at TuxWeapons.TuxCraft.itemCrossBow.<init>(itemCrossBow.java:40)
at TuxWeapons.TuxCraft.TuxWeaponsCore.load(TuxWeaponsCore.java:296)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:93)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:355)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:141)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:430)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
It says SMP compatible in the title but this is happening.
It appears as if it's a bug with my colored plank slabs. They're acting dumb anyways so it's quite likely I will just remove them (along with colored planks) as they are rather misfitting for an RPG mod.. An update should be up soon
Cool! Any chance of getting that mod separately sometime? ;D Still, thanks for the quick update. <3
I will take a look at this. I'm not sure what it is, but two block 0s doesn't exactly help seeing as I don't (nor does minecraft) add any "block 0" :/
Yeah sorry, no clue what exactly they meant, but I figure that crash report ought to give you some clues. Obviously the problem is one of recursion (of the infinite flavor).
I was running Ars Magica just fine with Forge 489 before the snapshot came out, but when it came out, I disabled all mods in Magic Launcher and installed the snapshot to try it out. When I was done, I force updated the game back to 1.4.6 and reloaded everything. Now, however, the game hangs on a blank screen after the Mojang logo. I think I found the Forge error.
[INFO] [STDERR] Exception in thread "Minecraft main thread" java.lang.NoSuchMethodError: jg.a(Lji;)Ljg;
[INFO] [STDERR] at net.minecraft.client.Minecraft.a(Minecraft.java:425)
[INFO] [STDERR] at asq.a(SourceFile:56)
[INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:744)
[INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
I'd put it in spoilers, but I don't know how and it's not very long. (Not too familiar with codes on this forum.)
EDIT: Oh yeah, all the mods I'm running. When it first happened, in addition to Ars Magica, NEI and Mystcraft. i disabled them thinking one of them might be causing the problem after the first time it happened.
Easy answer: don't use magic launcher. Use MultiMC.
2013-01-03 22:05:55 [SEVERE] [Minecraft] Encountered an unexpected exception LoaderException
cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:246)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:220)
at MysticRPG.mRPG_Core.load(mRPG_Core.java:237)
and:
Caused by: java.lang.StackOverflowError
at akl.a(SourceFile:61)
at amq.a(Block.java:549)
[previous two lines repeat]
After speaking with some developers in the Forge IRC, someone has guessed that there may possibly be two block 0s. Not sure if that's helpful.
how did you get ars magica and redpower2 to work together? the op states it's just a id issue but even after changing the ids minecraft hangs up on world gen and then crashes.
Our pack is pretty big, so we had to go the route of mapping out every item id, block id, and entity id; and shift whole blocks around to accommodate.
Is this mod supposed to be played individually without any other mods installed. Because over time I am getting horrible fps skips about 17 fps to 8 it seems. When I start out with the mod everything is fine. I have a fair amount of other mods installed to go along with this so I am not sure if it would cause it.
We run a server with almost 80 mods, including Ars Magica, Thaumcraft, Redpower2, and a host of others. It's your computer.
A couple of notes. First off, the temples could use some work. They're a bit too plain and stand out really badly. Second, the placement of the temples could use a bit of editing. It looks like you're picking a point to generate the temple from, then generating it out in two directions. The problem with this is if you pick a block that is, say, on a cliff, you could end up with an entire temple floating off the ground. I think they would look much nicer if they were generated on the ground level, maybe even cutting away from terrain a tiny bit if necessary. Finally, if you could add a config file so that we can choose how often the temples spawn, amongst other things, that would be fantastic.
This is an awesome mod! We love using it on our server. Keep up the good work!
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Edit: Haven't been able to confirm this yet, but it seems like invisible creatures only happen in existing worlds that had everything working before whatever change caused these creatures to be broken. I can't find anything that I've done recently either. Installed BetterStorage but I even tried removing that to no avail.
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It's happening during startup, serverside. Immediately after mod init. Here's a full crashlog: http://pastie.org/8080229
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It says SMP compatible in the title but this is happening.
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Cool! Any chance of getting that mod separately sometime? ;D Still, thanks for the quick update. <3
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Yeah sorry, no clue what exactly they meant, but I figure that crash report ought to give you some clues. Obviously the problem is one of recursion (of the infinite flavor).
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Easy answer: don't use magic launcher. Use MultiMC.
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http://paste.ubuntu.com/1494412/
In short:
and:
After speaking with some developers in the Forge IRC, someone has guessed that there may possibly be two block 0s. Not sure if that's helpful.
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Our pack is pretty big, so we had to go the route of mapping out every item id, block id, and entity id; and shift whole blocks around to accommodate.
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[snip]
[snip]
full crash report here: http://pastebin.com/S9YGhESg
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We run a server with almost 80 mods, including Ars Magica, Thaumcraft, Redpower2, and a host of others. It's your computer.
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This is an awesome mod! We love using it on our server. Keep up the good work!
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Sure, I'll give it a try and report back!
EDIT:
I can confirm this to be the case.