Closed pinkygrocket closed 2 weeks ago
I am unsure if I am able to fix this due to the mod being closed source, so I don't know how Quad is affecting it as I can't see how it works.
Also having this issue, shame it'd be difficult to fix.
This also happens with ProjectE's Nova Cata* items - just spent a while removing mods to find this out.
I'll link this over to https://github.com/sinkillerj/ProjectE/issues/2369 which has a video showing the issue. Hopefully working with an open source mod will help you dig up the solution.
Versions: Quad 1.2.5 + 1.20.4 Minecraft 1.20.1 ProjectE-1.20.1-PE1.0.1 Forge 47.3.0
If it's helpful, here's the Discord chatter we had about this:
[12:08 PM]pupnewfster: guessing one of your other mods is somehow modifying "tnt" [12:09 PM]Epsilon: Now I'm curious. I'll have to play with it. [12:09 PM]pupnewfster: and just entirely replacing it [12:09 PM]pupnewfster: rather than only replacing vanilla tnt [12:09 PM]Epsilon: Also, that boom is more painful and less big than I remembered. :P [12:12 PM]Epsilon: Dropped a comment on the issue. I'll see what I can do to narrow it down and let y'all determine if there's a sane way to fix it. [12:14 PM]pupnewfster: my guess is some mod is doing an instanceof check instead of an class equality check, and they will have to be the ones to fix it on their end
(edit: To be clear, pupnewfster is one of the ProjectE devs - this is at least an informed guess considering there was no other context when we had this conversation)
Though this issue involves two seperate mods, since the issues are essentially identical, I've updated the title to reflect that this also affects ProjectE
I played a bit more with this. First, I reproduced the issue with a Thermal explosive as well (though not in a clean install - note that the issue HAS been reproduced in a clean install with only ProjectE, JEI, and Quad.)
I also found that igniting things with a redstone torch DOES make the explosive work as expected - no sprite change, and the explosion is as large as it should be. Hopefully that helps y'all track down what's happening.
@pinkygrocket @Billnotic @etmoonshade I have found the issue, it is due to me calling the explode()
function when lighting the tnt, however forge decided to make it just set the block on fire, which calls the wasExploded()
function in the tnt class, which these mods seem to override the wasExploded()
function but not explode()
. A fix will be released in 24-48 hours.
Sick, thanks for fixing it.
Fixed with version 1.2.9.
If both Quad and Cracker's Wither Storm Mod are installed, manually lighting a Formidibomb (essentially a magic nuke) with Flint and Steel spawns primed vanilla TNT, instead of spawning the primed Formidibomb. This forces the player to wait out the Formidibomb's inventory fuse time.
https://mclo.gs/IhZkl9h
Issue on CWSM issue tracker