
Cotton resource blocks do not activate beacons
deli73 opened this issue · 7 comments
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)
Now that VMulti is out and working, I'm gonna look into PR'ing support for it into C-R.
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.
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.
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.