Electroblob77 / Wizardry

Source code for Electroblob's Wizardry, a Minecraft mod about magic, exploration and adventure. Open-source so other aspiring wizards (a.k.a. programmers 😎) can see the real magic! ✨ Just want to download and play? Head over to the CurseForge page via the link below:
https://minecraft.curseforge.com/projects/electroblobs-wizardry
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[Bug] Summons are almost immediently dissappearing. #806

Open thedeerirty opened 2 years ago

thedeerirty commented 2 years ago

Is there an existing issue for this?

Observed behaviour

Simply put, all summon spells, whether it be related to vanilla mobs (such as necromancy) or summons that invoke wraiths have said entities appear for a moment, before seemingly being removed by the server. I don't see any mention of it being done in the server logs, so I'm not sure what would cause it.

Expected behaviour

I summon the mobs for the time they are allowed to be summoned, rather than the vanish.

Steps to reproduce

  1. Ready up summon spell.
  2. Spell Summons, mob appears, may move.
  3. Mob then forcably is removed.

Crashlog

No response

Environment (Singleplayer/Server, etc.)

LAN game/Server

Mod version

4.3.7

Minecraft version

1.12.2

Forge version

14.23.5.2860

Other mods

crash-2022-05-04_00.50.38-client.txt

This crash report is unrelated to the issue; it seemed the easiest way to list the mods.

WinDanesz commented 2 years ago

Are you in Peaceful mode?

thedeerirty commented 2 years ago

I am not.

thedeerirty commented 2 years ago

Looked a bit more into it; this does appear, as I reported, to be solely a server issue; I can load into a world with the same mods in singleplayer and they summon just fine. Perhaps somethings weird with the server properties? Can't think of what that'd be off the bat though.

thedeerirty commented 2 years ago

Curious if you know, uh, from the mod list there, are there any ideas that stick out to you where a conflict could arise on a server with 'em? Do you have an idea of what code/function that could exist that would despawn entities after a short period from your mod? It's not just yours either, summons from the addons for Electroblobs also get despawned.

WinDanesz commented 2 years ago

AW2 has a special logic which prevents certain mobs from spawning within some structures (most notably skeletons, zombies and variants of them). Perhaps you are trying to spawn summons within a structure's area?

thedeerirty commented 2 years ago

Intereeeesting.

That could be it. Maybe. I'll look into it.

As far as I can tell, its universally everywhere, at least whenever I've done so. Again, no issues on my client, just on a server, but perhaps something with Ancient Warfares configuration serverside messed it up.

I'll dig around here tonight and see what I can find, if anything.

thedeerirty commented 2 years ago

As far as I found, not much dealt with its configuration on Ancient Warfare itself regarding spawning.

The only two server-side mods I've got on are performance related, and the issue was present before they were installed.

Weird enough, its specifically summoning related to EB and any of its addons I use. Even if, say, NPC Wizard's cast Summon Zombie or anything of the such; same result. Found that out the other day. It's like it affects any summoned entity that has AI from EB stuff; Ancient Spellcrafts animate (weapons, item, etc.) present the same issue.

Lycanites, for example, seems to have no issue with its summoning anywhere. Maybe some weird config is in some mod somewhere, but I dunno what could be causing this incompatability off the top of my head. Wasn't Zombie Awareness (Saw some trouble in a few other issues with it) nor Wizardry Tales, doesn't seem to be Ancient Warfare.

WinDanesz commented 2 years ago

Please test this with just EbWiz on your server, and if you have no issue with it, keep adding mods till it happens