The last stage of the torchflower crop is offset, while the other stages are not, there should be a "torchflower_crop_stage_2" that is centered compared to the normal torchflower which is offset (this would also help recource pack creators separate the crop from the flower).
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Pick block is not an isssue since if you pick a fully grown wheat, you get wheat seeds, here you get torchflower seeds, this was working.
Duplicate files for torchflower_crop_stage2 and torchflower is no issue if you just write torchflower into the model of the crop.
It was working perfectly in 23w07a and is broken now for no reason.
This is literally a bug and once again, artists have to suffer from mojangs decisions (and then people wonder why we cant work without optifine).
MC-260126 Mojang disagrees; the differencehere with wheat is that wheat items cannot be placed, and pick block is expected to return the item of the block.
Nothing is broken, a change in design is not a bug, especially if listed in the changelogs.
So we can clearly say mojang is intentionally screwing over artists? Nice, not that i expected anything else.
The fact that Mojang decides this is intentional is not to just spite artists (I don't even understand how you could come to that conclusion), it's obviously because that's how they want it to work in the game as a feature gameplay-wise.
Resolving as a duplicate of MC-260472.
I can give another example if you want: Armor trims.
Imagine you created high-res realistic armor textures, each look completly different from one another and how does mojang implement armor trims? Hardcoded trims that are used on every armor type and wont fit on every armor you designed, pixel-palette-based coloring, realistic high-res packs would need like 1000+ colors to get the palette right, and this doesnt even consider color offsets. This is the biggest "**** you" they could have possibly done towards artists, this feature in its current form can be thrown in the garbage bin, the only reason why it works in vanilla is beacause armor looks like cardboard boxes and every pixel that adds depth would already improve things.
The way they should have done it is with the possibility to add trims to every armor type in every ore color, this way, artist could turn iron armor + redstone trim into crusader armor and the filesize should not be an issue, default is just under 30mb, while packs that use many optifine features sit at well over 200mb.
Sometimes, the way mojang implements features, makes people with actuall game-dev knowlege cry.
The way it's implemented is highly optimized compared to having a texture file for every trim in every color on every piece of armor. Yes it would be more customizable, but it would lead to an extreme memory usage compared to the current design.
Just because it's not great for resource pack authors (which is not even the case either, this system is amazing it exists), does not mean it's bad game design.
The priority will ALWAYS be to gameplay, not customizability. If something is more optimized but less customizable, they'll use the optimized method.
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This used to be the case, but it got removed because of several other issues including pick block, duplicate files and more.
Duplicate of MC-260472.
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