[BUG] Vine Lassoo against Minecolonies Mob = Crash
DoctorMage opened this issue ยท 3 comments
Is there an existing issue for this?
- I have searched the existing issues
Are you using the latest MineColonies Verison?
- I am running the latest alpha version of MineColonies for my Minecraft version.
Did you check on the Wiki? or ask on Discord?
- I checked the MineColonies Wiki and made sure my issue is not covered there. Or I was sent from discord to open an issue here.
What were you playing at the time? Were you able to reproduce it in both settings?
- Single Player
- Multi Player
Minecraft Version
1.19.2
MineColonies Version
minecolonies-1.19.2-1.1.151-BETA.jar
Structurize Version
structurize-1.19.2-1.0.630-RELEASE.jar
Related Mods and their Versions
Forge:43.2.23
multipiston-1.19.2-1.2.21-ALPHA.jar
domum_ornamentum-1.19-1.0.107-RELEASE-universal.jar
citadel-2.1.4-1.19.jar
blockui-1.19-0.0.69-ALPHA.jar
alexsmobs-1.21.1.jar
Current Behavior
Using a lasso on a minecolonies mob will cause a ticking entity crash
Expected Behavior
Lasso acts as lead on mob
Reproduction Steps
- Equip vine lasso.
- Wind it up.
- Have it land on minecolonies mob
Logs
https://gist.github.com/DoctorMage/0fad43d34a7b3169c0790a06fa9f47f8
Anything else?
was told to report it here AlexModGuy/AlexsMobs#1791
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My 2 cents: I would say it their bug as you should not (ideally?) call Entity#moveTo on client side? especially when doing serverside logic. But we should not crash cuz of it anyway
I don't think there's any inherent reason not to call Entity#moveTo
on client side. It's non-authoritative (server position will "win" on resync) but calling it on both sides is more efficient / less latency, particularly for teleportation-style movement.
Calling PathNavigation#moveTo
on client side is weirder, though, and probably shouldn't be happening. The related vanilla reference is #tickLeash
, which is only called server side.
So yes, this looks like mostly their bug.