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Alex-MacLean avatar Alex-MacLean commented on June 13, 2024 1

This is a very strange issue. The data for whether Herobrine should spawn is stored in World/data/herobrine_worldvars.dat so there should not be any conflict between client and server if the client is properly returning the information stored in that file. It seems like when someone connects to the world the client is for some reason unable to properly reference that file so it uses the default value for the "Spawn" Boolean, which is "false". The server is able to properly read that so the file does work somewhat properly. A theoretical fix would be to add an if statement to only run the code that removes Herobrine on the server side, but that may cause other issues on the client side.

from thelegendofherobrine.

Alex-MacLean avatar Alex-MacLean commented on June 13, 2024

I've done some experimenting with !world.isRemote checks and from what testing I could do everything seems to work fine both on Singleplayer and Multiplayer. I just added !world.isRemote to the code that despawns Herobrine and removed unnecessary ones from the code that syncs the data when the world is loaded. I plan on releasing this patch in the 0.5.3 update later today, which also should fix the other issues currently on the issue tracker. If this issue still exists after the 0.5.3 update please let me know so I can look for another solution.

from thelegendofherobrine.

Alex-MacLean avatar Alex-MacLean commented on June 13, 2024

Presumably fixed in 0.5.3. If this still persists I'll re open the issue.

from thelegendofherobrine.

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