Closed Speecker closed 3 years ago
I'm sorry but I can't reproduce this crash,
I have more mods than just metallurgy in my dev env but even when I remove all the entries except the one of the entity which isn't in-game from that entity id list in the config file I don't get any crash.
As for the crash report you shared here it seems to be missing some important information, for example Metallurgy is not mentioned even once and information about the exception that made the process crash is missing
Thanks for the kind words though, feels good to know someone appreciates our work!
Closing due to inactivity, feel free to reply here if you're still experiencing this issue
Hey,
Sry didn’t had time to reproduce the crash right away and then forgot it. Did anybody else report something similar ? If not it may be a very rare occasion. I can reproduce, record it and give you the footage if you’re interested in solving that minor bug. I could not see what triggered it. I may also check if it’s still persistent in current version (1.2.7) or not as it may be obsolete anyway then if it doesn’t happen with the newer version. I’ll let you know :)
Davoleo @.***> schrieb am Mi. 19. Mai 2021 um 18:37:
Closing due to inactivity, feel free to reply here if you're still experiencing this issue
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*present not persistent (I’m German)
Jan Mayer @.***> schrieb am Do. 20. Mai 2021 um 09:19:
Hey,
Sry didn’t had time to reproduce the crash right away and then forgot it. Did anybody else report something similar ? If not it may be a very rare occasion. I can reproduce, record it and give you the footage if you’re interested in solving that minor bug. I could not see what triggered it. I may also check if it’s still persistent in current version (1.2.7) or not as it may be obsolete anyway then if it doesn’t happen with the newer version. I’ll let you know :)
Davoleo @.***> schrieb am Mi. 19. Mai 2021 um 18:37:
Closing due to inactivity, feel free to reply here if you're still experiencing this issue
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alright thanks, if you can reproduce it can you also upload the full crash report? I think there is some missing information in the one you uploaded last time
So here are the links to the footage and full logs/crash-reports: Footage: https://www.dropbox.com/s/x4ubigwhsh75dq1/Desktop%202021.05.20%20-%2018.05.22.08.mp4?dl=1 Crash-Report: https://pastebin.com/3aH9SZj5 Debug-Log: Too Large for Pastebin x_X (ask if really needed) Latest-Log: https://pastebin.com/sQzfBYCG
But as v1.2.7 doesnt bother wether theres an entry or not i assume it may be obsolete or at least wojnt cause a crash in the newer Version
ah I see, this time the crash report is way more useful and actually contains interesting information about the exception that was thrown and yeah this issue was fixed in this commit: https://github.com/Davoleo/Metallurgy-4-Reforged/commit/eb4ab7eceef1ddec0ab35549d7bb6a4a2d997712 Which was included from 1.2.6 onwards, basically you shouldn't be experienceing this issue anymore on updated versions thanks for helping me understand this.
Exception while updating neighbours
Describe the bug: Whenever i try to join a new or existing world minecraft crashes with an tick error. In a giant modpack it works without such issues but in smaller and even with just itself and nothing else i get this bug. See attached Crash-Report
So i quickly found out what the problem was/is đź‘Ť Seems like this crashing error isnt handled internally. so, whenever you configure a Modded Mob inside the file /config/metallurgy_reforged/general/ inside the following section:
but if the mod is not present as in this example minecraft will always crash with a "ticking / neighbors missing" error if i.e. galacticraft is not present/loaded but a mob from that mod is configured inside said section.
To Reproduce:
Environment Versions
Versions:
Logging Information
Crash Report (if available):
https://pastebin.com/epmHRUnf
Suggested Solution
Handle the crashing error internally:
Not necessary but may be very helpful and will up the QOL as modpack devs could just leave conifgured mobs inside no matter if the mod the mob is added by is loaded or not. then instead of crashing an error message may just be sent in the InGame chat telling the user/dev that theres a Mob configured which mod is not loaded. As said doesnt need to be implemented, may be great to have it but may be fine if it stays as it is.
Final Words
Never the less Metallurgy 4 - Reforged is awesome. I just fell in love with the Mod and the way it introduces its mechanics (even though if some technically are nothing new) and the content is all i ever looked for. May there ever be an option to add your own custom materials ? Honestly compared to JAOPCA - Metallurgy gives me goosebumps Appreciate the approach so keep up the good work ;) Youre Breathtaking !