
Swamp Homi unable to convert non-full blocks
steve-the-player opened this issue · 6 comments
I was going to use some Swamp Homis to clean up a jungle temple, but I was disappointed to find that it can really only do a few types of mossy blocks. Stairs, walls, slabs, and modded mossy blocks like from Regions Unexplored or Immersive Weathering are currently ignored. A relatively easy (and much more scalable compared to hard-coding!) approach would be to create a datapack that tags blocks and then converts between the mossy and non-mossy states, respecting or copying all other data. (This would fix a potential issue where slabs and stairs get rotated or messed up due to blockstates, and also allow modded mossy blocks that registered theirs to the tag to be converted as well)
(In Immersive Weathering, stone variant blocks get tagged with #immersive_weathering:mossable
, and then when there's flowing water next to it for a while, it will switch to the mossy variant tagged #immersive_weathering:mossy
based on random tick speed)
Hi! You need to add any additional blocks you want to be able for the swamp homi to convert to the appropriate option in the Nature's Aura config file :) There is no consistent way of doing this through tags alone, since mossy and non-mossy variants don't have consistent tags that can just be "swapped" between.
For vanilla block types not currently covered, this is a duplicae of #382.
Oh! I just realized this isn't documented explicitly and definitely should be: At the moment, the swamp homi uses the same config option as the botanist pickaxe, which is additionalBotanistPickaxeConversions
!
Oh! I just realized this isn't documented explicitly and definitely should be: At the moment, the swamp homi uses the same config option as the botanist pickaxe, which is
additionalBotanistPickaxeConversions
!
I’m having a bunch of trouble setting up the config. I thought I was using the right type of toml array syntax, but it won’t take. Could I get an example bit of the config for going between minecraft:stone
and immersive_weathering:mossy_stone
? Once I have an example I should be able to work from there
It should just be
additionalBotanistPickaxeConversions = ["minecraft:stone->immersive_weathering:mossy_stone"]
:)