mojira.dev
MC-16191

When the world loads skeletons it crashes

Put the summary of the bug you're having here

What I expected to happen was...:
The game operate normally

What actually happened was...:
Game loaded as normal, got into my world and within 30 seconds crashed. Have a skeleton spawner near my house which may be triggering it.

Steps to Reproduce:
1. Load a world(Possibly with a skele spawner)
2. Wait for crash

Linked issues

MC-16241 Game randomly crashing Resolved MC-16295 chunk errors random crashes and other Resolved MC-16369 Something with spawners Resolved MC-16371 Crash with MobSpawners Resolved MC-16404 NPE for no reason Resolved

Attachments

Comments 14

Please attach the crash report, otherwise this ticket is incomplete.

Alright, added the crash report

Note:

Description: Loading entity NBT

java.lang.NullPointerException
	at np.a(SourceFile:357)
	at nq.a(SourceFile:251)
	at sz.a(SourceFile:297)
	at mx.f(SourceFile:1061)
	at aas.a(SourceFile:116)
	at aas.h(SourceFile:234)

You have an effect ID on a mob that doesn't exist in the game.

Dinnerbone said it all, the map that you probably need a mod

4 more comments

Try removing any UUIDLeast and UUIDMost tags from SpawnData and any Properties tags in SpawnPotentials.

This problem is not related to UUIDLeast/Most - in the test world, these properties are not defined in SpawnData at all, and SpawnPotentials are not defined at all either.

Also, if you remove the Properties tag from SpawnPotentials, the mob cannot have custom properties at all - the game will generate a blank Properties, which will overwrite SpawnData and blank it after your first spawn. If you do this, you won't have potion effects, or anything at all, after your first spawn. If you do not have SpawnPotentials at all, the game will automatically create SpawnPotentials from the existing SpawnData, meaning that doesn't work either.

If you wanted to avoid crashing, you could just as easily remove ActiveEffects, which is the actual cause of the crash. The problem is, once again, this workaround removes the potion effects on your mobs - none of these workarounds lets you keep your worlds compatible with the future snapshots and still have potion effects on spawned mobs.

EDIT: I have attached the schematic used in my test world. You can observe that it does not have any of the tags you told me to remove, and still causes crashes on 13w21a+.

Confirmed, the crash is being caused by correctly-formed, vanilla ActiveEffects.

Daniel "Glampkoo"

Duplicate of MC-17222

No, horse spawners without ActiveEffects still crash the game. They cause a crash if they have SpawnData or SpawnPotentials. Also, that was filed later, so if anything it would duplicate this.

Brian Lyall

(Unassigned)

Unconfirmed

crash, mob

Snapshot 13w21a

Retrieved