• 0

    posted a message on "You have mod sources that are duplicate within your system"

    I've been using Gkoliver's supertic and nuclearcraft in the same modpack for some time now but with versions gk_stic-0.8.4 and NuclearCraft-2.18z-1.12.2 respectively, the client tells me:

    "

    Forge Mod Loader has found a problem with your minecraft installation

    You have mod sources that are duplicate within your system

     

    examplemod : NuclearCraft-2.18z-1.12.2.jar

    examplemod : gk_stic-0.8.4.jar

    "

     

    The "examplemod" folder with "ExampleMod.Class" is in both of the JAR files for these mods.  Is there a solution for this?

     

    Renaming these folders and class files doesn't seem to fix it.

     

    I've read about other people having this kind of problem but it seems more common several years ago in the original FTB modpack client.  I watched Jadedcat's video about it but it doesn't seem applicable at all.

     

    Here is another chunk of the log; I'll provide more if it's necessary

     

    [12:08:54] [Client thread/FATAL]: Found a duplicate mod examplemod at [E:\cursemc\Instances\TConstruct-based test\mods\NuclearCraft-2.18z-1.12.2.jar, E:\cursemc\Instances\TConstruct-based test\mods\gk_stic-0.8.4.jar]

    [12:08:54] [Client thread/ERROR]: An exception was thrown, the game will display an error screen and halt.net.minecraftforge.fml.common.DuplicateModsFoundException: 

    Duplicate Mods:

         examplemod : E:\cursemc\Instances\TConstruct-based test\mods\NuclearCraft-2.18z-1.12.2.jar

         examplemod : E:\cursemc\Instances\TConstruct-based test\mods\gk_stic-0.8.4.jar

    at net.minecraftforge.fml.common.Loader.identifyDuplicates(Loader.java:466) ~[Loader.class:?]

    at net.minecraftforge.fml.common.Loader.identifyMods(Loader.java:428) ~[Loader.class:?]

    at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:568) ~[Loader.class:?]

    at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:232) [FMLClientHandler.class:?]

    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467) [bib.class:?]

    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:378) [bib.class:?]

    at net.minecraft.client.main.Main.main(SourceFile:123) [Main.class:?]

    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_51]

    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_51]

    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_51]

    at java.lang.reflect.Method.invoke(Method.java:497) ~[?:1.8.0_51]

    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?]

    at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]

     I appreciate any help.

    Posted in: Modpacks
  • 0

    posted a message on CurseForge uninstalling mods from custom modpack

    In reply to shytoadgaming:

          Yes, it's very discouraging and frustrating.  In the process of relocating the missing mods I've found that some are not even on curseforge anymore, including PlucTic (for seemingly obvious reasons) and Tinker's Alloying Addon (TAIGA).  3rd party file for TAIGA causes crash upon launch.

    Posted in: Modpacks
  • 1.6548289358312

    posted a message on CurseForge uninstalling mods from custom modpack

         I've had a custom modpack for several months and it's been working fine.  Sometimes, when updating mods from the launcher, I'd have to disable and enable a random mod in order to click the update buttons.  I didn't mind this.

     

         However, I launched this modpack today and there were around 6,000 missing entries in my world because many different mods randomly uninstalled themselves.  What is the cause of this?  How can I prevent it?

     

         I've been launching the world to read the missing entries in order to track down the mods that disappeared.  Even with small GUI scale, it's taken many boots.  This is the only way I know how to track the mods down.  I fear that I'll miss certain mods which don't add items and that this disappearance of mods will happen again.

    Posted in: Modpacks
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