#(sixpng) Strange NPC Pathing after 1.20.2 update

70 messages · Page 1 of 1 (latest)

still light
tame estuaryBOT
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(sixpng) Strange NPC Pathing after 1.20.2 update

tame estuaryBOT
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Hi I'm AutoThreadBot! Don't mind me, I'll just be adding the helper team to this thread so they can see it. A human will get to you soon.

still light
peak arrow
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full logs always good @still light but please use our pastesite

broken gorgeBOT
peak arrow
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can't logcheck that ^

still light
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Oop, sorry about that. Restarting now to get a clean log, resolved some other issues.

peak arrow
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another huge log

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didn't you say you restart it?

broken gorgeBOT
# peak arrow !checklog https://paste.denizenscript.com/View/116313
Server Version

Paper version git-Paper-233 (MC: 1.20.2)-- (Current build :white_check_mark:)

Plugin Version(s)

Citizens v2.0.33-SNAPSHOT (build 3219) -- (Outdated build, behind by 1)
Denizen v1.2.8-SNAPSHOT (build 1797-REL) -- (Current build :white_check_mark:)

Checked For

@peak arrow

Java Version

17 or newer (based on stack trace content) :white_check_mark:

Other Noteworthy Plugin(s)

WorldGuard v7.0.9-beta1+2249-223b80c, MythicMobs v5.4.1-SNAPSHOT-35c72449, ProtocolLib v5.1.1-SNAPSHOT-669

Problematic Plugin(s)

PlugManX v2.3.5 - :warning: Plugin Managers are dangerous and will cause unpredictable issues. Remove it.

Possibly Relevant Plugin(s)

TAB v4.0.6 - This plugin adds Below_Name scoreboards to NPCs.
CMI v9.6.5.3 - CMI tends to mess with a large variety of server features and often gets in the way of issue debugging.
ModelEngine vR4.0.2 - ModelEngine has Citizens support, but that support is known to be buggy. Issues related to NPCs that use ModelEngine should be reported to ModelEngine support, not Citizens.
FastAsyncWorldEdit v2.8.2-SNAPSHOT-581;186d24b - This plugin has been known to break the plugin load order on many servers, due to usage of the 'loadbefore' directive in its 'plugin.yml'.

Potentially Bad Line(s)

[17:04:25] [Server thread/WARN]: Caused by: java.lang.NullPointerException: Cannot invoke "io.lumine.mythic.api.skills.placeholders.PlaceholderString.isStatic()" because "this.color" is null :warning: Log contains error messages.

still light
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yes haha sorry, mythicmobs has like 1 million lines of issues right now

peak arrow
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is that a modded launcher?

still light
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what do you mean?

peak arrow
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your client

still light
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oh just sodium

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fabric/sodium

peak arrow
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could you check on vanilla

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if that's not the cause, post your saves.yml please and enable citizens debug in config.yml and pathfinding debug and record another video and post another log please

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config is also relevant

still light
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Enabling debug now

peak arrow
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also could you remove mythicmobs for a second, to make sure that your server isn't simply dying because of thousand lines console spam per second

still light
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oh there's no constant spam, only startup spam haha

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but yeah i can try that to be certain

peak arrow
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what's the id of the npc which glitched around

still light
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it's any that have pathfinding it seems. One in specific is ID 60

peak arrow
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yee I'll leave that to fullwall

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could you post your citizens config please

still light
peak arrow
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thank

still light
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yeah for sure

ornate walrus
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What’s output of /npc debug -n

burnt pendantBOT
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@still light

still light
ornate walrus
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So it can’t find a path?

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@still light

still light
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I mean, it seems to be trying to follow it's path but it like phases in and out and drifts into another dimension randomly, like in the first video

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The weird part is it seems to be based on my proximity to it..if I stay like 2 chunks away and look at it, it stands there flashing in and out. Then when I get closer, it starts to walk but then yeets itself randomly straight in a direction, clipping through blocks and everything

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But then if I go 2 chunks away again, it'll pop back in, and repeat

ornate walrus
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Teleporting can look like that

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Since you’ve set it to teleport when it can’t find a path

still light
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Yes it's all loaded

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The NPC in the video walks not even a full chunk away

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Maybe 12 blocks

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And I didn't set it to teleport either, I'm guessing that's default? It's not teleporting anywhere either, it flies away and then doesn't come back until I leave the area.

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It has two waypoints 12 blocks or so apart and it just paces. It's been pacing for months straight without any issue so that's why I'm confused here, it's gotta be something that changed in the last 3 or 4 updates.

still light
ornate walrus
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That’s new debug

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Tells you it’s stuck

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Is it only on dirt paths?

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I need to be able to replicate it

still light
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No, I have others doing this as well that are on other blocks

still light
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I also realized I can't /npc tphere any of the NPCs that are bugged like this.

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And actually I realized that it may actually have something to do with dirt path like you said, I realized that even the ones that I thought were not on dirt path include it somewhere in their path. Nevermind, tested by replacing all of the dirt path with cobblestone with the same result.

ornate walrus
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npc.pathfinding.maximum-visited-nodes

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try increasing this setting

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@still light

still light
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is it maximum-visited-blocks? I don't seem to have maximum-visited-nodes and I just regenerated my config to make sure, it's not in the default.

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Oh, welp, regenerating my configuration somehow fixed it. 🤔 I guess I had an old version that was doing something super weird in the new versions.