MineColonies

MineColonies

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Field GUI ignores forge:seeds tag

Collert opened this issue ยท 7 comments

commented

Is there an existing issue for this?

  • I have searched the existing issues.

Are you using the latest MineColonies Version?

  • I am running the latest beta/release version of MineColonies for my Minecraft version.
    I am also running the latest versions of other mods that are part of my problem.

Did you check on the Wiki? or ask on Discord?

  • I checked the MineColonies Wiki and made sure my issue is not covered there. Or I was sent from discord to open an issue here.

What were you playing at the time? Were you able to reproduce it in both settings?

  • Single Player
  • Multi Player

Minecraft Version

1.20

MineColonies Version

1.1.835-snapshot

Structurize Version

1.0.765-snapshot

Related Mods and their Versions

forge-47.3.0

Current Behavior

Field block GUI ignores forge:seeds tag and shows items that are overridden by a custom datapack to be excluded from that tag.

Example: minecolonies:onion

Image

Image

Expected Behavior

Per Minecolonies doccumentation, only items with forge:seeds tag should be eligible to plant in a field.

Reproduction Steps

  1. Create a datapack that modifies forge:seeds tag.
  2. Load datapack into the world.
  3. Check the stack selection GUI of the Field block.
  4. See items that are not covered by forge:seeds tag.

Logs

https://gist.github.com/Collert/8dc75b8f24eb55879816925197b72ca1

Anything else?

My datapack: minecolonies_crop_overrides.zip

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commented

Actually I just noticed, it does select the tag as well, are the items you are adding present in any creative tab?

They are. I'm not trying to add any item though. I was trying to override the tag to exclude the Minecolonies versions of certain crops that are already present in Farmer's Delight. In my case, that would be rice, onion, cabbage and tomato.

commented

You cannot exclude Minecolonies items, they are not "seeds" the way Mojang knows them, we have our own logic for this + custom farmland to stay outside of Minecraft's default ecosystem (which we do not like)

commented

The wiki is not always up-to-date on this, these tags are 100% ignored, implementation requires all plants to implement Mojangs CropBlock class

commented

forge:seeds doesn't mean "anything that is not in this list should not be plantable". It just means "all in those are seeds".

commented

Actually I just noticed, it does select the tag as well, are the items you are adding present in any creative tab?

Note: The way we discover items for showing in lists is based on all items that are added to creative tabs, we load all of the creative tabs to find all potential items, if any item is not added to a creative tab, we cannot locate it

commented

The wiki is not always up-to-date on this, these tags are 100% ignored, implementation requires all plants to implement Mojangs CropBlock class

In that case, is there a way to modify that GUI?

commented

You cannot exclude Minecolonies items, they are not "seeds" the way Mojang knows them, we have our own logic for this + custom farmland to stay outside of Minecraft's default ecosystem (which we do not like)

Understood. Thank you for your help!