BuildCraft|Core

BuildCraft|Core

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Server crash....

winbergoscar0 opened this issue ยท 10 comments

commented

Hi, I have created a new Resonant Rise 3 server.

We have two diffrent physical servers. On one of them the RR3 server works perfectly without crashing. But on the second server ( our new physical server, with better hardware) the server seems to crash whenever we got close to an village.

Things I've tried:
*Reinstall Java 1.7
*Move the RR3 server between the physical servers, so they have the exact same settings.
*Reinstall RR3

Here is the crash-report: http://pastebin.com/xVDyCi33

commented

What version of BC?

commented

this is a logistics pipes crash

commented

also, try w/o cauldron

commented

Buildcraft 7.0.12
Will try without Cauldron now
Are you sure? Because when i enter the game on the server that works, the block that causes it is a "Stone Kinesis pipe" from BC transport

commented

hmm, the village ringed a bell, afther looking intro the crash report it's a mix of things: you have BCA installed, that does some trickery to place pipes in the world as part of a village structure, that causes LP to crash when it's trying to do a check on it, not sure how i could fix it from my end, my sugestion is asking the LP devs to do a null check to prevent this

commented

go to the village to make sure it all generated, then you can reload the world with cauldron and it should work i think

commented

Thats already done but with cauldron on the other physical server, but therese alot of villalges.. And almost everyone of them contains the "stone Kinesis Pipe"

commented

The server seems to work w/o cauldron.. But I kinda need some plugins.

I'll try to change cauldron version

commented

Solved by changing /config/forge.cfg to true

# Set this to true to remove any Entity that throws an error in its update method instead of closing the server and reporting a crash log. BE WARNED THIS COULD SCREW UP EVERYTHING USE SPARINGLY WE ARE NOT RESPONSIBLE FOR DAMAGES.
B:removeErroringEntities=true

# Set this to true to remove any TileEntity that throws an error in its update method instead of closing the server and reporting a crash log. BE WARNED THIS COULD SCREW UP EVERYTHING USE SPARINGLY WE ARE NOT RESPONSIBLE FOR DAMAGES.
B:removeErroringTileEntities=true
commented

that will indeed solve it indeed, not an very good solution but it'll at least prevent crashes