Frequent crashes lately

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What you are looking for is a mod that is taking more of the TPS then others. Usually listed in us or ms. All of the mods and games need to complete all of their tasks in under 50ms which equals one tick. So if you have one mod that it taking a full 1 ms to complete that is bad. Can you take a screen shot of the output? I can help more if I see it.
 
The chat "window" for "/profile e" and "/profile l" are here: http://imgur.com/a/8qR5I

I wonder if some of the text has scrolled off the top? Not sure how to display it all, if it has? I know it's truncated until you type "/", but even so it looks like some might be missing. (I cut off the right-hand half of the screenshots to save space and b/width.)

Thank you for your patience! :)
 
you can scroll the chat area to get more of what is above. use the mouse wheel or page up/down if I remember correctly.
As for what I see on the 1st image, there is some stuff that does stand out. Specifically tile.TileInterface and passive.EntiityCow. TileInterface is most likely AE2 (maybe RS) and the Cow is obvious. Between the two of these over 25% of your tick is used up and game has thousands of other things to keep track of. Not good. Do you have a Cow farm nearby? Is it a dense cow farm? As for the interface, do you have any autocrafting trigged by interfaces going on? If so are you lacking resources to create the requested item? I know AE flips out and causes TPS spikes due to that if you are not carefull.
 
It really seems like you're having several different problems. Probably indirectly caused by the original problem, but still...

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I'm wondering if I'm going to need a beefier CPU?

I do have a cow farm which has, fairly consistently, 16 adult cows within a 7x7 fenced area with an Actually Additions feeder in the middle; calves fall through a baby mob filter into a maturing chamber where they are killed by a Botania flower when they reach adulthood. I don't know how many calves there are, as they bunch together, but it looks like quite a lot.

I noticed several weeks ago that my FPS drops noticeably near the farm so, thinking it might be visual chunk updates slowing things down, I completely covered it with dirt, and the abattoir is underground. That did not really improve the FPS when i'm near the farm. Must say, I did not think that a 16-cow 7x7 farm was unusually dense?

I've got a fair number of sheep and pigs, with a few chickens and cows, on the other side of my base, and not noticed an FPS drop in that area. Hardly ever any baby mobs there though.

I have a few Interfaces around my base, probably less than half a dozen, as per DW20's Let's Play season 8 build, mostly I think just interfacing EnderIO with RS. I use mainly Refined Storage. I have a very small AE2 setup in the Botania area, away from my base, but it is very small and not very active - very occasionally crafts Botania Runes. That area uses 3 RS Interfaces and 2 AE ME Interfaces but, as I said, they do almost nothing. I'm getting 60-90fps in that area now.

Almost all of my regular autocrafting (RS) is carried out beneath my base. I have not noticed any major drop in FPS when I'm in that area.

One thing I do have enough of is resources - I'm swimming in them!
 
I must say, the game has been behaving much better lately - I'm still seeing crashes every day, but not every few minutes like before.
 
So lets not confuse FPS with TPS. They are not the same thing. FPS is strickly a visual thing and has to do with how things are drawn and presented to you on the screen. It is also only applicable to the client in mine craft. TPS is game loop that tracks things like this cow is here now and taveling this direction, this ore is in this furnace and is smelting. So even though you have moved things away from you to increase your FPS it does NOTHING to reduce the TPS to make sure you stay at a steady TPS of 20. To accomplish this everything that the game must keep track of that is loaded (either by a player or some chunk loader) must be tracking. That tracking included time for each mod and for forge and vanilla minecraft. Every mod must go through all of the stuff it can produce, move, turn on/off, change, etc. and track it. And all of this must be done within 50ms to keep a steady 20 TPS. So it is a BIG deal when you have cows taking 12% of that 50ms. Just to track their movements. And passive mob TPS spikes real bad when they are in a confined area. One of the worst things you can do on a server is put 16 chickens in a 1x1 square. So even though it is only 16 cows + an unknown number of babies. It is still a major drain on your TPS. The other with the interfaces is going to be harder to locate. The only thing I can suggest there is to break one of the interfaces and run the profiler again. If it drops to below 1% you found your problem. If it doesn't, pub that one back into operation and try the next. Rinse and repeat until you go through all of them. Hopefully you find the issue.
 
That's a very useful explanation. I suspect it the baby cows, as I have pens of about the same number of sheep and of pigs on the other side of my base, both pens about 5x9, no babies, and no trouble from them. I think I can reduce the number of calves too.

Is there anything that would help me locate all my Interfaces - like coordinates?
 
Okay, so I destroyed all the calves, and then the 16 cows in the pen, and all but 2 cows in the other pen, and the same for the sheep and pigs, and "/profile e" now no longer lists any peaceful mobs. I also found the offending Interfaces, and they were indeed ones with Crafting Upgrades. Now that they're gone, Interfaces are also no longer listed by "/profile e". See http://imgur.com/a/pCVfR

I did have a crash shortly after that though, but that could have been from other causes?
 
Most of those crashes do not seem to be caused by performance issues, though.

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Sweet on finding your issues with cows and the interfaces. That tick profiler report looks much better. Are you seeing a lot more game play between crashes? And the main issue with the interfaces that cause TPS issues is them trying to craft something they can't because of missing resources.
 
Henry Link, my game now runs for *much* longer between crashes. Also, the crashes are not consequent to RefStrg grid accesses nearly as often as they were (don't know if that's meaningful?).

Interesting re Interfaces experiencing missing resources. I thought the components of all the items which I had asked them to craft were either already available or had RefStrg recipes waiting in Crafters - but perhaps not.
 
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After nearly a week of far fewer crashes than before, with a much more robust game, the problem is now back.

I apologise for submitting this yet again, but there is obviously still something wrong, and I do not jnow where to look.

Crashes seem again, lately, to be often (but not always) related to opening the Refined Storage grid. Many crashes occur when I am doing absolutely nothing - I leave the game running while I'm AFK doing something else, and then I return to find the game has crashed again.

The log file is here: http://paste.feed-the-beast.com/view/3aae6a98
 
The cause of the crash is still not apparent, however, Enderio does notify you about the almost certain outdatedness of the RF API that is loaded.

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Thanks Robijnvogel.

Based on that I found and installed from Brandon's website the latest "BrandonsCore-1.10.2-2.1.8.107-universal.jar", and put the original JAR elsewhere. The game then complained (on the "dirt" screen) that CodeChicken something-or-other was needed, so I found and copied "CodeChickenCore-1.7.10-1.0.7.47-universal.jar" to the mods folder. The game then complained ("dirt" screen again) that I had four copies of CodeChickenLib, so I removed it. The game then got only as far as the little login & play window, and that then filled with an alarming list of problems it had encountered.

Being aware that I didn't really know what I was doing, and random uneducated stabs at it were dangerous, I decided to re-download and install DW20's latest modpack, in the belief that many if not most players would be using that one, so it should have up-to-date mods that play nicely. I have seen no other posts about problems, and certainly if other players had experienced the frequency of crashes that I have, the forums would have lit up like a christmas tree.

But it still crashes, and EnderIO still asserts in the crash report that "An unsupportted RF API is installed..." and points the finger at BrandonsCore. I have not uploaded yet another crash report, but I'm happy to do so if it might help.

I'm getting really depressed about this.
 
The outdated RF API is probably not the cause of this crash, however I do believe that it can be resolved by changing the jar file name to something that makes it come before Brandonscore, ergo change it to AEnderio-<etc>.jar

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Just after posting yesterday at 5:51 PM, I ran the game again, with no changes to anything, as I had not yet seen your post. It ran like a dream, no problems whatsoever, even hitting 120fps at times (admittedly in places of low graphics activity).

I parked my character in an area where, in the past, it had been when many of crashes occurred, and went to bed. This morning all was still well, no crashes. The only thing wrong was that the Cursed Earth/Diamond Spikes mobdrop collector wasn't generating any mobs (it's fully chunkloaded), but restarting from within MC fixed that - and then the game crashed again, after having run smooth as silk for 12 hours.

So I renamed "EnderIO" to "AEnderIO" as you suggested, but that produced an error displayed in the load/run dialogue box (i.e., before the game actually started):

Time: 6/13/17 11:55 AM
Description: There was a severe problem during mod loading that has caused the game to fail

...with EnderIO still saying:

An unsupportted RF API is installed...

...and at the end...

=======================================================================
== ENDER IO FATAL ERROR ==
=======================================================================
Cannot register recipes as configured. This means that either
your custom config file has an error or another mod does bad
things to vanilla items or the Ore Dictionary.
=======================================================================
== Bad file ==
recipe_items_core.xml or recipe_items_user.xml
=======================================================================
== Error Message ==
Could not find a crafting ingredient for 'crystalFluix' (stack=null, object=null) in recipe 'Conduit, ME'
=======================================================================

=======================================================================
Note: To start the game anyway, you can disable recipe loading in the
Ender IO config file. However, then all of Ender IO's crafting recipes
will be missing.
=======================================================================

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!You are looking at the diagnostics information, not at the crash. Scroll up!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

CodeChickenLib Invalid Fingerprint Reports:
CodeChickenCore Invalid Fingerprint Reports:
EnderStorage Invalid Fingerprint Reports:

That was the end of the displayed message.

I restored "AEnderIO" to "EnderIO", and I'm now running the dame again, with the expectation that, sooner or later, it will crash agian.
 
I will report that to the EnderIO crew. It has to do with Applied Energistics.

I also think that your mob spawner is the cause of the issue.

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Thank you. How would I identify the errant mob spawner? I have three, of which one is an EnderIO Powered Spawner, and two are Cursed Earth. I would suspect the Powered one, as the other two are more recent, and the problem has been going on for a while.

If it is the Powered Spawner, would destroying and recreating it work, or do I have to do without it entirely?