Fix/hardcoded miner ladder block 1.21#11573
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- BuildingConstants.java: renaming NBT Tag - BuildingMiner.java: renaming BlockPos var, removing hardcoded requests for cobblestone, renaming var when (de)serializing NBT, renaming getCobbleLocation function - EntityAIStructureMiner.java: renamed REQUEST_BATCH, more renaming and adapting to the new naming, removed getLadderBackFillBlock function hardcoding cobble and netherrack, functions now use getMainFillBlock - MineColonies.java: Renaming Tag - MinerLevelManagementModule.java: renaming function - SchematicTagConstants.java: Renaming cobbletag to tag ladderback # Conflicts: # src/main/java/com/minecolonies/core/entity/ai/workers/production/EntityAIStructureMiner.java
- EntityCitizenWalkToProxy.java: referenced getCobbleLocation, fixed - InteractionValidatorInitializer.java: referenced getCobbleLocation, fixed - MinerLevel.java: referenced getCobbleLocation, fixed, renamed vars # Conflicts: # src/main/java/com/minecolonies/apiimp/initializer/InteractionValidatorInitializer.java
In order for this pull request to be merged, make sure you test whether your changes work.If the changes are working as intended, remove the https://github.com/ldtteam/minecolonies/labels/undefined label from the pull request. Contributors, please review this pull request! |
- BuildingConstants.java: readded CLOCATION tag - BuildingMiner.java: adding fallback function to deserialize old TAG_CLOCATION if TAG_LBLOCATION can not be found
…_1.21' into fix/hardcoded_miner_ladder_block_1.21
…ith tag check to allow all blocks that are registered as signs.
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Added a fix for signs. The mainbranch code only allowed for very specific signs to be used in the mainshaft schematics. Now it instead checks whether the block is part of the sign_all tag, allowing all types of signs to show the shaft level and amount of nodes, etc. |
I think allowing non vanilla signs is risky... So for avoiding such potential problems in the future, it may be unwise to enable non vanilla signs in the mines, no? |
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do you have an example (mod) i could test that with? My second point to that would be that we can keep that commit in the 1.21 PR and that i leave it out of the PR for the main version. 1.21 will propably not produce any larger minecraft version changes. How does that sound for you? |
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we can't predict how vanilla may change signs and thus need data migration at any point. Maybe they'll change the text encoding (I dunno what it is). Maybe allow another char per line. Maybe allow controls or ways to make borders or whatever, who knows. This would create a problem where people become comfortable using modded signs and then things cause it to break in the future, and ppl having to rescan stuff with vanilla signs. It seems too risky for a low benefit (how much do ppl look at the mine signs anyway? Just keeping them vanilla seems the safe call here with no big downside) I think it was the 1.19 to 1.20 vanilla update, that broke all non vanilla signs because folks had 1.19 schematics and build them in 1.20. But the history is illustrative, and the fact that it doesn't happen 1.20.1 to 1.21.1 doesn't mean it won't happen with 26.2 to 27.x or whatever |
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in any case we know vanilla signs are kept working, and we have concrete example of non vanilla being fragile, so it seems unwise to open that can of worms |
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i assume you are referring to the change that was fixed with this PR in version 1.20: The reason why only vanilla signs kept working afterwards is that this solution code hardcoded in vanilla sign classes. On functional basis Minecraft changed how to access the text string on signs back then and the change affected all modded and vanilla signs equally. The fix then also fixed it equally for modded and vanilla signs, except the old PR it gatekept modded sign in a separate check. |
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I had been informed by the dev team that their code kept vanilla signs working during the bug, and that non vanilla signs would not be covered by them (and that non vanilla mods didn't bother persisting the data). |
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hey raycoms, could you give me some feedback here? that would be awesome! |

see pr on version/main:
#11571
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Review please