Jump to content

Question

Posted

Title: Launcher Crashing with "NullPointException"

Version: 1_0_3

OS: Windows 7 SP 1 64-bit

Java Version: Java 7 21

Description of Problem:

While this happens with every single modpack I've tried thus far, BigDig and Tekkit, it also happens with every version I attempt to load. It will get all the way to the Mojang screen, pause and then tell me it's crashed with a NullPointException. It seems to be happening at the "Modular Power Suits" mod primarily but I could be wrong at that.

Running 1.0.6 as it's the latest build. Tried with 0.5 and BigDig Lastest and the version one previous.

Error Messages:

Failed to start game

java.lang.NullPointerException

Error Log:


---- Minecraft Crash Report ----

// Why did you do that?



Time: 5/27/13 7:11 PM

Description: Failed to start game



java.lang.NullPointerException

	at andrew.powersuits.common.AddonComponent.populate(AddonComponent.java:12)

	at andrew.powersuits.common.ModularPowersuitsAddons.load(ModularPowersuitsAddons.java:37)

	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.GeneratedMethodAccessor12.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:690)

	at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)

	at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:447)

	at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)

	at net.minecraft.client.Minecraft.run(Minecraft.java:732)

	at java.lang.Thread.run(Unknown Source)

3 answers to this question

Recommended Posts

  • 0
Posted

Well, that worked. That said, do I just create a path exemption for the shields in Avast! or will something more drastic have to be done. And in reference to the creating a path exemption, would I just have to exempt the loader itself from being checked?

  • 0
Posted

Well, that worked. That said, do I just create a path exemption for the shields in Avast! or will something more drastic have to be done. And in reference to the creating a path exemption, would I just have to exempt the loader itself from being checked?

After the first time you run the launcher, you shouldn't receive any more flak from Avast!. If you do, you'll either have to mess around with creating an exemption within Avast! or just disable it temporarily whenever there's a modpack update. Avast! has been my AV for the last couple of weeks and it has pretty much ignored Tekkit completely, so hopefully you shouldn't run into any more issues.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...