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Game crashes on activating Spatial Containment Structure with ME Controller in it #6990
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I tried replicating this bug with your AE2/FML version and was unable to cause a crash, maybe this is an ae2things issue? |
i can confirm the issue, and also run into it. it's only happening like 1/10 tries... here's the crash report which looks similar: edit: the network is kinda simple, only some export busses and interfaces, the only AE2 addition used in the network are some MegaCells storage components in the drive the network is most likely "active" while i try to save it on the spatial storage. so when testing try to keep the buffer of an interface filled and maybe some export bus active with exporting things constantly |
Hello, could you perhaps post a picture of the setup? I am unable to reproduce this issue or understand what is causing it. |
I encountered the same issue in 1.18.2. Here is the crash report https://gist.github.com/uberswe/11640ccb8066dfdfa15708e0da803814 Initially it worked fine with this single ME controller which just has a spatial anchor and some power. But when I added my main ME controller with all my drives, assemblers, cpus and whatnot as you can see below it will crash the server randomly when I send the entire 16x16x16 area into the Spatial Storage or take it out. Seems to be about a 50% chance.
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Hi, could you generate a crash report with the very latest version of AE2? (11.7.2) |
@Technici4n Here is a crash report for 11.7.2 https://gist.github.com/uberswe/23df393a21cb44202c4ccc94c8abd236 |
The only weird mod I see is |
@uberswe Thanks. What are the positions of the controller inside the original world and inside the spatial dimension? (More or less) |
Sorry I meant the x,y,z coordinates. |
In the overworld: -2133,84,-870 |
I can reproduce this issue in a single player world without any other mods https://gist.github.com/uberswe/71145f49e362229ab0854b754c102157 It has happened both times I have tried it now Here is my entire instance: AE2 Test.zip |
- The root problem was that the controllers block entities are removed by Spatial IO before the blocks are, so we must ensure that the controller BE never gets queried by neighbors, otherwise a new "ghost" BE appears which causes the crash. - Also consolidated some ticking checks to make them all point to a Platform method.
Thanks a lot for providing that test world, I couldn't have figured it out without that zip! :) (Fix will be out for 1.19.2 in the next release, in a few weeks most likely.) |
This also happened on my 1.18.2 modpack, after following a tutorial on how to teleport yourself in the spatial storage field using another ME network all was fine until i actually activated the field, game froze and had to actually force shut it down, after going back in the game and trying to bring it back in the main world, it kind of worked, except any tile entity that had nbt data stored was deleted |
I will also backport it to 1.18.2. |
Thanks! |
- The root problem was that the controllers block entities are removed by Spatial IO before the blocks are, so we must ensure that the controller BE never gets queried by neighbors, otherwise a new "ghost" BE appears which causes the crash. - Also consolidated some ticking checks to make them all point to a Platform method.
- The root problem was that the controllers block entities are removed by Spatial IO before the blocks are, so we must ensure that the controller BE never gets queried by neighbors, otherwise a new "ghost" BE appears which causes the crash. - Also consolidated some ticking checks to make them all point to a Platform method.
- The root problem was that the controllers block entities are removed by Spatial IO before the blocks are, so we must ensure that the controller BE never gets queried by neighbors, otherwise a new "ghost" BE appears which causes the crash. - Also consolidated some ticking checks to make them all point to a Platform method.
- The root problem was that the controllers block entities are removed by Spatial IO before the blocks are, so we must ensure that the controller BE never gets queried by neighbors, otherwise a new "ghost" BE appears which causes the crash. - Also consolidated some ticking checks to make them all point to a Platform method.
- The root problem was that the controllers block entities are removed by Spatial IO before the blocks are, so we must ensure that the controller BE never gets queried by neighbors, otherwise a new "ghost" BE appears which causes the crash. - Also consolidated some ticking checks to make them all point to a Platform method.
- The root problem was that the controllers block entities are removed by Spatial IO before the blocks are, so we must ensure that the controller BE never gets queried by neighbors, otherwise a new "ghost" BE appears which causes the crash. - Also consolidated some ticking checks to make them all point to a Platform method.
Describe the bug
As it says, the game crashes when I attempt to activate a Spatial IO controller while there's an ME Controller inside the pylons. Nothing is crossing the border of the pylons, or even brushing up next to them, for that matter.
How to reproduce the bug
Create a Spatial Containment Structure, make a (most likely active, unsure) ME Controller within, activate it.
Expected behavior
It does not crash when I do this. lol
Additional details
This is for Minecraft 1.19.2, not .3, if that makes any difference. Also, I was using a moderately complex p2p subnetwork setup within the spatial pylons, which might contribute, frankly I have no idea.
Additionally, I am still able to log back into the world after my game crashes, the structure successfully gets transported, and it does not crash when I bring it back into the overworld.
Which minecraft version are you using?
1.19
On which mod loaders does it happen?
Forge
Crash log
https://gist.github.com/SomeoneRand0m/70d0533f75cf7021860b46f3a61d537d
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