ofChain survival placement had a bug where SKIP (returned when a block
already exists) would not stop the chain, causing fallback alternatives
to replace already valid blocks , for example:
<img width="436" height="477" alt="image"
src="https://github.com/user-attachments/assets/7ff3d6fa-de98-4716-823f-3ad2abab7394"
/>
SKIP now short-circuits the chain, remaining alternatives are skipped
because the position is already valid.
To keep correct behavior for elements without autobuild (which
previously returned SKIP as a "no implementation" signal), a new
REJECT_CONTINUE value is added, which: continues silently like SKIP (no
error, not counted) in the walker and in the chain tries the next
alternative like REJECT
Default survivalPlaceBlock and IStructureElementCheckOnly now return
REJECT_CONTINUE instead of SKIP for unhandled paths.
Tested this with the example above, and fixed the issue:
<img width="435" height="498" alt="image"
src="https://github.com/user-attachments/assets/d92bce4d-b5ad-4051-af79-ffd8c819f9f7"
/>
survival placement also still works:
<img width="1234" height="916" alt="image"
src="https://github.com/user-attachments/assets/632d5556-524d-4dc5-a7f5-75c859cb6b70"
/>
this should ideally merged before
https://github.com/GTNewHorizons/GT5-Unofficial/pull/6922 , to fix this
underlying bug, but if possible not be tagged without the other PR,
which would cause all NEI previews of multis with water to not show any
water anymore
---------
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>