[π]: Variants of Spelunkery's Rock Salt blocks do not react to light sources
steve-the-player opened this issue Β· 8 comments
Code of Conduct
- Always check you are using the latest version of the mods and its dependencies
- Ensure the version of EveryCompat & Moonlight Lib are up to date
- Remove mod that enhances Minecraft: Optifine, Sodium, others. The issue still persists.
- If you are unsure which mod is the culprit.
Disable all of your mods and enable them 1-2 mods each time to isolate the culprit - Confirm that there is no existing issue with a similar description submitted in the list of issues.
Version - Loader (DO NOT FORGET TO SELECT THE CORRECT VERSION)
1.20.1 - FORGE
StoneZone Version
1.20-2.7.0
Moonlight Lib Version
1.20-2.13.7
Issue with mods
Spelunkery
Issue Detail
Spelunkery's rock salt blocks dynamically adapt to adjacent light sources in a radius equal to the light level of the light source touching them, with a cascading effect. StoneZone's do not, and also do not appear to glow the same way lit salt does, despite using only the lit textures.
edit to show redstone torches giving off a lower light value
OPTIONAL: Latest.log | Crash-report Attachment
No response
OPTIONAL: To Produce
No response
I don't know there is a mod that make stones emitting light source 0_o
spelunkery is the only one I know about.
Maybe since spelunkery would always be installed for this to be relevant anyways, is there a way to call or reference the mixins it adds for the salt blocks, and apply them to the Variant blocks?
can i get the ID of these blocks from stonezone not emitting light. this should have to do with the properties that stonezone is copying from the original stone to generated blocks.
yeah, let me grab them rq
Edit: It looks like all of the rock salt blocks behave the same way, if they render. Some of them render fine as items but not as blocks. All of them are stuck yellow but non-emissive
Currently I only have Create and Stoneworks providing block variants.
The cut variants from Create (block, slab, stairs) are all everycomp:/spelunkery/cut_rock_salt
(or β¦rock_salt_slab
and similar for the stairs). The blocks from Stoneworks are all some variation of everycomp:/sw/spelunkery/cut_rock_salt_tiles
(or _tile_stairs
and so on) for each texture pattern it adds: tiles (the deepslate tile texture), cracked tiles, plates (the purpur/cut copper texture), pavers (dark prismarine texture), and shingles (prismarine bricks texture). All of the stoneworks blocks come in full block, stairs, slab, and wall, except for the Pillar blocks (either purpur or basalt pillar texture) which only comes in full block. That also has the black and magenta error texture, probably because stoneworks uses both vanilla pillar block textures for the provided blocks.
All of the blocks that do not render when placed are visible in item form.
Weirdly enough, the Jade/WTHAILA tooltip shows the blocks from create as block.everycomp..spelunkery.cut_rock_salt{_variant}
and the Stoneworks ones as block.everycomp.sw.spelunkery.rock_salt_{pattern}{_variant}
but Jade works perfectly for WoodGood block names
Thanks for the information. It will be helpful to look at what's the problem.
FYI,
StoneZone Version
8.0.0
this should be the current version of StoneZone. that would be v2.7.0
I assumed v8.0.0 is for spelunkery?
My bad, I grabbed the version number for Stone Works instead of StoneZone. The StoneZone version is 1.20-2.7.0. Spelunkery is at its most recent update, 1.20.1-0.3.13, although I suspect that the bug is somewhat version-agnostic in this case
i looked at this issue. hmm it's not simple as you think it is.
What StoneZone is doing is using the behavior of block from Stoneworks as a base block to combine with stoneTypes from any stone mods.
It took me a while to figure out that i need to place the redstone lamp right next to these rock_salt blocks and light it up.
clearly, rock_salt have its own behavior and class that allow it to behave just like redstone lamp. There is nothing I can do about this. It's a special feature of Spelunkery
More Detailed (If you are familiar with coding)
It's impossible for StoneZone to combine 2 class from (Stoneworks & Spelunkery) to generate a block. Stoneworks use the normal classes from Minecraft, while Spelunkery have use the class that generate redstone_lamp. There is no other ways. Unless The DEV of Spelunkery implement the usage of the tags. The block with the tag can be lightened up using redstone.
I am going to fix the 2 blocks with missing textures.