Open copygirl opened 6 years ago
I've already put my own smaller change regarding WatchedAttributes
not syncing everything automatically as one might expect, I'd also like to add a way to prevent players from sprinting somehow, though I'm not entirely sure how. Perhaps add a CanSprint
property to EntityProperties
? (Which would then also affect the ability for hostile mobs to run at you like wolves and hyenas.)
Some more todos (Tyron told me to post them here)
AssetCategory
entities
to entitytypes
to make things consistent (as there is blocktypes
and itemtypes
).arrow
, spear
and thrownstone
should use variantgroups instead of confusing alternate texture mapping.
arrow
,spear
andthrownstone
should use variantgroups instead of confusing alternate texture mapping.
Can you explain to me how that's related to modding / API changes? Sorry, I'm just not familiar with the JSON API so I don't know variants well and haven't seen the alternate texture mappings.
There were no variantgroups as Tyron implemented the different types of arrows. So he added the different textures as alternate textures.
textures: {
"arrow": {
base: "entity/arrow/stone",
alternates: [ { base: "entity/arrow/copper" }, { base: "entity/arrow/tinbronze" }, { base: "entity/arrow/bismuthbronze" }, { base: "entity/arrow/blackbronze" }, { base: "entity/arrow/gold" }, { base: "entity/arrow/silver" } ]
},
},
An added a special attribute which will be used by the renderer to pick the right texture for the arrow:
attributes: {
texturealternateMapping: {
"stone": 0,
"copper": 1,
"tinbronze": 2,
"bismuthbronze": 3,
"blackbronze": 4,
"gold": 5,
"silver": 6,
}
}
This messy solution can now be removed and done with variantgroups. I don't know how it relates to this issue here. Tyron figured it might be a good idea to include it in the big update as he said.
Requesting an OnCreatedByCrafting() callback for collectibles.
Please implement tiling textures (x repeat, y repeat, no repeat) for better ability to brick, wall, etc. on large objects without using large textures.
per tonyliberatto - tabbed/dropdown etc. for mods in the creative menu (and I would add in things like the knapping and claymolding menus)
Gun magazine mechanics (also rate of fire and reload speed), that is, the ability to put several ammo into the weapon at once, be able to replenish ammo at any time
@Craluminum2413 Sounds like something that should be handled by a library mod.
What about the ammo selection? Round menu or etc. To choose the desired arrows for the bow, for example
Library mod, or base it on the tool mode selection GUI.
Please add a callback after (or when) things are crafted (first two are most important):
This is a tracking issue to collect and discuss bugs, features and requests regarding modding, the modding API and user experience regarding mods.
Feel free to also suggest smaller things that you think don't need their own issue (or you're just too lazy) right here in this issue. I will include them in the list as well.
User experience
Code mod related (API) requests
OnEntityRecieveDamageEvent
.#115 - Give mods access to changing the HUD.OnCreatedByCrafting()
callback for collectiblesContent / Theme mod related (Asset / JSON) requests
Improvements and fixes
WatchedAttributes
also syncs on sub-tree changesAssetCategory
entities
toentitytypes
arrow
,spear
andthrownstone
should use variantgroups