Applied Energistics 2 Wireless Terminals

Applied Energistics 2 Wireless Terminals

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World Crashes and game goes back to Multiplayer's Server Section after using Crafting Wireless Terminal on DeepLearner Curios Slot (not reproductible)

AndreCelso opened this issue ยท 19 comments

commented

When i tried to access my Crafting Wireless Terminals in the curios (I use Accessories + Accessories Curios Compat Layer for Curios support) via keybind, i got this world crash
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Tried to Reproduce this issue again in both my tests world and my actual survival world and could not reproduce it

commented

was this on singleplayer or on a server?

commented

Singleplayer. why?

commented

why?

some bugs only happen on servers, especially when it relates to networking

commented

It just happened again btw

commented

i understand now. but i still have no clue on how and why this happened when i was playing on singleplayer while the issue looks like something related to servers and networking

commented

i understand now. but i still have no clue on how and why this happened when i was playing on singleplayer while the issue looks like something related to servers and networking

you have networking on singleplayer too, but sometimes things happen differently on a server than on singleplayer, so knowing where it occurs helps debugging issues where it might be relevant.

commented

Need a Gist or sending here is also fine?

commented

Got it. but how we debug it to find the cause of the crash? do you need any of my logs? which log do you need?

commented

gist is better

commented

You can send me your latest.log, it might contain some more information

commented

https://gist.github.com/AndreCelso/80595bfaa6f55c6faf4187e4954666a7 - there it is. sorry for the previous gist, file was outdated by 20 minutes, now it is updated

commented

nice, hope we find the cause

commented

thanks!
the other one would have been fine too, both show the stacktrace of the issue (and the modlist)

commented

okay, I can consistently reproduce it, funnily enough only in my ae2wtlib dev env, but not in my ae2 dev env, even tho ae2wtlib doesn't change the codepath here (tho it could maybe be random at launch, or dependent on mod load order)

what happens is that the order of the of the shoe and deep learner slot is different between logical client and logical server, so they are in a different slot number on the client and the server, however ae2 expects the slot number to be the same.

this is very likely an issue with Accessories (or their curios compat layer), I'll report it there tomorow

commented

gotcha, glad we found the cause of the issue. and glad that had nothing to do with other mods i depend on, for example, Synitra Connector, because i use some fabric mods on my game and i really need them. i'll check your report to acessories as well and wait until the problem gets fixed (if it gers fixed)

commented

I'll link the issue here once I open it

commented

i updated Accessories last night, so i thought the issue might have been solved. so i thought getting back to you to check its status. i also have read the development of the above issue too. From what i understand, it seems that they also can't find the cause of the issue exactly and thus could not find it properly right? could you explain me what happened?

commented

did not check if it is still happening, but i remember now that i forgot to mention something. i'm using a datapack i made myself so i could actually have more than one charm slot for example. i wonder if this could have interfered in the debug process of the isssue
image

commented

i updated Accessories last night, so i thought the issue might have been solved. so i thought getting back to you to check its status. i also have read the development of the above issue too. From what i understand, it seems that they also can't find the cause of the issue exactly and thus could not find it properly right? could you explain me what happened?

I reproduced the issue with just ae2, accessories, accessories curio compat layer and hostile neural networks (+ all dependencies).
That was with Accessories 1.1.0-beta.19, which at the time of writing is the latest accessories version (for neoforge 1.21.1).
They don't know why this happens either.

did not check if it is still happening, but i remember now that i forgot to mention something. i'm using a datapack i made myself so i could actually have more than one charm slot for example. i wonder if this could have interfered in the debug process of the issue

as per the above, that doesn't really matter (while it might influence the behavior, the bug is present without that datapack)