#mod-dev-talk Monday 14 June 2021
102 messages9 people
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- C02:28https://github.com/devs-immortal/The-Aether/pull/265 I prepared for every scenario, plus I recognized some of those mapping names
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- CAlso, in an update tonight on the branch, Swets Darts and Gravitite all work pretty much 1:1 to 1.16.502:35The other entities will take more time while toolsets update
- C02:36as in, produce splashing particles constantly?
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Replying toCrackers0106as in, produce splashing particles constantly?
They extend slimes, so...yea? - C
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- Cthere's images here https://github.com/Gilded-Games/The-Aether-Archived/issues/87
GitHub
Aerwhales, cockatrice, swets and zephyrs do not appear to have a de...Currently it appears that the ambient/moving subtitle "Swet squishes" is used both for when jumping/landing and when taking damage. Death does have its own subtitle: And slimes do...02:39oh my god muzikbike02:39I know him - J02:40We could probably have them use the swet ball texture instead(edited)
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Replying toJack PapelI believe our swet particles are the default slimeball textured particles
they do, yes - C
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Replying toCDAGamingAlso yes you can too ride on gravitite
but does it work with dimension stack
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Replying tofishybut does it work with dimension stack :thonk:
I don't think so, though I dont wanna strain my pc to find out02:47Still got some more stuff to do tonight and one more bug sweep - C02:51Not too familiar with 1.17
- J02:51Whatever constructor that's for is just built different in 1.16
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- J03:01Or just update your fork to 1.17 and use the new system
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- J03:34Hopefully this is only a 1.17 thing ?
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- C04:26I never modified the swet behavior
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- S15:35Just water colored
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- E15:49also i went a head a made a fix for the white swet as i need it working for a upcoming smp server for my friends15:49i thought i might as well share the code here for easy acsess15:49
public void onPlayerCollision(PlayerEntity player){ List<StatusEffectInstance> parseableEffects = new ArrayList<StatusEffectInstance>(); Collection<StatusEffectInstance> effects = player.getStatusEffects(); parseableEffects.addAll(effects); for (StatusEffectInstance effect : parseableEffects) { this.applyStatusEffect(effect); player.removeStatusEffect(effect.getEffectType()); } super.onPlayerCollision(player); } - J
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Replying toJack PapelWould a swet that has split and is smaller still get the player stuck?
Like a stepsister? - E
Replying toJack PapelI'm not sure I understand what the issue with using a collection is. As far as I can…
basically you are reading and editing a collection at the same time15:52and that causes a ConcurrentModification error - K
- J15:53I remove the status effect from the player, not the collection
- E15:53i got a crash from this
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- E15:54this should fix the error and keep the same functionality as you intended originally
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- S19:15i already had that humor
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