Open TheRealWormbo opened 3 years ago
Oh right, a screenshot of the effect would probably be useful to better understand the kind of devastation this interaction can cause:
Hey folks, I work on TreeChop. It intercepts BreakEvents and, if it's a tree, does some fun chopping mechanics. Wombo suggested that I ignore breaks by FakePlayers, and I think that's a great idea, so I'll do that (or make it configurable).
However, I'd hope that BreakEvents would only be fired for blocks that are intended to be broken. For example, if Wombo wanted to break trees, then it wouldn't be terrible if they got "treechopped" like in the picture - it wouldn't leave floating blocks, which I think is nice. Referring to https://github.com/McJtyMods/RFToolsBuilder/blob/b4c9aebf6c407a2d840db7662a805bc63022840f/src/main/java/mcjty/rftoolsbuilder/modules/builder/blocks/BuilderTileEntity.java#L1236-L1237, how about checking the filter before checking allowedToBreak
(which fires the BreakEvent)?
This is a bit of an obscure bug, and I'm not sure how much of it is the RFTools Builder's own fault. Essentially several mods seem to think the builder breaks a block and either generate drops or cause additional effects, even though the builder is told to not harvest those blocks due to a filter.
Examples:
The random items dropped from grass or leaves that themselves don't get removed isn't that bad, but the Treechop interaction causes massive destruction to any trees within the quarry area, even though their blocks are not supposed to be broken.
Setup:
Versions: