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PublicEnemy

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Everything posted by PublicEnemy

  1. COFH gave me its little "we have an update, go get it" shpiel so I did and I updated to forge 1440 for 1.7.10 and I ended up in a similar hole. Something with the new forge version didn't like one of my mods and corrupted the world so it would try to load and then freeze, forcing me to kill java in task manager. Luckily I had backed my world up the night before so I didn't lose too much. Always, always, always back up your world before upgrading your forge version/mods. I'm sticking with 1360 for now because that's the last version that worked for me. If I'm feeling particularly adventurous some day I'll back everything up and try again. Hopefully I'll have actual data to post then.
  2. I'm having a similar error and disabling the loading screen works for me.
  3. OK. Here we go. First, I can't code or program and I'm not a lawyer so I can't try to represent myself as an authority on any of this stuff but I will venture to share my opinion. Microsoft may be like the evil empire of the PC world but they're not stupid. The fact that they are paying the amount they are for Mojang means they have put a LOT of thought into it. Money is the biggest motivator in the world and rich people don't throw it around without wanting a huge return on it. I said that to say this. If you want a big return on MC that means you have to either hope for a quick turn and burn, screw it up with shiny things to attract masses of idiots into somehow covering the buyout until it dies, or you keep the existing community happy. They have to know that modding is integral to the MC community so I'm going out on a big-ass limb to say that I think they will be more flexible with it than they have been with other games. Exactly how that's going to play out I have no clue but if they truly know all that stuff then they have a potential PR disaster on their hands if they fuck it up for everyone. Imagine MS taking the blame for destroying the most beloved video game on the planet. Doesn't sound very good, does it? I don't think we're going to get an ideal situation out of this buyout but I'm beginning to adjust my initial prediction of doom and gloom for something more realistic. I think there's going to be shitty parts and not-so-shitty parts but my end guess is that we'll still have something we can enjoy at the cost of putting up with MS's interference. This isn't Windows. They can't force it on us as a means to operate our hardware so they have to pander to us in some way or they won't make any money.
  4. Alright, that makes sense. Here's something interesting, though: I took the jar files for the mods and inserted them into zip files, then placed them in the mod directory and the game loaded without the duplicate mod error. However, though the mods showed up they did not work. Weird.
  5. That is the bug. As I stated in my first post, there is only ONE jar file for these mods in the mods directory. For whatever reason Forge is seeing a duplicate of them which I have now repeatedly said is physically not present in the mods directory.
  6. I did actually search the forums and nothing comes up for the latest version of Forge. If there is a post about it somewhere then I apologize for being retarded and not finding it. To put it simply, when I place any mod jar in the mods folder, then load the game on the Forge profile (currently the 772 version) the first thing I see after the Mojang screen is an error message stating that Forge found duplicate mods. The mod, specifically in this case Dynamic Lights as you will see in the log, is not duplicate. It is in fact one file located in the mods folder. I did also make certain that Dynamic Lights is the correct version, that being for Minecraft 1.6.1. I get the same error with Treecapitator (also updated for 1.6.1) . When the error screen is displayed, clicking at the precise spot will bring me to the Minecraft main menu. I select single player, try to load my save and Minecraft freezes so I have to end task it. Log 0 which includes the double mod error for Dynamic Lights. Log 2 which includes the double mod error for Treecapitator I read the rules and followed them as best I could so I hope I didn't miss anything I should have included in this post.
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