CoreProtect

CoreProtect

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Pistons are not rolled back as expected when moving

Johnibur opened this issue ยท 4 comments

commented

Expected behavior

Pistons are correctly rolled back to pistons in any case.

Observed behavior

Moving pistons that are destroyed are rolled back to their exact material: moving_piston. Yet this block has no render nor hitbox so cannot be broken client side.

Further information

This is a common problem when rolling back a tnt damaged contraption and creates trails of these unbreakable piston variants. I would suggest that moving_piston are rolled back to piston instead.

commented

I believe this was already fixed. What's your server version, and what version of CoreProtect are you using?

commented

I've run additional testing, and I'm still able to reproduce with the latest release (20.1) and latest Purpur version.

To reproduce easily, just use 2 observers facing each other and powering a piston; detonate tnt, and you'll have high chances it explodes during piston extending.

commented

Fix will be included in CoreProtect v20.2.

commented

Please provide exact steps to replicate the issue, including screenshots of any necessary builds.

Able to replicate after further testing.