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leaf-decay's Issues

Issue with Mod Title

Lol, this is not a real issue but can't find a place to reach out. Leaf Decay Works great on 1.18 so you could probably change the game version if you desire.

Add 1.18 Compatibility

Would love to see official 1.18 compatibility. As mentioned in #16 the current 1.17.1 version of the mod, 1.30, it does appear to work in 1.18 without issue.

0 drops decay suggestion

could we have an option to have decaying leaves not drop anything?

this way so many modded forests full of trees wouldn't stress the game because of all the items being spread about the place :)

1.17 support?

I'm not usually the guy annoying devs with these sort of questions, but since this mod seems quite abandoned, I wanted to ask if you plan on updating it to the latest MC version.

Leaf sound/particle config

Leaf Decay should have a client-side config that allows users to specify whether or not they want to hear leaves breaking or see the particles. Unfortunately, Leaf Decay is server-side, so all decisions about particles and sounds are made and then sent to the client.

One option would be creating a custom world event that tells the client to run a method which then asks their config whether or not to play a sound.

1.19

Will this be updated to 1.19?

Add 1.16.4 compatibility for modpacks?

Would it be possible to add 1.16.4 to the supported versions so we can use this in modpacks? I can only add it manually and then curse flags it cause it's not in the manifest.

ExtendedLeavesBlock is not supported in leaf decay

ExtendedLeavesBlock, used by Redwood and Hemlock leaves in Terrestria, doesn't subclass LeavesBlock because it uses a distance property that supports leaves being farther from trees than vanilla. Not extending LeavesBlock actually prevents a crash here because otherwise mods like this would have tried to retrieve the DISTANCE property which isn't present on redwood and hemlock leaves.

I think that there's a few things that could be done to fix this:

  • Use BlockTags.LEAVES instead of instanceof LeavesBlock
  • Instead of accessing the DISTANCE property, use hasRandomTicks to detect whether the leaf block can decay and randomTick to cause the leaf block to decay

While doing that could be a bit hacky, it also nicely supports both vanilla leaves and ExtendedLeavesBlock from Terraform.

Armor Stand Utils conflct

This and your other mod "Armor Stand Utils" has "modid.mixins.json" mixins json name, so one of them does not load if they together
As i checked the same in "Everything is a Hat", "Fluid Interactions", "Extra Pressure Plates" and particle in "Lil Tater". Not all your mods opensource, so, maybe it's more, like in "Armor Stand Utils"

Block types are not checked again when decay "realizes"

Players on my server were reporting issues where certain blocks in their tree farms would "pop off", things like observers & pistons.
Turns out it's because the leaf decay logic queues the removal as soon as a leaf block loses contact to a log.

Once it's in this queue, it never gets checked again. Before the queue actually gets processed, a lot can happen:

  • The leaf blocks could have already been removed & replaced with something else
  • The leaf blocks could be connected to a log again

In my fork I just made the code check the state of the block again before actually removing it.

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