Weird fixed (non-networked) gate behaviour.
Pheotis opened this issue ยท 1 comments
When a fixed gate points to an invalid destination, it will "successfully" create the portal.
This portal will not function; if a player enters, the gate will destroy its iris yet not teleport the player.
If the gate was an A
gate, the iris will remain active, and the player will be sent to the iris' associated dimension.
If the destination portal is created, that newly-created portal will function as expected.
However, the original portal, despite now having a valid destination, will still be broken.
(with a
gates still sending players to their associated dimensions).
Repro Steps (Scenario One):
- On an EMPTY NETWORK, create the following portal:
Example1
Example2
NetName
A
Try to enter this portal (you will end up in the nether if you used a nether gate).
-
Try sending a minecart through that portal.
(it will get stuck in an infinite TP loop for some reason). -
On a different axis, create the following portal:
Example2
Example1
NetName
A
Try to enter Example2 (this new portal); (you will exit from Example1 -- i.e. it will work normally).
Try to send a minecart through Example2 (this new portal); (it will bounce out the opposite direction -- i.e. get rejected).
- Try to enter
Example1
again.
You will end up in the nether again.
Repro Steps (Scenario Two)
- On an EMPTY NETWORK, create the following portal:
Example1
Example2
OtherNet
Activate the portal and try to enter it
(The iris mat will be destroyed and you will still be in the same place).
- On a different axis, create the following portal:
Example2
Example1
NetName
-
Activate Example2 (this new portal) and enter it; (you will exit from Example1 -- i.e. it will work normally).
-
Try to activate
Example1
and enter it again.
It will fail in the exact same way as before.
This is now known to be a duplicate of #111