Open usafphoenix opened 8 years ago
potion dump csv file contains 4000 entries of null (unused potion ID slots). changing extendedpotions.cfg file to extend the array of potion ID slots to only those used to see if that helps. may do nothing. [If a mod is causing a zombie to have a randomly-applied potion enchant added to it from the potion array which is full of nulls, that would definitely cause problems. so reducing the size of a mostly-unused array may be the solution. i hope.]
edit: no change. crash still occurs.
Crash on world start or client start?
Logs for new crash Can you ghist the log of potion ids? Try with anti Id conflict. Found it works very well.
new crash: http://pastebin.com/4yL3bEw6 going to load up anti ID conflict, resolve an errors and come back
Starthe with no configs, and resolve as they come up. Also useful is the forge configs override mod... name escapes me at the moment.
resolved the conflicts that popped up but still no fix. what are some modpacks that have AM2, i'd like to compare some mods i'm using against what they have installed and see if removing those solves issue
(my idea now is to copy another modpack's configs and only install the mods which are similar between the two packs, then one-by-one add and resolve any conflicts and see if i can spot when the crash begins occuring
Can I get a Dropbox of your mod/config/world save/world folder/etc. In a Dropbox and I'll take a look tonight/tomorrow.
I am also crashing after updating to the latest version.
I have traced it to the following code in the adventure backpack mod. Looks like a potion problem.
for (Iterator iterator = this.mc.thePlayer.getActivePotionEffects()
.iterator(); iterator.hasNext(); xPos += BUFF_ICON_SPACING)
{
PotionEffect potioneffect = (PotionEffect) iterator.next();
Potion potion = Potion.potionTypes[potioneffect.getPotionID()];
if (potion.hasStatusIcon()) <-- Crash here, line 91
{
int iconIndex = potion.getStatusIconIndex();
this.drawTexturedModalRect(
xPos, yPos,
BUFF_ICON_BASE_U_OFFSET + iconIndex % BUFF_ICONS_PER_ROW * BUFF_ICON_SIZE, BUFF_ICON_BASE_V_OFFSET + iconIndex / BUFF_ICONS_PER_ROW * BUFF_ICON_SIZE,
BUFF_ICON_SIZE, BUFF_ICON_SIZE);
}
}
in the snippet you posted, the variable potion is set on the previous line: Potion potion = Potion.potionTypes[potioneffect.getPotionID()];
What this means is that the potions array doesn't have a potion at the index that the potion entry is pointing at.
This is usually caused by potion IDs changing while there is a potion effect active on the player. If you updated to 1.4.0.009 while your character had a buff/debuff on them, this could happen.
The fix:
Close the game. Using an NBT editor, remove any potion effects from your character, and in most cases that solves the issue.
I am still crashing with the latest version. This is what I did. Load version 0008 save. Removed my armor because it gave me some buffs. Quit minecraft. Upgrade to 0009. Load save. Equip armor. Crash right after I equipped my armor.
Stacktrace: http://pastebin.com/M1TTMkXF
Edit: I see that the #1416 also has issue with the status bar hud mod. Edit2: With the NBT Editor I see that I have an effect with ID 11 active
Edit3: Some further testing. I created an new save. Dumped the potions with NEI. Looked up ID 11, it was damage resistance. Spawned a random potion Threw it on the ground. Crash.
Do you have ID 11 on again in this save?
Yeah I did.
Going to try and rebuild pack. As was just informed of a mod-interaction with potionIDconflicts and ArsMagica2.. which i had been running into previously. Per: https://github.com/makeoo/Gadomancy/issues/49#issuecomment-183376512 I'm told the potionIDconflicts mod doesn't like mods that extend on the potions system with HUDs, etc. specifically AM2, StatusEffectHUD---both of which were having problems whenever i was trying to resolve potionID collisions. So....manual configuration it is :(
@usafphoenix Any Update?
no. i don't seem to get this crash unless i forget to remove potionIDconflicts mod before building a world. Which, i, admittingly do quite often as i'm always adding/removing mods and re-enabling it to help resolve conflicts. But since I also often remove several mods (or add several) at a time. for now, i'm content on blaming potionIDconflicts for the mishaps.
http://pastebin.com/ZKtfXA6X
reference to: https://github.com/Mithion/ArsMagica2/issues/1416
as the crash is probably being triggered by the same mechanism.
Used PotionIDConflict resolver mod after fresh pack setup and configuring to resolve potion ID conflicts. Created and Deleted world to ensure proper world gen, did all forge/NEI data dumps, corrected any conflicts i could see, rebooted pack and built a new world. ---crashed on first night when hostiles started spawning.