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custom wieldhand: toolcaps not used if not wielding empty slot #5200
Labels
Bug
Issues that were confirmed to be a bug
Request / Suggestion
The issue makes a suggestion for something that should be done but isn't a new feature
Comments
Reproduction code:
Throw this in a If you have an empty slot selected, you can dig any node. If there is a node in the slot, you can't dig e.g. stone anymore. |
Root cause: The hand slot is never inspected, it always tries the default hand item only. |
I'm lost in |
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Labels
Bug
Issues that were confirmed to be a bug
Request / Suggestion
The issue makes a suggestion for something that should be done but isn't a new feature
Expectation:
If I make a custom wieldhand and equip it, when I wield a node without toolcaps, the equipped "hand" slot itemstack toolcaps should be used.
So let's say I make a "chainsaw hand" that can saw through wood fast, and equip it. Then I should expect it to saw fast even if I don't have an empty wieldhand.
Reality:
This works for the builtin wieldhand, but not custom wieldhands.
If you set a custom wieldhand, the toolcaps are not used if you wield a node (e.g. dirt node)
steps to reproduce:
The text was updated successfully, but these errors were encountered: