Carpenter's Blocks

Carpenter's Blocks

24M Downloads

Crash GarageDoor

Opened this issue ยท 11 comments

commented

Thanks for the report. I'm out on a work assignment for a couple of weeks, so I will get to it as soon as I get a chance.

Is there anything special about your door arrangement? Is it very large -- extending out of chunk view distance -- or are the heights staggered along the door path?

commented

The crash occurred after the next to the door there was a regeneration area

commented

When you say regeneration area, what exactly do you mean?

commented

Mod - WorldEdit
Commands: //regen (Near the doors)

commented

"This command will regenerate the area within your selection to its state when the world was freshly generated. It will use your world's seed so regenerating multiple times will always generate the same terrain."
http://wiki.sk89q.com/wiki/WorldEdit/Region_operations

Well, this can explain things.
I dont use GarageDoor, but if it is a multiple block thing, it could be cropped by the regen command, and the mod wont handle this situation.

commented

I keep inspecting the code but nothing stands out. The recursive function might be bugged, but it simply spreads out in both directions perpendicular to the garage door facing and if it can't find another column of garage doors it stops. This means that either your door is HUGE (and exceptionally tall)!... or, its not returning block types the way I expect.

When plugins are involved the whole situation becomes a bit trickier.

commented

cfhzosdo-eg

When was regen, it changed the shape of the door and the opening will crash

commented

Well.. maybe regen deletes the tile entity? That would certainly cause some problems.

commented

Generation of the territory was far from these doors

commented

I'm starting to believe that this is Worldedit side...

commented

The unusual state of the doors is a result of tile entities that are missing. Even if you performed the command in another area, it's clear it is having an effect on the loaded tile entities in game, even the ones that are outside the territory. Like @vpontin suggested, I might try looking into WorldEdit's behavior.