Ars Magica: Legacy

Ars Magica: Legacy

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[Bug]: Crash after respawning with effects from corail Tombstones.

Darkmega18 opened this issue ยท 12 comments

commented

Describe the bug

Whenever I die and respawn with corail tombstones. I get a buff, a ghost mode of sorts. but soon after while heading back, I also get a crash related to ticking entity and being unable to get the players magic capabilities.

Steps to Reproduce

Play with corail tombstone and ars magica. (honestly, theres likely a lot more to it... but still)
Die.
hold respawn grave key when respawning and head back to grave.
Crash. usually within a few seconds.

Expected behavior

That the game won't crash and the the magic capabilities will be remembered properly on respawn.

Screenshots

No response

Version

1.19.2-1.3.0

Forge Version

43.2.7

Other Mods

yes... A LOT. .. ... ... Check the crash log, there should be a list in it at the bottom.

Log

I... don't have a debug.log. I'm gonna have to change my curseforge settings so it stops eating it next time. :V
but heres the crash log and latest atleast...

crash-2023-04-14_18.13.38-client.txt

latest.log

commented

The log is FULL of errors related to this. I will have to look into what exactly Corail Tombstone does. If I need more info, I will let you know. Thank you for bringing this to our attention.

commented

No problem. I also had another variation on this at one point where when I reloaded after dieing.
basically I spawned in and had literally no control and no hud at all. I was just standing there with the key in my hand, cause I could see the trail to my grave, but I could do nothing until force quitting the game. couldn't even press esc.

There's definitely something pretty whack going on. A mod maker friend said something about another mod could be screwing with how capabilities are reapplied to the player on death, but I'm not sure what else could be doing it. As corails and enigmatic legacy are the two mods who do things to you on death with an item saving mechanic (enigmatic legacy's amulet saves your items and can reduce health with it's evil ring, and corails has it's grave, among many other effects to do with it's magic system and death).

Potentially also scaling health cause you can reduce or increase the players max health on death also.
But I dunno which could be interrupting your reapplication of your entire magic system if thats indeed the issue.

commented

interesting observation. the bug seems to not occur if dieing in another dimension. when I come back, I come back just fine due to the loading barrier between the two dimensions back to a spawn point.

commented

I don't have a lot of time atm, but I will take care of this issue once I have more time.

commented

debug.zip
Well, I've been having this bug for quite some time now. and me being someone who likes to throw myself random combat challenges due to being a primary tester of a combat mod, lets just say it's not going well.
But I did turn on my debug logs in curseforge and manage to acquire this, and many-many-many others. So since I haven't heard anything back, I figured I'd drop this by, since it was asked for earlier. it's like 32 mb big. >_<'

commented

^ I've opened an issue on Corail Tombstone's repo to further tackle this issue.

commented

Roger that. hope both of you can work it out and see what needs to be fixed on whos side.

commented

would you know if you can safeguard against the bug? since it's about the thing checking for magic capabilities etc. Can you put some kind of error ping and null return state or something in it incase it happens? cause on corails suggestion I'm doing some temporary mod reducing and testing and I'm down to 100 mods and it intermittently happens but still occasionally will trigger. compared to almost constantly happens with the 300 of the primary modpack. it's getting lesser, but I'm half thinking it's related just to the act of restarting the player when it dies and stuff not happening fast enough for you to then tick the player or something before the values can go in.

commented

thats literally what I've been doing for the entire night and morning from 11 PM till 8:19 AM... :V I've had to do this more than a handful of times being a modpack maker... T_T

I've narrowed it down to a small potential subset of mods, but the issue here is that it's becoming more and more intermittent as the mod load decreases due to processing becoming faster and it not getting a chance to actually crash cause the capabilities get put back into the player quick enough to sidestep it say 75% of the time. Meaning it's no longer gauranteed to cause a crash. so testing gets longer to try enough deaths, combat deaths, testing, and shenanigans in a quick world to find out if it'll go and blow up.

But I have a feeling it's improvable skills cause I had been adding back in the small subset of mods and testing and it resurfaced once it had been added back in. but I don't have any proof just yet... I need to maybe try my larger pack again but with that out to see if it persists or not. otherwise I've still got problem.

Thankfully, source exists for that. and so you could actually go take a peak yourself, as you know what you should be potentially looking for as a red flag that might cause this kinda thing... hopefully...?

commented

I'd kindly ask you to do a modified binary search;

  • Keep only Ars Magica, Patchouli, Corail Tombstone and (if present) JEI and The One Probe in the pack.
  • Perform a binary search with the other mods. That means:
    • Add half of the remaining mods.
    • If the problem occurs, remove half of the mods and try again.
    • Otherwise, sawp the last added mods out with the other half and try again.

It would be awesome if you could find out which mod is doing this, as we don't do anything unusual to get the capabilities.

As for a "safeguard", unfortunately we can't really do that. This is because of the following problem: What if a player wanted to do something, but the capabilities aren't there yet? Should we just let it happen? Just not let it happen? There's no answer to that question.

commented

never mind. upon going back to the big pack, I still had problem after removing that. so it's probably not solely it's fault.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH--

nuke gif

er. wait. when I turned off hammerlib+improvable skills it seems to have stopped...? I did like 4 deaths in a row without a crash. unless it's about to call me a liar some other time... :V but damn, I'm tired... T_T

commented

well, a number of chain deaths and stuff in the test world later, and removing hammercore and improvable skills 3 seems to have removed the issue...? so in this case, you might want to investigate those two mods and see whats it's doing so wrongly that your mod decides to error because of it.
Cause I died like 10 times and respawned and the bug never resurfaced in that time. Some from /kill, some from zombies. a void jump or two. when normally any number of those would crash within 1-2 occurrences at this high load. but this is too lucky to just be luck. so it must've fixed.

in the smaller testing pack, I did mention though as the mods reduced the likelihood of the crash was reducing to the point i was unsure if I had gotten rid of it or not. So it might not even be a huge issue everyone will get unless they get it, like I did. Whether or not it was actually related to corails tombstones I'll never know though.