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Crash log, can someone helpe find the problem or mod crashing?


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Posted

Running on 64 bit Windows 10.0.19045.0 with 16252 MB RAM
Game Version: v1.21.5 (Stable)
8/12/2025 21:38:52: Critical error occurred
Loaded Mods: ancientarmory@1.2.1, autotoolbar@0.1.2, barkbeetle@1.0.4, betterarrows@1.0.1, birdseye@0.1.3, brickmold@1.3.1, c4btraduccionesmods@130.4.10, catchledge@0.6.0, chargedjump@1.2.2, chiseltools@1.15.4, claybrickforming@1.0.0, clickuptorches@1.1.1, crawlanddive@0.2.3, dodgemaster@1.2.3, expandedmoldsbalanced@1.1.0, fallingtree@0.4.8, farmcrops@1.1.1, firestarters@1.4.5, immersivechests@0.2.1, immersivelanterns@0.3.1, immersivemining@0.2.17, indappledgroves@2.2.0, manualdishes@0.1.1, manualfirestarter@0.1.2, manualscraping@1.3.0, millwright@1.3.1, overhaullib@1.15.7, plainsandvalleys@1.0.12, primitivesurvival@4.0.2, radialcrafting@0.2.6, sortablestorage@2.4.4, trashbinned@0.3.0, usefultraders@2.3.1, game@1.21.5, waypoint@0.2.0, windowstorage@0.0.4, aculinaryartillery@2.0.0-dev.11, alchemy@1.7.22, animalcages@4.0.2, apegrapes@1.3.1, attributerenderinglibrary@2.4.0, beararmorrepair@1.0.3, betterruins@0.5.4, bloodtrail@1.1.8, butchering@1.10.11, climbmountain@0.2.1, commonlib@2.8.0, composter@1.2.1, domesticanimaltrader@1.1.1, electricalprogressivecore@2.6.2, expandedskinsfix@1.1.0, feverstonehorses@2.3.0, jaunt@2.1.1, justthepalisades@1.0.0, maltiezcrossbows@1.6.8, maltiezfirearms@1.5.3, meteoricsteel@1.0.6, nutslib@3.0.4, petai@4.0.3, pickupwolfpups@1.0.1, postsandbeams@1.4.0, realsmoke@1.1.10, scaffolding@1.2.5, simplebedspawn@1.0.0, simplefootstepsredux@1.0.4, swordz@1.2.14, vanillaexpanded@1.0.0, vanvar@7.1.0, creative@1.21.5, survival@1.21.5, brblueprintpatch@1.0.1, cats@4.0.1, electricalprogressivebasics@2.6.0, expandedfoods@1.7.4, em@3.4.0, mannyextrafirearms@0.6.0, fastbreeding@0.0.26, fishing@3.1.1, mechanicalwoodsplitter@1.1.2, pegasus@1.0.3, playercorpse@1.12.0, quiversandsheaths@0.6.4, realsmokeforchiseltools@1.1.1, shearlib@1.2.0, stonequarry@3.5.1, vanillavariantsridingequipment@2.1.0, wolftaming@4.1.4, electricalprogressiveindustry@0.5.1, tailorsdelight@2.1.2, wool@1.8.2
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.Common.InventoryPlayerCreative.GatherTabStacks(CollectibleObject[] collectibles) in VintagestoryLib\Common\GameContent\Inventory\InventoryPlayerCreative.cs:line 182
   at Vintagestory.Common.InventoryPlayerCreative.UpdateFromWorld(IWorldAccessor world) in VintagestoryLib\Common\GameContent\Inventory\InventoryPlayerCreative.cs:line 116
   at Vintagestory.Common.CreativeNetworkUtil.UpdateFromPacket(IWorldAccessor world, Packet_InventoryContents packet) in VintagestoryLib\Common\GameContent\Inventory\InventoryPlayerCreative.cs:line 33
   at Vintagestory.Client.NoObf.ClientPlayer.AddOrUpdateInventory(ClientMain game, Packet_InventoryContents packet) in VintagestoryLib\Client\Model\ClientPlayer.cs:line 139
   at Vintagestory.Client.NoObf.ClientPlayer.UpdateFromPacket(ClientMain game, Packet_PlayerData packet) in VintagestoryLib\Client\Model\ClientPlayer.cs:line 161
   at Vintagestory.Client.NoObf.GeneralPacketHandler.HandlePlayerData(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 261
   at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
   at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
   at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
   at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
 

Posted (edited)

I'm not sure that we can. I've had a bit of a look around for similar things (general web search, Issue Tracker, Mods database comments), but no luck.

You have a "lot" of mods which interact with inventory.

It looks like using Creative Mode tries to access one of the custom items that a mod uses, as per the first message:
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.Common.InventoryPlayerCreative.GatherTabStacks(CollectibleObject[] collectibles) in

Mods such as aculinaryartillery@2.0.0-dev.11 use GatherTabStacks, but probably (maybe?) so do any other mods that use stacking of items.

Some thoughts:
* Try a "general troubleshooting" approach.
ie When did this first occur, what changed, what were you doing, is it reproducible, does it happen on different worlds etc

* Consider removing mods, after taking a backup.
This will be more useful if it is a reproducible issue.

* Take your FULL log set to the Issue Tracker and ask the Devs for help.
Plus as many details from the general troubleshooting as you have.
https://github.com/anegostudios/VintageStory-Issues/issues
 

It is possible to read exactly what is happening in the stack at the time of the error, but this is beyond my skills.
It is not beyond the skills of the modders in this forum, but that's a bit of a deep dive to ask, so I recommend from the list above.

You could also try checking out the page for each mod you use which is a likely suspect and see if anyone has reported something similar.

Professor Dragon.

 

 

Edited by Professor Dragon
Posted

Tagging on to what @Professor Dragon already said, keep in mind that mods like Culinary Artillery and Expanded Foods are not updated for 1.21 yet. The versions that are available are dev versions, which are unstable and likely to have issues. That doesn't mean that those mods are the ones causing the issues, but using mods that are dev versions or made for older versions of the game does increase the chances of having problems.

The easiest way to sort this out is to disable your mods and ensure vanilla is working properly, then add your mods back in one by one and test as you go. It's tedious, but it will make the problem mod much easier to notice.

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