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Crash when an MCA Villager is turned into a Zombie. #628
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See #620. |
Thank you mezzodrinker, just didn't see it! |
Reopening so I remember to take another look at this to see if there's any kind of workaround I could come up with. |
Just a little bit more information on this issue as well. It doesn't look like I'm able to reproduce it without MCA/RadixCore loaded, and it looks like it's only happening when the MCA villagers turn into their infected counterpart. It does not seem to occur if they turn into a vanilla zombie villager. However, it is not a 100% chance to crash when the MCA villagers turns into their infected counterpart and baby zombies can also crash the game in the same fashion. The world is able to be reloaded normally after crashing (No corruption that I'm seeing, hopefully), and the MCA villager is using the corresponding infected villager skin. Definitely reproducible by just spawning 1 MCA Villager and 1 Zombie and letting them go at it. Kill off the villager when they get infected if it does not crash, replace the zombie when they are killed off, rinse and repeat until crash. |
it is reproducible on my server, as i've had it happen to me, but if it isn't reliable every time, that makes it hard to debug. the problem with that is it is hard to be quite sure the problem is fixed if you have to "rinse and repeat" to make it happen. Unless of course the offending code has an obvious error in it. |
Lack of proper cancelling of the event may be what caused this. But it's just a guess as the issue is coming from Minecraft's AI.
I'm still recieving the same crash with the newest 1.7.10 version. |
Me too. Albeit now I can't even create a world although not your issue |
Temporary fix: Mithion/ArsMagica2#1032 Change MCA.config "Enable infection" of villagers and children to "false". |
I just confirmed that this issue still occurs without Ars Magica installed on the latest 1.7.10 version of MCA and RadixCore. |
I see that your code here is meant to interrupt Zombies trying to re-aggro the infected Villager. You have to do this every time that a Zombie tries to target a Villager. The way I see it, it is more processor efficient to split the uninfected and infected villagers in two separate classes and then use an Interface for their mutual functionality. (You would need to copy their fields or store them externally, sadly.) Replacing the Entity with another entity will automatically de-aggro every mob that is hunting it and if the infected villagers don't extend EntityVillager, then the zombies will not re-aggro them. Until you cure them, that is. |
Crash:
I initially had this occur once in a while on a heavily modded pack, and decided to see if I could recreate it with nothing other than MCA. In order to replicate the crash, create a world in creative, set the game to night, create a small enclosed area, and spawn a couple MCA villagers along with some zombies. It looks like it crashes when the MCA villager gets converted to a zombie, but the zombies continue to attack the converted villager. Even then, it does not crash with a 100% success rate.
Edited in: I'm using MultiMC. This is on 1.7.10, running Forge 10.13.4.1566, MCA 5.1.1.2, RadixCore 2.1.1 and nothing else for the above crash.
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