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[1.16.5] Crash on existing world #5147
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this looks like some performance mod... |
I have no clue how it works internally, but flux networks is a wireless energy distribution mod |
AE2 expects to be notified of world-loads before any chunks are being loaded. It looks like FluxChunkManager loading chunks during the world load event, leading to this problem. Can you try (make a backup of your world please) without that mod to see if my hypothesis is correct? |
Without flux networks we have no crash problem. |
We can potentially fix this on our end. |
So I don't need to open a ticket on flux netwoks git? |
Nah, we'll discuss this internally first. |
Ok thanks you :) |
Yes, this is up to flux networks to fix. They start loading chunks before even minecraft does it. Leading to who know what issues. We could technically shuffle our event handling around a bit with a higher priority, but that only works until flux networks decides to do that it as well to counter another issue. Which at some point makes it impossible to fix on our side. |
Sorry, but no. I don't know of any restriction w.r.t. to chunk-loading in response to world load event, or can you point me to any? |
Feel free to follow the code, but in short minecraft does a bunch of other things like setting the spawn point, handling entity spawns for structures, setting allow mob spawns and what not. No idea what would happen, if it loads a chunk without any allowed spawns and it suddenly starts deleting entites. This is also where forge hooks their own chunk loader into. So I guess it's not without some reason for them to load chunks there. And Forge certainly won't document that you cannot load chunks during the world load event. Or anything else. |
Additionally reported to SonarSonic/Flux-Networks#436 |
Hi,
With the lastest version of AE2, the server crash with an NullPointerException on an existing world.
No problem on new world.
Edit : Same issue on solo with the same world.
Pastbin : https://pastebin.com/wA5K0h4d
Forge : 36.1.4
AE2 : 8.3.0-alpha.3
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