Comments (5)
If you could provide screenshots of the situation, reproduction steps, the mod pack name (if it's not a custom one), that would be helpful! Also I'd report this to the polymer patch first!
Additional nitpick, everything after the comma in this title would be better off in the issue description field:
from cc-tweaked.
Sorry squid, I'm not good at writing issues
That's fine, it takes practice! A useful pattern I like to follow is try to reproduce the bug from scratch, and write down each step. For instance, something like:
- Create a new superflat world.
- Place down a melee turtle, a zombie in front of the turtle, and a block over the zombie so it does not burn.
At this point, it may be worth including a screenshot or two, just to clarify the exact setup. Then, continue:
- Open the Lua prompt in the the turtle, and run
turtle.attack()
.
Then explain what outcome you got. This might include any error messages you got, what happened to the zombie, etc... In your case, it sounds like your entire farm turned into that dwarf from God of War, so I'd love to have a screenshot :p!
It's also useful to try to reproduce this with as few mods as possible. Honestly, if an issue report requires a whole modpack to reproduce, I'm tend to ignore it.
from cc-tweaked.
maybe its an interaction with yawp
from cc-tweaked.
maybe its an interaction with yawp
Try removing the mod and testing in a test world to see if that fixes it. If it fixes it report the issue to them, and link this report. If not, then do the good ol' binary search, where you remove half of the mods, then test for the issue.
Also, again, If you could provide screenshots of the situation, reproduction steps, the mod pack name (if it's not a custom one), that would be helpful! For all we know you could be calling the function incorrectly making this wild goose chase a complete waste of time.
from cc-tweaked.
In the shell, run the lua
program so you get something that looks like this:
CraftOS 1.9
blabla the MOTD
> lua
Interactive Lua prompt.
Call exit() to exit.
lua>
Then, type turtle.attack()
, ensuring the turtle has a tool of some kind equipped and something attackable is in front. It should return some information about why it is failing to attack, something like so:
Screenshots of your setup would also be helpful, as others have said!
from cc-tweaked.
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