Gateway Imploded Because There Was Not Enough Space To: Spawn The Next Wave Verified [top]

Ensure no player avatars, pets, or deployable barriers are resting on the gateway geometry.

Because the cornered enemies were already at maximum compression (pixel-perfect collision), the engine entered a recursive loop:

The patch (v1.0.4b), rolling out today, implements three changes:

: If the gateway is placed too high in a dimension with a lower build height, large mobs (like giants) may fail to spawn because their hitbox would exceed the world's vertical limit, causing the gateway to implode. Entity Conflicts : Conflicts with other mods—specifically the

Before activating the Pearl, light up the area entirely. Any or Skeleton wandering into the arena counts as an "entity removed without being killed" and can trip the fail-safe. Ensure no player avatars, pets, or deployable barriers

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

Remember, "The Gateway imploded because there was not enough space to spawn the next wave" is not a hardware issue; it is a "mob spawning math" issue. Build your arena like a sterile laboratory, not a natural battlefield, and you will finally see those completion rewards spawn without the explosion.

: Build your arena in an area with at least 20–30 blocks of vertical space above the gateway to accommodate Giants. Use a Large Flat Platform : A platform of roughly

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 Any or Skeleton wandering into the arena counts

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

At the start of a wave, the game script calls a function to instantiate a specific number of enemy models at a designated Vector3 coordinate (the gateway).

The "gateway imploded because there was not enough space to spawn the next wave verified" incident serves as a stark reminder of the importance of thorough testing and level design. In an industry where margins for error are often razor-thin, developers must consider every possible scenario, no matter how improbable.

Just ran into a run-ending bug (or mechanic oversight?) – the gateway literally imploded on itself because there wasn't enough physical space to spawn the next wave. The game verified the wave condition, tried to place enemies, couldn't, and instead of a soft lock or a warning, the gateway just… collapsed. Verified by the log: "not enough space to spawn the next wave" . The game verified the wave condition

Here is the full context regarding that specific error message and the paper it relates to:

Relocate your setup entirely to the Vanilla Overworld surface or the Vanilla Nether . Testing logs on FTB Team's Issue Tracker confirm that moving the gate out of JAMD/Mining dimensions directly resolves the wave failure. 2. Address "Entity Removed Without Being Killed"

As the next wave of ships approached, Echo began to analyze the gateway's capacity. It quickly realized that there was not enough space to accommodate the incoming ships, which would have caused a catastrophic destabilization of the wormhole.