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Unknown Serializer Type 127 causing singleplayer disconnect #32

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Nero-Lokin opened this issue Jan 6, 2024 · 7 comments
Open

Unknown Serializer Type 127 causing singleplayer disconnect #32

Nero-Lokin opened this issue Jan 6, 2024 · 7 comments

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@Nero-Lokin
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So I am making a modpack, and for the past two weeks, I have been struggling to troubleshoot a particular bug. After looking over as much as I can/have, I suspect something is going on with JEID/REID.

The bug in question is simple. When I am playing a singleplayer world, while chunk loading, I will be kicked from the game as if I disconnected from a server, and then put in front of the server selection screen. From this point on, the world is unplayable. No crash report is created and an odd error appears in the log. I will post a link to the logs, as well as a debug version, but I haven't been able to find much use from them. The error says something along the lines of "unknown serializer type 127", though sometimes the number is 115 or 105.

Nothing in the log itself directly points to JEID/REID, but there is some side details that cause me to suspect something is wrong. Firstly, the bug only happens when I get the mod count to reach a certain point, or more so when I add enough content to the game. The mod count I am having this issue at is around 550. It doesn't matter what mods are removed, only thing that determines it is if enough content is removed. I don't know if this is items per say, or specifically block IDs. Others have suggested that I try the binary approach, but due to the fact that a large number of mods is required to get this bug to occur, the binary method does not work. Another note, when the bug is present, certain parts of the game begin acting up. My dps mod doesn't always show every item's dps number, and shaders cause certain blocks like Mekanism's salt block to radiate like the sun. When I remove enough mods to cause the bug to go away, so to do these odd little anomalies. Another strange note is that when I use ICBM rockets, specifically the antimatter one, I can get the bug to happen faster. As for the speed of the bug, it can happen when the world is first made, all the way up to an hour of chunk loading. As for the error report, it mentions an entity and data packets, but nothing specific. I have tried to search google up and down but I have had zero luck. I had a single person on the IC2 forum experience a similar bug, though it had a different number. He found a fix by using both JEID and NEID at the same time. This was in 2018. I tried this and I could not get both to work together at the same time. I either had a mod conflict crash, the world would make void chunks, or I would get stuck on the building world dirt screen. In the big modded minecraft discord, I saw that only two other people had the same issue as me. One could not fix his issue and the other did, but when I asked him how he did it, he said he had no idea, it had been too long and he forgot. Past messages from him in the discord shows him suspecting JEID, and I even saw he went on to make a fork for the mod. For the person who could not figure out his issue, I do have his log as well if that is something you would like to see.

I have been modding minecraft and making modpacks for a several years now, and I have never had an issue like this before, which is why I am struggling as much as I am. I am beginning to suspect that rather than a mod conflict per say, I think I may have run into some kind of limit the game has, or JEID/REID has. I have a decent PC. I run shaders with 100+ frames. I give the game over 32gb of ram. My CPU is new and works well. I don't believe this is a local PC issue. I tried reinstalling minecraft, forge, java, and made sure all were up to date, as well as my drivers. I sent my modpack to a friend, and they too got the bug. I have been slowly removing mods one at a time to try and find a problem mod, and I have had no luck. Yes, I have tried to remove optifine, as well as all the other mods I have mentioned thus far. Well, beside JEID/REID as I need the ID limit to be extended. I have tried different versions of REID, as well as the most recent JEID.

If you have any advice, suggestions, or even areas to point me towards, I would be very grateful. As I said, I have no idea if this mod is the cause of my trouble, but I can't think of anything else that I haven't tested. I have even tried to offer money in the big mod discord to see if anyone would be interested/able to help me, but those attempts were left ignored. Thank you again and have a nice day.

Persoanl Latest Log 1.log

@Nero-Lokin
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So I want to give this an update. I am still trying to troubleshoot this error but I know a lot more about this now.

Firstly, world gen is causing the bug for a semi complicated reason. My mineshafts, as well as other generated structures sometimes, have the ability to have their chest either break or pour out items, and the broken items were in this loot pool. So when I was exploring, I would gen a structure that had a chest that broke, and then boom. The ICBM missiles caused the bug because they broke chests I didn't know about that also had the broken items

So far, all of the different unknown serializer types I have seen are 127, 115, 105, 116, and 97. I believe only one mod can be assigned to a type at a time, and mods can use more than one type at a time. I phrase it like this, because I discovered that the problem mod had the ability to change. This is why pinpointing this issue has been difficult. Here are the mods I have documented being the problem at some point
-Flans | 127, 116
-Astral Sorcery | 115
-Mystcraft | 105, 97
-Tinker's Arsenal | 105
-YoYos | 105
Not all of these mods will be the problem at once. For example, I have had builds of my pack where the problem is just flans and astral sorcery, while others are just yoyos. I noticed that the mods only used certain numbers as well, and I have also labeled them as such. If they could be two different types, it was possible they were two different types per build. I had flans be 127 and 116 in the same build. I have yet to document two mods sharing the same type number.

Not every item would be bugged. For flans for example, just the guns were broke. Not the vehicles or ammo. For Mystcraft, it was just the books. For both Tinker's Arsenal and YoYos, it was just the fully made tinker tools. Astral sorcery had the weirdest behavior however. The tools, crystals, and constellation papers were broken, but not the wearables or any other item in the mod.

I wasn't able to find any distinct pattern or similarity between the items. At first I suspected the metadata that records item durability, because every item had that in some form, but then I noticed constellation papers did not. A pattern I did observe, is that if a mod was broken, its IDs were in the higher end, somewhere between 33k and 40k. Not every mod using item IDs had this bug, but the mods with bugged items never had broken items drop below 32kish. YoYos is a funny example, as the normal craftable yoyos, which aren't broken, had item IDs in the 10ks, but the tinker's version, which were broken, were past 32k.

There was one more weird behavior regarding item IDs and astral sorcery that I noticed. Some of the items that were broken, like constellation papers and crystals, acted kind of funny when viewing them in jei/hei. Their IDs would be something along the lines of ####/0, ####/0, ####/0, ####/0. Other items that weren't broken in the mod would go as follows, ####/0, ####/1, ####/2, ####/3. Not every broken item followed this behavior, but it was something I took note of. I should also note that the mod behaves this way regardless, but it was an interesting find none the less.

As of this point, I have tried these possible solutions
-binary (bug requires high mod count)
-pulling mods one by one (because the mod requires a high mod count, I put the mod back in after confirming the bug happened without it)
-reinstalling minecraft, forge, and java
-updating java and drivers
-switching launchers. I have tried the normal minecraft launcher, curseforge launcher, and prisim
-playing around with configs
-changing ram amounts
-removing optifine (yes I know it can cause problems, and no, it is for sure not the issue. I ran three different builds without it to test it)
-changing performance mods
-trying different versions of REID and JEID (I wasn't able to remove this mod because I need it in the first place)
-using JEID/REID at the same time as NEID
-Seeking out others who have had this issue
-Different versions of forge
-Sending the modpack to other people to try on their pc

While researching this bug, I could not find many examples of people having it. I found someone who had something similar on the ic2 forum. He went there as ic2 was in the stacktrace, but the ic2 devs confirmed its just passing by. The guy there said he fixed the issue by using both JEID and NEID. I sadly do not have his logs or mod list. This took place in 2018 as well. Another person I found who had this issue was Hauntedpasta while he was creating the 1.12.2 version of Mystic's Monstrosity. I have reached out to him and he does not remember how he fixed it, and he was unable to fully help me. I tried following his paper trail on the internet, by searching his reddit, git hub, and discord history, and the last instance I found of him troubleshooting this was when he was asking in the big modded minecraft server if JEID was the issue, and this was jaunary 3rd 2022. Two other people have had this issue in the past, but they were not able to fix it. Besides these 4, I have been unsuccessful in finding others who have shared this bug.

I intend on continuing to troubleshoot this issue. If I have updates, I will post them here

Also a few sidenotes
-No, using 42gb of ram is not hurting my game. I can not start the current build of my pack using anything less than 32gb, and adding more speeds the process up and gives more frames. My slim version of the build for testing requires about 20gb to turn on
-Please do not criticize my high mod count. It isn't helpful. Telling me to lower the mod count isn't a solution
-No, the mods created by MCreator do not seem to be the issue, I tried removing them and the bug still existed
-No, optifine is not the issue, I did several tests to make sure. The bug still existed when optifine was removed

@Nero-Lokin
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I don't think I explained this well enough, the bug happens when a broken item is dropped by the player, or is in a chest when it breaks, causing it to be an entity. I do not ever see the item. Putting the item in an item frame is fine. I can hold it in my hand, look at it in HEI/JEI and my inventory, I can put the item in chests, I can pump the item through buildcraft pipes, I can put the item in the hand of a statue from the statues mod. It is literally only when it drops on the ground

@Nero-Lokin
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I spoke too soon regarding the part about the unknown serializer type have two mods with the same number. I just discovered the the current build of my pack, both mystcraft and yoyos cause 105. Unsure why or what is going on

@Nero-Lokin
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I have discovered that when the bug is present, the action figures from Jurassic World Reborn lose their textures. The logs say something about Vintagefix item baking failing. I know the issue isn't vintagefix as I have removed it and the bug still happens, so I just assume vintagefix is just reporting an existing issue. I guess it makes sense that if the item baking is failing, certain items failing in this bake will also cause issues because of their dropped item model maybe? Other logs don't show them failing the bake though. Will test this more to see what is going on

@Nero-Lokin
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nvm, it seemed like baubleicious was conflicting with the textures. They have nothing to do with the bug

@Nero-Lokin
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I am a bit more convinced this mod is having some kind of part in this issue. I notice that the possible items that are broken, they need to be in a certain range of the item IDs. If they drop below 33k, they are no longer broken. I did quite a few tests, and now I believe this to be true

@zeng-github01
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I am a bit more convinced this mod is having some kind of part in this issue. I notice that the possible items that are broken, they need to be in a certain range of the item IDs. If they drop below 33k, they are no longer broken. I did quite a few tests, and now I believe this to be true

Have you found the solution now?

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