[Bug] Citadel Vaults stay inactive even when walking near them
Maxi90909 opened this issue ยท 4 comments
Observed behaviour
In short: After activating the citadel vaults by walking near them for the first time and then walking away from them causing them to change their vault_state to "inactive", they will not activate again even when standing right next to them.
Explained in detail: I found out about this bug when I was exploring the nether and encountered a citadel. I explored it, then found the cinderous soul rune block, I walked past the vaults, they activated once. At the time I didn't know you needed the cinderous soulcaller item. So I searched it up found out about it and though: "Aw I need an echo shard." So I returned to the Overworld and after gathering an echo shard from an ancient city, I returned to the citadel with the crafted soulcaller. I fought and defeated the Boss Thyros, but when I wanted to use the decrepit key on one of the vaults, the vault didn't activate, which made me unable to use the key on it. This was a couple of days ago,just now I returned to the citadel to fight Thyros again (I needed Divine Soulshards). The vault were still unusable because they didn't change to their active state. I then used commands to "/setblock" an active citadel vault with the right lootable, I was able to use the key then. I tested a bit more and I can only confirm: The Citadel Vaults don't change their vault_state back to active once they were inactive. EVEN if you didn't loot them before.
Expected behaviour
The Citadel Vault should become active again if I am withing range.
Steps to reproduce
- Find a Citadel.
- Walk near one of the citadel vaults.
- watch it become active
- walk away from it.
- Once it become inactive, walk near it again.
- It does not become active again, making it unable to be looted.
Server Type
Single Player
Crashlog
It doesn't crash
Iron's Spells N Spellbooks version
1.21.1-3.14.6
Forge version
Neoforge:21.1.211
Other mods
I tested this with just iron spells and it's dependencies later and I still encountered this issue. Eighter I am doing something wrong and the issue is on my end. Or this is an actual Bug.
Crashlog Check
- I understand if this is a crashbug and I did not attach a crashlog, this will not be handled
Fabric Check
- I understand if I am using Farbic APIs or Connector, this will not be handled
One thing I forgot. It only seems to affect the Citadel Vaults generated within the structure. So the ones spawned in by setblock on any other position work as expected. Activating and deactivating when approaching or distancing from it. But the 4 positions inside the citadel where the vaults generate weirdly cause this issue.
I cannot reproduce this. you can run /data get block <x> <y> <z> in order to learn more about the block state and ensure you haven't already opened them.
There is an issue with vaults as a whole that they rely on server gametime timestamps before updating again, which may cause them to softlock if you manipulate structure files or game time. you can query the gametime with /time query gametime and compare it to the vault's server_data.state_updating_resumes_at
