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fixed a bug where wall item can be consumend indefinitely because checking for what's already there was not working
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@@ -50,7 +50,7 @@ object BlockBase {
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if (gameItem.inventoryCategory == GameItem.Category.BLOCK &&
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gameItem.dynamicID == ingame.world.getTileFromTerrain(mouseTile.x, mouseTile.y) ||
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gameItem.inventoryCategory == GameItem.Category.WALL &&
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gameItem.dynamicID == ingame.world.getTileFromWall(mouseTile.x, mouseTile.y)
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gameItem.dynamicID == "wall@"+ingame.world.getTileFromWall(mouseTile.x, mouseTile.y)
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)
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return false
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@@ -378,7 +378,7 @@ class UIItemInventoryItemGrid(
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if (isCompactMode && it.item != null && it.mouseUp && !tooltipSet) {
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(Terrarum.ingame as? TerrarumIngame)?.setTooltipMessage(
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if (INVEN_DEBUG_MODE) {
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it.item?.name + "/Mat: ${it.item?.material?.identifier}"
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it.item?.name + " (${it.item?.originalID}${if (it.item?.originalID == it.item?.dynamicID) "" else "/${it.item?.dynamicID}"})"
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}
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else {
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it.item?.name
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