Gateway Imploded Because There Was Not Enough Space To Spawn The Next Wave Verified -
If you must run the trial in a restricted area, construct an elevated platform at least 24 blocks above the natural terrain level to isolate the gateway from subterranean caves. Ensure there is a completely clear radius of at least 15 blocks horizontally around the gateway, and remove all blocks directly above it to the sky limit to accommodate tall bosses. Install Automated Mob Containment
According to bug reports on the AllTheMods GitHub Issue Tracker , specific companion mods alter mob generation mid-spawn. For example, the Shiny! mod adds a random chance to convert a standard pillager or zombie into a "Shiny" variant. Not enough space for gateway pearls · Issue #9019 - GitHub
around the gateway to be clear of obstructions like walls, pillars, or low ceilings. Dimension Mismatch:
What (e.g., Sunlit, Pinnacle) you are trying to beat.
Lingering phase-mobs can quietly ruin your gateway runs. Build a 12x12 platform and place a high-tier automated damage vector—such as an upgraded Mob Crusher or a Mob Grinder paired with a Soul Surging modifier. This setup eliminates entities the moment their bounding boxes materialize, ensuring the gateway registry reads zero active mobs when processing the next wave trigger. If you want to troubleshoot your exact setup, let me know: Which and version you are currently running. The exact dimension name where your gateway is imploding. If you must run the trial in a
Room for the new entities to materialize without overlapping existing assets.
When the portal asks Apotheosis to supply a custom invader inside a mining or void world, Apotheosis fails to find valid structural tables for that dimension. It passes a null value back to the gateway handler, causing an immediate implosion. 2. True Physical and Vertical Collision
The verification system checked available heap memory: 4.2 GB free. "Enough space," it reported. However, the gateway used a limited to 8,192 active entity pointers. The 50,000th enemy had no pointer slot. The gateway did not have a "grow" function—it had a memmove() function that assumed static arrays. When it tried to shift the array to make room, it overwrote the stack’s return address. The CPU attempted to jump to memory address 0x00000000 . The gateway stopped. The implosion was complete.
The forensic analysis revealed a . The wave logic was tied to player density. As 128 players entered a single instance, the wave size grew exponentially: Wave 1 had 50 enemies; Wave 10 had 5,000. By Wave 15, the gateway needed to spawn 50,000 entities. For example, the Shiny
To ensure your high-tier gate events run to completion without collapsing, implement these community-verified fixes:
This indicates that the Gateway attempted to initialize a new batch of worker processes or threads (the "next wave") to handle incoming traffic but failed due to insufficient memory allocation or container resource limits. This resulted in a halt of operations and service unavailability.
[Wave Timer Hits 0] │ ▼ [Check Spawn Zone Coordinates] │ ┌─────┴────────────────────────┐ │ │ ▼ ▼ [Space Available] [Space Obstructed] │ │ ▼ ▼ (Spawn Units Normally) (Trigger Collision Error) │ ▼ [Gateway Implodes / Game Crashes]
This public link is valid for 7 days and shares a thread, including any personal information you added. This link or copies made by others cannot be deleted. If you share with third parties, their policies apply. Can’t copy the link right now. Try again later. Not enough space for gateway pearls · Issue #9019 - GitHub Dimension Mismatch: What (e
The single most frequent trigger for this implosion involves players setting up arenas in custom modpack dimensions. To minimize lag and avoid monster hunts across the landscape, players regularly attempt these fights inside flat utility zones like the Just Another Mining Dimension ( jamd:mining ).
Many RTS (Real-Time Strategy) and tower defense games use an A* (A-Star) pathfinding grid. If the nodes immediately surrounding the gateway are marked as "impassable" due to extreme crowding, the spawning logic fails because the new units have no valid path to enter the map. 3. Memory Allocation Failures
"I thought my GPU died," said beta tester "RogueStompy." "One second I’m cornering a horde of crawlers, the next, the entire map just… winked out of existence. No lag, no warning. Just void."
: Shifting to a hard crash because the code cannot resolve the physics overlapping.
Players reported a sudden "silent black screen" followed by a single error message: ERROR: NO_SPAWN_GRID - Instance terminated.