ToCraft / Remorphed

Kill mobs to transform into them!
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Custom blacklisted mobs through Woodwalkers still appear in Remorphed selection menu #7

Closed katubug closed 5 months ago

katubug commented 6 months ago

Bug description Hi! I'm currently on Forge for 1.20.1, version 47.2.19. I'm using 1.1 of Remorphed and 1.12.1 of Woodwalkers.

I am trying to blacklist extra mobs using a datapack, which is loaded through KubeJS. Filepath is: \kubejs\data\walkers\tags\entity_types\blacklisted.json

However, they are still appearing in the menu after restarting my game: 2024-01-12_13 17 27

I thought perhaps it was because I was in creative, but switching myself to survival also has them still showing up. Additionally, even though I'm in survival it still shows me having unlocked everything?

Game log: Here is both my latest.log and the blacklisted.json file: https://gist.github.com/katubug/7967a30cf817b2696a8c1a630e165608

katubug commented 6 months ago

Let me know if you'd like a separate ticket for this, but I just went into a purely survival world and attempted to access the form selection, which gave me an explanatory screen. I just changed the kill setting changed to "0" from "1," because I thought that would allow me to use the U keybind (since it still shows the message from Woodwalkers). Using that keybind didn't unlock a form, so I killed a turtle and suddenly ALL forms were unlocked.

ToCraft commented 6 months ago

Let me know if you'd like a separate ticket for this, but I just went into a purely survival world and attempted to access the form selection, which gave me an explanatory screen. I just changed the kill setting changed to "0" from "1," because I thought that would allow me to use the U keybind (since it still shows the message from Woodwalkers). Using that keybind didn't unlock a form, so I killed a turtle and suddenly ALL forms were unlocked.

I just wrote something (70bf8641deb6e5e865268f4c6a23fc07dde93772), so when you set the the kill setting to zero, you'll have everything unlocked by default (until you change the value of course).

I thought perhaps it was because I was in creative, but switching myself to survival also has them still showing up. Additionally, even though I'm in survival it still shows me having unlocked everything?

Did you set killToUnlock to 0 here, too?

katubug commented 5 months ago

Sorry for the late reply. In my initial post, I'm pretty sure the killToUnlock was set to 1, but my memory is imperfect.

ToCraft commented 5 months ago

Oh, I just went over your blacklist.json again... Could you try to set "replace" to false?

katubug commented 5 months ago

I changed it to "false" and it does seem to be working now! How odd, normally it doesn't work if replace isn't set to true.

katubug commented 5 months ago

So for the other issue, I did some testing. This is version 1.1 of Remorphed, 1.12.1 of Woodwalkers.

With "killToUnlock" set to 0, started a new creative world: had all unlocks automatically.

With "killtoUnlock" set to 0, started a new survival world: started with no unlocks. killed 1 mob and then had all unlocks.

With "killToUnlock" set to 1, started a new creative world: had all unlocks automatically.

With "killtoUnlock" set to 1, started a new survival world: started with no unlocks. killed 1 mob and had only that mob unlocked.

I'm assuming that's all working as intended? The behavior I'm hoping for is the sort I mentioned in my other ticket: I want to be able to scan friendly mobs to unlock them, and kill hostiles to unlock them. Which I think you said you've started work on, right?

ToCraft commented 5 months ago

Actually, I already implemented it, but I still got some stuff to do in the Woodwalkers-mod, but once I published the newest woodwalkers-version, I'm going to publish the newest dev version of Remorphed, too (to avoid incompatibility).