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[Bug]: Crash after respawning with effects from corail Tombstones. #381
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The log is FULL of errors related to this. I will have to look into what exactly Corail Tombstone does. If I need more info, I will let you know. Thank you for bringing this to our attention. |
No problem. I also had another variation on this at one point where when I reloaded after dieing. There's definitely something pretty whack going on. A mod maker friend said something about another mod could be screwing with how capabilities are reapplied to the player on death, but I'm not sure what else could be doing it. As corails and enigmatic legacy are the two mods who do things to you on death with an item saving mechanic (enigmatic legacy's amulet saves your items and can reduce health with it's evil ring, and corails has it's grave, among many other effects to do with it's magic system and death). Potentially also scaling health cause you can reduce or increase the players max health on death also. |
debug.zip |
interesting observation. the bug seems to not occur if dieing in another dimension. when I come back, I come back just fine due to the loading barrier between the two dimensions back to a spawn point. |
I don't have a lot of time atm, but I will take care of this issue once I have more time. |
^ I've opened an issue on Corail Tombstone's repo to further tackle this issue. |
Roger that. hope both of you can work it out and see what needs to be fixed on whos side. |
would you know if you can safeguard against the bug? since it's about the thing checking for magic capabilities etc. Can you put some kind of error ping and null return state or something in it incase it happens? cause on corails suggestion I'm doing some temporary mod reducing and testing and I'm down to 100 mods and it intermittently happens but still occasionally will trigger. compared to almost constantly happens with the 300 of the primary modpack. it's getting lesser, but I'm half thinking it's related just to the act of restarting the player when it dies and stuff not happening fast enough for you to then tick the player or something before the values can go in. |
I'd kindly ask you to do a modified binary search;
It would be awesome if you could find out which mod is doing this, as we don't do anything unusual to get the capabilities. As for a "safeguard", unfortunately we can't really do that. This is because of the following problem: What if a player wanted to do something, but the capabilities aren't there yet? Should we just let it happen? Just not let it happen? There's no answer to that question. |
thats literally what I've been doing for the entire night and morning from 11 PM till 8:19 AM... :V I've had to do this more than a handful of times being a modpack maker... T_T I've narrowed it down to a small potential subset of mods, but the issue here is that it's becoming more and more intermittent as the mod load decreases due to processing becoming faster and it not getting a chance to actually crash cause the capabilities get put back into the player quick enough to sidestep it say 75% of the time. Meaning it's no longer gauranteed to cause a crash. so testing gets longer to try enough deaths, combat deaths, testing, and shenanigans in a quick world to find out if it'll go and blow up. But I have a feeling it's improvable skills cause I had been adding back in the small subset of mods and testing and it resurfaced once it had been added back in. but I don't have any proof just yet... I need to maybe try my larger pack again but with that out to see if it persists or not. otherwise I've still got problem. Thankfully, source exists for that. and so you could actually go take a peak yourself, as you know what you should be potentially looking for as a red flag that might cause this kinda thing... hopefully...? |
never mind. upon going back to the big pack, I still had problem after removing that. so it's probably not solely it's fault. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH-- er. wait. when I turned off hammerlib+improvable skills it seems to have stopped...? I did like 4 deaths in a row without a crash. unless it's about to call me a liar some other time... :V but damn, I'm tired... T_T |
well, a number of chain deaths and stuff in the test world later, and removing hammercore and improvable skills 3 seems to have removed the issue...? so in this case, you might want to investigate those two mods and see whats it's doing so wrongly that your mod decides to error because of it. in the smaller testing pack, I did mention though as the mods reduced the likelihood of the crash was reducing to the point i was unsure if I had gotten rid of it or not. So it might not even be a huge issue everyone will get unless they get it, like I did. Whether or not it was actually related to corails tombstones I'll never know though. |
Describe the bug
Whenever I die and respawn with corail tombstones. I get a buff, a ghost mode of sorts. but soon after while heading back, I also get a crash related to ticking entity and being unable to get the players magic capabilities.
Steps to Reproduce
Play with corail tombstone and ars magica. (honestly, theres likely a lot more to it... but still)
Die.
hold respawn grave key when respawning and head back to grave.
Crash. usually within a few seconds.
Expected behavior
That the game won't crash and the the magic capabilities will be remembered properly on respawn.
Screenshots
No response
Version
1.19.2-1.3.0
Forge Version
43.2.7
Other Mods
yes... A LOT. .. ... ... Check the crash log, there should be a list in it at the bottom.
Log
I... don't have a debug.log. I'm gonna have to change my curseforge settings so it stops eating it next time. :V
but heres the crash log and latest atleast...
crash-2023-04-14_18.13.38-client.txt
latest.log
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