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(Sighting) Spawner Break-ability and other Mods #56

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t3f opened this issue Jul 21, 2016 · 11 comments
Closed

(Sighting) Spawner Break-ability and other Mods #56

t3f opened this issue Jul 21, 2016 · 11 comments

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@t3f
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t3f commented Jul 21, 2016

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.

@Lothrazar
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Lothrazar commented Jul 21, 2016

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.

@Lothrazar Lothrazar reopened this Jul 21, 2016
@Lothrazar
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Lothrazar commented Jul 21, 2016

daa8775

Lothrazar added a commit that referenced this issue Jul 21, 2016
@Lothrazar
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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

@Lothrazar
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Lothrazar commented Jul 21, 2016

sorry try it now [1.4.2] http://minecraft.curseforge.com/projects/cyclic/files/2317553

@t3f
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t3f commented Jul 22, 2016

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:

  • Exiting world + existing mods - upgraded from Cyclic 1.4.0/.1 to .2 Keeping old Config File
    • Couldn't break in survival
  • Existing world + existing mods - with Cyclic .2 and regenerated config file and B:"Spawners Unbreakable"=false
    • Couldn't break in survival
  • New World + existing mod suite and Cyclic 1.4.2
    • Couldn't Break in survival
  • New World + existing mod suite and without Cyclic
    • Can Break in survival
  • New World and only Cyclic
    • Can Break in survival

@Lothrazar
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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
Couldn't Break in survival"

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

@Lothrazar
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Lothrazar commented Jul 30, 2016

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.

@Lothrazar
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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

@t3f
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t3f commented Aug 4, 2016

Sorry, got rather busy/swamped.
I've not had a chance to regress with your pre-release build, but I can confirm that with 1.4.4 and the Bloodmagic config work-around the behavior went away. Interestingly enough I needed to also push the 1.4.4 config to the clients config too, anyone who had an old config saw this. I agree that it's likely still closed, i'll try to come back around to this in the weekend regardless. Thanks for your continued help and patience.

@Lothrazar Lothrazar added the bug label Aug 23, 2016
@Lothrazar Lothrazar added config and removed wontfix labels Sep 15, 2016
@Lothrazar
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Lothrazar commented Sep 15, 2016

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.

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