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Posted

Basically, my attributes for my TankEntity are not going through. I'm DIRECTLY porting from 1.17, and it worked fine on 1.17 and 16, so I'm pretty confused here. The Entity extends Pig and within it, this is for creating the attributes.

 public static AttributeSupplier.Builder createAttributes() {
        return Pig.createLivingAttributes()
                .add(Attributes.MAX_HEALTH, 90.0D)
                .add(Attributes.MOVEMENT_SPEED, 0.14f)
                .add(Attributes.KNOCKBACK_RESISTANCE, 10.0D)
                .add(Attributes.FOLLOW_RANGE, 0.0D);
    }

Then, in my EntityTypes Registry, I add the attributes. 

@Mod.EventBusSubscriber(modid = TankMod.MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD)
public class TankModEntityTypes { 

.....

   @SubscribeEvent
    public static void entityAttributesInit(EntityAttributeCreationEvent event) {
        event.put(TANK_ENTITY_TYPE.get(), TankEntity.createAttributes().build());
    }

I just don't understand why its not working. This worked fine , before. The Entity spawns, but it weirdly just floats in the air, and when hit it goes red and doesn't stop being red. When the player rides it, its health also doesn't go down. Really strange stuff.  I looked at some other mods which have entity attributes, and it works fine in them. If there's anything else I need to show let me know.

unknown.png

unknown.png?width=836&height=563

How do you know it's the attributes' problem? For me it sounds more like it's not ticking. (maybe forgot to call super, or the server is frozen.)

 

Btw you're on the wrong sub forum

Edited by poopoodice

  • Author
18 minutes ago, poopoodice said:

How do you know it's the attributes' problem? For me it sounds more like it's not ticking. (maybe forgot to call super, or the server is frozen.)

 

Btw you're on the wrong sub forum

Sorry, I thought originally this was a forge problem , so I made it for this.

Anyway, I have THIS for the tick() method ... 

    public void tick() {

        if (level.getServer() != null) {

            super.tick();
}

One of my friends told me I needed to check if it was NOT null before the super because otherwise, it was crashing when the entity was spawed- if that's not the solution , then what do i do to stop it from crashing? Here is a pastebin of that crash.

Thanks by the way for trying to help me.

https://pastebin.com/Qk37BRA6

It will always return null if it's on client, therefore you are stopping any client logic from happening at all.

Can you show more of your code? Like the whole entity class.

  • Author
14 minutes ago, poopoodice said:

It will always return null if it's on client, therefore you are stopping any client logic from happening at all.

Can you show more of your code? Like the whole entity class.

https://pastebin.com/Giqcz8sx Yeah, here. A note: this is a tank mod, the "shoot" and other things aren't relevent to this because they work fine. The only reason tick is being overrided (overriden?) is because I need to make it so the time cooldown thing happns. 

Ok so first 

     if (level.getServer() != null) {
         super.tick();
 
         if (time < cooldown) time++;
     }

The null check needs to be removed, so the vanilla logic can be performed.

Secondly

    @Override
    public boolean isEffectiveAi() {
        return true;
    }

Any reason you override this? It should only return true if it's on server only.

Edited by poopoodice

  • Author
2 minutes ago, poopoodice said:

Ok so first 

     if (level.getServer() != null) {
         super.tick();
 
         if (time < cooldown) time++;
     }

The null check needs to be removed, so the vanilla logic can be performed.

Secondly

    @Override
    public boolean isEffectiveAi() {
        return true;
    }

Any reason you override this? It should only return true if it's on server only.

So I remove the null check and that- would that mean the problem is fixed.

You remove the check, the client logic starts to run.

You remove the implementation of isEffectiveAi(), the game will not crash.

  • Author
Just now, poopoodice said:

You remove the check, the client logic starts to run.

You remove the implementation of isEffectiveAi(), the game will not crash.

If this is such a problem, what I don't understand is why it caused no problems before on older versions. something new on 1.18?

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