AbyssalCraft

AbyssalCraft

20M Downloads

Game freeze when returning from Abyssal Wasteland

BaccarWozat opened this issue ยท 3 comments

commented

Using Forge 2315, Abyssal Craft 1.9.4-pre4, and perhaps importantly, the Cubic Chunks mod (current build is 0.0.615.0).

Went into the Abyssal Wasteland from Y=526, dimension loaded and worked fine, but upon returning (from Y=71) the game seized up, not crashing (no crash report) but not doing anything. I suspect it will do this if returning from any AbyssalCraft world to any location out of vanilla bounds.

FML Client Latest log (if needed): https://www.dropbox.com/s/v92yd6zc6aowro6/fml-client-latest-abyssal.log?dl=0

2017-06-11_01 13 46
2017-06-11_01 17 53

commented

It's probably another issue with teleporter class...

Basically, vanilla has no easily reusable code for transporting players between dimenssions, each mod has to copypaste it. And by default it scans from the top of the world down tp y=0 to find suitable portal location. I can workaround it by changing the max height the mod receives, but it still won't work 100% correctly.

commented

You would need to use completely different code that finds portal position.

The problem isn't that the mod doesn't know the max height, the problem is that it tries to iterate all the way up from it, down to zero. And the max height is an insane value - Integer.MAX_VALUE/2.

Instead, the mod should scan only N blocks around the player vertically, for some N, at least when cubic chunks is installed.

I know it's unlikely many mods will do it, so I will modify my getActualHeight method to return some more sane value based on generator settings, but it will mean it will be possible that the teleporter won't find any portal above certain height threshold, and more importantly - below y=0. But at least it won't freeze the game completely.

commented

I could add some hooks on my end for the max and min height, like integers in the API package. Something like that could open up for some compatibility on this.