AdventureZ prevents player from swimming
Mod Name
AdventureZ
Mod Homepage
https://www.curseforge.com/minecraft/mc-mods/adventurez
Minecraft version
1.21.1
Describe the bug
while the player is in the water, he cannot move in any direction
Steps to reproduce
- download Connector, AdventureZ + dependencies
- create a new world
- try swimming in the water
Logs
https://gist.github.com/YShadowMY/08c11f64e718f8210532fcd341af4a3e
Additional context
No response
Same exact problem with UselessReptile... Player Can't move in water. (everything else works, AFAIK).
confirmed bug.
this also happens with betterend and its dependencies.
this also happens with betterend and its dependencies.
i would open a separate ticket for this !
This also happens with betterend and its dependencies.
Had this same issue. It was just better end for me. It also affects all mobs. which was super odd watching pigs drown and fish just float in one spot.
bump
bump
bump are not useful, the dev work on something else for now so just wait
I got a work around. -Disable the problem mods and create a new world -Check swimming works -Save and exit -Enable the problem mods -Load back into new world you created -Should be able to swim with the problem mods
yeah but not an ideal work around. for modpack creators, downloaders expect things to just work.
I got a work around. -Disable the problem mods and create a new world -Check swimming works -Save and exit -Enable the problem mods -Load back into new world you created -Should be able to swim with the problem mods
yeah but not an ideal work around. for modpack creators, downloaders expect things to just work.
I got a work around. -Disable the problem mods and create a new world -Check swimming works -Save and exit -Enable the problem mods -Load back into new world you created -Should be able to swim with the problem mods
yeah but this information can help people who wanna play their own mod packs and help devs locate the cause of the bug.
I think I've found the variable that needs to be fixed, it's in the world file level.dat, which you can edit with NBTExplorer.
You don't need to close Minecraft for this process, just quit your world and do the following.
- Open NBTExplorer
- Select the world in which you can't swim, go to
level.dat>Data>Player>attributes - There should be a few entries, and one of them contains
id: neoforge:swim_speed - So, in this entry, double-click on
base: 0and replace it withbase: 1 - Save
- Check if this has solved the swimming problem
Tried the NBTExplorer trick, No joy. The id: neoforge:swim_speed attribute tag entry didn't exist. Tried creating/saving it, but it gets overwritten/deleted when subsequently reloading the modified world save.
Note: this is using Useless Reptile 0.8.3-1.21.1 (Fabric mod).
Yes, I added Useless Reptile and other mods, and my workaround no longer works...
I also have another bug, probably related somehow, when I fly in creative mode and I change handheld item, the gravity reactivates and I can't fly anymore (I have to switch to spectator mode to reactivate it).
I don't have AdventureZ, but I have BetterEnd, BetterNether, Useless Reptile, RPG Series mods, and other small mods.
I think I've found the variable that needs to be fixed, it's in the world file
level.dat, which you can edit with NBTExplorer.
The in-game command equivalent would be /attribute <username> neoforge:swim_speed base set 1.0, but that didn't work for me either.
I think I've found the variable that needs to be fixed, it's in the world file
level.dat, which you can edit with NBTExplorer.The in-game command equivalent would be
/attribute <username> neoforge:swim_speed base set 1.0, but that didn't work for me either.
This method (the command) is actually successful in resolving the issue for the mod I'm trying to use at least. Thank you for sharing it. Edit: Although it should be noted that this only resolves the issue for the player, not other non-aquatic entities.
I've created a workaround in the form of a mod: https://github.com/unilock/sinytra1343
All it does is make LivingEntity#getAttributeValue, when its parameter is NeoForgeMod.SWIM_SPEED, always return 1.0.
Note that this will obviously break other mods that may change that attribute's value, but at least it restores vanilla behavior.
I've created a workaround in the form of a mod: https://github.com/unilock/sinytra1343
All it does is make
LivingEntity#getAttributeValue, when its parameter isNeoForgeMod.SWIM_SPEED, always return1.0. Note that this will obviously break other mods that may change that attribute's value, but at least it restores vanilla behavior.
goated. i will need to try it in my modpack to see if there’s any strange behaviors
I've created a workaround in the form of a mod: https://github.com/unilock/sinytra1343
All it does is make
LivingEntity#getAttributeValue, when its parameter isNeoForgeMod.SWIM_SPEED, always return1.0. Note that this will obviously break other mods that may change that attribute's value, but at least it restores vanilla behavior.
Swimming seems to work fine with your workaround in my local world, thanks 😄.
I also have another bug, probably related somehow, when I fly in creative mode and I change handheld item, the gravity reactivates and I can't fly anymore (I have to switch to spectator mode to reactivate it).
In case anyone else is having the same flying issue in creative mod, simply update @unilock's workaround like so :
return attribute.is(NeoForgeMod.SWIM_SPEED::is) || attribute.is(NeoForgeMod.CREATIVE_FLIGHT::is) ? 1.0D : original;
You'll still lose your flight when changing handheld items, but you'll be able to fly again without changing game mode.
hey @unilock is it possible for you to make a mod/patch for issue #1435 ? I reached out to mod creator of Legacy 4J and they mentioned that connector is not allowing the nametag rendering.
Please and thank you for everything!
hey @unilock is it possible for you to make a mod/patch for issue #1435 ? I reached out to mod creator of Legacy 4J and they mentioned that connector is not allowing the nametag rendering.
Maybe you can try updating the code by changing the neoforge:nametag_distance ?
Because without any mod, I get:
And with betterend, etc. I get
0.0.
I've seen this property here too : https://nekoyue.github.io/ForgeJavaDocs-NG/javadoc/1.20.6-neoforge/net/neoforged/neoforge/common/NeoForgeMod.html#NAMETAG_DISTANCE
Maybe you can simply edit the unilock workaround to something like the following:
if (attribute.is(NeoForgeMod.SWIM_SPEED::is) || attribute.is(NeoForgeMod.CREATIVE_FLIGHT::is)) {
return 1.0D;
} else if (attribute.is(NeoForgeMod.NAMETAG_DISTANCE::is)) {
return 64.0D;
} else {
return original;
}
I don't know if it's actually the affected attribute, I haven't tried it yet.
I've updated my mod to only activate when the detected attribute value is 0.0 (so it may be slightly more compatible with other mods), and to account for NeoForgeMod.NAMETAG_DISTANCE (returns 64.0) and NeoForgeMod.CREATIVE_FLIGHT (returns 1.0 if the LivingEntity is a Player and the player is in creative mode).
You can download it here: https://github.com/unilock/sinytra1343/releases/tag/1.1.0
goated. for now, i'm trying to help the community get BetterEnd stuff to work, i have a fix... but i need help. https://github.com/Sinytra/Connector/issues/1331#issuecomment-2467050681
I've updated my mod to only activate when the detected attribute value is
0.0(so it may be slightly more compatible with other mods), and to account forNeoForgeMod.NAMETAG_DISTANCE(returns64.0) andNeoForgeMod.CREATIVE_FLIGHT(returns1.0if theLivingEntityis aPlayerand the player is in creative mode).
Swimming bug fix Confirmed working w/ Useless reptile (Using Latest Neo & FFAPI as well)... Thank you very much for your work on this. :)
I tried to get Adventure Z to work with newer version of NeoForge for instance 21.1.72 and it won't work. I know for a fact the older NeoForge version it works but something changed. Is anyone else experiencing this?
I tried to get Adventure Z to work with newer version of NeoForge for instance 21.1.72 and it won't work. I know for a fact the older NeoForge version it works but something changed. Is anyone else experiencing this?
https://github.com/Sinytra/Connector/issues/1527
I was having this same issue when I updated my server. I was able to fix by running this command "/attribute @s neoforge:swim_speed base set 1"
I've updated my mod to only activate when the detected attribute value is
0.0(so it may be slightly more compatible with other mods), and to account forNeoForgeMod.NAMETAG_DISTANCE(returns64.0) andNeoForgeMod.CREATIVE_FLIGHT(returns1.0if theLivingEntityis aPlayerand the player is in creative mode).You can download it here: https://github.com/unilock/sinytra1343/releases/tag/1.1.0
Hi! Just dropping by to share that I encountered the same issue with swimming after installing additional mods besides BetterEnd.
In my case, SWIM_SPEED wasn't 0.0D, but a very low value like 0.07D, which was still breaking swimming movement.
I made a small adjustment to the fix by also handling low values (≤ 0.1D) instead of only checking for exactly 0.0D.
I've tested it and, so far, it seems to have solved the problem for me.
I've also opened a pull request with the improvement in case it helps others. Thanks again for the initial patch!
To those that are not sure whether they're affected by this issue:
You can quickly check your SWIM_SPEED attribute directly in-game while you're in water by running the following command:
/attribute @p neoforge:swim_speed get
If it returns a very low value like 0.07D, that's likely the reason you're unable to swim properly.
Ideally, it should be closer to 1.0D for normal swimming behavior.
If you see a low value, the fix I suggested (handling values ≤ 0.1D instead of only 0.0D) should solve the problem.
In my case, SWIM_SPEED wasn't 0.0D, but a very low value like 0.07D, which was still breaking swimming movement.
This issue has been accounted for with v1.2.0 of my fix mod :)