cerulanlumina / better-graves Goto Github PK
View Code? Open in Web Editor NEWA better gravestone mod for Minecraft + Fabric
License: MIT License
A better gravestone mod for Minecraft + Fabric
License: MIT License
I have a fabric server, and when I try to join, it says: Unknown item: player_grave
As the title says, I'd like the feature to avoid reorganizing the inventory when picking up items from a grave. Specifically, if I'm wearing armor and the grave doesn't have any armor in it, I'd like to keep wearing the armor I'm already wearing. This will make it easier to retrieve items and run from a dangerous spot without worrying about your armor being removed because you picked up your previous inventory.
Graves will not be created when carpet optimizeTNT true
is active, and the player is killed by either TNT, or Creepers (both confirmed) and probably anything else that does explosion damage (e.g., Ghasts, speculative).
carpet set optimizeTNT true
Note that other carpet rules that change creepers and TNT have no side effects (merge TNT, Creepers block damages from minitweaks carpet extention, etc.)
Deactivating the rule (setting it to false) resolves the issue, so it is only incompatible with the rule, not the whole carpet mod.
The dropAll
Overwrite will affect the behaviour of any mod that calls the method directly. It would probably be better to leave the original method intact and redirect the call in PlayerEntity#dropInventory
instead.
If you die in lava or maybe drowning in water it puts the grave on the highest possible point not directly above the water / lava aka the nether roof
We're in MC 1.5.2 using Better Graves 0.2.1-beta.2
I'm not 100% sure where the conflict arises, but the mods involved would be Better Graves, Trinkets, Inventory Profiles, Rings of Ascension, and Banner Capes
To duplicate the issue install the mods in question (or you can come onto our server and test it if you'd like)
1-die with full armor wearing rings and a cape with a full inventory.
2-Die again with just armor.
3-Pick up the graves in the same order you died.
The first grave will work as expected to restore your armor, inventory, cape, and rings but the 2nd grave will delete the rings and cape.
The problem there is if you're in a big fight and need to be equipped to get to your grave you're going to lose your trinkets when you reclaim your stuff.
Console log snippit:
https://pastebin.com/MQ9Jrb79
Player Log:
https://pastebin.com/n4XrnLh1
Server Log:
https://pastebin.com/2RyYw7Wn
I don't really have a lot of details here, I plan to investigate further, but this is what happened:
When I came back, my experience was on the ground but there was no gravestone.
User reports crash with Allure - https://www.curseforge.com/minecraft/mc-mods/allure
I'll make a PR in a day or two if you're not already working on it.
Optionally after a certain configurable time.
Do graves spawn in the void? Another mod glitched and threw me into the void and I'm wondering if a grave spawned there at all?
Mod menu is really awesome for changing config files on the go, and it cuts out the restart the game process when building a modpack. support for it would be genuinely awesome
Not 100% sure on this - is there a way to limit the amount of graves a person can have (after the 3rd death the 1st grave pops open or something) ?
Hello! I noticed this mod has built-in support with Trinkets, and I was hoping you could also include built-in support for the following mods by TheIllusiveC4 (for 1.16.3+):
If you die while standing inside of a fence, your grave will not spawn, and you will lose all items you had
As far as I can tell, the only feature that is not purely server-side is the custom item that is used to display the tomb.
While this is looking awesome, I have to be able to accept non-modded clients on my server.
Couldn't the same effect be achieved with an invisible armor stand on a stone pressure plate that wears the player head?
Thank you for your awesome mod, much appreciated!
Some mods may want to spawn custom graves, or prevent grave spawning in some circumstances. To make that easier, an event could be fired when picking the blockstate, passing in the player and the placement position.
For additional context, it would be even better to get the death blow's DamageSource
(passed in LivingEntity#drop
), although that would require more involved mixins (related to #1). The death blow could also be used by DeathHandler
s when filling the gravestone.
Sometimes, the tomb spawns at odd places. I think it would be useful to add the option to display the tomb position (not the death position) in the chat.
When my or my friend fall to the void, grave don't spawn D: and we lost items, I tested this on singleplayer and on multiplayer and they don't spawn pls fix
The end platform removes all blocks on top of it, when you jump through the end portal. This includes the gravestone. (I discovered this by falling through the end portal, which killed me in the end)
I've noticed this strange WARN popping up in my logs:
[Worker-Main-5/WARN]: Unable to resolve texture reference: #missing in bettergraves:block/better_grave
Is this something that can be ignored?
User-reported, needs confirmation
so i just had my grave overwritten in a pack by another grave from when i tried to get my stuff back from the first one
APPARENTLY i am not allowed to die with an item in my inventory too close to the old one. this is made WORSE with the mod apparently dont have a command to restore lost items from the graves mod
The grave should save the inventory to a file upon creation, and there should be a command to load this file and restore someone's inventory.
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