Inventory generation tags don't pick up changes made to their corresponding inventory generation component tags.
jaynesb opened this issue ยท 0 comments
On the last few 1.10.2 versions (I haven't tested any before that), changes made to inventory generation component tags (the dark half-circle ones) don't seem to propagate to the other inventory generation tags (the white and black full-circle ones). If i generate a structure with a chest containing my modified component tag, the loot i specified generates correctly. If I do the same with the same-named generation tag, it generates the default/unmodified set of loot. This means that if i want to edit the loot generation in the existing structures, I'd need to load up every single structure in the mod (because I don't know which ones contain chests) and replace the white inventory generation tags in those structures' chests with the component tags. This is not a particularly ideal solution.
I have tried the /#reload command, reloading the game, making a new map, etc. Nothing I can do fixes this.
I have not found any messages in the log that would indicate a problem, but maybe you'll see something. I'm attaching a log where I edit the RichVillageHouse component tag and save it, perform a /#reload, create a structure with three chests called "RichVillageHouseChestTest", one containing the component tag, and the other two containing the corresponding generation tags, and then export and generate that structure.
fml-client-latest.zip