#mod-dev-talk Friday 18 June 2021
61 messages7 people
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GitHub
Haven-King/myronAn OBJ loading library for the fabric ecosystem. Contribute to Haven-King/myron development by creating an account on GitHub.01:13Works on 1.1701:13Doesn't work very well for entities, however, if that's what you were referring to. - C
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- JMaybe we should check if its velocity is negative πmp4Minecraft__1.17_-_Singleplayer_2021-06-18_14-11-14.mp4Video, 6.9 MB. Not stored in the archive.21:13By the way, when a new FloatingBlockEntity is created, it spawns 0.5 blocks too high. I'll make a PR to fix these things
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Replying toJack PapelMaybe we should check if its velocity is negative π
It's a feature
- JAbout the riding on descending blocks issue, I haven't found any good solutions. Minecraft's boats act a similar way, and have this same problem. One solution I could think of is making the FloatingBlockEntities nonsolid when they fall, but I don't particularly like that solution.21:49Another solution would be a mixin to the player movement so that it doesn't set its velocity to zero when it lands on the floating block, but that seems a bit like overkill
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- JBeen playing around with aerclouds and floating blocks. Wondering what if floating-block-ified aerclouds still acted on you like the normal blocks would21:57I'll write up some code for it, think it'd be a fun idea
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- L22:06man22:07yall need to start organizing yalls sounds22:07nobody does that!22:07seperate sounds into folders22:07combine sound events when you need to22:07there shouldnt be three seperate sound events for three seperate songs22:07just make one sound event for 'aether_music' or whatever and put em all together22:08also if we're gonna have creative music in here then youre gonna need to remove music from the biome json anyways and make it into a mixin22:09actually no you dont have to remove it necessarily(edited)22:09but you do need a mixin for creative music at least
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- L22:10alright22:10just like22:10sound events need to be renamed22:10so instead of just the name of the file being its name make it its use22:10like aether.music.game or block.fly or whatever22:11also make sure your sound files are properly compressed22:12an easy way to do that is to just export as an ogg with a quality of 4 in audacity22:124 is safe and around what minecraft does
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- Lgotcha :P if you dont get around to it i probably will since no one really cares about organizing sounds it looks like22:13like all the mods ive worked on all their sounds are exactly like what yalls is now
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- C22:30Speaking of that22:31
Is there a way we could inverse the logic to keep the play linked to the block while its going down?if (!FallingBlock.canFallThrough(this.floatTile)) { Box newBox = getBoundingBox(); List<Entity> otherEntities = this.world.getOtherEntities(this, getBoundingBox().union(newBox)); for (Entity entity : otherEntities) { if (!(entity instanceof FloatingBlockEntity) && !entity.noClip) { if (entity.getY() < newBox.maxY) { entity.setPosition(entity.getPos().x, newBox.maxY, entity.getPos().z); } } } } - J
- CThat's what im thinking the least expensive solution would be, is to just inverse the logic that helps us stay attached while it's going up22:32If it can work going upwards, surely it's logical that it could work to keep us attached to the block
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