The bug
If a player in adventure mode attempts to use flint and steel item on TNT, the arm swings with no action taking place, unless TNT is listed in the item’s can_break component. The use of this component for this purpose is highly unusual, but it is intended according to MC-312277. However, this behavior does not match other lightable blocks, and the false swinging seems unintended either way.
How to reproduce
Be in adventure mode
/give @p flint_and_steel[can_place_on={blocks:["tnt"]}]Place TNT
Try to use the flint and steel on the TNT
Expected result
Either it should succeed, or the arm should not swing
Observed result
The arm swings but nothing happens
Notes
Interactions for TNT being controlled by can_break is very unusual, and I recommend it be reconsidered. Not only does this make it impossible to allow adventure mode players to ignite TNT without also destroying it (behavior which was possible before), it’s inconsistent from all other block interactions, including flint and steel lighting other blocks like campfires.
Current behavior (TNT) | Expected behavior (campfire) | |
|---|---|---|
Neither component | ❌ Arm swings | ✔ Can’t interact |
Only | ❌ Arm swings | ✔ Interaction succeeds |
Only | ❌ Interaction succeeds | ✔ Can’t interact |
Both components | ✔ Interaction succeeds | ✔ Interaction succeeds |
I was going to request a review of MC-312277 with this reasoning, but the arm swinging issue seems sufficiently buggy to me to warrant this new report.
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