Scripts fail to apply on existing worlds with KubeJS Fabric 1902.6.0-build.119
SplendidAlakey opened this issue ยท 4 comments
Version
2.7.5
Describe the bug!
- Install KubeJS Fabric 1902.6.0-build.119
- Install LootJS 2.7.5
- Create a very simple script, using LootJS
- Launch the game, create a new world - no errors appear
- 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
New kubejs version... I have no words for this...
Thank you for the report! Will fix this later.
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.
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