LootJS: KubeJS Addon

LootJS: KubeJS Addon

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Scripts fail to apply on existing worlds with KubeJS Fabric 1902.6.0-build.119

SplendidAlakey opened this issue ยท 4 comments

commented

Version

2.7.5

Describe the bug!

  1. Install KubeJS Fabric 1902.6.0-build.119
  2. Install LootJS 2.7.5
  3. Create a very simple script, using LootJS
  4. Launch the game, create a new world - no errors appear
  5. Exit the world and re-enter it - now LootJS scripts fail to load

The script I'm using to test this is very simple:

LootJS.modifiers((event) => {
	event
		.addEntityLootModifier("minecraft:bee")
		.removeLoot("mcdw:item_bee_stinger");
});

Rolling back to KubeJS Fabric 1902.6.0-build.117 solves the issue.

Crash Report

No response

Log

https://gist.github.com/SplendidAlakey/e3d9c2f4f298a1d1c0ed9aaeaa06a186

Additional Context

Yes

Modifications

I'm using LootJS to remove loot from MC Dungeons Weapons, but I don't think it matters, judging by the logs.

Did the issue happen in singleplayer or on a server?

Both

commented

New kubejs version... I have no words for this...

Thank you for the report! Will fix this later.

commented

Also, completely unrelated to this issue, but you seem to not have KubeJS set as a hard dependency in fabric.mod.json. Not critical at all, but probably worth adding that, so that a crash, caused by not having KubeJS, would be descriptive in telling people to install KubeJS, rather than throw some messy crash log.

commented

Also, completely unrelated to this issue, but you seem to not have KubeJS set as a hard dependency in fabric.mod.json. Not critical at all, but probably worth adding that, so that a crash, caused by not having KubeJS, would be descriptive in telling people to install KubeJS, rather than throw some messy crash log.

Yep, added this too now. Thanks

commented

New version 2.7.6 uploaded to CF. Waiting for approval! Should hopefully just take a few minutes.