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[Bug]: Crash During Initialization #180

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3 of 8 tasks
Hybrid-Soul opened this issue Nov 7, 2022 · 4 comments
Open
3 of 8 tasks

[Bug]: Crash During Initialization #180

Hybrid-Soul opened this issue Nov 7, 2022 · 4 comments
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bug Something isn't working

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@Hybrid-Soul
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General Info

  • I can reproduce this issue consistently in single-player
  • I can reproduce this issue consistently in multi-player
  • I have searched for this issue previously and it was either (1) not previously reported, or (2) previously fixed and I am having the same problem.
  • I am crashing and can provide my crash report(s)
  • I am using the latest version of the modpack

Modpack version

1.0.5

Java version

Java 8 Update 51

Modpack Launcher Used

Curseforge Launcher

Memory Allocated

8 GB

Minecraft World Environment

Single Player

Misc Client Info

  • Optifine Installed
  • Shaders Installed

Server Java Version

No response

Server Operating System

No response

Misc Server Info

  • Sponge or Non-Vanilla Forge Server

Issue Description

The modpack keeps crashing before fully opening. It seems to be during the deep scan part of the loading. I am getting the error "The game crashed whilst initializing game Error: com.electronwill.nightconfig.core.io.WritingException: An I/O error occured".
It was working fine last night I was able to play singleplayer and multiplayer (with the help of ESSENTIAL) without any issues but today I can't even load the pack.

Additional Information

https://imgur.com/Fxi95B2
https://imgur.com/CqPrAsr
https://pastebin.com/zWyEGXtq

@Hybrid-Soul Hybrid-Soul added the bug Something isn't working label Nov 7, 2022
@sam-kirby
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sam-kirby commented Nov 7, 2022

There is currently an issue with the Curseforge launcher that prevents many modpacks from loading correctly; the config directory is not set properly by the launcher. This issue is affecting SF4, SF-One and SevTech. There is nothing we can do on our end to resolve it, and the pack has not changed. We have no information from Curseforge on this and do not know when it will be resolved at this stage.

@Hybrid-Soul
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So is it sit and wait or is there a way around the problem?

@sam-kirby
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So far the only workaround we've found is to use a different launcher. Both GDLauncher and ATLauncher should work.

@Hybrid-Soul
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Thanks for the info, I'll look into it.

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