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1.21.1 blocks seem to not be assessed for pathblocks #10429

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Shadizar opened this issue Nov 10, 2024 · 6 comments
Open
5 tasks done

1.21.1 blocks seem to not be assessed for pathblocks #10429

Shadizar opened this issue Nov 10, 2024 · 6 comments
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Bug Gotta squash 'em all!

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@Shadizar
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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

1.1.776

Structurize Version

1.0.754

Related Mods and their Versions

No response

Current Behavior

doesn't look like any new 1.21.1 blocks are in pathblocks

Expected Behavior

some should for sure; minimally the Tuff ones that are parallel to deepslate ones that are analogous and are pathblocks (probably more, tbh...some coppers? Bamboo perhaps? I did not do a full inventory)

Reproduction Steps

check pathblocks link
notice it hasn't got the indicated stuff

Logs

na

Anything else?

No response

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@Shadizar Shadizar added the Bug Gotta squash 'em all! label Nov 10, 2024
@Raycoms
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Raycoms commented Nov 11, 2024

Found only the tuff variants really apply here when it comes to new 1.21 blocks. Any other opinions?

@Shadizar
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Am afk, I can check later
But online have seen lots of cool copper roads (folks especially seem to like the grates iirc), just as a thought
I assume bamboo and cherry has been assessed prior when they came, for consistency with other woods

@Shadizar
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Will look when home tho

@Shadizar
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Hm; so, there's lots of copper that if I were making an industrial or steampunk I'd probably think would be great pathblocks

minecraft:copper_grate especially (and all its derivatives ) but sadly I don't see them having a broader tag...so it'd be a big thing for all the exposed/oxidized/waxed combinatorics (but seems they'd make sense?)

In fact the copper and cut copper slabs/blocks/stairs seem similar like, it might make a lot of sense logically for them to be pathblocks for such styles, but also a lot of combinatorics...

If setting aside the coppery bits, yeah the tuff looks like the only ones (though... the grates are REALLY cool path blocks :D hehe)

@ncottrill
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ncottrill commented Nov 13, 2024

They seem to be checking for path blocks. The Urban birch roads have stone brick on the "outside" of a 5 block path and lamp posts are in the "outside" blocks and non-pathing dom block in the middle. The colonists used the stone bricks to walk on, so they ended up walking into lamp posts and just standing there for a minute while they recalculated their path.

So, I changed the roads in my colony so that the pattern of the road blocks are --
[sandstone, bricks, polished diorite (rails on top) bricks, sandstone]

With this combination, the colonists stopped pathing on the outside blocks with the lamp posts (sandstone is not a path block) and intead they walked on the bricks (a path block) or took the rails ... as they should.

@Shadizar
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This is an entirely different issue I'm listing, which is that newer 1.21.1 blocks don't have the pathblocks tag

The stuff you mention is separate. This one is just about adding tags to some of the new blocks.

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