Infamous-Misadventures / Dungeons-Mobs

A mod that ports the mobs from Minecraft: Dungeons to Minecraft: Java Edition.
MIT License
25 stars 15 forks source link

1.19.2-4.0.3 beta bugs #167

Open xenornithos opened 1 year ago

xenornithos commented 1 year ago

I know this is just a beta release and the content is a WIP. These are just some of the bugs/missing components/questionable functionalities that I've noticed:

Patrigan commented 1 year ago

Thanks for the list, let me give an update what we already did:

So all in all, this sounds pretty good. We have a couple more bugs to fix that you haven't reported. We're on it!

xenornithos commented 1 year ago

Thanks for the update regarding these situations.

Forge tags for the new mountain (and possibly cave) biomes hasn't been updated yet?

If the raid config for "enabling biome specific raiders" is off (as by default), is that still the case? Because, in one of my tests, it was disabled, the raid was done in a desert biome, and I got mountaineers, iceologers, illusioners, and windcallers spawning in them (assuming those would've otherwise been biome-dependent if that option was enabled). So it appears to work except for those few specific ones I listed that were never spawning regardless of that option.

Okay. Well, at least the pause screen glitch is only in the pause screen rather than the majority of the gameplay, if it's decided to leave as-is.

Great to hear about the other circumstances, and hope the fixes go well!

Thelnfamous1 commented 1 year ago

I've noticed a similar issue in one of my mods where a custom illager would slide across the ground for a bit, not exactly sure what causes that. I don't use geckolib.

Thelnfamous1 commented 1 year ago

BiomeSpecificRaider checks biome tags for the specific mobs, but we do not have any biomes tagged under those. That would explain the biome-specific raid feature not working.

Thelnfamous1 commented 1 year ago

Contrarily, there are spawns in raids, but not all of the raid-enabled mobs are spawning in the waves. Is it limited to how many can spawn per wave? But, also, few simply never spawn despite enabling only them in the config (armoured mountaineers, armoured pillagers, and redstone golems).

@xenornithos Are you enabling them from Minecraft's main menu (as in through the Configured mod) or directly from the config file before launching? Enabling/disabling raiders requires a full restart (as in our code, we conditionally register the raiders during mod-loading), sorry if we didn't make that clear.

Thelnfamous1 commented 1 year ago

Also, not sure if the "MOUNTAIN" biome tag has been updated to include the new 1.18 mountain biomes, since the Google Doc on the CurseForge page of this mod refers to only the old/pre-1.18 mountain biomes.

As Patrigan said, due to Minecraft's update of their tag system to allow biomes to be tagged, Forge has removed the feature that is referred to by the Google Doc. We have moved to spawning the mobs via Forge's new Biome Modifier JSON files. And as Patrigan said, these files have been made, but were accidentally not added to the 1.19.2 beta.

xenornithos commented 1 year ago

Are you enabling them from Minecraft's main menu (as in through the Configured mod) or directly from the config file before launching? Enabling/disabling raiders requires a full restart (as in our code, we conditionally register the raiders during mod-loading), sorry if we didn't make that clear.

I used Configured, but have also checked the config file itself. Just tried another test if only editing the config file (enabling just those three mobs to spawn in raids) prior to launching the game, and they still don't spawn in raids.

As Patrigan said, due to Minecraft's update of their tag system to allow biomes to be tagged, Forge has removed the feature that is referred to by the Google Doc. We have moved to spawning the mobs via Forge's new Biome Modifier JSON files. And as Patrigan said, these files have been made, but were accidentally not added to the 1.19.2 beta.

I see, thanks for the extra details on that.

Thelnfamous1 commented 1 year ago

Most, if not all, of the Dungeons mobs don't naturally spawn (no variants replacing any of the default ones, nor any of the oceanic mobs, illagers, fungus throwers, enderlings, etc).

Fixed in 4.0.8.

Mountaineers seem to function fine, until they start to attack. After their attempt to hit a player/mob, they're stuck swinging their axes and it affects their walking animation (legs no longer move and instead the mountaineer simply glides across the surface). They can sometimes vertically scale blocks, though.

Fixed in 4.0.8.

When spiders shoot webs (as enabled), it takes them several seconds to do so (would've expected them to shoot webs as soon as they're first attacked or the moment they enter "hostile" mode) and they remain still in that stance, leaving them easily vulnerable to attacks. The webs also cause the player to glitch on them (similar to the boat player movement glitch when trying to stand on them).

Fixed in 4.0.8.