Aurichalkos Posted February 10, 2025 Report Posted February 10, 2025 I had a crash earlier, and now when I try to rejoin my single player world I get an error. Spoiler 2/10/2025 11:00:23 AM: Critical error occurred Loaded Mods: advancedsmithing@1.4.0, bettertraders@0.0.9, combatoverhaul@0.1.24, game@1.20.3, vsimgui@1.1.7, animalcages@3.0.3, armory@0.1.5, betterfirepit@1.1.5, betterruins@0.4.6, blocksoverlay@4.0.4, carryon@1.8.0-pre.1, commonlib@2.6.1, configlib@1.4.4, danatweaks@3.3.12, fromgoldencombs@1.8.6, hudclockpatch@1.0.0, maltiezcrossbows@0.6.5, prospecttogether@2.0.0, rustboundmagic@2.1.36, creative@1.20.3, survival@1.20.3, playercorpse@1.11.0, stonequarry@3.4.3, thriftysmithing@1.2.0 System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values. (Parameter 'Cannot get item of id 7613, item list count is only until 6044!') at Vintagestory.Client.NoObf.ClientMain.GetItem(Int32 itemId) in VintagestoryLib\Client\ClientMain.cs:line 2233 at Vintagestory.API.Common.ItemStack.ResolveBlockOrItem(IWorldAccessor resolver) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 363 at Vintagestory.API.Common.ItemStack.Equals(IWorldAccessor worldForResolve, ItemStack sourceStack, String[] ignoreAttributeSubTrees) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 260 at Vintagestory.API.Datastructures.ItemstackAttribute.Equals(IWorldAccessor worldForResolve, IAttribute attr, String[] ignorePaths) in VintagestoryApi\Datastructures\AttributeTree\ItemstackAttribute.cs:line 64 at Vintagestory.API.Datastructures.TreeAttribute.Equals(IWorldAccessor worldForResolve, IAttribute other, String currentPath, String[] ignorePaths) in VintagestoryApi\Datastructures\AttributeTree\TreeAttribute.cs:line 924 at Vintagestory.API.Datastructures.TreeAttribute.Equals(IWorldAccessor worldForResolve, IAttribute other, String currentPath, String[] ignorePaths) in VintagestoryApi\Datastructures\AttributeTree\TreeAttribute.cs:line 919 at Vintagestory.API.Datastructures.TreeAttribute.Equals(IWorldAccessor worldForResolve, IAttribute other, String currentPath, String[] ignorePaths) in VintagestoryApi\Datastructures\AttributeTree\TreeAttribute.cs:line 919 at Vintagestory.API.Datastructures.TreeAttribute.Equals(IWorldAccessor worldForResolve, IAttribute other, String[] ignorePaths) in VintagestoryApi\Datastructures\AttributeTree\TreeAttribute.cs:line 896 at Vintagestory.API.Common.CollectibleObject.Equals(ItemStack thisStack, ItemStack otherStack, String[] ignoreAttributeSubTrees) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2848 at Vintagestory.API.Common.ItemStack.Equals(IWorldAccessor worldForResolve, ItemStack sourceStack, String[] ignoreAttributeSubTrees) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 262 at Vintagestory.Common.InventoryNetworkUtil.UpdateSlotStack(ItemSlot slot, ItemStack newStack) in VintagestoryLib\Common\GameContent\Inventory\InventoryNetworkUtil.cs:line 498 at Vintagestory.Common.InventoryNetworkUtil.UpdateFromPacket(IWorldAccessor resolver, Packet_InventoryContents packet) in VintagestoryLib\Common\GameContent\Inventory\InventoryNetworkUtil.cs:line 439 at Vintagestory.Client.NoObf.ClientPlayer.AddOrUpdateInventory(ClientMain game, Packet_InventoryContents packet) in VintagestoryLib\Client\Model\ClientPlayer.cs:line 137 at Vintagestory.Client.NoObf.ClientPlayer.UpdateFromPacket(ClientMain game, Packet_PlayerData packet) in VintagestoryLib\Client\Model\ClientPlayer.cs:line 159 at Vintagestory.Client.NoObf.GeneralPacketHandler.HandlePlayerData(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 260 at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 16 at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 10 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 741 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 My suspicion is that there's an item in my inventory causing an issue, and I've tried a few things to solve it without much success. 1) Repair mode on save file 2) Disabling all mods and reload (seems to throw away all the modded blocks / items, but I get this same crash). 3) Deleted my entire character and re-opened world (Sends me to character creation and world loads, but it both looks like the world is different and regenerated, new rock types around spawn and all evidence of my activities is gone). I'm using DB Browser for SQLite to examine the world DB, but I can't pick out my player inventory... my next idea was to try deleting just that (if possible) to get rid of the offending item.
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