Andy Miller Posted January 30, 2014 Posted January 30, 2014 Hey all, I am attempting to use an existing modpack and add a few more mods that I love to make a server. I am currently using this modpack: http://www.technicpack.net/modpack/details/moonquest-modpack.190125 From there I added MFFS, Applied Energetics, and Netherores with no problems. Then I added MFR with PCs and it will either crash while loading or error while loading saying: Forge Mod Loader had found a problem with your minecraft installation The mods and versions listed below could not be found PowerCrystalsCore: minimum version required is 1.1.7 I then add that version and it crashed while loading. Any other suggestions would be greatly appreciated!
Amaxter Posted January 30, 2014 Posted January 30, 2014 Don;t use 1.1.7 that's for 1.6.2, use 1.1.8 for 1.6.4 MC
Andy Miller Posted January 30, 2014 Author Posted January 30, 2014 Ok I installed 1.1.8-9 powercyrstals and by itself it works. Then I add 2.7.4-255 MFR and it crashed. Any idea what I am doing wrong?
Andy Miller Posted January 30, 2014 Author Posted January 30, 2014 After looking in the crash report there is a line that says this: 2014/01/30 16:05:47 [iNFO] 2014-01-30 16:05:47 [iNFO] [sTDOUT]TConstruct Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine I am not sure what optifine is really?
Amaxter Posted January 30, 2014 Posted January 30, 2014 It's a mod that adds HD textures and some other stuff, remove it from the mods folder
Andy Miller Posted January 30, 2014 Author Posted January 30, 2014 Tried that with same results, crashing. The logs don't show anything odd now.
Andy Miller Posted January 31, 2014 Author Posted January 31, 2014 The ForgeModLoader-client file wouldn't fit in one paste so I made two: http://pastebin.com/XWuZjc4R http://pastebin.com/cTfjqTnf
disconsented Posted January 31, 2014 Posted January 31, 2014 2014-01-31 08:13:49 [FINE] [fml.ItemTracker] Adding item net.minecraft.item.ItemBlock(175) owned by TuxWeapons 2014-01-31 08:13:49 [iNFO] [sTDOUT] CONFLICT @ -139 item slot already occupied by net.minecraft.item.ItemBlock@427e5924 while adding net.minecraft.item.ItemBlock@750e6c96 2014-01-31 08:13:49 [iNFO] [fml.ItemTracker] The mod TuxWeapons is overwriting existing item at 117 (net.minecraft.block.BlockBrewingStand from Minecraft) with net.minecraft.item.ItemBlock 2014-01-31 08:13:49 [FINE] [fml.ItemTracker] Adding item net.minecraft.item.ItemBlock(117) owned by TuxWeapons
Amaxter Posted January 31, 2014 Posted January 31, 2014 ID Conflict, they're generally a pain to deal with, but can be solved pretty seamlessly with idfix minus: http://www.minecraftforum.net/topic/1928632-164smpforge-idfix-and-idfix-minus-mods-for-resolving-id-conflicts/
Discord Moderator plowmanplow Posted January 31, 2014 Discord Moderator Posted January 31, 2014 Take out the last mod you added, presumably MFR. Start the client and do a NEI ID dump with both used and unused Add the mod back in When/if you get a crash, look for the offending ID (disconsented showed you one) look at your ID dump to see what that is assigned to Either change the config for the new mod, or the old one (but you probably want to change the new one) to resolve the ID conflict
Amaxter Posted February 1, 2014 Posted February 1, 2014 Take out the last mod you added, presumably MFR. Start the client and do a NEI ID dump with both used and unused Add the mod back in When/if you get a crash, look for the offending ID (disconsented showed you one) look at your ID dump to see what that is assigned to Either change the config for the new mod, or the old one (but you probably want to change the new one) to resolve the ID conflict I think ID fix minus is easier for him, he can even take it out afterwards and the conflict will still be resolved because it edits the configs for you
Discord Moderator plowmanplow Posted February 1, 2014 Discord Moderator Posted February 1, 2014 @Amaxter: You are likely correct, but I try to lean towards the "teach a man to fish" position instead of "give a man a fish". :)
Amaxter Posted February 1, 2014 Posted February 1, 2014 @Amaxter: You are likely correct, but I try to lean towards the "teach a man to fish" position instead of "give a man a fish". But with 1.7 eradicating ID's you might as well be teaching a man to fish for fossils.
Discord Moderator plowmanplow Posted February 1, 2014 Discord Moderator Posted February 1, 2014 1) The length of time between now and when a good stable version of Forge for 1.7.2 is available and enough of the "cornerstone" mods are updated to 1.7.2 could be many, many months. Resolving ID conflicts won't become an archeology project until well after that happens. 2) The fundamental skills required to do ID conflict resolutions, if you master those skills, carry over to so many other aspects of not only MC mods but many other computer related skills as well. Error log interpretation, library and dependency resolution, JAVA debugging in general. Master these skills and your life will be much easier.
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