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Ok I will take a look into this. The problem with the FML agent is obviously that it's tightly-coupled to the structure of forge and thus if any internal changes take place then it will break.
Just because Barteks recommended that I leave a message about it here, I found during my testing that the duplicate mod scenario only happens on Forge servers and not on clients. Why it does this, I'm not sure, but I feel something is done differently on the servers rather than the client to cause this.
As an interesting turn of events, there is actually a way to get around the duplicate mod scenario here. After looking at the mod LagGoggles, I found it weird that nothing was happening with it on newer versions. Upon adding the top option in this code:
The mod no longer throws a duplicate mod found exception on servers. I'm not sure why the FMLCorePluginContainsFMLMod option makes a difference, but it fixes the issue to say the least on my end. @Barteks2x I'd suggest adding that option to your build file and see if the error still occurs.
Some user just reported to me that CubicChunks mod gets loaded twice and is detected as dumplicate mod, causing a crash on latest forge version.
Unfortunately, removing ForceLoadAsMod makes it not load as mod at all, and adding
FMLCorePluginContainsFMLMod: truedoesn't work either.Based on debug log output it looks like the jar is found once when looking for jarmods (how?) and once when scanning mods/.
Here is the debug log he gave me:
debug.log
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