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HELP!! CUSTOM MODPACK WORLD NOT LOADING!
Hey guys, i'm making a custom modpack with about 200 mods, and whenever i try to load a world, it just stays stuck on the loading screen indefinitely. I thought it might have something to do with Treasure2! and Corail Tombstone, because in the past Corail has made it not possible to launch minecraft with treasure2 due to conflicts with the license. I am not getting any crash reports, but i can provide the logs. I don't know if someone can help me, but if yes, thanks in advance!
Latest.log
https://privatebin.net/?6b7e11ceb1a6852a#9HbxH5Z6uxiZhubQomXa5m1JyJ26R2ciQu9HHEitwajw
Latest.log
https://privatebin.net/?6b7e11ceb1a6852a#9HbxH5Z6uxiZhubQomXa5m1JyJ26R2ciQu9HHEitwajw
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Most of the errors in this log file are not enough to crash Minecraft by themselves. Your pack appears to load all the way up to title screen, so I'm not sure at which point it crashing.
Perhaps I could assist more if you could post the crashlog instead of the logfile please.
You will find the crashlog file in .....\.minecraft\crash-reports folder.
[Edit]
Hmmmmmm ........ just had another quick look, it appears that you probably have 2 biomes using the same biome ID, so I assume the pack crashes the moment you try and start a new world. This might be fixable, but it would be easier with the crash file please.
Perhaps I could assist more if you could post the crashlog instead of the logfile please.
You will find the crashlog file in .....\.minecraft\crash-reports folder.
[Edit]
Hmmmmmm ........ just had another quick look, it appears that you probably have 2 biomes using the same biome ID, so I assume the pack crashes the moment you try and start a new world. This might be fixable, but it would be easier with the crash file please.
My modpack doesn't crash. It just loads the world indefinitely. I looked at the dungeons2 log, and it spewed a bunch of errors about treasure2!, so i removed that and i'm going to try it. i'll let u know if it works
I verified about half of that log, there are too many conflicts between mods. Missing textures, classes, signatures, and many others like the coremod in the same jar as the mod (which should not be like that).
Try going back to zero and remove every mod that has a - Potentially Dangerous - error.
Basically remove or just delete these
Afterwards add one mods at a time.
It will take a long time ... But, you are trying 300 mods at once.
Try going back to zero and remove every mod that has a - Potentially Dangerous - error.
Basically remove or just delete these
biomesoplenty
ebwizardry
ancientspellcraftharvestcrafttwilightforestanimaniaaquaculturerootsmysticalworldtombstonetconstructconarmiceandfireatumbetternetherbewitchmentbibliocraftbloodmagicbloodarsenalbuildinggadgetscomfortsdefiledlandsdoggytalentsthermalfoundationmocreaturesdungeontacticselenaidodgeerebusforbidden_arcanusftbquestsinventorypetsmetallurgymysticalagriculturemysticalagradditionsnaturesaurayurtmodopenblocksprefabxreliquarypvjrandomthingsropebridgeroughtweaksscalinghealthspartanweaponryspartanfirespartanweaponryarcana
...and moreAfterwards add one mods at a time.
It will take a long time ... But, you are trying 300 mods at once.
Potentially dangerous doesn't actually mean that they are conflicted.
Just by skimming the log, forge is skipping a lot of mods, prob because the mods are not compatbible with each other etc.
Have you updated your mods, because this repeated a lot, and i mean like 5000 times.
Have you updated your mods, because this repeated a lot, and i mean like 5000 times.
[<time>] [Client thread/WARN] [FML]: Potentially Dangerous alternative prefix `<mod>` for name `<item>`, expected `placebo`. This could be a intended override, but in most cases indicates a broken mod.
