BuildCraft Silicon crashes game and server
EliSauder opened this issue ยท 9 comments
Buildcraft version: 7.99.12
Forge version: 1.12.2-14.23.0.2552
Crash Reports:
Server:
https://gist.github.com/EliSauder/6d0058392511965b1ad7b65e20964e1a#file-crash-2017-11-26_15-58-19-server-txt
Client:
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(w/silicon) https://gist.github.com/EliSauder/fa55fb7fa80cad988910ba9c2040705f#file-crash-2017-11-26_15-58-13-client-txt
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(w/o silicon) https://gist.github.com/EliSauder/9e2aefebac2eff3ac47967c1d046fc3e#file-crash-2017-11-26_16-21-54-client-txt
Additional information:
I had no problem running the server till I added in all of the build craft alpha mods. After it crashed and i looked through the report and saw the silicon module giving an error I removed it. I then restarted the server and it started up fine. But when i started up my client it crashed with all of the other modules giving errors. (second crash report)
It looks like silicon has a dependency on factory when it shouldn't, and lib has a dependency on silicon when it shouldn't. Can you try downloading the the factory module (or replacing all of the current ones with the all jar)?
If so then it loads up fine. I still haven't tested all of the machines and cross compatibility but it doest crash the game on start up ๐
So far nothing has gone wrong got a quarry running with a pump and multiple engines and pipes and no crashing seems like the all in one version works fine. Only issues I see are that some of the item names aren't showing up right in game and textures aren't completely working especially with liquids.
That wouldn't actually help, as modules are allowed to softly depend on other modules anyway for compat, but they need to wrap them in is this module loaded checks.
if i find the time i'll see if i can do some magic with a script and/or gradle to get an automated test that splits the modules and compiles them seperately with only a dep on lib so this kind of intermodule dep would pop up before release
Maybe it is the load in order? Like some of the modules are loading in while there still isn't compatibility since the core mod hasn't been loaded?
Nope. Even if the load order was wrong, the classes are made loadable before pre-init (for every mod).