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Collection of Bugs ive found so far: #14
Description
For a M-creator mod, im surpised at how stable it is and im enjoying it.
Because of this, im gonna report some small bugs ive found to give you a hand in polishing this mod up a bit more.
First off im going to bring up my current instance is using a lot of mods with a connector enviorment being present. None of this has todo with the bugs ive found except in providing unusual circumstances that exposed these bugs. It also may be why you see some things your mobs might not do be acting the way they are (l2 Hostility is the thing giving the mobs levels and "traits". theres a few bugs with this, but conisdering im famailiar with the mod, ill contribute with adressing issues to add some "compat" :D )
First Bug: Ichor Bulbs
20260126-0020-10.7848724.mp4
Harvesting the Icor Bulb once its depleated gives you a bulb that's still in its primed state. Placing it back down gives you more Ichor. To fix this, either have it save the state the bulb is in when its harvested or have the bulb itself be "depleated" as its default state (with the world gen being changed to have it naturally occurring in its mature state), whichever you prefer.
Second Bug: "Lootbags o' plenty"
20260126-0033-11.1544245.mp4
The issue here is not that it's dying quickly, but the issue is that, for some reason, while it's being killed with this "method," resulted in it spawning in multiple lootbags instead of one. I'm not sure why this is happening, but I have a feeling that it's because its behavior extending its death has something todo with it.
(As for what's going on here, it's just the apostle having its health being rapidly drained from the "fire." using a setHealth() attack method. This is from another mod called Spectrum. This can be slowed down with Fire Resistence with higher levels slowing it down. (though, the speed at which it drains its HP is determined by the max HP; drains faster the higher). As for why its HP is so high, another mod is doing that to increase the difficulty; nothing to worry about :D )
Third Bug: Goo Web is a bit too sticky
An issue here is that it seems the hive crawlers are affected by the goo webs (even though it would make sense that they shouldn't), the bug is that things like projectiles are also getting caught up in this and are "suspended". This shouldn't be a big issue as you can break it; but if you happen to have some during the Primordial Bone Crawler fight, its projectiles can get caught and don't despawn because the web affects the projectile. To make it worse, the goo web cannot be broken during the fight (due to the mod's anti-grief while a boss is present) compounded with Goo Spitters having a chance to spawn during the fight, resulting in unbreakable goo webs being placed. A suggestion to fix this is todo a few things. First: make projectiles (or the ones focused with the bone crawlers at the minimum) and bone crawlers immune to the effects of goo webs (the mobs make sense, they should be able to circumvent their own issue). Being able to break the webs with the cult effect would also solve issues the web would have.
4th Bug: Inconsistent Light place detection
This one is a bit harder to fix in my opinion, because this discovery is the result of using alternate methods to place light sources that don't result in a light entity being spawned in. Im not sure how you would go about fixing this, though it seems to be related to it not being the player directly pacing light sources.
(Example)
20260126-0059-04.7052939.mp4
(Notice the item placing light blocks this way, don't have them placed; not sure if this can be addressed with a solution that won't affect performance)
This is all the notable bugs I've found so far, and I will expand on them more here if needed.