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Constant crashes in both Singleplayer and Multiplayer prevent me playing the game at all.


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Posted

Hi! I love this game, and get a decent time on servers with my friends, but even there it inevitably crashes.

In single player, it's so much worse. 3/4 times it crashes while loading the world, and the other 1/4 it's a 50/50 chance on whether it'll last seconds or up to 3 mins. When it does crash, the lack of autosaves means i lose all my progress.

Best I can tell, there's a null reference somewhere that gets called, probably whenever something tries to spawn in. I'm not running any mods except overlay (Which i only got to try and find stuff before the crashes take me) Most of the time the faulting module is coreclr.dll, but sometimes it's something else. Even knowing this, though, i have no idea how to fix it.

Anything you guys can do to help would be awesome.

Here's the crash log of the latest crash:

Running on 64 bit Windows 10.0.22631.0 with 32615 MB RAM
Game Version: v1.20.3 (Stable)
10/02/2025 6:10:53 am: Critical error occurred

Loaded Mods: game@1.20.3, blocksoverlay@4.0.4, creative@1.20.3, survival@1.20.3
System.NullReferenceException: Object reference not set to an instance of an object.

at Vintagestory.API.Common.CraftingRecipeIngredient.ToBytes(BinaryWriter writer) in VintagestoryApi\Common\Crafting\CraftingRecipeIngredient.cs:line 226
at Vintagestory.API.Common.GridRecipeIngredient.ToBytes(BinaryWriter writer) in VintagestoryApi\Common\Crafting\GridRecipe.cs:line 25
at Vintagestory.API.Common.GridRecipe.ToBytes(BinaryWriter writer) in VintagestoryApi\Common\Crafting\GridRecipe.cs:line 668
at Vintagestory.API.Common.RecipeRegistryGeneric`1.ToBytes(IWorldAccessor resolver, Byte[]& data, Int32& quantity) in VintagestoryApi\Common\Crafting\RecipeRegistry.cs:line 45
at Vintagestory.Server.ServerMain.BuildServerAssetsPacket() in VintagestoryLib\Server\ServerMainNetworking.cs:line 1282
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass14_0.<QueueLongDurationTask>b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 134
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()

{ TimeGenerated = 10/02/2025 6:09:55 am, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.3.0, time stamp: 0x66470000
Faulting module name: coreclr.dll, version: 7.0.1023.36312, time stamp: 0x64b06d6c
Exception code: 0xc0000005
Fault offset: 0x00000000001c98a6
Faulting process id: 0x0x13a4
Faulting application start time: 0x0x1db7b156a974a55
Faulting application path: C:\Users\maxap\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\7.0.10\coreclr.dll
Report Id: 27a5fbaa-5052-49fa-8a62-5c94afb528b9
Faulting package full name:
Faulting package-relative application ID: }

Posted (edited)

I strongly suspect it's Block Overlay. Every time I've seen the error thrown from the API, it's been a user mod. The message about the "instance of an object" is also a red flag

Additionally, I have about 6 hours into 1.20.4-rc1 and have not encountered that yet. I've had crashes that are apparently related to the sound, but not a crash on load.

Try disabling the Block Overlay mod and see if it's a vanilla install issue.

[EDIT]

Try creating a second install of VS and see if the issue exists in that instance, too.

[EDIT2]

If coreclr.dll is a persistent issue, there is a chance it might be your .net install. An error in clearing memory. You could try reinstalling .net7?

Edited by Thorfinn
Posted (edited)

So, removing Block Overlay did fix the NullReferenceException, and i was able to run the game for about an hour and a half. I got a small house, made some clay stuff and fire them, and was out searching for copper when it crashed again. This time, though, It says the server crashed, and until I closed and reopened the client it said the world was corrupted.

Here's the crash log. It seems to still be a coreclr.dll issue. Might need to reinstall .net7 

 

Running on 64 bit Windows 10.0.22631.0 with 32615 MB RAM
Game Version: v1.20.3 (Stable)
10/02/2025 9:03:18 am: Critical error occurred
Loaded Mods: game@1.20.3, creative@1.20.3, survival@1.20.3
System.Exception: SendServerAssets failed. See log files.
   at Vintagestory.Server.ServerMain.BuildServerAssetsPacket() in VintagestoryLib\Server\ServerMainNetworking.cs:line 1193
   at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass14_0.<QueueLongDurationTask>b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 134
   at System.Threading.ThreadPoolWorkQueue.Dispatch()
   at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()

Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 10/02/2025 9:03:00 am, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.3.0, time stamp: 0x66470000
Faulting module name: coreclr.dll, version: 7.0.1023.36312, time stamp: 0x64b06d6c
Exception code: 0xc0000005
Fault offset: 0x00000000001c98a6
Faulting process id: 0x0x1224
Faulting application start time: 0x0x1db7b2d97aca41b
Faulting application path: C:\Users\maxap\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\7.0.10\coreclr.dll
Report Id: 3a486198-ba0f-4d94-aabf-3d6230799293
Faulting package full name: 
Faulting package-relative application ID:  }


Trying to load into the world let my play for like 30 second, then it crashed again;

Running on 64 bit Windows 10.0.22631.0 with 32615 MB RAM
Game Version: v1.20.3 (Stable)
10/02/2025 9:08:13 am: Critical error occurred
Loaded Mods: 
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at csvorbis.CodeBook.decode(csBuffer b)
   at csvorbis.CodeBook.decodevv_add(Single[][] a, Int32 offset, Int32 ch, csBuffer b, Int32 n)
   at csvorbis.Residue0._2inverse(Block vb, Object vl, Single[][] fin, Int32 ch)
   at csvorbis.Residue2.inverse(Block vb, Object vl, Single[][] fin, Int32[] nonzero, Int32 ch)
   at csvorbis.Mapping0.inverse(Block vb, Object l)
   at Vintagestory.Client.NoObf.OggDecoder.OggToWav(Stream ogg, IAsset asset) in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 548
   at Vintagestory.Client.AudioOpenAl.GetSampleFromArray(IAsset asset) in VintagestoryLib\Client\ClientPlatform\ClientNative\AudioOpenAl.cs:line 306
   at Vintagestory.Client.NoObf.ClientPlatformWindows.CreateAudioData(IAsset asset) in VintagestoryLib\Client\ClientPlatform\Audio.cs:line 55
   at Vintagestory.Client.ScreenManager.LoadMusicTrack(IAsset asset) in VintagestoryLib\Client\ScreenManager.cs:line 494
   at Vintagestory.Client.ScreenManager.<>c.<DoGameInitStage2>b__48_0() in VintagestoryLib\Client\ScreenManager.cs:line 226
   at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass13_0.<QueueTask>b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 121
   at System.Threading.ThreadPoolWorkQueue.Dispatch()
   at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()

Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 10/02/2025 9:08:05 am, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.3.0, time stamp: 0x66470000
Faulting module name: coreclr.dll, version: 7.0.1023.36312, time stamp: 0x64b06d6c
Exception code: 0xc0000005
Fault offset: 0x0000000000232a26
Faulting process id: 0x0x21e0
Faulting application start time: 0x0x1db7b2e31fe2030
Faulting application path: C:\Users\maxap\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\7.0.10\coreclr.dll
Report Id: 91b759ba-fe61-49fe-aa25-a402e448c7d2
Faulting package full name: 
Faulting package-relative application ID:  }

Edited by Max Porteous
Posted
28 minutes ago, Max Porteous said:

System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at csvorbis.CodeBook.decode(csBuffer b)

Ooh, check out the new rc2. A patch was released respecting sound issues. I didn't run into this exact issue, but was having sound issues. Don't know if it was this specifically, but certainly could be.

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