ToNiO55 Posted July 4, 2016 Share Posted July 4, 2016 Hi all, does anyone have an idea what caused this crash? it comes from the basic game or mod? this error occurs when I leave the caves to return to the overworld thx you very much for your help http://pastebin.com/raw/fHv4yW3Z [00:01:49]: [string "scripts/components/clock.lua"]:227: attempt to index field '?' (a nil value) LUA ERROR stack traceback: scripts/components/clock.lua:227 in (method) LongUpdate (Lua) <222-326> self = GetDebugString = function - scripts/components/clock.lua:385 LongUpdate = function - scripts/components/clock.lua:222 OnUpdate = function - scripts/components/clock.lua:222 inst = 100029 - forest_network (valid:true) dt = 0 remainingtimeinphase = 300 scripts/entityscript.lua:1547 in (method) LongUpdate (Lua) <1540-1550> self (valid:true) = GUID = 100029 inlimbo = false actionreplica = table: 0F676578 event_listening = table: 0F677068 ShardClient = ShardClient (617B0950) actioncomponents = table: 0F676848 lower_components_shadow = table: 0F676730 entity = Entity (4068B8A8) prefab = forest_network updatecomponents = table: 4B811430 Network = Network (617B0970) persists = false OnRemoveEntity = function - scripts/prefabs/world_network.lua:12 event_listeners = table: 0F676F78 modactioncomponents = table: 4B87C9E0 spawntime = 0 name = MISSING NAME replica = table: 0F6769B0 pendingtasks = table: 4B80A770 components = table: 0F676960 PostInit = function - scripts/prefabs/world_network.lua:1 dt = 0 k = clock v = table: 4B810760 scripts/prefabs/world_network.lua:2 in (method) PostInit (Lua) <1-10> inst = 100029 - forest_network (valid:true) scripts/prefabs/world.lua:216 in (method) PostInit (Lua) <214-234> inst = 100023 - world (valid:true) scripts/prefabs/world_network.lua:26 in (field) fn (Lua) <19-34> inst = 100029 - forest_network (valid:true) scripts/scheduler.lua:194 in (method) OnTick (Lua) <168-225> self = running = table: 4B65A1E8 waitingfortick = table: 4B659F40 tasks = table: 4B65A1C0 waking = table: 4B87DB38 attime = table: 4B65A260 hibernating = table: 4B65A238 tick = 1 k = PERIODIC 100029: 0.000000 v = true already_dead = false scripts/scheduler.lua:406 in (global) RunScheduler (Lua) <404-412> tick = 1 scripts/update.lua:166 in () ? (Lua) <150-223> dt = 0.033333335071802 tick = 1 i = 1 [00:01:49]: [string "scripts/components/clock.lua"]:227: attempt to index field '?' (a nil value) LUA ERROR stack traceback: scripts/components/clock.lua:227 in (method) LongUpdate (Lua) <222-326> scripts/entityscript.lua:1547 in (method) LongUpdate (Lua) <1540-1550> scripts/prefabs/world_network.lua:2 in (method) PostInit (Lua) <1-10> scripts/prefabs/world.lua:216 in (method) PostInit (Lua) <214-234> scripts/prefabs/world_network.lua:26 in (field) fn (Lua) <19-34> scripts/scheduler.lua:194 in (method) OnTick (Lua) <168-225> scripts/scheduler.lua:406 in (global) RunScheduler (Lua) <404-412> scripts/update.lua:166 in () ? (Lua) <150-223> Link to comment Share on other sites More sharing options...
DarkXero Posted July 4, 2016 Share Posted July 4, 2016 If you have notepad++ you can use the Find-In-Files feature with subfolders enabled, on the modsettings lua file in the mods folder, searching for "clock", to see if any mod tampers with it. Link to comment Share on other sites More sharing options...
Muche Posted July 4, 2016 Share Posted July 4, 2016 (edited) Just after the crash, the log says [00:02:07]: Error deserializing lua state for entity forest_network[100029] - Failed to read net var data [00:02:08]: Error deserializing lua state for entity forest_network[100029] - Failed to read net var data The only enabled mods I found that touch network prefab are Global Positions (adds a component) and Moderator Commands (adds a net_var). Looking at the log, this seemed to happen: the client connects to the master shard (at ~01:17; ModCmds mod is temp_enabled and loaded), the client migrates to the slave shard (at ~01:33; ModCmds mod is not temp_enabled and not loaded), the client migrates to the master shard (at ~01:44; ModCmds mod is temp_enabled but not loaded). the crash occurs due to ModCmds' net_var being present on the server's entity but not on the client's entity, causing incorrect deserialization of forest_network's net_var (_phase residing in the clock component). I'm not sure why the mod was not loaded. At the initial mods download phase (at ~01:19), there is a bunch of mods being downloaded, ModCmds not being one of them. As it loaded correctly a little later, it's been already downloaded previously and there wasn't some error downloading it. Edited July 4, 2016 by Muche Link to comment Share on other sites More sharing options...
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