Belt won't work properly after being broken and re-built at the same spot
Soup-Master opened this issue ยท 2 comments
Describe the Bug
Dear Devs i recently discovered a bug with belts, i am gonna describe it in order for you to fully understand the issue the version of my game is minecraft (forge API 1.18.2, 40.0.52.) and the version of create is (0.4.1 version for 1.18.2) and flywheel (0.6.2, for 1.18) i am using no other mods.
I hope i am clear enough and that you have enough information to examinate the issue because breaking belt is a quite common act, with love and support <3
Reproduction Steps
Step 1: Create a fresh new belt
Step 2: Place items on the belt
Step 4: Rebuilt the belt at the same spot
Step 5: Re put items on the belt (you will notice that some items don't fit and are just floating, that is the issue, therefore when i am using mechanical arms to grab items from the glicthed spot on the belt it won't do)
Expected Result
What i expected to happen was the item to fit in after rebuilding the belt and also the mechanical arms were not taking items from the belt and i had a lot of trouble finding the issue but apparently it is caused by the glitched spot on the belt once you destroy and re build it.
Screenshots and Videos
None
Crash Report or Log
None
Operating System
Windows 10, Family Edition
Mod Version
0.4.1
Minecraft Version
1.18.2
Forge Version
40.0.52
Other Mods
None
Additional Context
I don't know if it is caused by create but when i re enter my world many time a yellow warning triangle appear next to my world saying that experimental option are enabled.
I thought this was a fabric exclusive issue so I spent quite some time debugging it. Unfortunately I did not learn much, but here's what I did find:
- It's an issue with the belt tile entities not ticking.
- They are created correctly, but some reason their tickers are discarded at some point. I have debugged this a lot and I can not find where/why this happens. They're correctly added to the chunk's list, but disappear at some point.
- The number of broken segments is consistent (as long as belt length stays the same), but which ones is completely random
- Is fixed on relog