Enigmatica 6 - E6 - 1.16.5

Enigmatica 6 - E6 - 1.16.5

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Matrix3d crash on Pumpjack in version 0.5.22

tmukh opened this issue ยท 18 comments

commented

Modpack Version

0.5.22

Describe your issue.

Right clicking with an Engineer's hammer on a mutliblock structure causes the server to crash

Crash Report

https://gist.github.com/tmukh/e44ea0eb5ffc49bafeacf8f657c096c2

Latest Log

https://gist.github.com/tmukh/a3edd946e801135d3020764a8ac82282

Have you modified the modpack?

No

User Modifications

No response

Did the issue happen in singleplayer or on a server?

Server

commented

Update: I tried running it locally with Java 8u311

Crash-report: https://gist.github.com/tmukh/a6f894b29211fe6b89fcaa9a3e692486

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commented

Looks like your Java is out of date. Can you update it and see if you're still able to reproduce this?

commented
commented

Looks like a KubeJS issue to me, trying to access a class that doesn't exist - Perhaps it's in the 1.18 codebase?

commented

Looks like a KubeJS issue to me, trying to access a class that doesn't exist - Perhaps it's in the 1.18 codebase?

That's odd, what do you mean exactly?
Any idea what could be causing it? It's on a fresh clone from the the repo, and I don't see any issues reported on it.
About KubeJS, I get 1 fatal error and 74 warnings when launching the server as well, if that helps.

commented

Kinda a kubejs issue. Our code is accessing the IE code to determine when multiblocks are formed.

It is crashing because a clientside only method is being looked at.

The problem is I can't reproduce this in dev and haven't seen it before either. Will try again with 5.22 I guess.

commented

Kinda a kubejs issue. Our code is accessing the IE code to determine when multiblocks are formed.

It is crashing because a clientside only method is being looked at.

The problem is I can't reproduce this in dev and haven't seen it before either. Will try again with 5.22 I guess.

Weird, the reason we migrated over to 5.22 was because it was happening in 5.21 in the first place.

commented

Can you post this file from your server?
kubejs/startup_scripts/multiblock_gamestages.js

commented

Update just becaue I saw the 0.5.23 update which mentioned a fix in the changelogs:

Steps taken:

Fresh install on MultiMC with Forge version 36.2.22 (not latest since the InstanceSyn.bat from the server downloads 36.2.22)
Fresh install of the server

Load into new world, take a projector, pick the pumpjack, and Shift + Right click to creative build it.

Result:

Crash with following crash logs:

https://gist.github.com/tmukh/56e4b4e1b6d65410608c67d466e139db

Notes:

Works in singleplayer after obtaining the schematics for the machinery.
Works if the server is set to normal mode.

I hope this helps you.

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commented

Of course.

https://gist.github.com/tmukh/885b6327cabbd04b52d3357e17499488

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commented

Hello, we had a somewhat similar issue on our server- creating the pumpjack is fine, but if it is unloaded after creation, and then reloaded, the server will crash.

The server will crash whenever someone loads the chunk the pumpjack is located in. Happened around 3 times now.

https://gist.github.com/Rixhephtos/48195fc224585f3d48e08f1d7e09957e

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Crash Jan.11.2022. GitHub Gist: instantly share code, notes, and snippets.
commented

Thanks for the added info Rixhephtos - That seems like this issue: TwistedGate/ImmersivePetroleum#68
Which modpack version are you on?

commented

I was able to reproduce the crash on our dev server by spamming the hammer on random blocks of a non-assembled Pumpjack.

commented

Hello, sorry for the delay, we're on v0.5.21. That does seem to be exactly the issue we're having.

commented

Updating to 0.5.23 ought to fix that then :)
We're working on fixing the reported issue still.

commented

Update 0.5.23 fixed this in normal mode for me, I don't know if it's a specific issue having to do with our files, since I don't see this reported often, but expert mode -> building pumpjacks or excavators causes these (in the curseforge release 0.5.23 version, at least)

commented

The code doesn't run in Normal mode.

Max has wrapped the event in kjs immersive, so we just need to update that and move our code over.

commented

Updating to 0.5.23 ought to fix that then :) We're working on fixing the reported issue still.

Thank you, sorry for butting in on an unrelated issue! :)