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Error deserializing lua state for entity beeguard


Rickzzs
  • Fixed

Not sure this is a bug of some mods. If I have to guess it is Insight.

Error deserializing lua state for entity beeguard[104566] var:[xxx]dirty - Failed to read net var data

If I enable mods then all mods' component are dirty.

[string "scripts/componentactions.lua"]:2339: attempt to index a nil value
LUA ERROR stack traceback:
scripts/componentactions.lua:2339 in (method) UnregisterComponentActions (Lua) <2324-2351>
   self (valid:true) =
      DynamicShadow = DynamicShadow (0000000097EF17D0)
      Transform = Transform (0000000097EF0600)
      inlimbo = false
      actionreplica = table: 000000004F4145C0
      event_listening = table: 000000004F414B60
      actioncomponents = table: 00000000981A05F0
      lower_components_shadow = table: 000000004F4142F0
      entity = Entity (000000008F65A750)
      AnimState = AnimState (0000000097EF0A20)
      prefab = beeguard
      Light = Light (0000000097EF0630)
      Network = Network (0000000097EF0E10)
      persists = true
      SoundEmitter = SoundEmitter (0000000097EF0720)
      modactioncomponents = table: 000000008EB536C0
      name = 嗡嗡蜜蜂
      spawntime = 0.20000001043081
      Physics = Physics (0000000097EF1260)
      replica = table: 000000004F413BC0
      event_listeners = table: 000000004F414A70
      components = table: 000000004F414520
      GUID = 104553
   name = highlight
   id = nil
   modname = global pings
   cmplist = table: 000000008EB535D0
scripts/entityscript.lua:630 in (method) RemoveComponent (Lua) <617-632>
   self (valid:true) =
      DynamicShadow = DynamicShadow (0000000097EF17D0)
      Transform = Transform (0000000097EF0600)
      inlimbo = false
      actionreplica = table: 000000004F4145C0
      event_listening = table: 000000004F414B60
      actioncomponents = table: 00000000981A05F0
      lower_components_shadow = table: 000000004F4142F0
      entity = Entity (000000008F65A750)
      AnimState = AnimState (0000000097EF0A20)
      prefab = beeguard
      Light = Light (0000000097EF0630)
      Network = Network (0000000097EF0E10)
      persists = true
      SoundEmitter = SoundEmitter (0000000097EF0720)
      modactioncomponents = table: 000000008EB536C0
      name = 嗡嗡蜜蜂
      spawntime = 0.20000001043081
      Physics = Physics (0000000097EF1260)
      replica = table: 000000004F413BC0
      event_listeners = table: 000000004F414A70
      components = table: 000000004F414520
      GUID = 104553
   name = highlight
   cmp = table: 000000008EB677B0
scripts/components/highlight.lua:120 in (upvalue) HighlightUnHighlight (Lua) <113-122>
   self =
      highlight_add_colour_red = 0.2
      inst = 104553 - beeguard (valid:true)
      UnHighlight = function - ../mods/workshop-1608191708/modmain.lua:196
      highlight_add_colour_blue = 0.2
      highlight_add_colour_green = 0.2
      Highlight = function - ../mods/workshop-1608191708/modmain.lua:191
../mods/workshop-1608191708/modmain.lua:198 in (method) UnHighlight (Lua) <196-199>
   self =
      highlight_add_colour_red = 0.2
      inst = 104553 - beeguard (valid:true)
      UnHighlight = function - ../mods/workshop-1608191708/modmain.lua:196
      highlight_add_colour_blue = 0.2
      highlight_add_colour_green = 0.2
      Highlight = function - ../mods/workshop-1608191708/modmain.lua:191
scripts/components/playercontroller.lua:2123 in () ? (Lua) <1960-2432>
   self =
      predictionsent = false
      predictwalking = false
      draggingonground = false
      deploy_mode = true
      controller_targeting_modifier_down = false
      controller_targeting_lock_target = false
      OnRemoveFromEntity = function - ../mods/workshop-2111412487/main/modules/auto_reequip_weapons.lua:150
      OnUpdate = function - ../mods/workshop-1601725838/modmain.lua:254
      map = Map (000000001EDF2B60)
      RotRight = function - ../mods/workshop-837215354/modmain.lua:3
      RotLeft = function - ../mods/workshop-837215354/modmain.lua:16
      is_hopping = false
      zoomout_same_as_scrolldown = true
      IsControlPressed = function - ../mods/workshop-1608191708/modmain.lua:165
      ondetachclassified = function - scripts/components/playercontroller.lua:164
      isclientcontrollerattached = false
      controller_target_age = 1.#INF
      dragwalking = false
      handler = table: 000000001A4EA350
      h

And many "ERROR: Mod component actions are out of sync for mod xxx. This is likely a result of your mod's calls to AddComponentAction not happening on both the server and the client."


Steps to Reproduce

1. Enter a world with some mods, spawn bee guards as Wickerbottom.

2. Save and restart server. The next time you enter the world, hover over one bee guard.




User Feedback


A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.

I am seeing at least three different mods that all interface with the same component from your snippet there alone. Debugging which mod is causing it can be done by disabling some of the mods and then testing to see if the crash goes away to isolate it.

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Didn't realize that it is Action Queue Reborn mod. I had thought it was out of suspicion. But that's strange why bee guard causes such crash.

Edited by Mr.Rickzzs

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@JesseB_Klei

Quote

snip

Can you fix this? I've seen people with Insight, Show me and other possible client mods like Action Queue of whatever version suffer.

Edited by Mr.Rickzzs

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9 hours ago, Mr.Rickzzs said:

@JesseB_Klei

Can you fix this? I've seen people with Insight, Show me and other possible client mods like Action Queue of whatever version suffer.

I am unable to fix mods beyond telling you to turn them off mods are use at your own risk type of thing we cannot support them as we can support our game.

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