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View Code? Open in Web Editor NEWMinecraft mod that adds several size-changing curios among other things
Minecraft mod that adds several size-changing curios among other things
Currently, the death save for the False Hand is fairly lack-luster, and it can be difficult to tell if it even occurred if the user wasn't paying attention. The death save needs some clear and obvious effects a la the Totem of Undying so that it's better communicated that the death save has taken place.
Describe the bug
"band_globetrotters_limit" in the config does not change the maximum value in game, since it is hardcoded.
To Reproduce
[1] Change "band_globetrotters_limit" value to any other value
[2] Note how the band does not increment beyond the hardcoded value of 72000 (/data get @p SelectedItem
)
Expected behavior
Globetrotter should increment until the specified "band_globetrotters_limit" value, not harcoded 72000
Versions (Important! Please do this):
The marks' models are scaled to have the same item resolution as everything else, despite having 32x32 textures. This hasn't been done properly for the model shown in item frames.
If multiple curios that affect healing and/or resistance are equipped, it's intended to add to these values before removing from them, with regeneration values specifically being applied before general healing values. Currently, this order of operations is achieved by hard-coding certain curios to apply their effects before others. Therefore, if a player decides to make a curio's stat inverse from what it is by default, there's a chance that the stat will be modified out of order.
Describe the bug
Currently with this mod, if used with Origins, smaller races are unable to equip any gigantism ring, whereas any normal sized or bigger race are able to equip and utilize the rings
To Reproduce
Steps to reproduce the behavior:
Pick a small Race
Expected behavior
Make smaller race bigger or smaller
Equip ring / mask
Versions (Important! Please do this):
Additional context
Add any other context about the problem here.
Describe the bug
A clear and concise description of what the bug is.
When testing the mod in a singleplayer game and LAN through essential, players are able to equip marks and it tells them what curio slot it goes into. On setting up a multiplayer instance, players are unable to equip marks and the text that once told them where they could equip marks is now gone.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
A clear and concise description of what you expected to happen.
I expected players to be able to equip marks considering I didn't see anything in the serverconfig in the mod that would not allow players both opped and not opped to be unable to equip marks
Screenshots
If applicable, add screenshots to help explain your problem.
Versions (Important! Please do this):
Additional context
Add any other context about the problem here.
I could just be very dumb and there's a simple explanation, but I could not find any reason wherever I looked.
The True Mark is intended to immediately replace itself with one of the 7 marks when picked up. To do this, the code to replace the mark is placed in an event that executes every tick while the item is in the inventory. However, this event seems to be able to execute a few ticks after the True Mark is replaced.
Currently I have little information on why this occurs, but Enigmatic Legacy seems to share this issue.
When this crash happens, Forge returns that the mod has failed the sided-setup phase.
Describe the bug
a crash randomly occured
To Reproduce
Steps to reproduce the behavior:
i don't have a clue, i was just looking around a village with the blue mark and it happened.
Expected behavior
the game wasn't supposed to crash i think
Screenshots
If applicable, add screenshots to help explain your problem.
Versions (Important! Please do this):
Additional context
the crash:
crash-2022-05-19_15.22.32-client.txt
Replace the current systems for scaling and special stats with custom attributes using Minecraft's default attribute system.
This would both fix #4 and allow for multiple items to affect the player's scale.
I am still unsure whether this is possible.
Describe the bug
This one's a nasty one. Basically, leaving The End triggers a form of respawn that is similar, but different, from dying. This causes any Band of Gigantism scaling effects which were active upon leaving The End to become permanent, and on respawn they will be applied again. Running /scale reset and dying are the only two methods of fixing this.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
No issues relating to scaling becoming erratic after leaving The End.
Screenshots
I recorded a brief video to explain this issue:
Versions (Important! Please do this):
The item tracks the player's y-level with nbt data, but problematically the item first treats this value as 0. Because of this, the code executes as if the player raised up by how many or so blocks up they were when equipping, usually resulting in the player dying when they first wear the mark.
Is your feature request related to a problem? Please describe.
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
When at a size of 0.5 or less, it becomes basically impossible to hold items such as shields as they obstruct huge amounts of the screen and effectively make themselves impossible to use. This is especially notable when using the Mask of Diminishment or Band of Apathy, where items such as shields literally take up your entire screen.
Describe the solution you'd like
A clear and concise description of what you want to happen.
This could easily be solved by having a config option which makes it so that the player's held items do not scale inversely of their size. This would make the size of the held items in the first-person view equivalent to how they would look like at normal size, at the cost of some immersion breaking.
Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.
One thing that I could do is use a resource pack to turn items such as shields invisible when held. This could work, however there are a lot of items that I would need to change and it would be a lot more time consuming to do that.
Additional context
Add any other context or screenshots about the feature request here.
How a shield looks in the first person view with a band of apathy equipped. You can't tell me this isn't ridiculous.
Describe the bug
Totem of Undying does not protect against damage that bypasses invulnerability, unlike what the Github wiki seems to suggest. This is built into vanilla because the totem does not and should not break from falling into the void. I think false hand is the only way to negate the damage.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Either the totem should work, or the wiki should be updated to note that it doesn't.
Screenshots
If applicable, add screenshots to help explain your problem.
Versions (Important! Please do this):
Describe the bug
game crashes when i equip the mark of the obliterated
To Reproduce
Steps to reproduce the behavior:
step one- equip the mark
step two- die
step three- cover yourself in oil
step four- crash
Expected behavior
i have no clue man, i just got this mod to work, give me a break
Screenshots
If applicable, add screenshots to help explain your problem.
Versions (Important! Please do this):
Additional context
the crash:
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