Private modpack client crash on teleport

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Thronk

New Member
Jul 29, 2019
73
0
0
Hello, we've been having issues randomly when someone goes /home to their base and crashes client. It was only an issue with one player's base, but now it's spreading to other's as well. My guess is once they have gotten progression towards a certain mod or mods in combination in a confined area, it cannot load properly and crashes client. They can relog in that area with no probs afterwards.

The private pack is called The Venus Project. Mods should be listed in the crash report. I ran through the report a couple of times and can't seem to pin-point the problem. Hopefully someone has a clue.

http://pastebin.com/8VLzdZWk
 

Thronk

New Member
Jul 29, 2019
73
0
0
This is an ongoing thing, very annoying. I was hoping someone could understand the crash report.
 

Thronk

New Member
Jul 29, 2019
73
0
0
Various items/blocks from mods. IC2, TE3, forestry and MyTown etc.. Mods are listed, I can't pin point which one(s) are doing it if it's that.
And yes, the area is chunk loaded with World Anchors. It happens with the /t spawn <townname> and through PortalGun mod portals. So it's basically entering in the middle of the area suddenly that causes client crashes.
 
Last edited:

Bibble

New Member
Jul 29, 2019
1,089
0
0
Right, I may be way off here, but here's my assessment.

Problem here is that it's not as easy to troubleshoot this as it is usually, because it's crashing out the main game. Usually, a crash report will have an exception caused by a function in a mod that crashes things, and it's easy to see. What's happening here is that the world tick is screwing up, so whatever is happening isn't happening "on teleport", it's teleporting fine, but the next time the game looks at the world, it's seeing something wrong. In this case, it seems that it's trying to look at a chunk while something else is already doing it.

From what you're saying, the common aspect is world anchors (i.e. when they get to the stage that they want to keep things running, they use one, and it causes the bug on teleport). Try chunkloading an area with an anchor and teleporting in to test this, otherwise, I can't think of many ways of debugging it other than checking for common elements between the crash sites.