#starlight-github

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When playing Ars Nouveau the floating items on top of pedestals (used for various rituals) won't render if starlight is being used. Ars Nouveau's developer's theory was something about how item entities are handled in Starlight.

It's not a critical incompatibility but it does make performing rituals a fair bit harder since there's no way to tell what you have where but pure blind memory.

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The chunk cannot unload until the chunkToSave is completed, so the idea was to stop the unload until the light task was done. But the ticket level should ensure that the chunk shouldn't unload, and the ticket cannot be removed until at least the light task is done.
Since the ticket level is 33, the neighbours will have ticket level 34. Chunks only unload once they exceed somewhere around 46, I don't remember off the top of my head, but given the chunk and its neighbours are above the thresho...

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Crash starts at line 7614: https://mclo.gs/cILs5tm
This is an error me and foka have been trying to solve ourselves for days thinking it's a problem with his pack. But he's fixed basically every other problem we were getting crashes for aside from this one which still lingers. While we thought it was a worldgen issue I am starting to believe it's a problem with starlight as removing it seems to prevent the crash. If you have any ideas as to what is causing this we would love to hear it as th...

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This could be a compatibility issue sense the server is running geyser! It is a fabric 1.19.2 server (fabric 0.14.10)

Mods on server:

  • carpet-tis-addition-mc1.19.2-v1.41.1.jar | 1.31MB | 08/11/2022 07:10:49 |
  • Chunky-1.3.38.jar | 299.67kB | 08/11/2022 07:35:02 |
  • fabric-api-0.64.0+1.19.2.jar | 1.67MB | 08/11/2022 07:10:50 |
  • fabric-carpet-1.19.2-1.4.84+v221018.jar | 1.46MB | 08/11/2022 07:10:50 |
  • fabric-language-kotlin-1.8.5+kotlin.1.7.20.jar | 6.13MB | 08/11/2022 07:10:...
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Technical data:
Minecraft Version 1.18.2
Forge 40.2.0
starlight-1.0.2+forge.546ae87 - lighting
cherryblossomgrotto-0.4.6-v1.18.2 - cherry_blossom_petals
connectedglass-1.1.6-forge-mc1.18 - glass covers
skylightlanterns-1.18.2-1.0.0 - Skylight Lanterns
FruitTrees-1.18.2-forge-5.0.1 - carpets
Oh_The_Biomes_You'll_Go-forge-1.18.2-1.4.7 - Therium Glass (glows)
BiomesOPlenty-1.18.2-16.0.0.109-universal - White Cherry Blossoms
betterfoliage-3.1.4 -

Problem
Hi, I am trying to ...

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This is not a vanilla Minecraft feature so very most likely this won't be added to Starlight.

"Fabric mod for completely rewriting the vanilla light engine."

This mod is not rewritting/improving the vanilla light engine and therefor there might be an open door for SpottedLeaf to add per-block (RGB) light. At this current time only a default set color is apply to everything and a light intensity rule the light amount.

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[PaperMC/Starlight] New branch created: fabric\-dev/1\.20
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[PaperMC/Starlight] New branch created: master
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[PaperMC/Starlight] branch deleted: fabric\-dev/1\.20
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It's just my experinence s I'm not sure: When I use Starlight in 1.20.1, although it's true that FPS gap between have and no-have Starlight is really close (seem cannot notice if FPS under 100), the total performance is better when I have Starlight. It's about:

  • Chunk-Gen: idk but is faster, actually, and can be see ingame.
  • Input-lag: My laptop have an issue about input-lag when game just launched. Though Starlight can not fix it (obviously :V) but it's seem reduce it, somehow.
  • FPS St...
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Spend a full hour searching on which mod was crashing my game, and it's Starlight :(

  • Minecraft 1.20.1 with just two mods installed:
    • Create (create-1.20.1-0.5.1.d.jar)
    • Starlight (starlight-1.1.2+forge.1cda73c.jar)
  • Forge 47.1.0

I can reproduce a crash by creating a simple elevator and then right clicking on the elevator pulley block to activate the elevator.
I can provide a Create schematic as an .nbt file to easily reproduce the issue.

[crash-2023-07-15_17.31.26-client...

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Describe the bug

The game crashes when viewing a scene in ae2s guide book

How to reproduce the bug

  • Install ae2
  • hold w on a sky stone block to open the guide

Expected behavior

It should show the guide page, with a rendered scene

Additional details

originally reported on ae2s issue tracker:
https://github.com/AppliedEnergistics/Applied-Energistics-2/issues/7275, https://github.com/AppliedEnergistics/Applied-Energistics-2/issues/7246

Which minecraft versio...

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Title ^

What happened:

Getting crashes server side with Framed Blocks. Something with Light.

Crash Report:

https://gist.githubusercontent.com/Gbergz/1975bb412de6fe517afaa506cae98329/raw/bbf0286ce510821b7f7ee6ad4d4f92b503abf811/gistfile1.txt

Versions:

Starlight: 1.1.2+forge.1cda73c
MC: 1.20.1
Forge: 47.1.3
Framed Blocks: 9.0.3

Other info:

Fixed by removing Starlight as a temporary workaround.

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Minecraft version: 1.20.1 (server side)
Mod version 1.1.2 (Fabric)

Brown & red mushrooms don't generate in swamps or underground in caves.
Red and blue mushrooms generate fine in the nether. Most likely cause is light level is too high for them to generate when generating the chunk, it only becomes correct after the chunk has been populated.

Steps to reproduce:

  1. Create a new world with a set seed. (In vanilla)
  2. Locate a swamp.
  3. Try to find mushrooms.
  4. Repeat with mod enabled.
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See here https://github.com/PaperMC/Paper/issues/8018, still encounter this bug in 1.20.1
Maybe try this case: build a piston (normal or sticky), and then keep this piston running. Then build a nether portal nearby, and wait random times. StarLight will receive a ChunkPos#toLong = -1, and then crash the server.

java.lang.ArrayIndexOutOfBoundsException: Index -1 out of bounds for length 33
	at it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap.rehash(Long2ObjectOpenHashMap.java:1297)...
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When pressing [G] on AE2 Sky Block to get AE2 internal database information.
The game crahes.

Minecraft v1.20.1
Forge v47.1.46
AE2 v15.0.11

Splash Screen Error
`The game crashed whilst tesselating block model Error: java.lang.AbstractMethodError: Receiver class appeng.client.guidebook.scene.level.GuidebookLevel does not define or inherit an implementation of the resolved method 'abstract net.minecraft.world.level.chunk.ChunkAccess getAnyChunkImmediately(int, int)' of interface ca....

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There is nothing I can do to resolve this issue. The problem lies with Forge's implementation of IForgeBlockGetter#getExistingBlockEntity:

The Vanilla Level#getBlockEntity method will avoid loading a chunk unless on the main thread, specifically because it knows the light engine can indirectly make calls to this method. It's certainly an awful fix from Vanilla but it's the one that has worked since 1.14.
Forge's method does no such thread check and as a result blows up here - causing a de...

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Something is modifying ticket levels async. Starlight always schedules these to happen on the main server thread. It's likely that the repeated ticket additions from Starlight (which is to ensure that chunks do not unload during lighting, which Vanilla doesn't do) is revealing a race condition caused by an improperly programmed mod.

You can find out which mod is doing this by inserting a thread check (i.e at-Inject on HEAD) into DistanceManager for all methods that modify the tickets fie...

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Something is modifying ticket levels async. Starlight always schedules these to happen on the main server thread. It's likely that the repeated ticket additions from Starlight (which is to ensure that chunks do not unload during lighting, which Vanilla doesn't do) is revealing a race condition caused by an improperly programmed mod.

You can find out which mod is doing this by inserting a thread check (i.e at-Inject on HEAD) into DistanceManager for all methods that modify the _ticket...

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Well this sucks. Mojang used to not check the light value during generation (as it is invalid at that stage), and instead relied on post-processing to remove mushrooms if the light level was too high (and the code to do the post-processing still exists).

This still happens in Vanilla, but there is a chance in Vanilla that the lightmaps for the section are partially initialised, which will result in the light value being 0 (incorrect, but now it is in range for the mushroom). Starlight do...

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Just a more detailed look at this:

The Forge implementation:

    @Nullable
    default BlockEntity getExistingBlockEntity(BlockPos pos)
    {
        if (this instanceof Level level)
        {
            if (!level.hasChunk(SectionPos.blockToSectionCoord(pos.getX()), SectionPos.blockToSectionCoord(pos.getZ())))
            {
                return null;
            }

            return level.getChunk(pos).getExistingBlockEntity(pos);
        }
        // removed all...
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It's hard for me to measure the chunk system (TACS) performance of Starlight vs Vanilla due to some technical details about how both light engines manage state (although it is true that Starlight manages state in a far more performant manner) - for example, it actually does matter how many chunks are loaded and I've not really figured out at what chunk count threshold it matters. However, the Vanilla light engine state management may be prone to cause GC issues, but again it depends on the nu...

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This is likely a result of the behavior in 1.19 that sends light data directly when the number of blocks broken in a chunk section exceeds 64. This is specific to how Vanilla manages block syncing to the client, so nothing to do with Starlight. I used to have some fixes that would alleviate the issue slightly, but I dropped them and didn't bother to improve them as it's really a Vanilla problem unrelated to the lighting engine.

However, in 1.20.something they removed the behavior I describ...

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After looking at the code again, it's become clear to me that I can't fix this. The TileEntity data is not actually available until the chunk has completely loaded into the world, and so as long as Starlight does edge checks this may happen.
I'm pretty sure if you were to wipe the light data without Starlight installed it would also happen, as the Vanilla light engine doesn't do anything different when calculating values - just that Starlight performs checks on loading that Vanilla doesn't....

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I'm willing to bet unfortunately that the mod hooks into the Vanilla light engine to add the skylight lantern feature, which means it will not work without a specific hook for Starlight as well as Starlight replaces the Vanilla light engine.

Thank you for the reply. Is there a certain way one would have to address the Starlight light engine? I'm reaching out to the other dev now, in hope of a compatibility fix. If you'd be so kind to provide a bit of information, it might help to find a ...

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Starlight handles skylight very differently from Vanilla in 1.18.2. The light generation done by the chunk generator will basically set skylight sources from the top of the world downwards until a block with opacity > 0 is hit. The only way I can see this being compatible is if a injection is done to add in sources from those blocks in that method (SkyStarLightEngine#lightChunk).

The edge checks done by the skylight engine assume that the sources are correct in a given chunk, so nothing r...

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The current icon resonates deeply with us, embodying each thread of sweat, commitment, and passion we've invested into this endeavor. The icon is more than just a visual representation; it's an emblem of our identity, history, and shared memories. Therefore, foregoing a transformation at this juncture is in our best interest while we focus on the continued development and improvement of Starlight.

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[PaperMC/Starlight] New branch created: neoforge
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[PaperMC/Starlight] New branch created: forge-scripts
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Not the mod author and sorry for reviving this old post, but I'm pretty interested in continuing the Skylight mod in some form. Just wondering if I could a little bit more info on how I could get Starlight to recognize the lantern as a skylight source? I've done a little bit of testing and I've only seen SkyStarLightEngine#lightChunk getting called on the first load of a world. Any info would be greatly appreciated!

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I get a "Async chunk load took way too long, this needs to be reported to the appropriate mod."
When trying to load a world, removing the mod lets me join the world,

Last thing I did was place a primitive alloy smelter down,
but I tried to recreate it in another world and nothing happened.

I did see "at com.enderio.machines.common.block.MachineBlock.getLightEmission"
and "at ca.spottedleaf.starlight.common.light.BlockStarLightEngine.calculateLightValue"

Here is the log (no cr...

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Crash Report Details:

Culprit: A conflict between Applied Energistics 2's Guidebook and a lighting optimization mod (Starlight or Sodium).
Trigger: Rendering a chest block within the Guidebook.
Root Cause: Missing implementation of a method required for light calculation.
Affected block: Chest
Affected screen: Guidebook

Crash Log:
[crash-2024-01-03_00.59.49-client.txt](https://github.com/PaperMC/Starlight/files/13812311/crash-2024-01-03_00.59.49-client.tx...

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It seems to still happen even after I build the latest commit and then do pregenning based on that. I did more rigorous testing and let it run longer. It seems to be that UAD isn't need at all. It's only some strange interaction between Fabric Chunk Pregenerator and Starlight. Here's my results and view of the memory usage over time
test

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Someone gave me a heapdump that looked similar to the issue here.

This looks like one of the many chunk system bugs fixed by paper or tuinity. Chunks are not unloading. That much is evident in your initial screenshot with ChunkHolder at 600k. For reference, I don't even see servers running 200+ players with that many chunk holders. That is an absurd amount.

Starlight pushes chunk gen much harder because the light engine is no longer slowing the whole process down. This unfortunately p...

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I fully understand this is probably out of scope for the project, so this this is more of a question of curiosity.

How capable would this engine be at transforming the lighting into a 4 channel RGB+Intensity setup?

A compatible client mod would obviously have to be made, along with an index of light emitting blocks and their corresponding colors.

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Kibe has an a tile-entity called the Big Torch. You can place torches inside of this big torch in stacks which disables hostile mob spawns in a radius up to 8 chunks. At one point this did work with Starlight but I know it broke with at least RC3 but probably before that as I know its also broken with 1.16. The Big Torch basically returns 15 light level during spawn checking. Perhaps there is a more compatible way for them to change this behavior with Starlight?
https://github.com/lucaargol...

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[PaperMC/Starlight] New branch created: fabric\-dev/1\.18
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This may be considered as intended, but starlight seems to "break" existing light-suppressed areas.
Normally, these should only break if the light gets updated, I am bringing this up because phosphor doesn't seem to affect that.

How to reproduce :

  • Open minecraft without starlight
  • Reproduce this bug : https://bugs.mojang.com/browse/MC-164281
  • Close the game
  • Open minecraft with phosphor
  • Reopen the world (the light-suppressed area should still "work")
  • Close the gam...
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Since commit https://github.com/PaperMC/Starlight/commit/440547d96828cc89e2ffaf8ea4b9f9406d4f80f7, enderman have not been able to spawn in the end dimension.
I have tested this on newer commits aswell, but that doesn't change anything.

The end world was also tested when completely regenerated, without any other mods installed - and reverting to an older commit afterwards seems to fix the issue aswell.

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I'm running Arch Linux with the Mesa 22 graphics library, but it doesn't appear to be a driver issue given that I've had the same result from different drivers (tested with Mesa RADV, LLVMPipe, and Zink).

The error logs give tons of errors like this :

java.lang.IllegalStateException: Tried to mark light data as ready for chunk [0, 0] but it hasn't been loaded yet
	at me.jellysquid.mods.sodium.client.render.chunk.ChunkTracker.onLightDataAdded(ChunkTracker.java:92)
	at me.jellysqu...
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starlight is a lighting engine replacement, it's the mechanism that calculates the light levels, etc; Both the client and the server has this logic, and both of them recalculate the light level here and there; starlight has nothing to do with rendering, that's still all on the rendering mechanism, etc

the server is primarily what deals with lighting, but, the client also updates lighting on its own, so, there are benefits to having starlight on both of them

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I believe there is a an incompatibility between BCLib and Starlight, causing the server to crash.
Removing either BCLib or Starlight fixes the crash.
To cause the crash, BCLib, Starlight and one of either BetterEnd or BetterNether must be present.
No other mod causes this conflict with BCLib on my modpack.
I created the same issue on BCLib's repo here.

Modlist:

  • fabric@0.42.1+1.17
  • fabricloader@0.11.7
  • no_null_processors@1.0...
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[PaperMC/Starlight] branch deleted: fabric\-dev/1\.18
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I have a server running in 1.18, but when it starts crashes immediately. Is the unique mod in the server.

MC Version: 1.18
Java: OpenJDK 17.0.1 64-bits
Fabric loader: 0.12.9
Fabric Api: 0.44.0+1.18
startlight: 1.0.0+fabric.d0a3220

Here's the log:

[18:53:45] [main/INFO]: SpongePowered MIXIN Subsystem Version=0.8.4 Source=file:/home/container/versions/118fabric/fabric-server-launch.jar Service=Knot/Fabric Env=SERVER
[18:53:45] [main/INFO]: Compatibility level set to JAVA_16
[1...
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Unable to reproduce, please ensure you're using the right version of Starlight and Java 17 (check with java -version)

1.18 Starlight: https://cdn.modrinth.com/data/H8CaAYZC/versions/Starlight 1.0.0 1.18.x/starlight-1.0.0+fabric.d0a3220.jar

% java -jar fabric-server-launch.jar
Starting net.fabricmc.loader.impl.game.minecraft.BundlerClassPathCapture
[19:44:34] [INFO] [FabricLoader/GameProvider]: Loading Minecraft 1.18 with Fabric Loader 0.12.9
[19:44:34] [main/INFO]: Loading...
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I am able to reproduce this issue. Below is a log showing the installing the mod and then starting the server.

gavin@arch ~> sudo pacmc install -a server "Starlight"
Searching for installable mods matching 'Starlight'

1) modrinth/Starlight (Fabric) [H8CaAYZC] by spottedleaf
  Rewrites the light engine to fix lighting performance and lighting errors
2) modrinth/Starlight (Forge) [iRfIGC1s] by spottedleaf
  Rewrites the light engine to fix lighting performance and lighting errors
...
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This PR (in addition with a pending PR to Create) fixes the incompatibility issues between Starlight and Create (Refabricated).

Create's dependency, Flywheel, has a VirtualEmptyBlockGetter class which serves to ensure that everywhere in Create's fake world has 0 block light and 15 sky light. To accomplish this, the class uses a custom LevelLightEngine, passing to the constructor a LightChunkGetter whose getLevel method returns the VirtualEmptyBlockGetter itself, which does not inherit from...

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We have run into a crash were its seems to not like Create mod. I have tested this twice so far even on a server.
This is a Client side crash.

Crashlogs:
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3

Time: 12/25/21, 6:45 PM
Description: Unexpected error

java.lang.ArrayIndexOutOfBoundsException: Index 16 out of bounds for length 16
at ca.spottedleaf.starlight.common.light.StarLightEngine.setBlocksForChunkInCache(StarLightEngine.java:229) ~[starlight-1.0.0+for...

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Hello, just seen your forge port for starlight, because I already played with starlight on fabric and seen th huge power of this mod, I jsut decided to add it to my little mopack, but I just encounter a crash at starting saying :

[18:15:00] [main/WARN]: LEGACY JDK DETECTED, SECURED JAR HANDLING DISABLED
[18:15:00] [main/INFO]: Added Lets Encrypt root certificates as additional trust
[18:15:00] [main/INFO]: SpongePowered MIXIN Subsystem Version=0.8.4 Source=file:/C:/Users/HellNoThat'...
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Hello! I still have a crash with Starlight and create with the StarLight version that AeiouEnigma shared in the last mentioned issue

Could you please share exactly what you tried to do that caused the crash?

Anything other than a ClassCastException when Pondering, at this point, would indicate that either I missed an important test case when making changes to Create, or that a necessary Create change was messed up when migrating some of those changes to Flywheel.

Most likely this...

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Issue Description

On the new version of Create (v0.4b) with Flywheel (v0.5.0a) running on Forge 39.0.9 a moving contraption (e.g. a piston) will cause the game to crash when it tries to move (this is on an existing world). After testing, this will already occur when trying to place down the piston.
Crash Report Here
Last part of stack trace:
`Caused by: java.lang.ClassCastException: class com.jozufozu.flywheel.core....

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I apologize if youโ€™re not interested, nor care about Forge 1.16.5 problems, but I figured Iโ€™d bring it up anyways on the off chance.

What is strange is that I have what appears to be the exact same issue with the mod RoadRunner. If I install Starlight (or RoadRunner) on the client, itโ€™s completely fine and shows huge performance improvements, considering my modpackโ€™s lag and whatnot is almost entirely due to world gen and lighting! I already reported an issue to RoadRunner's author, but ...

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So, I just tested something I should've before reporting, and I'm unsure if this relates to the incompatibility with Create.

If I make a new world on the server, it loads up just fine every time. It just won't load with pre-existing worlds. This is the same issue I was having with RoadRunner. I had it installed on my third server I use for events, but it always uses a new world. I added RoadRunner before, and it started up. I guess the same thing with Starlight.

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I can confirm the same thing, and then downgrading to 1.0.0 causes a crash with Flywheel

---- Minecraft Crash Report ----
// I let you down. Sorry :(

Time: 1/14/22, 11:14 AM
Description: Unexpected error

com.google.common.util.concurrent.ExecutionError: java.lang.ExceptionInInitializerError
	at com.google.common.cache.LocalCache$Segment.get(LocalCache.java:2053) ~[guava-31.0.1-jre.jar%2321!:?] {}
	at com.google.common.cache.LocalCache.get(LocalCache.java:3966) ~[guava-31...
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Starlight X Create has a minor incompatibility with TARDIS mod - when using the interior lighting feature, the slider does not adjust the light level, I presume due to the rewrite of the lighting engine.

To reproduce:

  1. Install Starlight X Create v1.2 for 1.16.5
  2. Install New TARDIS mod v1.5.3 (latest 1.16 release)
  3. Place a "broken exterior" block
  4. Use clocks (minecraft:clock) on it until it opens
  5. Use the command ...
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Hello fellow developers,

After some debugging we have experienced many server crashes with reason: Java heap space
We have generated heap report and seems like we have way to many chunks loaded.
Is there a way to tweak this LightingFeature from our side besides forking and removing this feature ?
Seems like starlight in 1.18.1 uses way to much RAM by loading chunks that are not unloaded then

Stacktrace:
`
java.util.concurrent.CompletionException: java.lang.OutOfMemoryError: Java h...

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[I'm not the mod developer. Take my advices with a grain of salt.]

It looks like you're running a lot of GUI/HUD mods.

  • FancyMenu cannot be the issue as I'm running it too.

  • The One Probe created problems while loading, but I'm running it too as well.

  • Looks like the game is crashing while creating the Loading Screen, which means some mods are trying to access the same method, and Starlight may intercept with its rendering methods.

  • OdysseyHUD caused an error. Might check th...

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Hey there, Been trying to trackdown a memory leak on my server while pregening.

My test server setup:

  • JDK: Zulu 17
  • Java Arguments: -Xms1024M -Xmx5G -XX:MaxMetaspaceSize=512M -XX:+UnlockExperimentalVMOptions -XX:+UseShenandoahGC -XX:ShenandoahGCMode=iu -XX:ShenandoahGCHeuristics=compact -XX:ShenandoahUncommitDelay=20000 -XX:ShenandoahGarbageThreshold=10 -XX:ShenandoahAllocationThreshold=20 -XX:ShenandoahGuaranteedGCInterval=20000 -XX:ShenandoahUnloadClassesFrequency=60 -XX:MaxTenuri...
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[PaperMC/Starlight] New branch created: fabric\-dev/1\.18\.2
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Using Starlight together with Immersive Engineering causes the displaying of how complex machines are crafted to be broken in the Engineering Manual. The corresponding issue on their Github can be found here, showing what happens when Starlight is installed: https://github.com/BluSunrize/ImmersiveEngineering/issues/5161.

Starlight version: starlight-1.0.1+forge.36a1c6c
Forge version: 39.0.79

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something is leaking a reference to client only classes, starlight does not appear to reference such classes anywhere
Somebody is leaking client references into the server classes somewhere, the fact that the issue on the quark repo appears to reference another class suggests that something is leaking somewhere and the fact that starlight is blowing up is not really a starlight issue, nor much that can be avoided here

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Versions:

Forge 39.0.79
Starlight 1.0.1 - starlight-1.0.1+forge.36a1c6c.jar

Mod list (ยฑStarlight):

Configured - configured-1.5.3-1.18.1.jar
Controlling - Controlling-forge-1.18.1-9.0+15.jar
FPS Monitor (provides FPS text when not in F3) - FPS-Monitor-1.18-1.0.2.jar
JEI - jei-1.18.1-9.2.1.69.jar

There is a noticeable, albeit slight, performance drop when the latest version of Starlight is installed. I underst...

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[PaperMC/Starlight] branch deleted: fabric\-dev/1\.18\.2
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Java Version: openjdk 17.0.2 2022-01-18
Minecraft version: 1.18.2
Fabric Version: 0.13.3
Starlight Version: 1.0.2+fabric.89b8d9f

console log:

OpenJDK Runtime Environment 21.9 (build 17.0.2+8)
OpenJDK 64-Bit Server VM 21.9 (build 17.0.2+8, mixed mode, sharing)
Starting net.fabricmc.loader.impl.game.minecraft.BundlerClassPathCapture
[21:57:01] [INFO] [FabricLoader/GameProvider]: Loading Minecraft 1.18.2 with Fabric Loader 0.13.3
[21:57:02] [mai...
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Describe the Bug
Crashing upon pressing the button for create configuration.

Reproduction Steps
Install Create and Starlight on Fabric 0.13.3
Press the engineer's googles button on create
Crash
Expected Result
To just open the GUI like every other GUI

Screenshots and Videos
No response

Crash Report or Log
latest.log

Operating System
Windows 10 Home

Mod Version
0.4.0d

Minecraft Version
1.18...

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[PaperMC/Starlight] New branch created: fabric\-dev/1\.19
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So, my server is not starting up with Starlight on already excising worlds. This has happened to both servers that I have. Like it will work normal and everything is perfect, but on day it will just refuse to start up. It will get stuck on like 98% or something and then it will just stop.
It doesn't start generate a crash report, so I will add a log of that day, as that is the only information I can give

Thanks,
Sub

[2022-03-25-3.log](https://github.com/PaperMC/Starlight/files/8362320...

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You have created this mod to help people with performance. Then why do you not fix issues of the mod, but jump to the next version, cause it came out. If you really want to help people, you could maybe fix mod for other versions first and then go to the next one and not be like this. You are legit one of the only mods that does this to 1.16.5 to my knowledge. It doesn't matter if it's starlight or starlight x create, as it's still your mod by the end of the day. Saying that it has nothing to ...

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Firstly, I am unable to replicate this with Lithium 0.7.9 and Starlight 1.0.2 on Fabric Loader 0.13.3-1.18.2, this probably means there are other mods causing issues. I have sussed out C2ME, Better FPS Render Distance, and Hydrogen. Speaking of Hydrogen, how did you get it to work on 1.18? The latest version it supported was 1.17.1 and Hydrogen has been archived. Either its these mods or they fixed this incompatibility between Lithium 0.7.7 and 0.7.9

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Firstly, I am unable to replicate this with Lithium 0.7.9 and Starlight 1.0.2 on Fabric Loader 0.13.3-1.18.2, this probably means there are other mods causing issues. I have sussed out C2ME, Better FPS Render Distance, and Hydrogen. Speaking of Hydrogen, how did you get it to work on 1.18? The latest version it supported was 1.17.1 and Hydrogen has been archived. Either its these mods or they fixed this incompatibility between Lithium 0.7.7 and 0.7.9

Hi, Thanks for replying, thankfully I...

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Occasionally my server will crash during what seems to be light propagation, it seems to happen more frequently when people go to the nether. A bunch of

[07:56:46] [Worker-Main-425/FATAL]: Failed to light chunk [121, -104]

messages pop up in the log until ultimately the server crashes with

[07:56:46] [Server thread/ERROR]: Encountered an unexpected exception
java.util.concurrent.CompletionException: java.lang.ArrayIndexOutOfBoundsException: Index 512 out of bounds for length 500
...

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When switching my server from Starlight to Phosphor it seems that the light rewriting is having an issue where a given chunk is not checking for light being produced from sources in surrounding chunks, or maybe the opposite. Since Phosphor uses the vanilla format for saving light I assume this also happens switching back to vanilla but thats not tested by me.
2022-05-02_15 23 22

You c...

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[PaperMC/Starlight] branch deleted: fabric\-dev/1\.19
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Context : I tried to switch from a 1.18.2 Paper server to a 1.19 Fabric server. I had a fully functional fabric server where I tested the mods used. When I transferred my world data from one to another, only the entities was correctly placed in the world, none of the players modifications were correct.

How I found the bug ? : I create a new server from scratch and then add the mods I want one at a time to test their impact. It was when Starlight was added that I lost the block modification...

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I cannot really provide logs because there is no error showing inside the console. But my world data are incorrect due to the lack of blocks placed by players. It was as the world was again generated from seed : in place of a beautiful city, there was the originals mountains with all entities we placed suffocating in walls (villagers, wolfs, etc...).
The dimension were data were lost is The Overworld.
And I knew about the differences between end/nether in the type of servers. I did the corr...

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It appears the problem was because the kind of exceptions starlight catches wasn't the one that blew up when loading your old world data. In fact, it should have (and will) blow up on 1.19 regardless of what world data you put in there. Unfortunately for me, when I tested 1.18 starlight on 1.19 I did in a dev environment - where the exception wouldn't occur. So I thought it would have possibly just resulted in light data loss. Specifically, the problem was that a method mapping had changed du...

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Starlight Version: 1.0.2+fabric.89b8d9f
Minecraft Version: 1.18.2
Loader Version: Quilt 0.17.1-beta.2
Create Version: mc1.18.2_v0.4.1+628

Reproduction:
Get that sticky mechanical piston
Get those piston extension poles
Get that hand CRANK (or creative motor)

That sticky mechanical piston? Put it into the air facing downwards
Those piston extension poles? Put it on top of the sticky mechanical piston!
That hand CRANK? Put it on the side, the right one

SPIN THAT HAND CRANK (or ...

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Greetings!

My experience with Starlight on the client side has been good so far except for one thing. My only problem (from what I've noticed) is that there are serious lag spikes when interacting with mangrove roots. This is especially noticable when interacting with mangrove roots in larger volumes.

Since mangrove roots aren't exactly opaque, this may not just be isolated to mangrove roots, but I'm not entirely sure.

I'm aware that Starlight was designed for server-side usage in mi...

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