Modular Machinery

Modular Machinery

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Possible bug - Modifier block locations

Golrith opened this issue ยท 3 comments

commented

I've been experimenting with Modifier blocks, and may have stumbled across an unexpected design feature (aka "bug").

I have the following modifer:
{
"elements": "chisel:futura@2",
"x": 0,
"y": -1,
"z": 0,
"description": "4% chance of not consuming ingredients",
"modifier": {
"io": "input",
"target": "item",
"operation": 0,
"multiplier": -0.04,
"affectChance": true
}

which works perfectly in this position (directly under the controller), but I actually want it in the following position as an replacement upgrade block

    {
        "x": 2,
        "y": -1,
        "z": 0,
        "elements": [
            "modularmachinery:blockcasing@5"
        ]
    },

but updating the co-ords of the modifier, reloading MC, and updating the structure, the structure never forms.

Switching back the blockasing@5, structure forms, and I've tried the same with the vanilla minecraft gold block as the modifier block (in case it was something weird with that futura block) and again, the structure will not form.

It seems the modifier block only works when touching the controller (at least in the same Y axis, as I've also testing placing a different modifier on top of the controller which works nicely) or the modifier block scan is not scanning in the correct direction, perhaps a X/Z have been inverted?

commented

Confirmed, I believe the X and Z have been transposed in the Modifier scan.
I set the modifier block to "x": 0, "y": -1, z": 2 and the structure now assembles.

commented

With some further testing, I've identified the actual issue.

The modifier blocks do not take into account the rotation of the controller. Took the machine that works with all the modifiers, rotated it 90 degrees, and it no longer assembles with the modifiers in place.

commented

Really two tickets. One is an enhancement for controller rotation, other is a bug for the coordinate transpose.