Quark "Pistons pushing Tile Entities" feature causes DimDoors dungeons to explode
Robijnvogel opened this issue ยท 4 comments
I am one of the current developers of the Dimensional Doors mod.
In our default set of Dungeon schematics, we have a few schematics containing traps involving TNT and Pistons that are locked in an extended, but unpowered state.
https://i.imgur.com/IGgiQtB.png
Now when we place down our Schematics we explicitly do not update the blocks and neither does Vanilla when loading the chunks. However once Quark is installed, all of these Pistons retract once the chunk is loaded and everything explodes.
I can see how this is a very niche incompatibility with other mods, since this is not a Redstone contraption you typically find, but I hope that you can do something to give the user at least the option to turn this Piston block update off.
Well, as @xhatz said, disabling the Pistons pushing Tile Entities
module in Quark stopped the Pistons from auto-retracting upon chunk-load.
@Vazkii I have a different theory:
Part of the traps in that specific dungeon actually works, because the trapped chest that all of these are meant to trap even more, is blocking the extension of another piston.
This is to make it so that when the player breaks the Trapped Chest, that piston extends, shifting a row of blocks. This row of blocks, in turn, causes a block update on the "impossible" Pistons I described before.
Since your Pistons pushing Tile Entities
feature allows this first piston to push the Trapped Chest, the block update will always be triggered upon dungeon-placement/load.
So a small request: could you add a config option to force-disable tile-entity pushing whenever "dimdoors"
is loaded (disabled by default)?
Or, since your Pistons pushing Tile Entities
feature would break a lot of interesting possible traps with spring-loaded Trapped Chests and Observers (instead of that impossible Piston Contraption), perhaps you could just add minecraft:trapped_chest
to the default blacklist in the configs?