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Abandoned Lost Mesa Park has Fluid Placeholder blocks instead of water in 1.21.1 #10244

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kedamono opened this issue Sep 20, 2024 · 3 comments
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Bug Gotta squash 'em all!

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@kedamono
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Is there an existing issue for this?

  • I have searched the existing issues.

Are you using the latest MineColonies Version?

  • I am running the latest beta/release version of MineColonies for my Minecraft version.
    I am also running the latest versions of other mods that are part of my problem.

Did you check on the Wiki? or ask on Discord?

  • I checked the MineColonies Wiki and made sure my issue is not covered there. Or I was sent from discord to open an issue here.

What were you playing at the time? Were you able to reproduce it in both settings?

  • Single Player
  • Multi Player

Minecraft Version

1.21

MineColonies Version

minecolonies-1.1.705-1.21.1-snapshot

Structurize Version

structurize-1.0.751-1.21.1-snapshot

Related Mods and their Versions

NeoForge: 21.1.55
Donum Ornamentum: domum_ornamentum-1.0.203-1.21.1-snapshot

Current Behavior

While exploring my single player world, I found two Lost Mesa abandoned colonies, both with a water fountain park. The fountain had Fluid Placeholder blocks instead of water.

Expected Behavior

That the fountain would have water in it.

Reproduction Steps

  1. Locate an abandoned Lost Mesa colony.
  2. See if it has a fountain park schematic.
    Expected: The fountain uses water.
    Result: The fountain has Fluid Placeholders instead of water.
    2024-09-20_13 10 45

Logs

n/a

Anything else?

No response

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@kedamono kedamono added the Bug Gotta squash 'em all! label Sep 20, 2024
@Nightenom
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Tested in structurize, water placeholders works as expected

@Raycoms
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Raycoms commented Sep 23, 2024

This is vanilla worldgen

@Raycoms
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Raycoms commented Sep 27, 2024

That actually reminds me, we are using fluid placeholders wrongly and this should be water blocks.
Fluid placeholders should be only used when we're "either water or solid is fine".

I still have to eventually come up with a way to incorporate that with vanilla worldgen rules, but this should be solved on the schematic level actually

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