Fix ticking entity with supllimentaries slingshot.#65
Fix ticking entity with supllimentaries slingshot.#65JCoMcL wants to merge 2 commits intoChailotl:masterfrom
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…fect and use a fallback default value. This occurs with the Supplimentaries slingshot and probably some other places too.
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relying on a tick super method (or even baseTick) to be call can be brittle as nothing stops mods from not calling super. thats how inheritance works. A better way of doing this would be to use forge/fabric entity tick events, whose whole purpose is to offer a non mixin way to do this and a way that will be executed all the times for all entities. |
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This PR is the same that I would've proposed. Hopefully this can be merged soon, as it's a very readable and understandable change that doesn't cause any side effects that I can ever think of, and only helps in making this mod more stable. I hope this mod's development isn't stalled, in any case it'd be kind of @Chailotl to just merge this PR and release it as a minor patch. ...Pretty please? |
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#41 has been compiled so you can use that easily |
I was getting a ticking entity when firing the slingshot into the water. Stacktrace is as follows:
It is possible (nay, likely) that our good friend MehVahdJukaar has done something a bit silly on his end but the stacktrace brought me here so here is where my fix goes.
I also had to modify the build.gradle because it would fail if I didn't give it the modrinth token. Oh yeah and my editor wanted you to have some newlines at the end of your files as a gift.