[Bug]: Using the Flint and Steel on a Formidibomb when Quad is installed turns the Formidibomb into primed vanilla TNT
pinkygrocket opened this issue ยท 12 comments
Guidelines
- By checking this box, I am saying that I have read the guidelines and believe to be following them to the best of my ability
Minecraft Version
1.20.1
Mod Version
4.2.1
Mod Loader
Forge
Mod Loader Version
47.3.10
Describe the bug
Manually lighting a Formidibomb with Flint and Steel spawns primed vanilla TNT, instead of shortening the existing fuse time. This forces the player to wait out the inventory fuse time.
Steps to Reproduce
- Place a Formidibomb in your inventory
- Place the Formidibomb
- Light it with Flint and Steel
Crash Reports/Logs
Is OptiFine installed?
- OptiFine is installed
Screenhots
No response
Mod List
With the amount of mods your using, good chance it's an incompatibility issue with something.
Probably, the pains of packdevving. I'm going to do a little bit of testing this morning; my guess is that it's Elytra Bombing or Forgery.
Yeah check to see if you can find the mod/combination of mods if possible since that would help out a lot
I tracked it down to Quad. It has a mixin related to TNT that is probably the root of the issue: https://github.com/LieOnLion/Quad/blob/forge%2B1.20.4/src/main/java/io/github/lieonlion/quad/mixin/TntBlockMixin.java
From my limited understanding of modding, it seems like the issue might be here
https://github.com/LieOnLion/Quad/blob/forge%2B1.20.4/src/main/java/io/github/lieonlion/quad/util/QuadUtil.java
AFAIK all Quad does is set the block's LIT state to true, so the issue likely lies with how CWSM handles the formidibomb lit state. I'll try forking quad and seeing if hardcoding a check for the formidibomb and using its different blockstates will fix anything.
https://discord.com/channels/987817685293355028/1297662936806068304/1297663287680565308
compiled a jar of quad that works with cwsm
Yeah I forget how the Formidibomb works so I will have to investigate, thank you everyone for pointing out the problem
@nonamecrackers2 found the issue. It is due to Quad 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 im guessing the mod overrides the wasExploded()
function but not explode()
? I have a fix working and will upload a new version in 24-48 hours.
I have released a fix to the issue now with version 1.2.9.