MilkMC, what exactly do you have to do to trigger this crash? I remember that you worked out the cause on another thread. I've tried joining worlds with the render distance set to 16, and also turning the custom main menu off in case the pre-loading of the map image somehow prevents this crash, but I have been unable to see it happen.
I've never been able to trigger it myself, but for other people its when their render distance is set anywhere the range of 17-32 (as a result of playing minecraft 1.8+). I personally can join both servers and singleplayer worlds with a render distance of 32. On servers, the render distance is obviously limited by the server's render distance, but on singleplayer I am able to load the full 32 chunk render distance. I am extremely curious about why I am able to load a 32 chunk radius, while other players crash from it. I do use MultiMC as my laucnher, but I don't think this should affect whether it crashes or not.
Rest assured that this crash is not a result of your mod in any way, but if you are able to check for render distance when the game launches (similar to how you check if cauldron is running) and then automatically set the render distance to 16 if it was set higher, this could solve some problems. However, I think this may be significantly more complicated than the cauldron test, due to the fact that it is a vanilla mechanic and also can be updated in game at any time.
Oh, alright, that makes sense. So by editing the options.txt to increase the render distance range I could try to force this crash myself.
Well, after trying that I got the crash. I suppose the next step is to try and fix it, but the crash report doesn't mention any LOTR classes at all, so you're probably right that it's not actually a consequence of the LOTR mod. I have no idea how I would go about fixing it, though. I would be interested to see if the same thing happens in vanilla.1.7.10.
Edit: Yes, the exact same thing happens in vanilla, which is fair enough, really. So you're right, it's not a problem with my mod at all. I will still see if I can make some kind of automatic checker to avoid more iterations of this rather frequent bug report. Thanks for finding the cause, that's very helpful.