Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

enchanted soil does not accelerate Dandelifeon #4405

Open
9SENSEI opened this issue Jun 16, 2023 · 4 comments · May be fixed by #4660
Open

enchanted soil does not accelerate Dandelifeon #4405

9SENSEI opened this issue Jun 16, 2023 · 4 comments · May be fixed by #4660
Assignees

Comments

@9SENSEI
Copy link

9SENSEI commented Jun 16, 2023

Mod Loader

Forge

Minecraft Version

1.19.2

Botania version

1.19.2-440

Modloader version

Forge:43.2.3

Modpack info

No response

The latest.log file

N/A

Issue description

Enchanted soil does not accelerate dandelifeon in 1.19.2

Steps to reproduce

No response

Other information

No response

@ChickenDestroyer
Copy link

Any plans to fix?

@KonSola5
Copy link

if (getLevel().getGameTime() % SPEED == 0 && getLevel().hasNeighborSignal(getBlockPos())) {

Looks like the flower's speed is affected by game time (which is not boosted by overgrowth seed), not by the "ticksExisted".

@Alwinfy
Copy link
Member

Alwinfy commented Nov 30, 2023

This is mostly inviable, since all Dandelifeon ticks are synchronized so that cells can cross boundaries.
We could fix this by making accelerated and non-accelerated Dln. blocks incompatible...

@TheRealWormbo
Copy link
Collaborator

Would it be reasonable to simply have them also process at % (SPEED/2) == 0 when on enchanted soil? I'd assume the logic that "imports" blocks from adjacent flowers could ignore any blocks that are associated with a flower that has a different enchanted soil state.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Development

Successfully merging a pull request may close this issue.

5 participants