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tModLoader

Ore Excavator (1.4.3/1.4.4 Veinminer)
Chain-Swap Item Whitelist Query
I'm enjoying this mod so far, but I've hit a hiccup with the Wall Replacement Excavation feature and I'm not sure if I'm whitelisting items correctly.

First, context: Using Calamity Mod, I'm trying to use the Unsafe Wall items sold by the Clothier to change my Dungeon colour from Green to Blue. However, when I try to chain-swap any walls, I get this error message in the corner of the screen:

"Rejected chain-swapping 'ItemID.<Item Name> (<Item ID>)' because it isn't whitelisted by you."

The <Item Name> and (<Item ID>) are that of the wall item I'm attempting to place down. In case of Calamity's Unsafe Blue Brick Walls, it's;

"Rejected chain-swapping 'ItemID.Blue Brick Wall Unsafe (6503)' because it isn't whitelisted by you."

I have disabled the Server Blacklist in the World Configs, and enabled the Server Whitelist in the Player Configs, which if the tooltips are correct, should have automatically loaded every wall-type into the whitelist, while making sure nothing is being blacklisted. As far as the Block and Wall-types are concerned, they are all loaded and unbanned correctly.

But then there is the tab for the Item Whitelist. That is the part I'm having issue with, seeing as I have tried to add a Whitelist flag in that tab, in as many grammar combinations as I can think of. I have tried typing things like (Not including Brackets):
- "CalamityMod:Blue Brick Wall Unsafe (6503)"
- "CalamityMod:BlueBrickWallUnsafe(6503)"
- "CalamityMod:6503"
And every time, after I click "Save Configs", I open "OreExcavator_OreExcavatorConfig_Client.json" to check I've spelled it all correctly, since it doesn't take much for the textbox to go out of UI bounds in-game.

But no combination of IDs and Names are allowing me to whitelist the Unsafe Wall item for chain-swapping. Am I doing something wrong or is this a bug?
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Showing 1-5 of 5 comments
CrazyContraption  [developer] Jul 2, 2022 @ 8:22am 
Do you have a key bound to whitelisting? If so, hover over the wall ITEM itself, and press the key. Whitelisting walls and tiles themselves are for excavations. Whitelisting items is for swapping. I know it's a bit confusing - I'm sorry!
Okay, I think I figured it out now. You need to have autopause turned off to whitelist the item from the inventory, thanks.

BTW, Natural Walls don't like being swapped, but that's a vanilla problem, since you have to start from the edges.
Last edited by NecroarcanistXIII; Jul 2, 2022 @ 9:23pm
CrazyContraption  [developer] Jul 3, 2022 @ 8:20am 
Originally posted by NecroarcanistXIII:
Okay, I think I figured it out now. You need to have autopause turned off to whitelist the item from the inventory, thanks.

Yeah autopause definitely could cause some issues, I forgot that was a feature after playing multiplayer for so long. We've added it to our notes to address that within the next few updates.

Originally posted by NecroarcanistXIII:
BTW, Natural Walls don't like being swapped, but that's a vanilla problem, since you have to start from the edges.

Yeah, we'll probably look into overriding this vanilla behavior as well. Nobody likes it anyways, right?
NecroarcanistXIII Jul 3, 2022 @ 10:19am 
Originally posted by CrazyContraption:
Yeah, we'll probably look into overriding this vanilla behavior as well. Nobody likes it anyways, right?

One last tidbit is that chain-swapping walls is that they don't swap if a foreground object is covering that wall, so like banners, furniture, whathaveyou. This could be a behaviour tweaked in for later, the only thing that stops chaining are solid unhammered blocks, since walls don't line up neatly with slopes.
Last edited by NecroarcanistXIII; Jul 3, 2022 @ 10:20am
CrazyContraption  [developer] Jul 3, 2022 @ 11:25am 
Originally posted by NecroarcanistXIII:
One last tidbit is that chain-swapping walls is that they don't swap if a foreground object is covering that wall, so like banners, furniture, whathaveyou. This could be a behaviour tweaked in for later, the only thing that stops chaining are solid unhammered blocks, since walls don't line up neatly with slopes.

Yeah, this is a side effect of how the algorithm limits replacing "hidden" walls. We're addressing a duplication issue with furniture tiles at the moment, and with that will likely come a fix for this issue as well.
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