Jump to content

Recommended Posts

Posted (edited)

I have added an option to replace all skeletons in overworld with zombies, but it may (exactly, MAY and not WILL) crash server during world load.
Here is a problemmatic piece of code:
 

/* This code is inside EntityJoinWorldEvent event handler */
/* Replace skeletons with zombies? */


        if (ConfigHandler.GENERAL.noSkeletons.get()) {
                //Zombienation.LOGGER.debug("Attempting to replace skeleton with zombie...");
                if (event.getEntity() instanceof SkeletonEntity || event.getEntity() instanceof StrayEntity) {
                    if (event.getEntity().level.dimension().location().toString().equals("minecraft:overworld")) {
                        /* Random zombie randomly turns into any other zombie from vanilla or my mod on spawn */
                        /* Zombie itself isn't a problem - I have tried vanilla zombies or even pigs */
                        RandomZombie zombie = new RandomZombie(ZombiesRegistry.RANDOM_ZOMBIE.get(), event.getEntity().level);
                        zombie.setPos(event.getEntity().getX(), event.getEntity().getY(), event.getEntity().getZ());
                        event.getEntity().level.addFreshEntity(zombie); //Server freezes at this line
                        /* Line below is never reached if server freezes, so it can't be an issue? */
                        event.setCanceled(true);
                        //Zombienation.LOGGER.debug("Done!");
                    }
                }
        }

 

Edited by Mad Alchemist
Fixed a typo in code piece
Posted
23 hours ago, diesieben07 said:

This should really check the entity type instead, not the class.

Leaving it "as is", it will also replace everything that extends SkeletonEntity or StrayEntity classes?
Not sure if I want it... It may be desired behavior if some mod adds skeletons by extending vanilla ones...

And thanks for help, I probably would never find out it myself...

 

Posted
Quote

Look at ForgeInternalHandler#onEntityJoinWorld for how to do it properly.

Where is this "ForgeInternalHandler" located? And, can't I just do it in entity tick and check if chunk entity is in is fully loaded?

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Forge only supports Java Edition, you'll need to ask elsewhere for Pocket Edition support. Also, don't post in unrelated topics. I've split your post into its own topic.
    • How do I download mods for minecraft pe
    • I've tried multiple ways to get the chunk coordinates and none of them have worked, so I'm guessing it may be getChunk().  Is there another way to forcibly load a chunk on that same tick? If all else fails I guess I can just delay my action by a tick, but that's a pain in the butt and makes it more complex to provide appropriate feedback... Also welcome, Zander.  If you're searching for a similar solution, I hope this (eventually) helps you too 😅
    • My guess would be that you are not getting the chunk coordinates right, or getChunk dosnt work.
    • Hello, Recently I have been hosting an RLcraft server on Minecraft Forge Version 1.12.2 - 14.23.5.2860 I originally had lag issues and I chalked it up to playing on less than perfect hardware so I moved the server to better hardware(i9-9900k with 64GB of RAM for 1 player.) After lots of troubleshooting I discovered a couple of things. World saving was causing the MSPT to spike to over 2000Miliseconds and was happening every minute. This kind of makes sense as the world was pre-generated and is over 100GB. I learned that I could turn off world saving and just schedule that and that resolved that issue. After that issue was resolved I discovered another issue. It appears that when exploring chunks, any chunks explored stay loaded. They persist. I was originally thinking that this had to be a mod issue, but it didn't seem like anyone was talking about it. This isn't really a problem on packs with few worldgen mods or just few mods in general, but on beefier packs it becomes a problem. I went through forge changelogs and found this line. Build: 1.12.2-14.23.5.2841 - Thu Aug 29 01:58:50 GMT 2019 bs2609: Improve performance of persistent chunk checks (#5706) Is this a related item to what I am dealing with or just something else?   I went ahead and created a new dedicated server with Just Forge 14.23.5.2860, spark reforged, and it's core mods. I was able to replicate the issue and log it with spark. Hopefully you're able to see this spark profile. It basically shows that as I explored the chunk loading persisted(2000 chunks loaded over 10 minutes with one player)The view distance is set to 10 so that should be 200 chunks per player. If I don't move the loaded chunks are 200. I was however able to fix the persistent chunk issue if I save the world more frequently. My question is, is this intended function of the game or is this a bug? Everywhere I read seems to indicate Minecraft servers save every 5 minutes and not every minute. Can chunks not unload if the world does not autosave. Additionally. Autosave specifically appears to fix this issue. Manually running save-all does not resolve the issue.   I realize this is kind of a log one, sorry. Please let me know if you require further information. Thanks in advance for your time. https://spark.lucko.me/NvlMtC39Yt https://imgur.com/a/K0oyukx https://pastebin.com/z0qGu1Vh  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.