[BUG] Builder-placed Sculk sensors and shriekers lose some functionality compared to player-placed ones.
Shadizar opened this issue ยท 5 comments
Is there an existing issue for this?
- I have searched the existing issues
Are you using the latest MineColonies Verison?
- I am running the latest alpha version of MineColonies for my Minecraft version.
Did you check on the Wiki? or ask on Discord?
- I checked the MineColonies Wiki and made sure my issue is not covered there. Or I was sent from discord to open an issue here.
Minecraft Version
1.19
MineColonies Version
1.0.1122-ALPHA
Structurize Version
1.0.460-ALPHA
Related Mods and their Versions
Forge 43.1.52
blockui-1.19-0.0.64-ALPHA
domum_ornamentum-1.19-1.0.75-ALPHA-universal
Current Behavior
Note: this bug is not about warden-summoning. I know that per Mojang's design is that non worldgen ones don't do that; this is about other items.
- Sculk sensor is definitely impacted as MotionlessTrain indicates on discord. It only detects if you jump right on top of it; block placement, walking, etc. don't properly trigger a builder-placed one. (A creative or survival player placed one does work.)
Other tests - Shrieker placement and noise works for builder. As expected no warden, seems fine.
- Sculk catalyst placed by builder does properly spread sculk when mobs die.
- redstone signal out of Sculk sensor works even for builder placed ones (i.e., if triggered by jumping on them they will fire a piston by them for example). It's just the sound triggering that is broken for those.
- Builders can properly waterlog sculk sensor.
- Shrieker placed by builder won't trigger sound even from a player placed sensor (they'll only shriek if you jump on em)
Expected Behavior
Sensors and shriekers to work exactly as player placed ones do.
Reproduction Steps
I've attached a blueprint zip if you want but basically,
- Place some sculk sensor(s), sculk catalyst, and shriekers. Make sure to put wool wherever you want to keep things separate for testing. Make sure to have pistons next to the sensors so you can see if things activate.
- Have the builder build the items
Logs
https://gist.github.com/Shadizar/460f6b42b0ae8485602c3efd1015dbee
Anything else?
It looks like the main problem is that the sculk sensor saves an extra copy of its original world coordinates in the subcomponent that listens for noises, which is not updated when building it at a new location.
I believe this is being fixed in 1.20
@Moobien can you please validate once 1.20 gets compiled (matter of a few days)