Filler doesn't advance past saplings
immibis opened this issue · 24 comments
Try to fill a flat area (with dirt underneath it) with saplings. The filler will place one sapling, then keep breaking and placing that same sapling, instead of placing more saplings.
Happens in 4.1.2. 4.2.2 doesn't seem to have any relevant changes (not even with the major filler rewrite), but I can re-test it if necessary.
(These are mock-up screenshots, please ignore that the filler is set to the wrong mode)
No ownership taken on this one so far, so closing. Can be discussed further on http://mod-buildcraft.com/forums/index.php?board=4.0.
Nope - nobody is ;-). Basically, if nobody cares enough to fix an issue, it's probably not an issue worth fixing anyway. There's plenty of bugs in software in general. In open-source project, using that rule as is a pragmatic way of sorting out what's important and what's not.
This is because the filler replaces "soft blocks" like saplings, flowers, grass etc. This makes it unable to place these things because it will simply keep replacing the first one.
This is partly on purpose. The Filler used to leave behind holes in its constructions if there were for example tall grass in the way. It would be seen as a block and skipped. The Filler was then changed to break that type of blocks.
Being able to place saplings, wheat, potato etc with the Filler again would be nice, but I'm not sure if the Filler is the right machine for that kind of tasks. If we decide that it is, then maybe give it a new task type called "Planting" or something to that effect.
Yes, it does make sense to do this for tall grass.
Perhaps it should replace blocks that are soft and not the same as the block currently being placed. (Bold = new condition)
The filler isn't intended to plant things. There's other machines in other mods that specialize in that.
Yeah there are mods that do it. Why don't you make a BlackList of Blocks that can not be placed by Fillers. That shouldn't be to Hard.
And for modBlocks you can use renderIDs blacklist. (Some renderIDs are only used for blocks like saplings/plants)
Is that a possebility for a fix?
What about NBT? What about item <-> block differences? "Simple" tests are not simple when you think about it for more that a second. Saplings would only work for vanilla saplings, maybe. A lot of stuff, like forestry saplings would be very hard, if not impossible to check..
Could an option be added to the interface then to allow the quarry to
allow/ignore soft blocks?
On 7 January 2014 05:34, cpw [email protected] wrote:
What about NBT? What about item <-> block differences? "Simple" tests are
not simple when you think about it for more that a second. Saplings would
only work for vanilla saplings, maybe. A lot of stuff, like forestry
saplings would be very hard, if not impossible to check..—
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perhaps the filler should refuse to attempt to plant soft blocks at all --
the most visible bug is that it does 1, but then refuses to do the rest.
On Tue, Jan 7, 2014 at 3:46 PM, finalsliver [email protected]:
Could an option be added to the interface then to allow the quarry to
allow/ignore soft blocks?On 7 January 2014 05:34, cpw [email protected] wrote:
What about NBT? What about item <-> block differences? "Simple" tests
are
not simple when you think about it for more that a second. Saplings
would
only work for vanilla saplings, maybe. A lot of stuff, like forestry
saplings would be very hard, if not impossible to check..—
Reply to this email directly or view it on GitHub<
https://github.com/BuildCraft/BuildCraft/issues/1404#issuecomment-31714612>.
—
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@cpw: block ID should be enough. For items that place blocks, it could get the ID after placing the block, or it could simply continue not working properly with those (which would still be an improvement over how it works now).
Edit: If it took damage value into account it would let you replace tall grass with ferns, for example. Probably not important, because you could just clear the tall grass first (or not, because the filler ignores soft blocks when clearing too)
@CovertJaguar: hasn't what been done to death?
@Forecaster: it's intended to fill an area with blocks; saplings are blocks. It places saplings just fine, the bug is that it then decides it's a replaceable block, so it keeps replacing it. Same thing happens for tall grass.
I agree with @immibis, it seems like a fairly simple logic check.
Another possibility is to ignore all soft blocks if the thing being placed is a soft block.
mayby a better question is: is the filler inteded to plant trees? As far as i know its purpose is filling, clearing and walling. Not farming
Given that it's meant to be a building tool, it makes the most sense to not place soft blocks at all.
well, maybe make some modification to filler "pattern" for example saplings in middle would mean places soft block on the bottom row of the filler area. I guess it's implementation wouldn't be that easy though... but just to have some pattern component to mark that it should place soft block so it ignores the removing/replacing part of the code if pattern is right.
Don't know how I missed that commit, Thanks Immibis. Still an ignore soft
block toggle would be nice; No sense limiting users and forcing them to use
other mods if you have something adaptable.
On 11 January 2014 06:31, immibis [email protected] wrote:
Filler pattern recipes were removed. Now you just scroll through them.
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@finalsliver, I tend to agree with that last statement.