
[6.3 - 1.19.2 - Forge] Game crashing
RearMisser opened this issue ยท 5 comments
Describe the bug
Game crashes when it attempts to change from a currently playing song to another one upon death of player. An error screen pops up with a button that takes me back to the server list even though I've only been playing on a single player world.
To Reproduce
Create a new single player world. (I made it in creative). Set the fade out of any trigger playing before death to 60 ticks. Set death trigger to highest priority so that it can play. I have tried both night time and low HP triggers with the same results. Game crashes every time without fail.
Additional context
Sometimes this happens when I have the fade out set to 20 ticks. I have reproduced the same results without any other mods. (Except for The Impossible Library of course)
Edit: Also, I've found that the fade-in for the death trigger doesn't seem to work.
Now that I think about it this issue might be caused by the trigger activating after the player's body despawns, which takes about 1 second/20 ticks after death.
I can't really debug an issue with a screenshot alone, can you send the crash report or log from when the crash occurred?
Also can you confirm whether or not this happens on 6.3.1? CurseForge is being slow to approve it, but its already available on Modrinth here
In 6.3.1 I found that the fades themselves for everything has been fixed, but the main issue still persists.
Here are the logs from Minecraft and the Mod. I made the bug happen once. There aren't any crash reports since the game itself doesn't crash. I basically just get kicked or "disconnected".
Also if I may ask, how would I set a trigger activated by a mob targeting you to only be played once every game night?
Edit: I've tried using the "stop delay" option to reduce the amount the trigger plays but it does not seem to work.
There is a 3rd party fix for 6.3.1 now, but this will still be fixed in 7.0