Cotton Resources

Cotton Resources

22.9k Downloads

Cotton resource blocks do not activate beacons

deli73 opened this issue · 7 comments

commented

beacon
Placing any of the resource blocks for minerals added by this mod does not activate a beacon like it would when using vanilla resource blocks (iron, gold, emerald, diamond). This may be more of an oversight than a bug but it would make sense to have the cotton resource blocks work for this.

(feel free to tag this as a bug or an enhancement suggestion, whichever makes more sense)

commented

Now that VMulti is out and working, I'm gonna look into PR'ing support for it into C-R.

commented

This is now part of vanilla 1.16.

commented

This is part of 1.16, however whether we should by default add some of these metals to the tag is up to debate. I personally feel that we should let others decide in their own contexts/modpacks which of these materials belongs in the tag.

commented

I mean, even if we provide defaults, pack devs can still decide whether materials belong in, since they can mark "replace": true in the JSON.

commented

Currently, the hacks required for adding support for other blocks in a beacon base are so ugly that it's not really feasible. Mixin can't really change the conditions inside of an if statement, which is what we would need for this. I might make a mod that adds tag support to beacon bases sometime, but that'll be its own thing bc it'd be so invasive that it might just break any other mod that tries to touch beacon scanning.

commented

Good call! Yeah, it might be messy, but I bet I can find a good injection point.

commented

I've now got a lib mod for this! It indeed uses some ugly hacks, but it's actually implemented decently well! Cotton Resources should implement this soon.