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Scripts fail to apply on existing worlds with KubeJS Fabric 1902.6.0-build.119 #9

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SplendidAlakey opened this issue Nov 14, 2022 · 4 comments

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@SplendidAlakey
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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

@LLytho
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LLytho commented Nov 14, 2022

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

Thank you for the report! Will fix this later.

@SplendidAlakey
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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.

@LLytho
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LLytho commented Nov 14, 2022

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

@LLytho
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LLytho commented Nov 14, 2022

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

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