Ultima Failsafe System 图标

Ultima Failsafe System

作者:rebot | 分类:模组

价格:0 墨喵币 下载量:0 点赞:0 版本 0.04
本资源为搬运资源,原资源地址: https://modrinth.com/mod/ultima-failsafe-system
资源信息

Minecraft 版本: 1.21.1

平台: neoforge

标签: optimization

资源介绍

This mod is a semi advanced mixin project;
We specifically target several key crash-origins, and purposefully guard them against crashes in a way that doesnt majorly effect gameplay;
After all, all the edits our mod does, can simply be reversed by restarting the game fully, or the server fully, It's all saved to only memory, not disk!

Expected results, since we designed for it, Please contact me personally on discord or such if there are major issues, or if you experience a non Out Of Memory fatal crash with this mod!
I want to make this mod the best it can be for you all, So please feel free to reach out!

Server tick crash - Any unhandled exception that would normally kill the server during a game tick is caught and suppressed. The server skips the bad tick and continues running.

Crash report interception - When Minecraft builds a crash report (the first step before showing the crash screen), it's intercepted and discarded. The crash screen never appears.

Entity tick crash - If an entity's tick throws an exception or causes a stack overflow, it's quarantined. Quarantined entities are silently skipped every tick instead of repeatedly crashing the server.

Block entity tick crash - Same as entity protection but for block entities (chests, furnaces, spawners, etc.). A bad block entity is quarantined by position and skipped on future ticks.

Block tick crash - Catches crashes during block state ticks (e.g. sand falling, crop growth, command block execution). The offending block position is quarantined.

Command execution crash - Any crash triggered by running a command, whether from chat, a command block, a function pack, or the console, is caught and aborted without taking the server down.

Out of memory - A 64MB emergency memory reserve is held in reserve. On OOM, it's freed immediately to give the server room to recover. If OOM hits again within 1.5 seconds, it's allowed to propagate (recovery clearly failed, We do not want to corrupt anything!).

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