Crescentine Posted December 9, 2021 Posted December 9, 2021 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. Quote
poopoodice Posted December 9, 2021 Posted December 9, 2021 (edited) 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 December 9, 2021 by poopoodice 1 Quote
Crescentine Posted December 9, 2021 Author Posted December 9, 2021 On 12/9/2021 at 2:26 AM, 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 Expand 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 Quote
poopoodice Posted December 9, 2021 Posted December 9, 2021 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. Quote
Crescentine Posted December 9, 2021 Author Posted December 9, 2021 On 12/9/2021 at 3:28 AM, 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. Expand 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. Quote
poopoodice Posted December 9, 2021 Posted December 9, 2021 (edited) 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 December 9, 2021 by poopoodice Quote
Crescentine Posted December 9, 2021 Author Posted December 9, 2021 On 12/9/2021 at 3:50 AM, 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. Expand So I remove the null check and that- would that mean the problem is fixed. Quote
poopoodice Posted December 9, 2021 Posted December 9, 2021 You remove the check, the client logic starts to run. You remove the implementation of isEffectiveAi(), the game will not crash. Quote
Crescentine Posted December 9, 2021 Author Posted December 9, 2021 On 12/9/2021 at 3:58 AM, poopoodice said: You remove the check, the client logic starts to run. You remove the implementation of isEffectiveAi(), the game will not crash. Expand 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? Quote
poopoodice Posted December 9, 2021 Posted December 9, 2021 Because in 1.16 it checks for isServerWorld(), after that 1.17+ it checks isEffectiveAi() Quote
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