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Various additions #44
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"You are unwothy." message is now translatable. Added russian translation Deactivated pedestal can (finally) be collected
Unobtainable yet
Now you can finally collect them all!
You're welcome! |
@LewisSaber can you spit fire now ? |
Using the
For example I used it to generate these huge fur stalactites in hills of any level. But, as you can see, no other stalactites are affected by this: |
I like your approach of defining new stalactites. I'm curious as to why that couldn't have been feedback on #41 rather than a new implementation, but no matter. I created #41 as a result of feedback by @Dream-Master for a project that involves replacing all the vanilla ore stalactites by other ores, mainly those added by Gregtech. This feature should match his requirements to be implemented. At the very least support is needed to completely remove the vanilla ores, if not by API then by config. It should also be easy for the user of your API to use alternative methods of setting the ore block such as Gregtech's Finally I will note that until @Dream-Master finishes drafting the requirements for the TF stalactite ore replacement project then any merge might be premature as it might lack a feature we'll end up needing. Also unless you want to delay this PR, may I suggest you make a separate PR for the stalactites? The functionality is quite separate from the rest of your PR. |
Sorry, GitHub is still a pretty new platform for me, so I don't know all of it functionality. :D It was just easier for me to add all of this in already existing PR.
Got it. It shouldn't be very difficult to do. For example I can add a method to clear all the stalactite lists, that can be called from GT.
Okay, my bad, I guess I didn't know enough of GT ore generation. I'll read about it and figure out a way of implementing it. Or we can just use your PR, I guess our codes shouldn't really conflict
Oh, don't worry about it. The functionality of this PR is just "take all I've added and mash it all together". And the list of things I still have to add is massive, so I don't expect a merge any time soon |
So, @YannickMG, if I understand correctly, the whole idea of your PR was to check if a block about to be placed has a GT version and, if it does, replace it with it? |
Just a heads up, |
Huh |
The material rewrite will include the block metadata expansion so that instead of a block being limited to 15 metadata, it will have up to 32k i believe. The reason why ores are current TEs are so they can store NBT on if they are natural so that the MBM can't mine user placed ores. |
I was just going to add an option to set up metadata for stalactite blocks |
As a note we support TF outside of the pack, so config options are generally warranted for anything balance related. Additionally not registering recipes when dream craft is present and adding elsewhere is significantly faster than add, remove, add. |
Well, I've done it. Are we cool now? |
crash-2024-06-24_23.38.52-server.txt |
Oh, they do? Nasty little things. Will look into this |
@Ethryan, I think I fixed it. No crashes for me at least. Can you check it? |
On it. |
@Gordon-Frohman will do a new pre tag in a bit |
Tested and the area that 100 % crashed me before don't anymore, think I consider this fixed. |
@Lyfts @chochem @Caedis @Ethryan @mitchej123 @YannickMG anything else need to be done before merge ? |
Looks good to me |
Me too. |
src/main/java/twilightforest/client/renderer/TileEntityTFChestRenderer.java
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Should be fixed now |
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I got a question:
While I took a peek at your latest commit, I noticed that you are adding obfuscated values. Why?
It makes the code so much more readable if you use human language and can tell what the values represent. Even if it is just aX, aY, aZ as block coordinates for example.
Well, there're two reasons for this |
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I believe all of the bigger bugs have been addressed at this point, very good job!
@Gordon-Frohman we merge this now. If you want to add the changes @Ethryan suggest make a new pr. |
Sure thing |
Wow this is amazing! Keep up the great work! |
Thank you! |
The twilight forest is too easy in modded minecraft and I think it'd be a good idea to make it more difficult, especially since people practically 4 shot the naga even in GTNH- Maybe add configs to increase/change the twilight forest mob's health? The configs would be there so you wouldn't have to balance it, the packdevs would, say I wanted to fight a naga with 500 hp, i would just set it in the config. At the very least the bosses. Maybe the lich can have phases instead of just losing all his shields and then you can kill him, what if he regenerates some shields in each phase? |
Yea I like the idea make the fights a bit more challenging. Make the Naga immune to arrows |
Again, another PR to track my progress.
Currently done:
To be done (notes made for myself):
Easy:
Medium:
Hard: