Unsupported Magic Farm 2 Version 1.1.1+ Bug Reporting Thread

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AforAnonymous

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Jul 29, 2019
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Mod Pack: Magic Farm 2, 2.0.1
Mod & Version: Probably OpenBlocks & Gravestone. Not sure though, not thoroughly investigated
Pastebin link to crash log: N/A
Whats the bug? 2 graves spawn on death instead of one. 1 always contains a head, the other always the items
Can it be repeated? Yes
Known Fix: N/A
Recommendation: If possible, decide on one of the two
Comment: OpenBlocks.cfg has B:enableGraves=false, but the Open Blocks grave still has an ID. Eyamaz had some issue in Monster recently that was solved by setting the gravestone ID to 0. Possibly related?

Edit: After future investigation, the dual graves seem intentional.

--------------

Mod Pack: Magic Farm 2, 2.0.1 -- Fixed in 2.1.2
Mod & Version: Probably OpenBlocks & Gravestone. Not sure though, not thoroughly investigated
Pastebin link to crash log: N/A
Whats the bug? Sometimes, SOME items don't get placed inside the grave, and just get dropped
Can it be repeated? Often, with a very full inventory
Known Fix: N/A

--------------

Mod Pack: Magic Farm 2, 2.0.1 -- Fixed in 2.1.2
Mod & Version: Probably OpenBlocks & Gravestone. Not sure though, not thoroughly investigated
Pastebin link to crash log: N/A
Whats the bug? Items occasionally vanish upon death, nowhere to be found, neither in the graves nor directly dropped
Can it be repeated? Very rarely
Known Fix: N/A
 
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Jadedcat

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Jul 29, 2019
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Mod Pack: Magic Farm 2, 2.0.1
Mod & Version: Probably OpenBlocks & Gravestone. Not sure though, not thoroughly investigated
Pastebin link to crash log: N/A
Whats the bug? 2 graves spawn on death instead of one. 1 always contains a head, the other always the items
Can it be repeated? Yes
Known Fix: N/A
Recommendation: If possible, decide on one of the two
Comment: OpenBlocks.cfg has B:enableGraves=false, but the Open Blocks grave still has an ID. Eyamaz had some issue in Monster recently that was solved by setting the gravestone ID to 0. Possibly related?

Edit: After future investigation, the dual graves seem intentional.

--------------

Mod Pack: Magic Farm 2, 2.0.1
Mod & Version: Probably OpenBlocks & Gravestone. Not sure though, not thoroughly investigated
Pastebin link to crash log: N/A
Whats the bug? Sometimes, SOME items don't get placed inside the grave, and just get dropped
Can it be repeated? Often, with a very full inventory
Known Fix: N/A

--------------

Mod Pack: Magic Farm 2, 2.0.1
Mod & Version: Probably OpenBlocks & Gravestone. Not sure though, not thoroughly investigated
Pastebin link to crash log: N/A
Whats the bug? Items occasionally vanish upon death, nowhere to be found, neither in the graves nor directly dropped
Can it be repeated? Very rarely
Known Fix: N/A


Not intentional. I'll change the ID to 0. THe oonly graves that should be on are from the gravestone mod.
 

AforAnonymous

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Jul 29, 2019
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They will store up to 40 items.
Checked, no idea why I didn't see this option the first time around in the config file. Derp. Which leads to this question:

Code:
  # This value must be between 0 an 40!
  I:SavedItemsCount=10
  B:SilkTouchForGraves=true
  I:SpawnChance=80
Is this config block intentional, or a slip from the harder configs? From your comment it seems like it might or might not be. Which also leads to this bug:

----------------

Mod Pack: Magic Farm 2, 2.0.1
Mod & Version: N/A
Pastebin link to crash log: N/A
Whats the bug? Modpack contains both HarderMF.zip and Harder Configs.zip. It's unclear from the readmes contained which one is the correct one, or if both are correct
Can it be repeated? Yes
Known Fix: N/A
Recommendation: Either remove one of the two, or update the readmes.
 

Delcar

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Jul 29, 2019
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Mod Pack: Magic Farm 2, 2.0.1 (private server on creeperhost)
Mod & Version: seems to be Bibliocraft 1.53 (the log is mostly greek to me)
Pastebin link to crash log: http://pastebin.com/L6S3kMDw
Whats the bug? Game crashes after login, we see the game, and maybe take one step before the crash occurs. Active remote player seems to be able to play normally, but three of us (my family) have the same issue with our accounts, in the same chunk, on two different machines.
Known Fix: ?
 

PhilHibbs

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*Deleted due to pack customization*

I have managed to replicate the crash once without using WR-CBE items, but I cannot make it happen again. I attached a lever directly to the Advanced Drawbridge, and the game crashed and the world could no longer be loaded. I managed to lose my backup as well, so I had to remove TiMek and re-add it, and in re-building the system I cannot get it to happen again. It may be that having had a WR-CBE placed in the world had caused a Multipart glitch that was contributing to the crash.
 
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Jadedcat

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Jul 29, 2019
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Mod Pack: Magic Farm 2, v1.1.8
Mod & Version: Could be Forge Multipart, WR:CBE, or Tinker's Mechworks.
Pastebin link to crash log: http://pastebin.com/q80AjTBw
Whats the bug? Game crashes when a Wireless Transmitter to activate a Wireless Receiver that is pointing down at an Advanced Drawbridge. The Wireless Receiver has a multipart cover in the same block. I will try to narrow it down to a more specific interaction. Since my Steve is standing on the pressure plate, the game currently crashes every time I log in.
Can it be repeated? No, I have been unable to replicate it. I have set up exactly the same layout in a creative world and it works. The only time it crashes similarly is if I break the block that a Wireless Receiver or Wireless Transmitter is attached to, and that is a different error message.
Known Fix: ?

*Update* I have removed ObsiPlates from the equation.
WR:CBE is not in Magic Farm.
 

netmc

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Jul 29, 2019
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Mod Pack: Magic Farm 2 - Fixed Optinal Configs in 2.1.2
Mod & Version: 2.0.1
Pastebin link to crash log: None
Whats the bug? HarderMF - Item IDs lost using harder configs and Natura bushes generate
Can it be repeated?
Known Fix:

JABBA config - HarderMF missing several item IDs causing default IDs to be used. - No difference in settings, use the one from the default set.

HarderMF

####################
# item
####################

item {
I:BSpaceUpg=24809
I:LockingPlanks=24810
I:Mover=24811
I:Sticker=24812
I:TuningFork=24813
I:UpgradeCapacity=24814

Normal

####################
# item
####################

item {
I:BSpaceUpg=24809
I:DiamondMover=24815
I:Hammer=24816
I:LockingPlanks=24810
I:Mover=24811
I:Sticker=24812
I:TuningFork=24813
I:UpgradeCapacity=24814
I:UpgradeCore=24817

Natura bushes still generate using the HarderMF configs

HarderMF

disabler {
B:"Enable wheat to flour recipe"=true
B:"Generate Amaranth Trees"=true
B:"Generate Ash Clouds"=true
B:"Generate Barley Crops"=true
B:"Generate Blackberry Bushes"=true
B:"Generate Blightberry Bushes"=true
B:"Generate Bloodwood Trees"=true
B:"Generate Bluebell Flowers"=true
B:"Generate Blueberry Bushes"=true
B:"Generate Cotton Crops"=true
B:"Generate Dark Clouds"=true
B:"Generate Darkwood Trees"=true
B:"Generate Duskberry Bushes"=true
B:"Generate Fusewood Trees"=true
B:"Generate Ghost Trees"=true
B:"Generate Hopseed Trees"=true
B:"Generate Maloberry Bushes"=true
B:"Generate Maple Trees"=true
B:"Generate Overworld Clouds"=true
B:"Generate Raspberry Bushes"=true
B:"Generate Redwood Trees"=true
B:"Generate Saguaro Cactus"=true
B:"Generate Sakura Trees"=true
B:"Generate Silverbell Trees"=true
B:"Generate Skyberry Bushes"=true
B:"Generate Small Eucalyptus Trees"=true
B:"Generate Stingberry Bushes"=true
B:"Generate Sulfur Clouds"=true
B:"Generate Thornvines"=true
B:"Generate Tigerwood Trees"=true
B:"Generate Willow Trees"=true
B:"Obelisks let players respawn in the Nether"=true
B:"Override Nether"=false
}


Normal

disabler {
B:"Enable wheat to flour recipe"=true
B:"Generate Amaranth Trees"=true
B:"Generate Ash Clouds"=true
B:"Generate Barley Crops"=true
B:"Generate Blackberry Bushes"=false
B:"Generate Blightberry Bushes"=false
B:"Generate Bloodwood Trees"=true
B:"Generate Bluebell Flowers"=true
B:"Generate Blueberry Bushes"=false
B:"Generate Cotton Crops"=true
B:"Generate Dark Clouds"=true
B:"Generate Darkwood Trees"=true
B:"Generate Duskberry Bushes"=false
B:"Generate Fusewood Trees"=true
B:"Generate Ghost Trees"=true
B:"Generate Hopseed Trees"=true
B:"Generate Maloberry Bushes"=false
B:"Generate Maple Trees"=true
B:"Generate Overworld Clouds"=true
B:"Generate Raspberry Bushes"=false
B:"Generate Redwood Trees"=true
B:"Generate Saguaro Cactus"=true
B:"Generate Sakura Trees"=true
B:"Generate Silverbell Trees"=true
B:"Generate Skyberry Bushes"=false
B:"Generate Small Eucalyptus Trees"=true
B:"Generate Stingberry Bushes"=false
B:"Generate Sulfur Clouds"=true
B:"Generate Thornvines"=true
B:"Generate Tigerwood Trees"=true
B:"Generate Willow Trees"=true
B:"Obelisks let players respawn in the Nether"=true
B:"Override Nether"=false
}
 
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Jadedcat

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Jul 29, 2019
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Mod Pack: Magic Farm 2
Mod & Version: 2.0.1
Pastebin link to crash log: None
Whats the bug? HarderMF - Item IDs lost using harder configs and Natura bushes generate
Can it be repeated?
Known Fix:

JABBA config - HarderMF missing several item IDs causing default IDs to be used. - No difference in settings, use the one from the default set.

HarderMF

####################
# item
####################

item {
I:BSpaceUpg=24809
I:LockingPlanks=24810
I:Mover=24811
I:Sticker=24812
I:TuningFork=24813
I:UpgradeCapacity=24814

Normal

####################
# item
####################

item {
I:BSpaceUpg=24809
I:DiamondMover=24815
I:Hammer=24816
I:LockingPlanks=24810
I:Mover=24811
I:Sticker=24812
I:TuningFork=24813
I:UpgradeCapacity=24814
I:UpgradeCore=24817

Natura bushes still generate using the HarderMF configs

HarderMF

disabler {
B:"Enable wheat to flour recipe"=true
B:"Generate Amaranth Trees"=true
B:"Generate Ash Clouds"=true
B:"Generate Barley Crops"=true
B:"Generate Blackberry Bushes"=true
B:"Generate Blightberry Bushes"=true
B:"Generate Bloodwood Trees"=true
B:"Generate Bluebell Flowers"=true
B:"Generate Blueberry Bushes"=true
B:"Generate Cotton Crops"=true
B:"Generate Dark Clouds"=true
B:"Generate Darkwood Trees"=true
B:"Generate Duskberry Bushes"=true
B:"Generate Fusewood Trees"=true
B:"Generate Ghost Trees"=true
B:"Generate Hopseed Trees"=true
B:"Generate Maloberry Bushes"=true
B:"Generate Maple Trees"=true
B:"Generate Overworld Clouds"=true
B:"Generate Raspberry Bushes"=true
B:"Generate Redwood Trees"=true
B:"Generate Saguaro Cactus"=true
B:"Generate Sakura Trees"=true
B:"Generate Silverbell Trees"=true
B:"Generate Skyberry Bushes"=true
B:"Generate Small Eucalyptus Trees"=true
B:"Generate Stingberry Bushes"=true
B:"Generate Sulfur Clouds"=true
B:"Generate Thornvines"=true
B:"Generate Tigerwood Trees"=true
B:"Generate Willow Trees"=true
B:"Obelisks let players respawn in the Nether"=true
B:"Override Nether"=false
}


Normal

disabler {
B:"Enable wheat to flour recipe"=true
B:"Generate Amaranth Trees"=true
B:"Generate Ash Clouds"=true
B:"Generate Barley Crops"=true
B:"Generate Blackberry Bushes"=false
B:"Generate Blightberry Bushes"=false
B:"Generate Bloodwood Trees"=true
B:"Generate Bluebell Flowers"=true
B:"Generate Blueberry Bushes"=false
B:"Generate Cotton Crops"=true
B:"Generate Dark Clouds"=true
B:"Generate Darkwood Trees"=true
B:"Generate Duskberry Bushes"=false
B:"Generate Fusewood Trees"=true
B:"Generate Ghost Trees"=true
B:"Generate Hopseed Trees"=true
B:"Generate Maloberry Bushes"=false
B:"Generate Maple Trees"=true
B:"Generate Overworld Clouds"=true
B:"Generate Raspberry Bushes"=false
B:"Generate Redwood Trees"=true
B:"Generate Saguaro Cactus"=true
B:"Generate Sakura Trees"=true
B:"Generate Silverbell Trees"=true
B:"Generate Skyberry Bushes"=false
B:"Generate Small Eucalyptus Trees"=true
B:"Generate Stingberry Bushes"=false
B:"Generate Sulfur Clouds"=true
B:"Generate Thornvines"=true
B:"Generate Tigerwood Trees"=true
B:"Generate Willow Trees"=true
B:"Obelisks let players respawn in the Nether"=true
B:"Override Nether"=false
}

Ah thank you. I missed those in the update. I'll fix it in the next update.
 

PhilHibbs

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Jan 15, 2013
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Mod Pack: Magic Farm 2 - Reported should be fixed in a later Tmech update.
Mod & Version: Tinker's Mechworks 0.1.3
Pastebin link to crash log: None
Whats the bug? Drawbridges that are extended by a signal from a Signal Terminal appear to retract when the world is loaded, but the blocks are still there. They do not render or appear as a WAILA pop-up, but they do block movement.
Can it be repeated? Yes.
Known Fix:
 
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ClockHeart

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Jul 29, 2019
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Mod Pack: Magic Farm - Random Gremlin reported to Mod dev.
Mod & Version: 2.0.1
Pastebin link to crash log:http://pastebin.com/M93ssVF9 (I have never crashed a game so hard that the log came out in simplified chinese before)
Whats the bug? The game crashes on loading into a world. Before this I was having a problem with crashing when just loading the game itself, let alone a world. I looked at the crash log and saw it was JABBA causing it, so I tried removing it and it finally loaded to the main menu. Trying to load a new world gave me a crash to desktop and this spectacular log.
Can it be repeated? Sadly, yes.
Known Fix:
 
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Jadedcat

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Jul 29, 2019
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Mod Pack: Magic Farm
Mod & Version: 2.0.1
Pastebin link to crash log:http://pastebin.com/M93ssVF9 (I have never crashed a game so hard that the log came out in simplified chinese before)
Whats the bug? The game crashes on loading into a world. Before this I was having a problem with crashing when just loading the game itself, let alone a world. I looked at the crash log and saw it was JABBA causing it, so I tried removing it and it finally loaded to the main menu. Trying to load a new world gave me a crash to desktop and this spectacular log.
Can it be repeated? Sadly, yes.
Known Fix:
I have absolutely no idea how that happened. Or how to fix it. There is an update for JABBA with some fixes, it will be in the next test update... but I have no idea how the bug he fixed could cause a chinese crash.
 

ClockHeart

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I have absolutely no idea how that happened. Or how to fix it. There is an update for JABBA with some fixes, it will be in the next test update... but I have no idea how the bug he fixed could cause a chinese crash.
I thought that might be the case, but thank you for taking a look anyway. I'll try working my way through the modlist and removing ones till I find the culprit.
 
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PhilHibbs

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(I have never crashed a game so hard that the log came out in simplified chinese before)
That's traditional Chinese, not simplified:p. There are a few common words in it, such as "discovery", "decanted", "teaching", I think it's just junk in memory that has been picked up by accident. Have you been browsing Chinese web sites?
 
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ClockHeart

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The crash ended up being twofold, a problem with JABBA and one with Mapwriter (thanks OPIS). Either one on their own produced an english crash log but together they gave the chinese one. I managed to fix the mapwriter issue by deleting the file it was complaining about and allowing it to generate a new one. So it's working now, but I thought I should let you know what it was.

That's traditional Chinese, not simplified:p. There are a few common words in it, such as "discovery", "decanted", "teaching", I think it's just junk in memory that has been picked up by accident. Have you been browsing Chinese web sites?
Ah, sorry. I just ran a small piece through google translate and it told me simplified, but it's not always the best at working things out. And no, not at all, I still have no idea how that part happened but I ended up with a couple more of them.
 

Jadedcat

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The crash ended up being twofold, a problem with JABBA and one with Mapwriter (thanks OPIS). Either one on their own produced an english crash log but together they gave the chinese one. I managed to fix the mapwriter issue by deleting the file it was complaining about and allowing it to generate a new one. So it's working now, but I thought I should let you know what it was.


Ah, sorry. I just ran a small piece through google translate and it told me simplified, but it's not always the best at working things out. And no, not at all, I still have no idea how that part happened but I ended up with a couple more of them.
I will let ProfMobius know.
 

netmc

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Jul 29, 2019
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Mod Pack: Magic Farm 2
Mod & Version:2.0.1 HarderMF
Pastebin link to crash log: none
Whats the bug? missing minetweaker settings for Fishnet file
Can it be repeated?
Known Fix: Edit main.cfg and add missing configs.


The updated recipes in minetweaker are not all functional. The fishing net from mariculture and growthcraft conflict, and the mystcraft ink mixer does not use enderium ingot. These two recipes are in the Fishnet file. I spot checked some of the files like MFR and ExtraBees, and both of those are loading and updating the recipes fine.


Edit:

Found main.cfg is not calling all the other config files.
HarderMF
include "BiomesOPlenty.cfg";
include "BloodMagic.cfg";
include "ThermalExpansion.cfg";
include "Vanilla.cfg";
include "ExtraBees.cfg";
include "MFR.cfg";
include "Mariculture.cfg";
include "ExtraUtilities.cfg";

Normal
include "BiomesOPlenty.cfg";
include "ThermalExpansion.cfg";
include "Vanilla.cfg";
include "ExtraBees.cfg";
include "Mariculture.cfg";
include "ExtraUtilities.cfg";
include "BloodMagic.cfg";
include "MFR.cfg";
include "OreDict.cfg";
include "Harvestcraft.cfg";
include "Fishnet.cfg";
 

Jadedcat

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Jul 29, 2019
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Mod Pack: Magic Farm 2
Mod & Version:2.0.1 HarderMF
Pastebin link to crash log: none
Whats the bug? missing minetweaker settings for Fishnet file
Can it be repeated?
Known Fix: Edit main.cfg and add missing configs.


The updated recipes in minetweaker are not all functional. The fishing net from mariculture and growthcraft conflict, and the mystcraft ink mixer does not use enderium ingot. These two recipes are in the Fishnet file. I spot checked some of the files like MFR and ExtraBees, and both of those are loading and updating the recipes fine.


Edit:

Found main.cfg is not calling all the other config files.
HarderMF
include "BiomesOPlenty.cfg";
include "BloodMagic.cfg";
include "ThermalExpansion.cfg";
include "Vanilla.cfg";
include "ExtraBees.cfg";
include "MFR.cfg";
include "Mariculture.cfg";
include "ExtraUtilities.cfg";

Normal
include "BiomesOPlenty.cfg";
include "ThermalExpansion.cfg";
include "Vanilla.cfg";
include "ExtraBees.cfg";
include "Mariculture.cfg";
include "ExtraUtilities.cfg";
include "BloodMagic.cfg";
include "MFR.cfg";
include "OreDict.cfg";
include "Harvestcraft.cfg";
include "Fishnet.cfg";

Noted down to update the harder configs. Thank for letting me know.
 

AforAnonymous

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Jul 29, 2019
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Mod Pack: Magic Farm 2, 2.0.1
Mod & Version: Growthcraft
Pastebin link to crash log: N/A
Whats the bug? Unable to access Growthcraft fishtraps. I can construct & place them fine, but I can't seem to access them via rightclick anymore. Works in 2.0.0.
Can it be repeated? Yes
Known Fix: N/A
 
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