AnonymousHacker1279 / ImmersiveWeapons

Immersive Weapons is more than just a weapons mod aiming to spice up your combat skills.
https://anonymoushacker1279.tech/wiki/immersiveweapons
MIT License
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Hans The Almighty crashing game in Nether [Ticking Entity] #63

Closed Zecheariah closed 2 years ago

Zecheariah commented 2 years ago

When exploring in the Nether My game and/or the server I'm running crashes because of Hans The Almighty. It's happened multiple times and I've found no way to fix it(Other than running a repeating command killing every Hans The Almighty). It happens on the server and single player.

To reproduce this bug, you just have to float around in the nether anywhere and then out of nowhere the game crashes. Probably because a Hans The Almighty Spawns in and crashes the game

Expected Behavior is a ticking entity crash.

Setup:

Hans The Almighty in the Nether: crash-2022-01-02_12.07.00-server.txt

Most recent crash: crash-2022-01-04_13.45.06-server.txt

AnonymousHacker1279 commented 2 years ago

All 1.16 versions of Immersive Weapons are at End of Life and are not receiving updates. Chances are it has been fixed in v1.5.x+ (1.17 versions). However, I'll take a look into it, if it's an easy enough fix then I'll release an update. Can you upload your debug log? It'll be under the logs folder of your game directory.

As for the config file, versions before 1.9.3 do not support configuring the natural spawning of entities.

Zecheariah commented 2 years ago

It's understandable if you can't fix it, I can just run a command to kill Hans when he spawns or just remove the mod. Thanks for even looking into it :)

Here's a crash that JUST happened for this issue: crash-2022-01-04_16.04.06-server.txt

Here is the log for said crash. 2022-01-04-10.log.gz .

AnonymousHacker1279 commented 2 years ago

I would seriously enjoy being able to support multiple versions, but unfortunately, I do not have enough time or resources to do it by myself.

From what I can see in the crash, something is null where its not supposed to be. But your log seems unrelated to this crash:

[04Jan2022 08:00:11.501] [Server thread/ERROR] [de.geheimagentnr1.auto_restart.util.ServerRestarter/]: Auto Restart could not be done.
java.io.IOException: Cannot run program "C:\ThisPC\Desktop\MedievalMinecolonies\run.bat": CreateProcess error=2, The system cannot find the file specified
    at java.lang.ProcessBuilder.start(Unknown Source) ~[?:1.8.0_311]
    at de.geheimagentnr1.auto_restart.util.ServerRestarter.restartServer(ServerRestarter.java:34) ~[auto_restart:2.0.0]
    at de.geheimagentnr1.auto_restart.handlers.ForgeEventHandler.handleServerStoppedEvent(ForgeEventHandler.java:63) ~[auto_restart:2.0.0]
    at net.minecraftforge.eventbus.ASMEventHandler_353_ForgeEventHandler_handleServerStoppedEvent_FMLServerStoppedEvent.invoke(.dynamic) ~[?:?]
    at net.minecraftforge.eventbus.ASMEventHandler.invoke(ASMEventHandler.java:85) ~[eventbus-4.0.0.jar:?]
    at net.minecraftforge.eventbus.EventBus.post(EventBus.java:302) ~[eventbus-4.0.0.jar:?]
    at net.minecraftforge.eventbus.EventBus.post(EventBus.java:283) ~[eventbus-4.0.0.jar:?]
    at net.minecraftforge.fml.server.ServerLifecycleHooks.handleServerStopped(ServerLifecycleHooks.java:124) ~[forge:?]
    at net.minecraft.server.MinecraftServer.func_240802_v_(MinecraftServer.java:683) ~[?:?]
    at net.minecraft.server.MinecraftServer.func_240783_a_(MinecraftServer.java:232) ~[?:?]
    at java.lang.Thread.run(Unknown Source) [?:1.8.0_311]
Caused by: java.io.IOException: CreateProcess error=2, The system cannot find the file specified
    at java.lang.ProcessImpl.create(Native Method) ~[?:1.8.0_311]
    at java.lang.ProcessImpl.<init>(Unknown Source) ~[?:1.8.0_311]
    at java.lang.ProcessImpl.start(Unknown Source) ~[?:1.8.0_311]
    ... 11 more

Is there a file just named debug.log? Or if that one doesn't exist, check for latest.log.

Zecheariah commented 2 years ago

I'm sorry about that, new to actually making a modpack AND running the server for it.

debug.log

AnonymousHacker1279 commented 2 years ago

I don't see anything in there about a crash in that log, it looks like everything worked correctly.

I'll mess around a bit in a development environment to see if I can reproduce it.

Zecheariah commented 2 years ago

Dang, I'll set up the command block and put the command I put into it as a fix if you don't find anything.

Here's the modpack if you'd like to reproduce it with the additonal mods. [Current] ModpackAlpha 1.1-20211231T232352Z-001.zip

AnonymousHacker1279 commented 2 years ago

It works properly on my end. image

So that leads me to believe another mod is incompatible with Immersive Weapons. I did see a lot of hacky stuff going on in the log, so perhaps that could be related. What I will do is attempt to backport the entity spawn configurations from 1.9.3 to the 1.4.x branch, so you can at least disable the natural spawning of Hans. I don't know when I'll have this done, but I'll let you know.

Zecheariah commented 2 years ago

Thank you so much for all your help, right now as a temporary fix I have a command block set to "/tp @e[type=immersiveweapons:hans] ~ -64 ~" with it running at all times unconditionally.

As for Hans, sometimes he's fine and dandy and he spawns in just fine and then other times he's the harbinger of ticking entity. Again thank you for your help, I really like this mod a lot!

AnonymousHacker1279 commented 2 years ago

I've released v1.4.3 which adds configuration options to toggle the spawning of entities. Unfortunately, this really only is a band-aid fix but since it seems to be a mod conflict, I cannot do much more. But you should be able to disable Hans while keeping the other entities active, providing they aren't causing trouble as well.