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Fix player data not being copied on respawn #53
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facepalm my god, how did we miss this - we've had to do this so many times. I'm overseas, but I'll post a built jar and someone else can test in multiplayer to confirm |
here's the build! could someone give it a shot to confirm? |
I can try with atlas. Do I just need to add both Surveyors from the archive? |
sources jar not needed, but yes! |
feel free to test the dying case, the "open to LAN" case, and the multiplayer death / closing the game case. not actually sure which exact ones cause it / are fixed |
I put the atlas version 2.9.17+1.21 for 1.21 Neoforge, but when I open it it looks like this. That's why I can't check the archive replacement file.
If there was a version for 1.20.1 in the archive, I could check. I don't know why NeoForge looks like this to me |
sisby-folk/antique-atlas#205 If I had known about it in advance Lol |
Yes, this fix works for Neoforge 1.21.1, I figured it out and updated the version from the archive and now the map is saved when opening the world to the network to enable cheats and make a teleport. Disconnecting and re-entering the world does not delete the map and it is finally saved along with the labels. I'm really looking forward to the port of this fix for 1.20.1 Forge NeoForge 21.1.66
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Hiya this fix also works for Fabric i just tried it and all my problems with saves seem to be fixed, super happy it works now as was really looking forward to using antique atlas and was bummed surveyor kept messing it up. |
When a player respawns, a new
ServerPlayerEntity
object is created to replace the old one. Instead of reading nbt data from the save, the game copies the data from the old object.MixinServerPlayerEntity
does not have an inject for that, which means the newServerPlayerEntitySummary
remains empty and the player loses all their exploration data. I believe this is the cause of sisby-folk/antique-atlas#170This is my attempt to fix it. I don't really know java, so I'm not sure if what I did was right, but it seems to work. I haven't tested it in multiplayer.