Closed NoreOtten closed 8 months ago
Notice that the black chunk in the minimap is the chunk that got corrupted or bad loaded in my lost world. (this is my first post here so pardon me if things don't look too good)
Does it happen without any mods?
i'm testing it right now and can't say much. when i loaded the world, the dirt that was glitched still was but less. i tried to cause more dirt collapse to see if anything new happens and not much. Some got glitched when collapsed with water, but not much to cause any trouble. And the items didn't bugged as i was playing. certainly is a mod causing trouble. But what mod it must be?
server-main.txt
is full of errors, that explains all the reported issues. So many errors that it is slowing down the server tick to a crawl, which is then affecting gravity blocks, dropped items, and general game response time.
It is not the game devs' role to help you with mods! But in this case, by luck I have seen this issue before as reported on Discord, and therefore I highly suspect the issue is Outlaw mod. Update that and hopefully things are OK.
In general for future issues, you should: (a) check for newer versions of all your mods, probably the new versions fix issues; (b) test the game without mods, and if there is no issue with no mods, then slowly reenable mods in groups until you can figure out which specific mod is the cause.
thank you so much! I was suspecting it was Outlaws mod, maybe the mobs interact with gravity blocks in parcially loaded chunks and that may cause the sloweness in the server. I updated the mod and this continued ocurring, sadly. I'm gonna turn that mod off until some new update or solution appear. Again, thank you to everybody who responded this post!
The Outlaw mod version 1.2.1 (compatible with game versions 1.19.0-1.19.3) had code which referenced internal Vintage Story Survival mod code for chiselled blocks instead of using the API (I don't know why, I guess they had a reason though). In game version 1.19.4 we updated our internal chiselled blocks code to help to fix some performance issues seen with chiselled blocks; therefore if a player updated to 1.19.4 but continued to use Outlaw mod version 1.2.1, then it would spam errors, which broke things as explained.
It's not the "fault" of Outlaw mod, it did nothing wrong here ...
The solution is to update Outlaw mod to version 1.2.2, that fixes the issue.
Game Version
v1.19.4
Platform
Windows
Modded
Modded
SP/MP
Singleplayer
Description
the game runs ok until items dropped stop responding and become impossible to pick up. i saw too gravity blocks such as dirt/gravel/unstable rocks with the "falling down" animation. this occurs ever since i updated the game and even lost a world because of it (a chunk corrupted and didn't loaded properly causing even more bugs).
How to reproduce
No response
Screenshots
Logs
client-audit.txt client-chat.txt client-crash.txt client-debug.txt client-main.txt server-audit.txt server-build.txt server-chat.txt server-debug.txt server-event.txt server-main.txt server-storyevent.txt
most recent crash log that i copied to clipboard:
Running on 64 bit Windows 10.0.19045.0 with 7530 MB RAM Game Version: v1.19.4 (Stable) 13/03/2024 15:55:23: Critical error occurred Loaded Mods: advancedsmithing@1.3.0, bettersticks@1.0.0, primitivesurvival@3.4.9, game@1.19.4, zoombuttonreborn@1.6.0, animalcages@3.0.2, carryon@1.7.4, commonlib@2.3.7, hudclock@3.3.0, morepiles@1.5.0, nbcartographer@2.0.9, nemi@1.1.0, outlawmod@1.2.1, petai@2.2.3, prospecttogether@1.3.0, recyclebags@1.0.1, recycleclothes@1.0.0, stickemup@1.1.0, creative@1.19.4, survival@1.19.4, playercorpse@1.9.0, stonequarry@3.2.1, wolftaming@2.1.0 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874 at Vintagestory.API.Common.EntityItem.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityItem.cs:line 149 at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 99 at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27 at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93