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Working with attribute modifiers, but the explanation given on the wiki doesn't seem to match up with how they work in the base game. On the wiki, they state that every attribute modifier must have a different UUID to correctly be applied to the player. In the base game, however, each armour piece (head, chest, legs, feet) seems to have a UUID which it uses for armour, armour toughness, AND knockback resistance. These attribute modifiers have the same UUID, but different name strings and different attributes they are modifying. On the other hand, DiggerItem and SwordItem use different UUIDs for attack damage and attack speed, different name strings, and also obviously have different attributes. Can anyone provide clarification on how the UUIDs of attribute modifiers work?

Posted

https://minecraft.fandom.com/wiki/Attribute

  Quote

Note that attribute modifiers that have the same UUID and affect the same attribute do not stack; only the one that most recently affected a player or mob has an effect, overriding the previously affecting modifier(s).

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As it says, UUIDs must be unique per attribute if you want the modifiers to stack rather than overwrite.

Obviously if the are globally unique, regardless of attribute, that also avoids clashes.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted
  On 1/18/2023 at 9:20 PM, warjort said:

https://minecraft.fandom.com/wiki/Attribute

As it says, UUIDs must be unique per attribute if you want the modifiers to stack rather than overwrite.

Obviously if the are globally unique, regardless of attribute, that also avoids clashes.

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This makes sense. I'm just confused as to why they use separate UUIDs for attack damage and attack speed. Shouldn't it work as intended if they use the same UUID, since attack damage and attack speed are different stats?

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