PlayerRevive

PlayerRevive

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NuclearCraft: Overhauled radiation death persist [MineCraft 1.12.2]

ubergarm opened this issue ยท 2 comments

commented

Description

There seems to be some mod interactions between PlayerRevive and NuclearCraft:Overhauled with default configurations. When a player dies due to excessive radiation, it is possible to get stuck in a PlayerRevie "loop" that is difficult to escape. You can see an example in this twitch stream video showing the glitch. Essentially before you can click "respawn" or "title screen" you end up in the PlayerRevive count-down again immediately and can't escape even with disconnect/reconnect.

To recreate this you have to have a multiplayer session and could use my modpack Rotten Economy v0.90

Thanks so much for PlayerRevive! It fits right into my modpack theme and adds more co-op strategy and increases the suspense after dying! haha :)

Work Around

The safest solution for now is to change the config in nuclearcraft.cfg to disable persisting radiation levels like this:

# If enabled, players' radiation levels will persist on death.
B:radiation_death_persist=false

In addition, adding the fatal_rads line into playerrevive.json might help in some cases:

"bypassDamageSources": [
    "gorgon",
    "death.attack.sgcraft:transient",
    "death.attack.sgcraft:iris",
    "death.attack.fatal_rads"
]

My impression is that the NuclearCraft: Overhauled Github onPlayerRespawn event is maybe not triggering properly. If that is the case, the "revive loop" glitch might occur say if a player has high radiation but the actual death.attack happens to be due to something else than fatal_rads. But I'm not sure how to test this hypothesis.

Versions

commented

Hey sorry for not responding earlier. First of all thank you for your detailed description of the issue. I'm just not sure how I could change anything. Might be a good idea to report this issue to NuclearCraft and post the link to this issue here. Maybe with the other author involved we can solve this issue together.

commented

Will close this issue for now. Doesn't look like it will be fixed. Sorry, I'm still there if the author replies.