It seems like calling coroutine functions to fast causes the lua-implementation of Ficsit-Networks to crash.
This is a simple script which replicates the way i found the problem while working on my os-script.
crash-script.txt
I don't know how much of it are important to reproduce the problem (i think for example the "threads" array is not relevant) but it reproduces the problem how it is here.
Also, here ist the full crash report (debug info generated from SMM) of the resulting crash:
CrashReport.zip
If i changed the event.pull(0) line of the script to event.pull(1) to slow down the loop, it did not crash anymore.
But in my os-script it did not help.
Also this crash seems to causes unpredictable side-effects like preventing me from loading modded saves or crashes when trying to restart the game directly after the crash appeared.
But these side-effects could not be reproduced reliably.
It seems like calling coroutine functions to fast causes the lua-implementation of Ficsit-Networks to crash. This is a simple script which replicates the way i found the problem while working on my os-script. crash-script.txt I don't know how much of it are important to reproduce the problem (i think for example the "threads" array is not relevant) but it reproduces the problem how it is here.
Also, here ist the full crash report (debug info generated from SMM) of the resulting crash: CrashReport.zip
If i changed the event.pull(0) line of the script to event.pull(1) to slow down the loop, it did not crash anymore. But in my os-script it did not help. Also this crash seems to causes unpredictable side-effects like preventing me from loading modded saves or crashes when trying to restart the game directly after the crash appeared. But these side-effects could not be reproduced reliably.