Fluidlogged API

Fluidlogged API

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Fluidlogged blocks don't hydrate farmland

Delfite opened this issue ยท 4 comments

commented

Describe the bug
Unlike in Vanilla 1.13+, waterlogged blocks don't hydrate farmland when they're supposed to.

To Reproduce
Steps to reproduce the behavior:

  1. Make a plot of farmland (Max size is a 9x9 square)
  2. Make the center block any fluidlog-able block such as fences, stairs, or slabs
  3. Use a water bucket on the center block where your fluidlog-able block should be

What should've happened
The waterlogged block should hydrate all of the farmland around it within a radius of 4 blocks over time.

What actually happened
The waterlogged block failed to hydrate any farmland around it regardless of distance.

Screenshots
2022-11-09_13 42 00
The farmland on the left is using a normal water source block. The farmland on the right is using a water-logged block.
The farmland on the left is hydrated, but the farmland on the right is not, despite the fact that it SHOULD be hydrated.

Logs
No crash has occurred, logs will not be provided.

Additional context
I was attempting to use water-logged slabs to hydrate the massive plots of farmland on my main survival world when, as it turns out, fluid-logged blocks with this mod don't hydrate the farmland they're near. Industrial Foregoing's Sewage also doesn't hydrate crops nor does it increase crop growth speed when used for fluid-logging.

commented

For sharing your logs it's recommended to use this site.

Here's the log: https://mclo.gs/6AUt6HY

commented

looks like a foamfix conflict. This will be fixed for the next update, in the meantime you can disable the change foamfix makes to farmland via its config.

commented

Fluidlogged blocks do hydrate farmland. The only things that would cause this bug are either: 1. another mod is changing the code farmland blocks use to check for water, or 2. another mod is replacing "minecraft:farmland" with an entirely new block with its own code (mods should never replace registry ids due to conflicts, but some mods do anyway).

Unlike 1.13, the way this mod works is through a system called FluidStates. This mod uses asm to change the code farmland blocks use to check for water to include FluidStates. Any other mod changing this code would break stuff and result in a conflict. I can pretty much always resolve mod conflicts like this, I just have to know the other mod first ๐Ÿ˜…

No crash has occurred, logs will not be provided.

Logs should generally be provided with each issue, regardless of whether or not there's a crash (especially if other mods are being used that aren't listed, in which case providing a log is a must if the issue is to be fixed!). Logs provide me with valuable info like the mods used, active ASM/Mixin transformers, and any errors that may indicate some sort of conflict. Before I can fix this, please send your logs! For sharing your logs it's recommended to use this site.

commented

fixed in v1.9.0.0