Blood Magic

Blood Magic

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Mystery drain, perhaps cross-mod issue.

MentalMouse opened this issue ยท 11 comments

commented

Issue Description:

I upgraded my Bloodmagic along with EvilCraft and a few other mods, and suddenly something is draining my LP at a huge rate. I loaded the game with a near-full Master orb network. After poking around for a while, I checked my network and it was down to 250K. Looking at my ritual stones, they were not just deactivated (as they should have been by redstone), but "blank".

Around this point, I realized that my EvilCraft items were also losing their blood, which they shouldn't be from normal mechanics. Shortly after that, my LP network hit bottom and the nausea started.

What happens:

Massive drain on my LP network from unknown source. All my ritual stones are showing blank, and most should be deactivated anyway. (There's a Fractured Crystal that wasn't explicitly deactivated, but is now blank anyway, and a Containment-Regeneration-Sacrifice stack that was deactivated and are now blank. All of those shouldn't drain when idle anyway, which they were.)

What you expected to happen:

Ritual stones keep their ritual through upgrade, no unexpected drain on network.

Steps to reproduce:

...


Affected Versions (Do not use "latest"):

  • BloodMagic: 1.12.2-2.3.3-101.jar
  • Minecraft: 1.12.2
  • Forge: 2705
commented

Bug label / crossmod issue?

commented

I encountered similar behavior with Ender IO, LP is draining when mouse was hovering over binded item.

commented

What version did you update from

commented

I just tried your debug version, and loading it made the draining disappear. Going back to 101, it stayed gone. I can still send you the log file if you want, but at this point I suspect a temporary derangement which is now fixed.

commented

And now the drain is back. This time it apparently happened when I enabled my Ritual of Regeneration, or possibly when later using Malasis Wireless Switches to toggle the rituals. However, breaking all 3 ritual blocks in the stack didn't trigger stop the drain. Will it be any help to enable the debug code on 101? I can poke around a bit to see if I can trigger it in your debug version.

commented

Only the custom build has the logging.

commented

I upgraded from 2.2.12-97 -- I don't think I played at all between filing CyclopsMC/EvilCraft#722 and coming back to find this, but I was updating mods in my filesystem as updates came up on CurseForge.

commented

Well for the rituals being blank, a large chunk of them were rewritten in 2.3.0. As for the draining, you can try using this build and enabling the debug log channel in the config.

commented
commented

Does not look like you enabled the debug channel in the config. Also, the log output is for you to figure out what's draining your network. Not for me to do that.

commented

OK... managed to catch the drain... and it looks like a lava crystal is submitting 15-16 tickets per second, each for 25 LP. I've got 2 lava crystals placed, one in a Giacomo's Foundry, one in a furnace. The furnace should be cooking iron dust, but not at that rate!

ETA: The one in the furnace had finished its load, but was still showing fire on the furnace. In fact, the furnace is still showing fire externally even after I've removed the crystal! However, the drain didn't stop until I also pulled the crystal from the foundry.
ETA2: Yup, it's the one in the foundry. Put it into an empty foundry, drain starts, pull it out and the drain stops. The crystal had been living there a while, but I'm wondering if the new version triggered a bug when I used the foundry for something, perhaps when the foundry emptied afterwards.