#paradise-lost Thursday 18 June 2026
5 messages2 people
- YHi there, First off, thank you for your work on Paradise Lost — it's a great mod and we've been enjoying it on our server. I'm writing to report a critical server crash in Paradise Lost 2.4.2-beta+1.21.1 on Minecraft 1.21.1 (Fabric, JDK 21). The problem: The Sentinel entity (paradise_lost:sentinel) causes a hard server crash every tick cycle. The root cause is a java.lang.IllegalArgumentException thrown when SentinelEntity.method_5643 (SentinelEntity.java:131) attempts to access the entity attribute minecraft:zombie.spawn_reinforcements via class_5132.method_26865, which no longer exists in 1.21.1 — this attribute was removed from the game. As a result, any time a Sentinel is loaded and ticks, the entire server crashes. The affected player cannot log back in: reconnecting reloads the same entity, causing an immediate crash cycle.18:23Two other mods, WinWeapons 1.1.0 and Variants & Ventures 1.0.26 inject mixins into the same entity tick path, which may compound the problem as the crash stack passes through all three mods before hitting the missing attribute: 1. WinWeapons 1.1.0 — injects wrapMethod hooks into class_1309: • winWeapons$tetheredPreventsMovement → method_6007 • winWeapons$slowTick → method_5773 2. Variants & Ventures 1.0.26 — injects wrapMethod into class_1642: • variantsandventures$tick → method_5773 3. Paradise Lost — SentinelEntity.method_5643 → attribute lookup → crash The full call chain during the crash: class_1642.method_5773 (wrapped by variantsandventures$tick) → class_1309.method_5773 (wrapped by winWeapons$slowTick) → class_1309.method_6007 (wrapped by winWeapons$tetheredPreventsMovement) → SentinelEntity.method_5643 → class_5132.method_26865 → NoSuchElementException: zombie.spawn_reinforcements This means the crash is deterministic and unavoidable once a Sentinel exists in the world. Standard server commands (/kill, /tp) cannot resolve it because the entity crashes before those commands can take effect.18:24Could you register a fallback or replacement attribute for zombie.spawn_reinforcements in the Sentinel entity class for 1.21.1 compatibility? The simplest approach might be to wrap the attribute access in a try/catch or to check for the attribute's existence before accessing it. Alternatively, adding a config option to disable Sentinel spawning would be immensely helpful as an immediate stopgap. We're currently working around this by manually editing player NBT data to relocate stuck players out of the Paradise Lost dimension, but a proper fix would be greatly appreciated. Thank you for your time.
- C
- Y