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Mrjuanblack

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Everything posted by Mrjuanblack

  1. Thank you! I'll test updating Combat Overhaul.
  2. Hello, I'm part of a modded server, and we had a few crashes with some players, it seems to be random, they crash a lot for a while, then they can play normally. This is the crash log Game Version: v1.20.3 (Stable) 3/29/2025 11:50:39 AM: Critical error occurred Loaded Mods: aculinaryartillery@1.2.3, bettertraders@0.0.9, combatoverhaul@0.1.12, morecalcinedflint@1.0.0, OresAPlenty@3.3.0, primitivesurvival@3.7.5, repairablelocust@1.4.0, upgradeablelocust@1.0.3, game@1.20.3, vsimgui@1.1.7, alchemy@1.6.42, animalcages@3.0.3, armory@0.1.2, awearablelight@1.1.31, betterfirepit@1.1.5, betterruins@0.4.6, butcheringaurochspatch@1.0.0, carryon@1.8.0-pre.1, commonlib@2.6.1, configlib@1.5.2, expandedfoods@1.7.3, foodshelves@1.4.4, fromgoldencombs@1.8.4-rc.1, maltiezcrossbows@0.6.2, maltiezfirearms@0.10.5, medievalexpansionpatch@1.0.1, nbcartographer@2.0.11, petai@3.0.1, prospecttogether@2.0.0, rpvoicechat@2.3.11, storageoptions@1.0.2, tabletopgames@2.4.3, th3dungeon@0.4.0, traitacquirer@0.9.6, creative@1.20.3, survival@1.20.3, xlib@0.8.9, em@3.0.0, playercorpse@1.11.0, wolftaming@3.0.2, xskills@0.8.10, theworkingclasses@1.0.1 Involved Harmony IDs: CombatOverhaul, CombatOverhaulAuto System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.EntityShapeRenderer.RenderItem(Single dt, Boolean isShadowPass, ItemStack stack, AttachmentPointAndPose apap, ItemRenderInfo renderInfo) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 451 at Vintagestory.GameContent.EntityPlayerShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 261 at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque_Patch1(EntityPlayerShapeRenderer this, Single dt, Boolean isShadowPass) at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderFrameShadows(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 197 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 814 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 879 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 740 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 92 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 From what I can see, it seems the game crash because it can't render something on the player's hand, but I cant see which item or mod is causing this. Is there a way to check which specific item/mod is causing this crash? All the players who crashed have this same crash log
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