Progression rigged to fail
smileyhead opened this issue · 0 comments
Hi,
I am leaving this feedback in slight frustration, as the campaign we've been running with my friends for almost 2 months has been completely halted due to a crashing issue.
Some of the crafting processes in the progression system require items to be dropped on the ground, which in itself—if proper precautions aren't taken—is just a time bomb. We thought we had everything manageable through the use of stockpile switches, but alas, it seems that the game somehow created too many entities to be able to run.
We've tried recovering the world by trying to find the offending chunk and deleting its entities with NBTExplorer, but its search feature plain sucks and also causes itself to crash with an ObjectDisposedExpection
when searching for certain things, and the world is simply too large to be looked through manually.
I've tried running the world in single-player as well, but the game stops responding right after the skybox renders, and never seems to recover.
Please, implement measures against entity numbers getting out of hand, or remove/change recipes so that they don't require dropping items on the ground.
Thank you in advance.