Ender IO Forestry

Ender IO Forestry

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Used Conduit Fascades not stacking?

Algester opened this issue ยท 4 comments

commented

Issue Description:

is there any reason for placed conduit fascade to not stack when someone accidentally place them into the world and will only "restack" if painted again?

What happens:

picking up conduit fascades probably gives them a different information for them to not stack in the player's inventory

What you expected to happen:

fascades to stack

Steps to reproduce:

  1. place a painted fascade into the world
  2. break that fascade

...


Affected Versions (Do not use "latest"):

  • EnderIO: 1.12.2-5.0.37
  • EnderCore: 1.12.2-0.5.43
  • Minecraft: 1.12.2
  • Forge: 14.23.5.2768
  • No Sponge Forge
  • No Optifine
  • Single Player
commented

Can reproduce/have had this occur in 5.0.38/0.5.43. Painted conduit facades that have been placed down and picked back up do not stack in the inventory with identical, freshly painted conduit facades. Similar problem occurs with painted cobblestone stairs and slabs, and potentially other paint-able/painted blocks.

commented

Oops, sorry I seem to have forgotten to reply here.

Painted items contain more information than is stored in the placed down blocks. They also have data that is needed to render their recipe in JEI (input items). The block doesn't keep that data, so when it is broken, it cannot put it back onto the item. And there's no way to tell the game to stack those items...

commented

Well thats what I pressume with my experience playing with mekanism... I guess I wasnt far off

commented

If i'm understanding you correctly, a placed and then broken facade basically loses information that an unplaced facade has? If so, is that information necessary after it's been crafted but while it's still fresh?

Since a placed and broken facade can be re-placed (and work correctly), would there be any loss to throwing away that data on a freshly painted facade to make it the same as a placed and broken one so they can stack?