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erogenousbeef-zz avatar erogenousbeef-zz commented on August 26, 2024

Hi there, thanks for the report. Can you supply any more information, or a
copy of the crash? It's hard to debug errors like this without the
stacktrace.

On Sat, Aug 31, 2013 at 12:55 PM, lluixhi [email protected] wrote:

I have a (sizable) modpack, Treeit:
http://www.technicpack.net/modpack/details/treeit
I was told by one of the people who uses it that when a lot of very large
reactors are created, minecraft starts crashing with ticking errors. Could
you please look into it?


Reply to this email directly or view it on GitHubhttps://github.com//issues/28
.

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lluixhi avatar lluixhi commented on August 26, 2024

I'll try to duplicate the error on my own computer, but because the people using the modpack are users (haha), I don't think I'm going to get the forge log or the crash log from them :/

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Kaethen avatar Kaethen commented on August 26, 2024

I am installing the pack right now. I'll try to reproduce this, too.

Edit: Punch me for beeing stupid, but your Modpack doesn't contain BigReactors. Can I simply I add it manually or are there any other Mods missing?

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Kaethen avatar Kaethen commented on August 26, 2024

Okay, I've extensively tested it on my tekkit world. 6 quite enormous Reactors and the best I could get was the one that I actually already reported here as Issue 29 (and that has been fixed by now.): #29

Note how basically the first this crash report says is "Description: Exception in world tick". I am quoting from http://pastebin.com/397WbpBe, which is the crash report I used to report Issue 29. The new ones I generated say the exact same thing so I figured I'd only upload new ones if there is any further interest. It seems that this and Issue 29 are actually the same.

However, if you wish, I could set up even more reactors and see what happens.

Versions used:
Tekkit 1.1.10 and Big Reactors 0.1.14A.

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erogenousbeef-zz avatar erogenousbeef-zz commented on August 26, 2024

Thanks for testing this! I think this also could have been caused by the way I rendered control rods in 0.1. That method changed in 0.2.2A and should cause significantly less lag.

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