Sodium

Sodium

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Crash with "Missing palette entry for index..." in certain chunks

xannieqt opened this issue ยท 8 comments

commented

Bug Description

The game is constantly crashing, however during somewhat random events. According to the logs, it does mention water blocks, but the game spits the same error(s) regardless of the area, whether there is water there or not.

I'm running Sodium for Minecraft 1.21, but more specifically on a modpack (https://modrinth.com/modpack/cxties-vanilla+).

Reproduction Steps

There isn't really anything I have to do in order to reproduce the issue, as it keeps happening regardless of the actions I do.

Log File

latest.log
2024-11-07-2.log.gz

Crash Report

crash-2024-11-07_06.02.57-client.txt
crash-2024-11-06_21.06.27-client.txt

commented

It seems there are chunks in your save file which have blocks without any mapping. This is often the case of world corruption.

Have you verified whether the issue happens without Sodium and Lithium present? Probably this crash would continue to happen, since Minecraft doesn't handle the problem very well either.

commented

Likely caused by a mixin to BiomeColors from BetterEnd:

https://github.com/quiqueck/BetterEnd/blob/1.21/src/main/java/org/betterx/betterend/mixin/client/BiomeColorsMixin.java#L32-L47

Not exactly sure why it would cause this crash, but the method is mentioned in the crash log and there seems to be Sodium exclusive handling in there.

commented

I have played ~1 hour without having Sodium installed, lithium was however still present. This caused no crashes.
2024-11-07-5.log.gz

I later installed Sodium once again, and the game crashed in about a minute.
crash-2024-11-07_16.18.01-client.txt
2024-11-07-6.log.gz

commented

I don't see why that mixin would cause the crash. The problem is happening way earlier when the world is sliced and sent to meshing threads. However, that hack they're using is terrible... presumably they're trying to get around the fact that Sodium only copies so many blocks into a slice, but accessing the client world from the meshing threads will completely violate memory safety!