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Concrete Bucket Image #1

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HeyITGuyFixIt opened this issue Dec 21, 2024 · 6 comments
Open

Concrete Bucket Image #1

HeyITGuyFixIt opened this issue Dec 21, 2024 · 6 comments

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@HeyITGuyFixIt
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https://github.com/DustyDave961/flowing_concrete/blob/main/init.lua#L131

The MTG bucket API wants an inventory image to be provided on this line, and the engine isn't expecting a color string.

@DustyDave961
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That's actually why I added the Fluid API bucket mod as a dependency. That bucket mod overrides the MTG one. However, I could add functionality to no longer need that if that would help.

@HeyITGuyFixIt
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I always forget to enable that entire modpack. It works when I enable its bucket mod.

@DustyDave961
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That's definitely relatable. It isn't automatically enabled even though it's a dependency because MTG already has a bucket mod. I'll see if I can do something to fix that.

@HeyITGuyFixIt
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HeyITGuyFixIt commented Dec 22, 2024

I opened a thread on the fluid api's contentdb page about this. I asked if they could rename their bucket mod to something unique, like fluid_bucket, so mods like yours could depend on it and avoid this issue.

@DustyDave961
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I'm not even sure that's an option. That would mean having two bucket mods at the same time, which would result in duplicate items and possibly other issues.

@HeyITGuyFixIt
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You can define any global variable you want, even redefining other globals. So they can set the global bucket from the MTG bucket mod to their own definition of it, and they can simply override the definitions of any buckets defined in the MTG mod, even force registering an alias if needed.

The only problem I can think of would be trying to redefine those functions before other mods that only depend on bucket could register their bucket. I would recommend those mods add an optional dependency to the fluid bucket mod to deal with that. Not sure if there is any other way to do that. Makes it harder on the developers, but easier on the players.

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