
Adding custom hoes
BlakeBr0 opened this issue ยท 7 comments
Issue Description:
Adding hoes from Mystical Agriculture only works if you use the ingame config editor. Once you restart the game they no longer work.
What happens:
When I add a hoe (say mysticalagriculture:supremium_hoe) ingame via Farm Settings -> farmHoes it adds the hoe correctly and works perfectly ingame. Once I restart the game though, it stops working, unless I re-add it ingame again. If I were to add it from the config before launching the game it would add it to the list and not work.
What you expected to happen:
The hoe to continue to be usable in a farming station after a game restart.
Steps to reproduce:
- Add the hoe to farmHoes ingame via the config (works)
- Restart the game
- Hoe can no longer be inserted into the farming station
...
Affected Versions (Do not use "latest"):
- EnderIO: 3.0.1.136
- EnderCore: 0.4.1.60
- Minecraft: 1.10.2
- Forge: 12.18.2.2151
Your most recent log file where the issue was present:
https://gist.github.com/BlakeBr0/27b2b140abd1bcc3bd4c8d7787ebc5a3
After testing again I found out what the issue is. The EIO config processes the farmHoes hoes during preInit, while I register my tools/armor during init. Not sure if it would be possible to delay the hoe processing to a later point into initialization or not. If you can't I'll see what I can do on my end to fix it.
init is too late, you need to register your blocks and items during preinit. Not just for Ender IO...
PS: And Ender IO resolves the strings into items during init. Things
has delayed processing.
I will most likely do that. I just find it weird that the axes work with 0 issues as is, and that the hoes worked fine before that update where you changed the way addings hoes worked.
Axes work because there is no list of axes but a check if an item is "effective" as "axe". No such runtime check available for hoes.
BTW, there's another ticket about only some of the configured hoes working. If you run into that issue, give me a heads up, please.