Suddenly Global Waystones have to be activated everytime a player joins?
TheRealDadbeard opened this issue ยท 12 comments
Am on 1.12.2 and 4.0.6.7 and global waystones have to be activated everytime now someone joins.
Any ideas what's going on?
I'm having the same problem with waystones generated with Ruins using
rule23=0,100,teBlock;waystones:waystone;{IsMossy:1b,IsGlobal:1b}-13
rule24=1,100,waystones:waystone-5
Could it be caused by the way Global are handled?
It seems after 30 have been set players can no longer activate way-stones. I can concur this issue exists. I ended up removing waystones in favor of FTBUtilities /warp commands and my players hated me.
Waystones : Waystones_1.12.2-4.0.67.jar
Forge : 1.12.2 - 14.23.5.2808
Pack can be found here.
I removed the mod in future packs.
PS Ironically adding it back XD
I'm having a similar issue, waystones are randomly deactivating, forcing us to reactivate them every time we want to use them.
Hi, I'm from #170 but I'm going to comment here instead since this thread is more active.
This is still happening for us, and now with Waystones that are definitely not in spawn chunks. One of my users reports that she keeps noticing her home Waystone keeps dropping off of the global network. Presumably she also has it active so should be able to access it even if it wasn't global, so I'd guess it's an issue with the whole thing resetting.
Here's some actual diagnostic information (sorry about not including any the first time).
- Minecraft version: 1.12.2
- Forge version: forge-1.12.2-14.23.5.2838-universal
- Modpack version (links to current modlist): 1.7.5
- Mod versions: Waystones_1.12.2-4.0.72
If I get some time I'll try testing this out in singleplayer with just Waystones and see if I can find any clues.
The rewrite for Minecraft 1.14 should hopefully fix this issue, but due to the large amount of changes it unfortunately won't be backported to 1.12.
This does seem like it could be related to issue 170. I just did a test where I activated the Waystone at spawn and then flew twenty chunks away using F3+G to count the locations, just to make absolutely sure I was out of the spawn chunks.
I placed a Waystone here called "test" and used it to teleport back to spawn; after which I logged out and completely closed the program. Reloading everything the Waystone at spawn had reset, but the Test stone hadn't.
We kept waystones around and updating forge and waystones seems to have stopped the issue? I will keep an eye out for it and edit this comment if anything further happens.
Ill also try to reproduce it within my pack and then outside.
Can confirm this is happening in my pack too . . . it's not an issue of too many Waystones. I've only got one spawned into the world using recurrent complex . . . at spawn, so players can teleport back to it using the inventory button.
It's easy to repeat . . . you just log in, click to activate the Waystone in either survival or creative, and then log completely out . . . when you log back in the Waystone is deactivated. It is a global Waystone . . . but I haven't tested to see if the problem persists with other stones as I ran into the issue almost immediately with the first one I placed.
I'm using waystones_1.12.2-4.0.72.jar and I'm seriously considering backtracking to a version of the mod prior to Nov 3 2018 when this post was first created to see if an older version works better. . . which would be ironic as I'd be undoing over a year of your work fixing bugs and trying to improve the system. lol
I haven't uploaded this pack to curse yet but here is a file containing the mods I'm using . . . it's the one I use to note whether I've configured the file yet, if it doesn't need work, or if it's in progress. I'm fairly organized and maybe you can compare this to other packs that have been linked to try to spot any conflicts:
Possibly related to #170
Just a note as you were here while I was editing . . . I uploaded a file containing my entire mod list so you can cross check it with other packs mentioned here in case there are conflicts to be found. :)