Startup Crash

Issue #93 resolved
Former user created an issue

I'm terribly sorry for wrong crash log TAT

this is correct log for binnie mod's crash

http://pastebin.com/Ep1UijhG

Comments (14)

  1. Thomas Hale

    I appear to be having the same issue, which only occurs in my pack after updating to Extra Utilities version 1.2.0. The crashlog from my modpack can be found here: Modpack CrashLog

    I was Able to re-produce the crash with only Forestry, Binnie Core, and Extra Utilities installed. 3 Mods Log

  2. User 814f3

    I checked as far back in the stack trace as I could in each of the crash logs shown and saw this line in each:

    java.lang.ClassNotFoundException: buildcraft.api.gates.IAction
    

    I am using the latest stable build of BuildCraft for 1.7.10: BC 6.1.8. I examined that jar file and was unable to find an IAction classfile in buildcract/api/gates. It's possible that they changed the API. Does this mod require a specific version of BuildCraft?

  3. Thomas Hale

    Buildcraft did just recently change to a new API. My guess is that, in my case, updating Extra Utilities removed the previous API entirely from my pack. What will need to happen is the Binnie will need to update the mods to use the new API, either that or package the old API with the mods.

  4. shichinobushi

    I've been trying to use Extra Bees and other mods, but whenever I include any of the recent "dev" builds (as early as dev3), I get a crash before I reach the main menu. Looking through the crash log, it seems to be related to something called BinnieAction. In understand it being Alpha and generally unstable, but why is it up if it isn't even runnable. Does the fact I'm trying to run it on a Mac make a difference and wasn't tested?

  5. User 814f3

    James can you post a crash-log? @SamRaven2's comment makes me think we've got the problem isolated. It's not actually a problem with Binnie's stuff, but that the BuildCraft API changed and broke this mod in doing so. If your log confirms this, you MIGHT be able to work around the crash by reverting to an older compatible version of BuildCraft, if one exists for 1.7.10.

  6. Thomas Hale

    I'm attempting to hack together a temporary fix that will load the old API to test that this is the problem.

  7. Thomas Hale

    Okay, I have confirmed that this is the issue. I hacked together a mod to load the old BC API and my instance was able to properly launch.

  8. Jermaine Garcia

    Try loading the mod into the 1.7.10 folder inside the mods folder. If the folder doesn't exist, create it and then drop it in there. (e.g., /mods/1.7.10/). You probably don't want to connect any BM machines to BC stuff at the moment, it'll most likely crash. But the game can load this way, at least for me it did.

  9. Thomas Hale

    The reason this probably worked for you is that you have a mod (most likely a library mod) inside the 1.7.10 folder that packages the correct Buildcraft API. By moving the file you altered the load order in such a way that the API properly loads before Binnie's mods. I was able to fix the issue also by manually loading the correct API in before Binnie's using the Forge load order configurations. I myself do not have Buildcraft in my modpack, so I can't be certain this is the exact reason, I'm only stating my theory.

  10. Jermaine Garcia

    Great theory, I do have all my dependency libraries in there, I did it to keep things organized, lol.

  11. shichinobushi

    I always figured that Extra Bees, etc. is directly derived from and dependent on Forestry which itself has a bunch of features that work directly with Buildcraft. Though Forestry itself isn't dependent on it, I haven't run it without Buildcraft. Due to this relationship, I would expect Binnie's made sure to work with them.

    On an update of my mod situation, I thought I had so far put together a working set, but as I start actually creating and playing a roll, it becomes excessively memory intensive not even running on "2 Chunks" view distance. Here's a list of my current "working" mod set:

    Baubles-1.7.10-1.0.1.8.jar

    CoadChickenLib-1.7.10-1.1.1.106-universal.jar

    ForgeMultipart-1.7.10-1.1.0.314-universal.jar

    MrTJPCore-1.7.10-1.0.3.5-universal.jar

    binnie-mods-2.0-dev5.jar

    buildcraft-6.1.8.jar

    CoFHCore-[1.7.10]3.0.0B8-36

    Factorization-1.7.10-0.8.88.6.jar

    forestry_1.7.10-3.2.0.5.jar

    Mantle-mc1.7.10-0.8.1.jar

    ProjectRed-1.7.10-4.5.5.56-Base.jar

    ProjectRed-1.7.10-4.5.5.56-Compat.jar

    ProjectRed-1.7.10-4.5.5.56-Integration.jar

    ProjectRed-1.7.10-4.5.5.56-Lighting.jar

    ProjectRed-1.7.10-4.5.5.56-Mechanical_beta.jar

    ProjectRed-1.7.10-4.5.5.56-World.jar

    Railcraft_1.7.10-9.3.3.0.jar

    RedstoneArsenal-[1.7.10]1.1.0RC1-19.jar

    ThermalExpansion-[1.7.10]4.0.0B6-16.jar

    ThermalFoundation[1.7.10]1.0.0B3-8.jar

    (for some reason, I can't have it not double spaced without them cramming into single lines instead of individual ones)

    If I remove binnie-mods-2.0.dev5.jar, the memory issue stops happening entirely, but if I remove any other of the mods, it only helps enough to actually see the world before it locks up.

  12. Jermaine Garcia

    Hmm, you don't have that many mods in your pack. I'm getting 40fps on my 200+ modpack. I have Binnie's mod in the pack as well.

    What's the link to your modpack? I'd like to try it out if you don't mind. There's only one mod in your pack that I'm not using that might be contributing to the drop in FPS.

    Edit: upon further inspection of your pack, you're running an unstable version of ProjectRed. Try downgrading your ProjectRed to the previous stable version. MrTJPCore is a brand new dependency that the previous version wasn't using, so you'll want to remove that as well.

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