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(Sighting) Spawner Break-ability and other Mods #56
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Ill do some testing too. I only tried in single player, but changing that flag and restarting seemed to make them breakable again. I didnt think pregenerated chunks should matter. That config just sets a property of the block when the game/server starts. Anyway thanks for the report ill look into it some more. |
Try this in your world when 1.4.2 download is out, or let me know what your worlds are doing with it.. Ill keep the issue open |
sorry try it now [1.4.2] http://minecraft.curseforge.com/projects/cyclic/files/2317553 |
Ah ha. At first I was going to say it didn't change the behavior, but I think I found the culprit combo as I started to iterate through removing mods. It appears something about Cyclic and Bloodmagic don't play well. The default config for Bloodmagic contains a blacklist for one of their functions (teleposer) that includes spawners, and when Cyclic is installed it seems to prevent destruction. I removed the Spawner from their blacklist and the problem goes away with 1.4.2. Without Cyclic installed, the unbreakable behavior doesnt exist. For completeness, before I found that setting, what I tested was:
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Thanks for all the details. So with only cyclic the problem goes away, but somehow comes back in the modpack. "New World + existing mod suite and Cyclic 1.4.2 The new fix sets the hardness back to 5 from unbreakable as long as the config is false, so i wonder what else is going on there. Ill leave the issue open for now, even though it sounds like some sort of mod conflict. If you want an easy way to share out lists of mods in your world without making a pack, theres a mod called modlister. I just install it and then you have a link like this https://modlister.com/user/Lothrazar |
I made a non public test build that is only for this issue, to see if it fixes anything for you. I tried to make it tie tighter to the config change to undo the unbreakable change but im not having your exact situation. Anyway, just try it if you want and let me know if it works. https://github.com/PrinceOfAmber/Cyclic/releases/tag/1.4.4prerelease Just remember to restart your game after every config change, and note that it may not fix anything for your world, not 100% sure. |
Its been 11 days, so ill assume that either the changes fixed things, or the issue is just some unexpected mod conflict and im not sure where to go from there. Ill mark it as wontfix for now but the comments should stay open |
Sorry, got rather busy/swamped. |
UPDATE: with the help of some other testers and a particular streamer, using the 'We Gonna Die' modpack which has roguelike dungeons, we figured this out. They had unbreakable spawners, and got them to be breakable with one important caveat: You must turn the config to false on both the Server AND the client. After that, i saw live on stream that they were breakable again. Anyway I know this has been closed for a while but I wanted you to know. I updated the curseforge page to reflect this as well. |
I've not isolated what mod(s) Cyclic is interacting with yet, but I wanted to report this in case someone else has seen it and maybe knows the answer.
I've observed a behavior where when in the config "Spawners Unbreakable"=false AND some other mod is installed Spawners are yet still unbreakable. Now I've been doing some fiddling and a fresh world with just cyclic and a minecraft:mob_spawner obeys the setting just fine and is breakable. Also with the other mods loaded on a a fresh world, spawners are again breakable.
What i'm seeing be unpredictable is when I start adding Cyclic back to a world that had other mods. In single player, in existing chunks, it looks like if the spawner already existed that I can still break it, but in newly generated chunks that may not always be the case.
Again, still need to do some A|B testing to see if I can isolate this. This was encountered on a server where we had roguelike dungeons installed and later added Cyclic and we observed spawners were suddenly invincible.
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