On the server, "Official Staging Server (LvD-Copy, Whitelist)" I was doing some testing. When attempting to spawn in a fleet for a player that was helping me test, I managed to crash the server and the connected clients.
We were attempting to spawn in a rack of ships to do some fleet testing. The rack did not have a faction block on the parent entity, and thus was not spawning in as his faction. Since this was new, we were a little confused what was going on, I attempted to manually load in a copy as their faction with the following command:
/load_as_faction "FCM Fleet 5" "FCM Fleet 5-2" 10058
This is when the server and connected clients crashed.
I suspect that similar commands used to load objects may also be affected, but I have to work and don't have time to test right now. Here is my to-do list of commands to test, which may be affected:
-- When testing, entities that do NOT have a faction block on the parent entity should be used.
/load_station_neutral
/load_station_pirate
/load_station_trading_guild
/spawn_entity
/spawn_entity_pos <-- this one I use for quests.
- If Pirate spawning is affected
/spawn_mobs
/spawn_mobs_line
- If turning on or modifiying the faction information for an entity fails when no faction module is present
/start_ship_ai
/faction_set_entity
- If trade guild spawning is affected
/create_trade_party
I'd also test spawning of pirate ships with no faction modules, as I am guessing some servers may have custom pirates that do not have faction modules attached. I'd also like to create a custom NPC faction that contains ships without faction modules attached to the parent entity, to see what happens when they are spawned in.
(To be clear, I do know that "/load_as_faction" will crash the server, but I do not know what happens with these other commands. I have left them here as a to-do list for myself to test later when I have time.)