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fix: spill node output that does not fit the hopper - #23
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Since 3.2.3 a node's whole cycle output had to fit the hopper above it in one
go. Six item kinds can never fit a five-slot hopper, so nodes such as the
Exotic Fruit Orchard held their output forever and could not be reactivated
("Held output does not fit in the hopper").
Fill the hopper with what fits and drop the rest on top of it, as before 3.2.3,
where the hopper pulls it in once it has room. When anything spills, log it and
tell the guild's online members how many items spilled and to have the hopper
feed into a chest or barrel. Output held by 3.2.3 is delivered the same way on
the node's next activation or cycle.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Actionable comments posted: 1
- 🪄 Fix comments: Fix CodeRabbit comments on this PR
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Inline comments:
Review comments at
@src/main/java/net/tfminecraft/dowsing/utils/ItemDropper.java:
- Around line 129-132: Update dropLoose to split the rejected amount into item
stacks no larger than item.getMaxStackSize(), dropping one entity per stack
instead of per item. Bound the pickup sounds rather than playing one for every
dropped item, while preserving the dropped quantity.
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📒 Files selected for processing: 5
src/main/java/net/tfminecraft/dowsing/objects/Node.javasrc/main/java/net/tfminecraft/dowsing/utils/ItemDropper.javasrc/test/java/net/tfminecraft/dowsing/objects/NodeBehaviorTest.javasrc/test/java/net/tfminecraft/dowsing/objects/NodeProductionTest.javasrc/test/java/net/tfminecraft/dowsing/utils/ItemDropperTest.java
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A large overflow spawned one item entity and one sound per item. Drop stacks up to the item's max stack size and play one sound per drop. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Problem
Since 3.2.3 (#22) a node's whole cycle output had to fit the hopper above it in one go, or the cycle was held. A hopper has 5 slots, so any output with 6 or more item kinds can never fit. On Main, ThatOneBard's Exotic Fruit Orchard (guild Seire) has held 11 seeds across 6 kinds since this morning, and every activation fails with "Held output does not fit in the hopper".
Change
The hopper on your <resource> node at x, y, z is full. N items spilled on top of it and may be lost.Have the hopper feed into a chest or barrel so the output has room.pending result) is delivered the same way on the node's next activation or cycle, without a reroll. So Bard's node can be reactivated after the update.Testing
mvn verify: 217 tests pass andItemDropperandNodehave full line coverage. On WindowsDatabaseTestandNodePaymentsTestfail the same way on unchangedmain(file-system tests), so I left them to Linux CI.Node c0ffee00… spilled 1 item past its full hopper at 3010, 121, 3010. After I freed a hopper slot, the hopper pulled the spilled seed in. Breaking the node afterwards dropped only the node item, so the held output had been cleared. The test node and blocks were removed afterwards.🤖 Generated with Claude Code