Implement legacy physics for factions cannoning on version 26.2+
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I've mentioned this before in the factions discord channel, but realized I never made a suggestion about it. With forums suggestions coming back, what a great opportunity to make a proper suggestion about this:
After some digging into the minecraft version 26.2 physics changes, these were my thoughts that might help with the current issue of most cannons being broken on factions post-update:
Mojang changed things with entity physics related to air drag in 26.2, which seems to be why sand and tnt are getting massively different velocities from the same source, and thus cannons aren't working properly. This should be fixable server side similar to how normal parity was introduced when factions moved from 1.8. Normal parity fixes the difference in how TNT and sand are exposed to an explosion, so there could essentially be a second type of "parity" that uses legacy physics for tnt and falling sand so they behave how they did in previous versions
Would really like to see this added. For some cannons this isn't as simple as "find a new ratio" with so much happening in just a few ticks. Some designs will be incredibly difficult to replicate with just changing ratios.
I agree, I am annoyed the raid cannon in shop is not working right. I paid 5 million in game cash for it and it wasn't stacking sand right.
There are certain heights the cannon completely does NOT work at. Game breaking on a gamemode where the main focus is raiding. Not only that, if a new player shows up and wants to use a public cannon they found online using custom blueprints, this cannon will not work and that player is likely to just quit instead of "finding new ratios" as I was suggested to do. Not many people are interested in learning cannoning physics and just want to play the game to raid people and compete for ftop 1. Highly suggest figuring out what exactly breaks cannons and pushing a fix.
I've already pushed this up as a valid suggestion and also a demand as of 1,5 weeks ago. I'll keep you updated.
As I understand it, the person who maintains Sakura said full parity just isn't possible.
And that people will have to update their cannons as we won’t stay on 26.1.
As I understand it, the person who maintains Sakura said full parity just isn't possible.
And that people will have to update their cannons as we won’t stay on 26.1.
I find it hard to believe there wouldn't be a way to get it back to what it used to be with plugins. And IF this is actually true, afaik no cannon server currently has 26.2 cannon physics. So the only option is manually finding ratios on /cannon... Which nobody is interested in doing without proper cannon debug, which LC does not have, since you cannot use it on sand. Having a functional jar definitely out values the need to keep updating to the latest version, and I think most players would agree that breaking one of the main aspects of the gamemode, is in fact, not the move.
As pretty much the only actual cannoner on the server, I am telling you this needs to be fixed. People have been complaining all season, and that isn't going to change. Nor will I make new ratios to "fix" the raid cannon. Doing this takes a lot of time and I am not interested in helping the server when the server shows they don't value my time either.
without proper cannon debug, which LC does not have, since you cannot use it on sand.


I checked and the cannon debug tool does seem to work on sand. Let me know if there's still any issues with it and we can fix. It is impossible to have parity with both versions and we're not interested in downgrading unfortunately. We'll review the shop blueprint cannons to make sure they work.
I checked and the cannon debug tool does seem to work on sand. Let me know if there's still any issues with it and we can fix.
It is impossible to have parity with both versions and we're not interested in downgrading unfortunately.
I don't see how it's impossible to make the falling block physics the same as previous versions? There are even servers that have completely recreated TNT physics all the way back from 1.7.10, while being on modern versions. Why is it impossible?
We'll review the shop blueprint cannons to make sure they work.
Who is going to review it? There are no good cannoners on LC other than me, and I am not very interested in "fixing" the ratios every couple months whenever an update comes out that breaks the jar.
As a longtime factions player and expert in /cannon, I wholeheartedly agree with what you said in this post.
I checked and the cannon debug tool does seem to work on sand. Let me know if there's still any issues with it and we can fix. It is impossible to have parity with both versions.
Debug only seems to work when letting sand fall straight down, it doesn't work when pushing it with a piston, which a lot of setups do use. Anyways, I found a setup that worked to compare the velocities, and I don't believe "air drag" is the reason for cannons being messed up. Because the velocities of TNT and sand seem to be identical until the osrb hammer explodes, that's when they somehow get two completely different velocities despite being rendered the same.
https://imgur.com/a/A0idJE5
This is the velocity from both the TNT and sand right before, identical.
https://imgur.com/a/BxZhM1G
This is the velocity from sand, 1 tick after the OSRB hammer explodes.
https://imgur.com/a/3njx7ET
This is the velocity from TNT, 1 tick after the OSRB hammer explodes.
Everything is identical up until that moment.
I've mentioned this before in the factions discord channel, but realized I never made a suggestion about it. With forums suggestions coming back, what a great opportunity to make a proper suggestion about this:
After some digging into the minecraft version 26.2 physics changes, these were my thoughts that might help with the current issue of most cannons being broken on factions post-update:
Mojang changed things with entity physics related to air drag in 26.2, which seems to be why sand and tnt are getting massively different velocities from the same source, and thus cannons aren't working properly. This should be fixable server side similar to how normal parity was introduced when factions moved from 1.8. Normal parity fixes the difference in how TNT and sand are exposed to an explosion, so there could essentially be a second type of "parity" that uses legacy physics for tnt and falling sand so they behave how they did in previous versions
Would really like to see this added. For…
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