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Conflict with Create mod: minecart tunnel bore designs will fail due to bounding box issues #2

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tariqk opened this issue Aug 3, 2023 · 6 comments

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@tariqk
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tariqk commented Aug 3, 2023

Hi there! I'm currently encountering this issue when using your mod within Tinkerer's Quilt Modded, and I thought you'd might want to know about it.

I'm currently trying to make a simple Create-based tunnel bore (link to a sample design, though I suspect I'll just wing it in Survival), and I noticed an interaction between VehicleFix and Create that causes it to fail.

What I'm noticing is that Create treats moving contraptions, especially those using the Cart Assembler, as vehicles, and their bounding boxes are usually one or two blocks larger than the actual contraption itself (i.e. the mechanical drills are one or two blocks within the bounding box). Which usually isn't a problem, since under normal circumstances the entity will pass through solid blocks until the Mechanical drill component touches the solid block and breaks it, and then continues on its merry way.

Unfortunately based on what VehicleFix is supposed to do, once a vehicle bounding box hits a solid block, it just… stops. And since the bounding box is always going to be bigger than the total contraption itself, the Mechanical drill components don't get to break the obstruction, and, well, devices like tunnel bores fail. I'm not sure what else will fail, but tunnel bores are the ones that affect me.

Not sure what a possible solution could be, at this point — my workaround at this point is to disable VehicleFix on my current modpack, which makes the problem go away.

@CammiePone
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its data packable. just make an entity tag called "affects"

@CammiePone
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tho its not supposed to affect vehicles that arent being ridden in

@chudders1231
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Is there any chance on it being fixed on your end? I am finding a few people pop up in discords with this issue and spent an hour trying to figure out what mod caused this issue.

@ChickenDestroyer
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Any kind of update on this?

@sisby-folk
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sisby-folk commented Oct 16, 2023

Uh, #vehiclefix:affects is an entity tag that causes vehiclefix to apply to entities, not that makes it not apply. there'd have to be a #vehiclefix:ignored tag. Otherwise, I'd have to list out every single valid entity instead (to use the affectsIsEmpty check), which I wouldn't think to be a good long-term solution, considering other mods may assume the tag to be empty or no.

@electricsteve
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So, I was looking at this to see if I could fix this in create, but I looked in the code and indeed it would not be possible, there would need to be a new tag. I think I will maybe implement the tag later, So just a Heads up.

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