Invisible elevator door
Cloudyhook opened this issue ยท 7 comments
Describe the Bug
Sometimes when I goto a floor(most often the top level) and tell the elevator to open the doors at that level, sometimes there's a ghost door(with the andesite door), but it does the animation. I have to close it then reopen the door to get out.
Reproduction Steps
- Make an elevator with atleast two levels and two doors on opposing sides.
- Tell top floor to open all doors
- Go to the top floor from the lower level
- Try to step out
- May have to be repeated from step 3
Expected Result
To have an elevator that opens the door so you can walk freely in and out without creating ghost doors.
Screenshots and Videos
No response
Crash Report or Log
No response
Operating System
Windows 10
Mod Version
0.5.1c
Minecraft Version
1.19.2
Forge Version
43.2.21
Other Mods
Modpack: Valhelsia 5
ver:5.1.2
Additional Context
No response
I encountered this issue on 1.20.1 in a modpack (BigChadGuys Plus), it seems setting the door modes to Special bypassed the issue, so it may specifically be with the Normal mode of the doors.
I can confirm that this is an issue on both 1.19.2 and 1.18.2 from testing as well.
I am having this issue on ATM8 1.0.25, i have tested both andesite doors and brass doors, this is bugging me, is there a simple workaround?
I think I tracked this down. In com.simibubi.create.content.contraptions.Contraption There's a race between multiple CompletableFutures attempting to update the simplifiedEntityCollider of the elevator contraption following invalidation by updates to each door. What probably happens is that the last future to complete happens to have been started early enough to see a version of the contraption before all door states have been updated. This means that the final state of the collider will be an invalid and stale state.
I am just testing the change, and will create a PR as soon as I am satisfied with it. (This bug also affects the Fabric port on at least 1.18.2 through 1.20.1.)
@EliteTK Thank you for addressing this, very cool of you to work on this long running/old issue
@Notarin Don't mention it, it was so annoying after a couple of days encountering it that I had no choice.