Xee1: That's not related to FC, with 1.22-ctest10 it'll just show up in a lot of stack traces just like minecraft itself, but doesn't have much of an effect on the crashes themselves. Likely causes for the crash I can think of are:
- a potential race condition between placing a block and using an inventory which doesn't contain the hotbar slots, i.e. doing those at a very similar time
- broken mod code in a gui that allows placing blocks while it's open
- a mechanism that places blocks as if the player placed them
- a faulty mod edit to the ingame gui (the one showing just the hotbar as in no "machine type gui")
MaouKami: That's possible to debug with somewhat elaborate monitoring code, but that's only worth the effort if it happens frequently enough or can be reproduced easily. If it does we should get in touch to deploy that.
lil_kreen: What do you mean by "game menu"? The main menu or the one that shows when pressing esc while ingame? The latter stops the integrated server thread/processing while being shown and thus pauses the game.
As far as I'm aware such a large difference between ingame and paused may come primarily from lack of heap memory, saturation of all cpu cores or overly frequent chunk updates.
The debug screen can show some profiling information (http://minecraft.gamepedia.com/Debug_screen#Profiler_graph), yielding some more insight how much time is spent for entities/tile entities (root.gameRenderer.level.entities), chunk updates (root.gameRenderer.level.updatechunks), the actual world rendering (root.gameRenderer.level.terrain) or client-side simulation (root.tick). You have to re-open the debug screen to reset the values, otherwise they just accumulate+average infinitely.