[BUG] Fob Watch crafting constantly crafts it completely full
DestinyPlayer opened this issue ยท 5 comments
Describe the bug
Basically, whenever I craft the fob watch, it seems to give me a fully filled one, with all twelve regenerations, even though the recipe shows that it should result in an empty one.
It persists even via a CraftTweaker added recipe that specifically sets it as regeneration:fob_watch:12.
To Reproduce
Steps to reproduce the behavior:
- Enter an ordinary crafting table
- Try to craft a fob watch
- Look at it
- It's full
Expected behavior
My expectation is that the fob watch should be empty upon crafting, and actually note the damage data that is set in the recipe.
Screenshots
http://prntscr.com/o5yano - Recipe list. As you can see, the watches should be empty upon crafting.
http://prntscr.com/o5yayl - Crafting window. As you can see, the fob watch should be empty upon crafting.
http://prntscr.com/o5yb53 - After crafting. And yet as you can see, it ends up getting filled anyway.
Additional context
http://prntscr.com/o5ybdz - My current modpack
Version of Regeneration - 1.12.2-1.6.5
Version of Forge - 14.23.5.2838
It is intended behaviour for the Fob Watch to be crafted with 12 Regenerations, otherwise, the player would have to actively look for them in chests. Crafting a Fob Watch on its own is useless, unless you already have a Regeneration cycle you want to store to the watch.
I actively set the Regeneration count to 12 after the player has crafted it, which is why it does not show in these GUI images you have shown me. Would you like a config for this next version?
Yes, if possible. It would be incredibly useful for modpack creators that want to have a way to manually add new regeneration cycles, like you can see in the recipe list screenshot. I wanted to do it via a machine, make it a bit fancier, but sadly Embers doesn't have CT support.
Alternatively, you could just make it so that the crafting recipe gives you regeneration:fobwatch:0, with the damage value specifically set, without having to actively set it to 12 post-crafting. I'm not sure if there's something in the code preventing you from being able to do that, I'm not a modder, so discount me if I said something stupid.
It may be possible, I shall look into a solution to this issue later tonight, if I cannot find one, I shall add the mentioned config :)
otherwise, the player would have to actively look for them in chests
Wasn't that the entire point?
I actively set the Regeneration count to 12 after the player has crafted it
Not sure why you'd want to do that, aren't items crafted without any damage by default unless set otherwise?
https://github.com/Suffril/Regeneration/blob/64ce67b5998bb0884186a9ef2d5756beab2e240e/src/main/resources/assets/regeneration/recipes/fob_watch.json#L16-L20