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 Digimobs(0.9.8f) Bugs

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Cyan
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PostSubject: Digimobs(0.9.8f) Bugs   Thu Apr 06, 2017 3:43 pm

Please post any and all potential bugs you may find with this version here. Please do not use this topic to bring up bugs in previous versions unless they have not been fixed for the current version.
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EmmiDot
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PostSubject: Re: Digimobs(0.9.8f) Bugs   Wed May 10, 2017 12:54 am

My current problem seems to be that the mod is crashing minecraft. I've got everything I need, including enough ram and everything to play it, but when I try to get into the server or a singleplayer map, it'll say "building terrain" in singleplayer or "logging in" in multiplayer, then it'll crash. Moments after, I get the error "The game crashed whilst unexpected error
Error: java.lang.StackOverflowError: Unexpected error"

After looking around online, I found someone else who seemed to post that the mod was causing this same problem for them as well. Considering it was march 11, it was probably a different version, but still the same issue. http://www.minecraftforum.net/forums/support/modded-client-support/2803944-crash-upon-entering-world-minecraft-version-1-10-2

Here's my mods and my forge and such that I'm using- I don't know if something is wrong with one of these, like if using optifine and shading is a bad idea, but yeah, I'm not 100% sure why it's doing this and I've looked around so please let me know. I also use a resource pack, but idk if that affects it much?







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Cyan
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PostSubject: Re: Digimobs(0.9.8f) Bugs   Wed May 10, 2017 1:56 pm

Remove your shaders.
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EmmiDot
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PostSubject: Re: Digimobs(0.9.8f) Bugs   Wed May 10, 2017 2:04 pm

Alright, I'll try that when I can. Thank you.
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RWer
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PostSubject: Re: Digimobs(0.9.8f) Bugs   Thu May 11, 2017 11:35 pm

While in the digiworld, mobs aren't spawning after i /tp 5000 blocks away from the spawn. Is a world barrier present in the mod itself?
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PostSubject: Re: Digimobs(0.9.8f) Bugs   Fri May 12, 2017 2:20 pm

Not necessarily a bug, but perhaps a little bit of an oversight. Because of the way the levels of digimon are distributed now, going out 5000 blocks would put them as such a high level that they aren't registered to spawn.

You can remedy this by going into the configuration and upping the distance per level. I believe the default is set to either 25 or 50. Assuming it's at 50, digimon will spawn at level 100 at ~5000 blocks away, and anything further will likely not spawn. I'd recommend setting the distance per level to 75 or 100 if you plan on playing that far out.

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digimonphantom
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PostSubject: Re: Digimobs(0.9.8f) Bugs   Sun May 14, 2017 4:43 am

when one of your dna digimon die they dont spawn as eggs
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digimonphantom
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PostSubject: Re: Digimobs(0.9.8f) Bugs   Thu May 18, 2017 1:01 pm

megakabuterimon blue is classified as a rookie when its an ultimate digimon


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ldegroodt115
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PostSubject: Re: Digimobs(0.9.8f) Bugs   Sun Jun 11, 2017 1:37 pm

Seemingly all tamed jogress digimon don't yield eggs when they die (tested multiple times with Paildramon and Shakkoumon).
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Namkcaws
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PostSubject: Re: Digimobs(0.9.8f) Bugs   Tue Jun 20, 2017 2:08 am

I tried singleplayer for the first time in forever....and after testing multiple times, something is causing the digiworld to massively lag when I first enter it, no matter what biome I spawn in (barring one time I spawned in an underground cave). I'm runnin the exact same mods as on the server, so there should be no reason why this keeps happening. X/
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ldegroodt115
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PostSubject: Re: Digimobs(0.9.8f) Bugs   Tue Jun 20, 2017 6:17 pm

Namkcaws wrote:
I tried singleplayer for the first time in forever....and after testing multiple times, something is causing the digiworld to massively lag when I first enter it, no matter what biome I spawn in (barring one time I spawned in an underground cave). I'm runnin the exact same mods as on the server, so there should be no reason why this keeps happening. X/
It sounds like it's your first visit to the digital world. If you're generating new chunks, then a large amount of lag is to be expected.


Last edited by ldegroodt115 on Tue Jun 20, 2017 6:17 pm; edited 1 time in total (Reason for editing : Added missing word)
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PostSubject: Re: Digimobs(0.9.8f) Bugs   Tue Jun 20, 2017 7:23 pm

.....So that amount of lag is normal!? @_@ Welp.

I mean, I know the volcano biomes' lavacan cause lag....I just wasn't expecting the digiworld as a whole to be that way.

So I guess I just have to let it load a while?
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PostSubject: Re: Digimobs(0.9.8f) Bugs   Tue Jun 20, 2017 8:33 pm

Yeah, it is one of the disadvantages to having a lot of worldgen objects. Massive lag upon your first time loading the digital world is natural. If you're still having it later on..there might be a deeper issue.
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Namkcaws
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PostSubject: Re: Digimobs(0.9.8f) Bugs   Mon Jun 26, 2017 2:56 pm

Welp, I've stumbled upon a solution entirely by accident!

Turns out that the same necessary RAM usage upping required by Decocraft also fixes the loading lag issue completely!

So, uh, might be a good idea to list that in the MC forum thread as a possible requirement for the mod, because it reeeeeeeeeally makes all the difference.
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