Closed PixelSymbols closed 3 months ago
Accessing world random on another thread isn't safe in vanilla as well and dropping experience on worldgen thread triggers that. This will eventually lead to Accessing LegacyRandomSource from multiple threads
crash in vanilla.
C2ME enforces this check to make sure that it doesn't end up in confusing crashes as the possibility of triggering this is much higher when the world generation is faster.
This should be fixed on their side.
This should be fixed on their side.
This issue directly conflicts with a feature of our mod, a block that stores XP. How should we fix this? Is there a way to actually tell when the world is still generating from the block's side? If not, have you considered perhaps fixing it with a mixin to alter the Random being used for XP creation? Could spare us from a lot of random and unfair crashes.
How should we fix this?
After a bit of investigation and this should be replaced with a scheduled tick: https://github.com/FrozenBlock/WilderWild/blob/d025fe044244dea6c49a7ffdd81b31067d2bbea1/src/main/java/net/frozenblock/wilderwild/block/HangingTendrilBlock.java#L140 Destroying blocks in this method causes undesirable side effects especially on worldgen threads.
Interesting, huh. Thanks for letting me know! I’ll change that once I get home.
Describe the bug Crashes cuz of
net.frozenblock.wilderwild.block.HangingTendrilBlock
To Reproduce Steps to reproduce the behavior:
Expected behavior not to crash
Screenshots![image](https://github.com/RelativityMC/C2ME-fabric/assets/81364140/fc76e5e8-9a55-4731-b976-b4b4c553ca54)
Runtime info (please complete the following information):
Crash reports / logs https://pastebin.com/8ERuRfn1
Other mods https://pastebin.com/4hEnz1rd
Checklist
Additional context i made issue to wilder wilds, they said to check without c2me, i did, it didnt crash, they said to make issue here 🤷 issue: https://github.com/FrozenBlock/WilderWild/issues/358