Crash type: Multiplayer. Fatal error to Client resulting in immediate disconnect. Server is fine.
Game version: 1.17.2 and 1.17.3
VS Village version: vsvillage_v0.2.4_vsquest_v0.0.+.zip
Loaded Mods: [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected]
Repeatable: Not easy; highly specific circumstance involving ruins added to world generation by another mod. Consistent once its happened.
What happened?:
A large ruin from Better Ruins spawned overlapping the center of a village. This led to blocks taking up space above a bed. A villager either spawned in that bed, or attempted to use it, cannot be properly placed, and caused an unavoidable client crash.
Coming within loading distance of this village with VSvillage enabled results in client crash, always. Only resolution was to temporarily disable VSvillage to allow players to leave the area. Crash continues to happen after all blocks of both ruin and village have been removed, including the bed involved. Eventually forced the area to regenerate without the mod, before adding VSvillage back to the server again.
Error log:
Game Version: v1.17.2 (Stable)
9/11/2022 6:05:35 AM: Critical error occurred
Loaded Mods: [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected]
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockEntityBed.get_MountPosition() in VSSurvivalMod\BlockEntity\BEBed.cs:line 35
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.TickEntityPhysics(EntityPos pos, EntityControls controls, Single dt) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 227
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.TickEntityPhysicsPre(Entity entity, Single dt) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 156
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.onPhysicsTick(Single deltaTime) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 122
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 201
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1174
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1216
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 1103
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 123
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 669
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 613
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 125
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93