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Valhelsia 3 Version 3.1.2 Crashing when Chunk Loading and General Gameplay #41
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Velhelsia 3 is a big modpack and what effects mcmt have other on mods is still unclear. It could be difficult to find the issue since I know from my mod testing in the 1.15.2 (#35) that their can be issues with mod combinations but not with the stand alone mods and weird stuff like getting collision in spector mode with other blocks ect.. As I know @jediminer543 will fix the normal issues that mcmt have without any other mods. Than their will be a lot like really heavy mod testing to get it officiel compatible with most commen mods and this will take some time. |
Yes, I completely understand that, however I was just wondering if this might have been an issue with the mod directly rather than its interference with other mods, that's all. |
This is kind of an issue with this mod rather than with the interference itself, but it only occurs in the presence of other mods Basicly what happens is the chunk provider attempts to load a chunk and gets stuck for some reason. As the server is still waiting nothing happens. On dedicated clients there is a major issue with this as it this as it just stays locked up. On servers this results in the Watchdog killing the server.
This has been what I've been trying to work on the most, but it's an absolute PITA to debug as I kind of need access to the full state of the game |
So if the chunk provider is the part that gets stuck, would disabling the multithreaded chunk provider be a band-aid fix for the time being? |
It won't unfortunatly; the best trick you can use is disabling the mod I've been trying to fix this for a while now but debugging is a fecking nightmare |
Ah, shame. Thanks for the info though; have you thought about setting up a patreon? I'd really like to support you and the development of this amazing mod. |
So I was trying to get this to work, and what I was seeing was about a 1000x increase in entity spawning. standing near an unlit cave would cause 400+ zombies to spawn in about 5 mins. |
also, one beehive near my base produced about 100 bees at a time instead of one. |
Yeah I noticed a similar behavior, I initially used the mod during the start of the modpack so killing all the entities that weren't players was actually an option, although I'm not too sure how you would come to solve that issue without that. When I was still using this mod on the server, I found that with performant on alongside the MCMT mod, as long as the world multithreading was on the massive amount of mobs would spawn and the server's TPS would slowly decrease from 20. |
Yeah, I just tested. I was doing constant "/forge entity list" and after a while of flying I saw an error and after that I done "/forge entity list" and BOOM..... I saw 1000's of bees and my 16 core processor was crying (to this point I needed to kill the process). The error is pretty similar to this sended above (I will not show it here... but If you want to I will). And all was fixed by disabling world threading. I was using performant and MCMT on latest version (MC 1.16.5). Best Regards, |
On version 1.16.4, mostly found when loading new chunks, but several crashes were also in general gameplay. I removed performant and yet the crashing continued. Another issue, the server tickrate with performant installed dropped significantly with the world option of mcmt toggled on, after removing performant or disabling world, worked fine until crashes. Attached are several crash reports.
https://pastebin.com/zN4tAd2L
This first one crashed while loading new chunks, and have had several crash reports not unlike this one, looking into them I saw the chunkprovider was mentioned a lot, tried turning that off with MCMT, the crashes persisted.
https://pastebin.com/WM376n44
This one is quite similar to the first, and seems as if they are the same cause here.
https://pastebin.com/fGHC2yd9
There is a third, I hope these are helpful
I've tried updating the pack to 3.1.3, and the problem persisted, thank you for all that you do in making this mod, it truly is amazing.
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