On to the feature:
Add a /client proc that accepts errors like these when Dream Seeker encounters an error and crashes. This could be used to log the location where the error was registered, what the server was doing when the error was sent, and possibly even relocate the client someplace else away from the error as defined in the game's implementation.
I'm not sufficiently familiar with how BYOND processes its errors, but any info that helps fix code that *looks* alright in DM is a step in the right direction.
Here's a possible implementation. signal2text would convert the code to the text version. signal2text(11) => "SIGSEGV"
/client/Crashed(signal)
world << "[ckey] has crashed with [signal2text(signal)] at coordinates [mob.x],[mob.y]!"
mob.Crashed(signal) //Assuming that the developer also added a similar proc to mob.
I'll make a bugreport once I'm sure it's an issue with BYOND and not just some edge case that abuses undefined behavior in ways that occasionally cause issues.