Bubbles

Bubbles

30.9k Downloads

Very weird behavior when used with Corail Tombstone

JohanniklasLp opened this issue ยท 7 comments

commented

Mods used:

  • Bubbles 2.4.2
  • Corail Tombstone 4.7.5

Steps to reproduce:

  1. create a new world and go into it
  2. Die by any means
  3. upon respawning, you are in a very weird state that feels like you are considered to still be dead despite being alive.
    I don't know if listing what exactly happens is important, but:
  • You cannot take damage based on your actions (jumping off of cliffs or into lava, jumping into water and trying to drown,...)
  • You cannot break or interact with blocks
  • Upon going around for a random amount of time, you just randomly die again
  • Going into creative lets you place blocks, but upon doing so you lose the ability to move
  • Your body seems to stay at your spawn location, you can interact with it if you have a mod that allows you to do so (eg initiating a trade with Aether II), hostile mobs can attack, hurt, and kill you
  • Changing your position, eg by using /tp, leads to the screen jumping back and forth between positions every tick
  • Summoning mobs or placing blocks are based on your actual position, not the position of your body
  1. upon going back into the menu and rejoining the world, you will enter the world in the "You died!"-Screen, repeat step 3 upon respawning
  2. The world becomes fully unplayable

Latest Log:
https://mclo.gs/dhuSedL

Additional Information:

  • The error blocks (122-177 and 211-266) appear upon respawning
  • Corail seems to look for a Baubles Method for compatibility purposes, which it fails to find
commented

@JohanniklasLp The Baubles compat in 1.12.2 is for the original mod.
If a "fork" of the mod is done with a different "api" and the same mod name, i won't adapt the code as it's for "azanor baubles" (knowing that 1.12.2 is less used than in the past).
There is a config "allowBaublesAutoEquip" that you can disable if you really want to use this mod.

commented

I found this while messing around with the new bubbles version in the pack Dimension Hopper: The Fall, which uses both and has the baubles disappearing issue from using a previous bubbles version.

But yeah, disabling allowBaublesAutoEquip fixes it, I'm gonna mention that. Thanks.

(I only just noticed that the above answer is by Corail and not California lmao, that mistake is why I closed it)

commented

This is an issue, a workaround isn't considered a fix.

If a "fork" of the mod is done with a different "api" and the same mod name, i won't adapt the code as it's for "azanor baubles" (knowing that 1.12.2 is less used than in the past).

You could just get the slot ids with item stacks and put them there though. That's basically what tomb many graves 2 does and it works fine with this fork. Also setPlayer is an internal method, it's not meant for other mods to use.

commented

@CaliforniaDemise Can you remove your code changing mine ? because the reverse ordering in my code is not just for fun (it's based on how drops are ordered when unequipped) and some bauble items can be equipped in multiple slotTypes.
If the initial problem was only related to a missing method, i'll catch it in a future release (but i don't update often 1.12.2).
I still think that players have better chance to use the initial mod (not requiring compatibility for things that was working before (example soulbound, "wings baubles", "trinkets and baubles").

commented

You can elaborate on how should I implement it. The "fork" will have different "api" but you should get away with just not using BaubleType#getValidSlots, BaubleType#hasSlot and IBaubleItemHandler#setPlayer.

Not sure why people should use a dead mod instead of trying out a new fork of it which expands upon it and report the issues to its developer so he can fix them.