A Mod-Breaking bug (Projectile ignores Block hit procedure)

Started by VioletPyre on

Topic category: Help with MCreator software

Joined Mar 2019
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A Mod-Breaking bug (Projectile ignores Block hit procedure)

Hi! I have somewhat an "urgent" matter at the moment. Not that it's in a time crunch, but more in a critical state of unplayability. It would really sadden me to stay at waste with this mod as i love it to a high level.
Anyway,
Straight to the point:

- I am running the latest MCreator version, "2023.4". On a 1.20.1 Forge Generator.

- I've got a Cannon, which when loaded, stocks the NBT to know which bullet has been loaded. (That works perfectly).
Now, the problem comes when shooting. The cannon will fire without a problem, but when the cannonball will land, no explosions are made.

- The projectile COMPLETELY ignores the [When Projectile hits block] Trigger.
It is as simple as two single blocks :

"ON PROJECTILE HIT BLOCK TRIGGER"
(No external trigger)
[Explode at [x of immediate source entity] , [y of immediate source entity] , [z of immediate source entity] with power [2] of type [BLOCK]
[Call procedure (CannonballShipHitSound) at x , y , z]

Let's explain this further, oddly enough, this bug only presents itself when the Canon shoots the bullet. When i use the Dev item "Cannonball Shooter" it works perfectly.

Why does the canon only ignores the procedure? Ask me if i know. Sadly this mod aims at Ship to ship combat. If canons are unavailable, this mod looses all emphasis and gameplay. I do not want to revert to the old days of manually throwing bullets. It just looks off and many of my pals are not fully trust worthy on this.

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BONUS INFORMATION (which makes absolutely 0 sense)

Another mob uses bullets as a mechanic, which is a Kraken mob. When slapping a ship, it will fire 3 inaccurate bullets straight at the hull. Those for some reason work.
It even has the SAME procedure for the explosion. (It is a duplicate of that original one, but still. Something must be broken or different somewhere that i am not aware of)

Joined Nov 2019
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This is only a guess but it…
Sun, 01/14/2024 - 19:16

This is only a guess but it might be due to the fact its using coordinate of immediate source entity, as it's likely the mob despawning on contact when touching the block, you could try the coordinates of the block it hit with the normal x,y,z, with how this is being used this might not work, but otherwise if you're using an nbt to determine what  type of cannon ball is being used, then try only allowing it to do one output of those cannon balls, and if that works, it is most likely something wrong with the nbt, also try using the /data command on the cannon to see the nbt values it has to confirm if the nbt is missing or working, I hope this helped.

Joined Mar 2019
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This wasn't the issue…
Mon, 01/15/2024 - 00:22

This wasn't the issue. Before it worked. Ever since i upgraded to MCreator 2023.4 and on 1.20.1 instead of 1.18.2, it broke. But as i said, the Kraken uses the same thing, with the explosion on Immediate source entity to remove the offset of the explosion.

I even tried it earlier and sadly it does nothing. It really feels like the code of the procedure is just not read.

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Good News! I found the issue…
Mon, 01/15/2024 - 02:05

Good News! I found the issue! The "Call Procedure at x y z (procedure)" was calling a procedure that seems to be so big that it makes the game ignore the procedure. To anyone that this could be happening, watch if that is your issue!