The plantation workstation does not recognize fields located outside the building.
Is there an existing issue for this?
- [x] I have searched the existing issues.
Are you using the latest MineColonies Version?
- [x] I am running the latest beta/release version of MineColonies for my Minecraft version. I am also running the latest versions of other mods that are part of my problem.
Did you check on the Wiki? or ask on Discord?
- [x] I checked the MineColonies Wiki and made sure my issue is not covered there. Or I was sent from discord to open an issue here.
What were you playing at the time? Were you able to reproduce it in both settings?
- [x] Single Player
- [ ] Multi Player
Minecraft Version
1.21
MineColonies Version
1.1.1149
Structurize Version
1.0.790
Related Mods and their Versions
No response
Current Behavior
I constructed a plantation and then built a plantation field outside of it, but the plantation does not recognize the external field. Currently, the plantation only recognizes the internal field that was automatically included when the building was first constructed.
Expected Behavior
The plantation should be able to recognize and allow workers to cultivate crops in external fields that are built separately from the main building.
Reproduction Steps
I built the Caledonia style plantation, and its current level is 3. The field I built is a Byzantine sugarcane field.
I found a report from user 𝕯𝖗𝖆𝖟𝖟𝖆𝖗 in the Discord “#bugs” channel describing the same issue, but after searching, it seems that no GitHub issue has been created for it, so I decided to report it here. Additionally, 𝕯𝖗𝖆𝖟𝖟𝖆𝖗 mentioned the Balm and Waystones mods, and I am also using both.
Logs
https://gist.github.com/ZerasT/a34b18e4fb056aaceb39221243a49da8
Anything else?
No response
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Test Environment
Can you get logs, certain plantation fields are broken in some cases. Alternatively his solution was to remove balm and everything that depended on it.
Can you get logs, certain plantation fields are broken in some cases. Alternatively his solution was to remove balm and everything that depended on it.
I created a new game and played it to check if the same issue occurs. I’ve included a link to the log in the main post.
In Creative Mode, I built the Plantation and the fields — first using the Caledonia Plantation with the Byzantine Sugarcane Field as before. After that, I also tried creating a MineColonies-style Sugarcane Field and Plantation.
As a result, the fields that are generated together when the Plantation is first built are recognized correctly. However, fields that are built separately are not recognized.
In other words, a Plantation can detect its own fields and even the fields belonging to another Plantation, but it cannot recognize external fields.
Additionally, in my case, I tried running the game without the Balm and Waystones mods, but the issue was not resolved.
I'm also a bit skeptical of Balm being the issue? We've had it on our server forever; no issues with plantations I wonder if that part is a red herring
Our server uses balm but not waystones. 1.20.1-1.1.1095. We have no problem with my Old English plantation recognizing my Old English plantation fields.
I strongly suspect it is a problem with how the fields are tagged.
Thank you very much for all the interest and comments. I also don’t believe that Balm is directly related to this issue. However, since the original reporter mentioned it, I decided to test it just in case it might help.
I also wondered if the issue might be related to a specific schematic style, so during my testing, I tried using the original MineColonies-style plantation and fields as well.
I’m reporting the results after creating a custom schematic and running several tests.
Regarding the issue where fields are not being recognized, I tested this by building the MineColonies original-style Plantation and Plantation Fields, and I also verified using the tag tool that all tags were correctly applied.
However, as mentioned before, the fields that are built together with the Plantation itself are recognized normally.
I created Plantation Fields as a custom hut to see if they would be recognized, but they were not.
I wondered if the field’s location might affect it, so I built the field inside the area assigned to the Plantation building, but it still was not recognized.
I created a custom hut for the Plantation and added the field as a child building, so that the field would be constructed automatically together with the Plantation. The result: the field was still not recognized.
When using the old-style method—adding terrain inside the Plantation itself where sugar cane, bamboo, and cactus can be placed, and inserting the appropriate tags—the Plantation recognizes them. However, this only works for sugar cane, bamboo, and cactus, which appear to be the only crops allowed for the Plantation. Adding tags for other crop(vine, etc...)s had no effect.
Based on the tests above, I personally concluded that there is an issue with the Plantation’s field block itself.
This issue makes gameplay very difficult. For example, if I need three sugar fields, the only option right now is to build three separate Plantation buildings. And since crops other than sugar cane, cactus, and bamboo cannot be recognized at all, it is currently impossible to grow them.
I have additional findings to report.
Previously, there was some discussion about the possibility that the issue was related to the balm and waystone mods. I was skeptical as well, but after re-testing, I discovered that they are related to the issue.
In my earlier tests, I first generated the Plantation and fields while balm and waystone were enabled. Then I restarted the game after disabling both mods, and the fields still were not recognized. Because of this, I hastily concluded that these two mods were not related to the field-recognition issue.
Later, I created a new instance with only MineColonies and its related mods installed, and generated a brand-new world. After building a Plantation and fields, I confirmed that everything was recognized correctly. This made it clear that the issue is related to some of the other mods I normally use.
Finally, I returned to my original play environment, launched the game with balm and waystone disabled, and tested again. As in the previous test, previously created fields still were not recognized. However, I discovered that newly created fields are recognized properly when balm and waystone are disabled. Furthermore, once these fields are properly recognized, they remain functional even if I later restart the game with balm and waystone enabled again.
I still don’t know whether the problem is caused by balm, waystone, or their combination, but for some reason, when both mods are active, they seem to interfere with the process of a field being initially registered to the Plantation. Since other servers that include balm do not seem to have this issue, my current guess is that waystone is the more likely cause.
@ZerasT Did you only install balm and waystones, or other mods too? What happens if you only use balm?
@Thodor12
I also thought the previous tests were insufficient, so I conducted additional testing.
In my current environment, I’ve identified a total of four mods that are related to this issue:
- Balm
- Waystone
- Cupboard
- BrutalBosses
Balm is a library mod required for Waystone, and Cupboard is a library mod required for BrutalBosses.
I tested different combinations of these four mods to observe how the behavior changed.
-
Balm + Waystone: Normal
-
Cupboard + BrutalBosses: Normal
-
Balm + Cupboard: Normal
-
Balm + Cupboard + Waystone: Not normal
-
Balm + Cupboard + BrutalBosses: Not normal
-
Balm + Cupboard + Waystone + BrutalBosses: Not normal
At this point, it seems that the issue occurs when Balm and Cupboard are loaded together. However, when only Balm and Cupboard are present, there are no problems because there are no mods actually using those libraries. The issue appears only when mods like Waystone or BrutalBosses—which utilize those libraries—are also loaded.
I’m not sure whether this is a MineColonies issue, or an issue with Balm or Cupboard. But at the very least, if someone else encounters a similar problem, they should check whether they are using both Balm and Cupboard together. Disabling one of the two may resolve the issue.
We have both Balm and Cupboard in our current mod pack, as we have other mods that use both of them. We do not have Brutal Bosses. Last season we had Waystones but we do not have it this season. We've never had problems with the plantation fields.
Is it possible that the problem is Brutal Bosses?
On Fri, Nov 21, 2025 at 09:51 ZerasT @.***> wrote:
ZerasT left a comment (ldtteam/minecolonies#11337) https://github.com/ldtteam/minecolonies/issues/11337#issuecomment-3562022054
I also thought the previous tests were insufficient, so I conducted additional testing.
In my current environment, I’ve identified a total of four mods that are related to this issue:
- Balm
- Waystone
- Cupboard
- BrutalBosses
Balm is a library mod required for Waystone, and Cupboard is a library mod required for BrutalBosses.
I tested different combinations of these four mods to observe how the behavior changed.
Balm + Waystone: Normal
Cupboard + BrutalBosses: Normal
Balm + Cupboard: Normal
Balm + Cupboard + Waystone: Not normal
Balm + Cupboard + BrutalBosses: Not normal
Balm + Cupboard + Waystone + BrutalBosses: Not normal
At this point, it seems that the issue occurs when Balm and Cupboard are loaded together. However, when only Balm and Cupboard are present, there are no problems because there are no mods actually using those libraries. The issue appears only when mods like Waystone or BrutalBosses—which utilize those libraries—are also loaded.
I’m not sure whether this is a MineColonies issue, or an issue with Balm or Cupboard. But at the very least, if someone else encounters a similar problem, they should check whether they are using both Balm and Cupboard together. Disabling one of the two may resolve the issue.
— Reply to this email directly, view it on GitHub https://github.com/ldtteam/minecolonies/issues/11337#issuecomment-3562022054, or unsubscribe https://github.com/notifications/unsubscribe-auth/A6MD2VL37RMG4ERVYKLLJM3353HBLAVCNFSM6AAAAACLGZQNACVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZTKNRSGAZDEMBVGQ . You are receiving this because you commented.Message ID: @.***>
Thank you for taking an interest in this issue.
If you’re already using both Balm and Cupboard together without any issues, then it may indeed not be the combination of Balm and Cupboard itself that causes the problem. However, since the issue also appears with the combination of Balm + Cupboard + Waystones (without Brutal Bosses), it seems difficult to conclude that Brutal Bosses alone is the cause.
I’m not sure which versions are running on your server, but I performed my tests using the latest versions. If the server is using older versions of Balm or Cupboard, it’s possible that the issue occurs specifically in the newer versions.
I’ve attached an image showing all the mods I used during testing. I only added the MineColonies-related mods and the four mods mentioned above.
We have both Balm and Cupboard in our current mod pack, as we have other mods that use both of them. We do not have Brutal Bosses. Last season we had Waystones but we do not have it this season. We've never had problems with the plantation fields.
Is it possible that the problem is Brutal Bosses? …
Cupboard and balm are completely standalone though. Brutal bosses being the cause also doesn't add up at all because Brutal bosses is completely standalone from either of those 2 mods
I'm trying to get to the root issue here. What you're saying is it's only failing to reload in a new session? But it does work in the current session?
As another datapoint, our 1.20.1 modpack also has balm, cupboard, and waystones (latest versions) and has no plantation problem (we do not have brutal bosses) So there might be other factors not yet tested
Forge/neo version, specific versioning of other mods, or something
Or a mod other than the ones you listed?
I tested the Balm/Waystones solution as those are pretty much staples i use. Did not solve the issue.
I thought it would be easier to show this in a video, so I recorded it.
the game environment and the unexpected behavior https://youtu.be/x7cm2AvziO0
The results of testing each mod combination https://youtu.be/sq-UJI_NP4Q
I found the underlying reason, but I've yet to figure out exactly what mod is responsible of the 3.
Every block is placed thanks to Structurize it's placement handler system. Every block is placed by selecting an appropriate placement handler for the given input position/block, and then proceeds to run the handler to place the block down.
The plantation field block requires the GeneralBlockPlacementHandler, as it needs to run the setPlacedBy within the block class to register the field.
It turns out, when adding the 3 mods in combination, it thinks it needs the ContainerPlacementHandler instead, which is normally used for blocks that register an item handler (such as chests, barrels, etc).
This is weird because this block doesn't have an inventory. In fact I can see a difference that in normal run, there are 86 container blocks. With the 3 mods there are 313 container blocks. So something is grossly going wrong here.
Ok after some further checking, I can confirm the cause is Balm. They secretly register extra capabilities into existing blocks without a single care in the world. So they are essentially turning every single block into a container block.
https://github.com/TwelveIterationMods/Balm/blob/1.21.1/neoforge/src/main/java/net/blay09/mods/balm/neoforge/capability/NeoForgeBalmCapabilities.java#L125-L129 https://github.com/TwelveIterationMods/Balm/blob/1.21.1/common/src/main/java/net/blay09/mods/balm/common/CommonCapabilities.java#L26-L35
So, going forward, Balm is going to the known incompatibilities list.
We should just add the setPlacedBy to the containers too
Was fixed here: https://www.curseforge.com/minecraft/mc-mods/balm/files/6588901
Thanks for the thorough testing on this BTW ZerasT and others!
Was fixed here: https://www.curseforge.com/minecraft/mc-mods/balm/files/6588901
For support, until Thodor's structurize changes go through, updating past that version should make it work Ray?
No, the problem persists in the newest Balm version. Supposedly it was fixed on Balm their side but it is not.
Ok after some further checking, I can confirm the cause is Balm. They secretly register extra capabilities into existing blocks without a single care in the world. So they are essentially turning every single block into a container block.
Balm is adding capability providers. The existence of a capability provider does not designate a container, as a capability provider by design is permitted to return null.
There is also nothing secret or bad about what Balm is doing, it is literally following what NeoForge suggests to be done for fallback capability providers and also what NeoForge itself does for entities.
The only careless thing happening here is the spread of misinformation in your comment and the fact Minecolonies misinterprets a capability provider as a capability.
That's why I reopend the issue, yes.
Minecolonies has to do that, as that's the only way we can do this based on the block without having the world block entity. For us it's suboptimal when for unrelated block entities things get registered but we're building a workaround atm.
I don't blame Balm, I think the Neo approach for this isn't great though. It shouldn't be necessary to register a capability provider for every blockentity in the world to make this work. I'm not a fan for how the capabilities work at the moment at all.