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Hostile mobs dig out of the ground or poof into existence when they spawn!

Home Page: https://tschipcraft.ddns.net/spawnanimations.html

License: Other

mcfunction 82.60% Java 17.40%
minecraft datapack minecraft-datapack animations spawn-animations mcfunction datapacks minecraft-data-pack minecraft-data-packs server-side

spawnanimations's Introduction

👋 Hi, I’m Tschipcraft

A Minecraft enthusiast who sometimes posts his creations online ✨
Here you'll find all the code and resources for my Minecraft data packs, resource packs and mods.
If you have any question or suggestions don't hesitate to open an issue.
Thank you for stopping by and have a good time!


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spawnanimations's Issues

Charged creeper glow is not hidden

Describe the bug

I'm using the mod for fabric 1.20.1, and along with it I'm using a mod that makes Charged Creepers spawn naturally, but when they spawn, their glow is above the ground, making it possible to see from a distance

2023-11-07_22 12 04

2023-11-07_22 12 16

Steps to reproduce

  1. get the coordinates to summon a charged creeper
  2. go very far, like 50 blocks
  3. use the command /summon minecraft:creeper (coordinates) {powered:1b}

Expected behavior

the charged creeper's glow be hidden under the ground

Additional context

pls make an update to fabric 1.20.1

[Request] Add ability to change mob list which affected by mod

Is your feature request related to a problem? Please describe.

2023-12-02_13 00 00
Some mobs like spiders or endermans works not very well with mod, so it will be good to have ability to disable animated spawn for them

Describe the feature you'd like

No response

Describe alternatives you've considered

No response

Additional context

No response

Multiple problems (armor and tools not hiding)

Describe the bug

ok I have a several problems.

  • I changed activation distance and by some reason armor and tools is no longer hiding
  • I play with from the fog and I think this mod causing modified entity error.
  • is there a way to fix enderman, spider and creeper spawning? it doesn't make sense why this 3 mobs should have that animation at all, and on enderman and spider it looks bad
    image
    image
    image

Steps to reproduce

I don't know why armor and tools doing that, I did everything right.
maybe it happened because I've made 92 blocks distance and then switched to 48?
I tried to switch "hide armor and tools" off and on and it did nothing

Expected behavior

armor and tools should be hided i guess

Additional context

1.19.2
simulation distance 5 chunks

Small conflict with More Mobs

Describe the bug

The More Mobs mod just adds variants to all of the vanilla mobs to spice up gameplay, however with Spawn animations you can tell where mobs are going to spawn because their custom heads and weapons will float around til they spawn in

Steps to reproduce

  1. Install More Mobs and Spawn Animations
  2. Run around at night, see floating heads
  3. upon getting close, the floating head will disappear and the mob will rise intentionally

Expected behavior

For mobs held weapons and custom heads to also be invisible until they surface

Additional context

No response

Clarity on Activation Mode? (Enderman farm not working with Classic Mode)

Describe the bug

Hi, I noticed when I had the activation mode on default to classic, my enderman farm would stop working because the endermen would fall and die instead of being 1 hp. I change the activation mode to vanilla, my farm works perfectly again. The server is on 1.19.3 running Paper.

I see you have notes on Play animation for unsupported blocks, and Hide Worn armor and tools effect on drop rates. You need a note for Activation Mode also, assuming it wasn't added in DP Release v1.9.1. I'm using DP v1.9.0.

Screenshots of farm i'm using:
For the farm, standing on the top is at y44, standing at the hoppers is y1
The very top platform is 30x30. while the gap for the enderman to fall in is 3x3.
I only have the wood blocks in the 3rd screenshot as a reference to how high the endermite is on the iron bar, so don't use those wood blocks
image
image
image
image
This bottom platform is 9x9 with the roof having double carpet so enderman don't spawn there and spawn at the very top.
image

Then here are the settings to make my farm work again. Activation Mode was the one setting though that made them die. Although activation distance I don't think matters.
image

Steps to reproduce

Build the exact farm I have.
Run Paper build 448 on 1.19.3.
Clean install DP Release v1.9.0.
Should produce the exact same results where enderman die on fall instead of being 1hp.

Expected behavior

Spawn activation mode shouldn't have an impact as it was not in the notes.
and enderman falling down should be 1hp and not die.

Additional context

No response

[1.19.2] [Console Error]

Describe the bug

Hey, we got on Startup of our Server this Error -> Is there a problem With the 1.19.2 version?

Steps to reproduce

No response

Expected behavior

No response

Additional context

[20:15:06] [main/ERROR]: Failed to load function spawnanimations:internal/hidden/trigger_damage/1_19_4
java.util.concurrent.CompletionException: java.lang.IllegalArgumentException: Whilst parsing command on line 3: Incorrect argument for command at position 60: ...n execute <--[HERE]
	at java.util.concurrent.CompletableFuture.encodeThrowable(CompletableFuture.java:315) ~[?:?]
	at java.util.concurrent.CompletableFuture.completeThrowable(CompletableFuture.java:320) ~[?:?]
	at java.util.concurrent.CompletableFuture$AsyncSupply.run(CompletableFuture.java:1770) ~[?:?]
	at java.util.concurrent.CompletableFuture$AsyncSupply.exec(CompletableFuture.java:1760) ~[?:?]
	at java.util.concurrent.ForkJoinTask.doExec(ForkJoinTask.java:373) ~[?:?]
	at java.util.concurrent.ForkJoinPool$WorkQueue.topLevelExec(ForkJoinPool.java:1182) ~[?:?]
	at java.util.concurrent.ForkJoinPool.scan(ForkJoinPool.java:1655) ~[?:?]
	at java.util.concurrent.ForkJoinPool.runWorker(ForkJoinPool.java:1622) ~[?:?]
	at java.util.concurrent.ForkJoinWorkerThread.run(ForkJoinWorkerThread.java:165) ~[?:?]
Caused by: java.lang.IllegalArgumentException: Whilst parsing command on line 3: Incorrect argument for command at position 60: ...n execute <--[HERE]
	at net.minecraft.class_2158.method_9195(class_2158.java:63) ~[server-intermediary.jar:?]
	at net.minecraft.class_5349.method_29451(class_5349.java:85) ~[server-intermediary.jar:?]
	at java.util.concurrent.CompletableFuture$AsyncSupply.run(CompletableFuture.java:1768) ~[?:?]
	... 6 more

This datapack will go wrong when there are other datapack

Describe the bug

I used openloader, which loaded some packets, I found in the course of the game, the monster out of the ground animation disappeared, looking at the monster invisible, and then after a few seconds suddenly appeared

But when I removed all the data packets temporarily, the monster emergence animation returned to normal after entering the game, and even if the removed data packets are added back, the emergence animation is still normal

Steps to reproduce

1.Install this and other data datapack
2.No monster out of the ground animation
3.Remove other datapack
4.Monster out of the ground animation normal
5.Adding back the removed datapack
6.Monster out of the ground animation normal

Expected behavior

Make it display the monster out animation properly?

Additional context

Very unstable, I do not know how it appeared or how to fix it, but the steps are this

QUESTION

Is your suggested enhancement related to a problem? Please describe.

Is there a way to make so ONLY little poof particles appear, without digging out animation, and also i would like this animation on every mob, even friendly(not necessary), or if not, please suggest some alternatives

Describe the solution you'd like

No response

Describe alternatives you've considered

No response

Additional context

No response

1.20 numerous errors on startup

Describe the bug

I'm running the newest version of spawn animations v.1.9 on paper 1.20 and have the following errors when loading the server up.

[15:28:31 ERROR]: Couldn't parse element predicates:spawnanimations:trigger
com.google.gson.JsonSyntaxException: Unknown type 'minecraft:alternative'
at net.minecraft.world.level.storage.loot.GsonAdapterFactory$JsonAdapter.deserialize(GsonAdapterFactory.java:95) ~[?:?]
at com.google.gson.internal.bind.TreeTypeAdapter.read(TreeTypeAdapter.java:76) ~[gson-2.10.jar:?]
at com.google.gson.Gson.fromJson(Gson.java:1214) ~[gson-2.10.jar:?]
at com.google.gson.Gson.fromJson(Gson.java:1319) ~[gson-2.10.jar:?]
at com.google.gson.Gson.fromJson(Gson.java:1261) ~[gson-2.10.jar:?]
at net.minecraft.world.level.storage.loot.LootDataType.lambda$createSingleOrMultipleDeserialiser$2(LootDataType.java:74) ~[paper-1.20.jar:git-Paper-4]
at net.minecraft.world.level.storage.loot.LootDataType.deserialize(LootDataType.java:45) ~[paper-1.20.jar:git-Paper-4]
at net.minecraft.world.level.storage.loot.LootDataManager.lambda$scheduleElementParse$4(LootDataManager.java:68) ~[paper-1.20.jar:git-Paper-4]
at java.util.HashMap.forEach(HashMap.java:1421) ~[?:?]
at net.minecraft.world.level.storage.loot.LootDataManager.lambda$scheduleElementParse$5(LootDataManager.java:67) ~[paper-1.20.jar:git-Paper-4]
at java.util.concurrent.CompletableFuture$AsyncRun.run(CompletableFuture.java:1804) ~[?:?]
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) ~[?:?]
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) ~[?:?]
at java.lang.Thread.run(Thread.java:833) ~[?:?]
[15:28:31 ERROR]: Couldn't parse element predicates:spawnanimations:has_effect
com.google.gson.JsonSyntaxException: Unknown type 'minecraft:alternative'
at net.minecraft.world.level.storage.loot.GsonAdapterFactory$JsonAdapter.deserialize(GsonAdapterFactory.java:95) ~[?:?]
at com.google.gson.internal.bind.TreeTypeAdapter.read(TreeTypeAdapter.java:76) ~[gson-2.10.jar:?]
at com.google.gson.Gson.fromJson(Gson.java:1214) ~[gson-2.10.jar:?]
at com.google.gson.Gson.fromJson(Gson.java:1319) ~[gson-2.10.jar:?]
at com.google.gson.Gson.fromJson(Gson.java:1261) ~[gson-2.10.jar:?]
at net.minecraft.world.level.storage.loot.LootDataType.lambda$createSingleOrMultipleDeserialiser$2(LootDataType.java:74) ~[paper-1.20.jar:git-Paper-4]
at net.minecraft.world.level.storage.loot.LootDataType.deserialize(LootDataType.java:45) ~[paper-1.20.jar:git-Paper-4]
at net.minecraft.world.level.storage.loot.LootDataManager.lambda$scheduleElementParse$4(LootDataManager.java:68) ~[paper-1.20.jar:git-Paper-4]
at java.util.HashMap.forEach(HashMap.java:1421) ~[?:?]
at net.minecraft.world.level.storage.loot.LootDataManager.lambda$scheduleElementParse$5(LootDataManager.java:67) ~[paper-1.20.jar:git-Paper-4]
at java.util.concurrent.CompletableFuture$AsyncRun.run(CompletableFuture.java:1804) ~[?:?]
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) ~[?:?]
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) ~[?:?]
at java.lang.Thread.run(Thread.java:833) ~[?:?]
[15:28:31 ERROR]: Couldn't parse element predicates:spawnanimations:exclude
com.google.gson.JsonSyntaxException: Unknown type 'minecraft:alternative'
at net.minecraft.world.level.storage.loot.GsonAdapterFactory$JsonAdapter.deserialize(GsonAdapterFactory.java:95) ~[?:?]
at com.google.gson.internal.bind.TreeTypeAdapter.read(TreeTypeAdapter.java:76) ~[gson-2.10.jar:?]
at com.google.gson.Gson.fromJson(Gson.java:1214) ~[gson-2.10.jar:?]
at com.google.gson.Gson.fromJson(Gson.java:1319) ~[gson-2.10.jar:?]
at com.google.gson.Gson.fromJson(Gson.java:1261) ~[gson-2.10.jar:?]
at net.minecraft.world.level.storage.loot.LootDataType.lambda$createSingleOrMultipleDeserialiser$2(LootDataType.java:74) ~[paper-1.20.jar:git-Paper-4]
at net.minecraft.world.level.storage.loot.LootDataType.deserialize(LootDataType.java:45) ~[paper-1.20.jar:git-Paper-4]
at net.minecraft.world.level.storage.loot.LootDataManager.lambda$scheduleElementParse$4(LootDataManager.java:68) ~[paper-1.20.jar:git-Paper-4]
at java.util.HashMap.forEach(HashMap.java:1421) ~[?:?]
at net.minecraft.world.level.storage.loot.LootDataManager.lambda$scheduleElementParse$5(LootDataManager.java:67) ~[paper-1.20.jar:git-Paper-4]
at java.util.concurrent.CompletableFuture$AsyncRun.run(CompletableFuture.java:1804) ~[?:?]
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) ~[?:?]
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) ~[?:?]
at java.lang.Thread.run(Thread.java:833) ~[?:?]

Steps to reproduce

Add v1.9 datapack on a paper 1.20 server, then load up

Expected behavior

No response

Additional context

No response

Incompatibility with Hostile Mobs Improve Over Time

Describe the bug

When having both mods installed (Spawn Animations and Hostile Mobs Improve Over Time) some mobs spawn immortal.

Steps to reproduce

  1. You should be in survival mode (in creative you can kill the mob for some reason)
  2. Passive/spawner mob spawn (noticed zombie, husks, skeleton)
  3. Approximately every 50th mob spawns immortal when on 100th lvl of the Hostile Mobs Improve Over Time mod

Expected behavior

No response

Additional context

Minecraft 1.20.1 Forge 47.2.20

Endermen should "teleport in" instead of coming from underground

Is your feature request related to a problem? Please describe.

No response

Describe the feature you'd like

Make Endermen appear with the teleportation particles rather than popping out of the ground.

Describe alternatives you've considered

No response

Additional context

No response

****

Describe the bug

Steps to reproduce

No response

Expected behavior

No response

Additional context

No response

Đỏ màn hình

Describe the bug

image

Không thể nào hết hiệu ứng đỏ màn hình

Steps to reproduce

  1. Chạy thử cả 3 chế độ
  2. Lỗi viền đỏ không hết

Expected behavior

Sửa lỗi

Additional context

Xin cảm ơn !

From a distance, part of the mobs aren't invisible

Describe the bug

Before the spawning animation starts (at a particular distance) emissive textures like spider eyes and endermen eyes if enabled just float around and can be seen moving, as well as Endermen's block if they are carrying one.

The same goes for armour worn by zombies/skeletons which you can see empty with no mob inside before the animation starts.

Any solutions, or just unfixable? I love this.

Steps to reproduce

  1. Play with emissive textures on.
  2. Go outside and wait until enemy spawns.
  3. Observe visible eyes, held items/blocks and worn armour walking around.
  4. Get close and see these disappear for a moment as the mob spawns below ground.

Expected behavior

Mobs to be fully invisible before they spawn in.

Additional context

I know this may be due to an incongruent mob spawning distance vs spawning animation distance, however I don't know where to find a spawning animation distance toggle.

Possibility for modded mob support?

Is your suggested enhancement related to a problem? Please describe.

No response

Describe the solution you'd like

Is mobbed mob support planned for the future?

Describe alternatives you've considered

No response

Additional context

No response

Give mobs temporary invulnerability when they rise from the ground

Is your suggested enhancement related to a problem? Please describe.

I'm not certain if it's already a feature since I haven't used this yet, however since the screenshots indicate otherwise I will drop the issue anyway.

Describe the solution you'd like

Mobs should be given temporary invulnerability when spawned so that they won't suffocate in blocks, until they are at least halfway through the animation.

Describe alternatives you've considered

No response

Additional context

No response

Not working with modded entities

Describe the bug

I don't know if it should work or that's not supported in the first place but it doesn't work even though I add modded entities inside the tags. So i am not sure if this is a bug or enhancement (or feature suggestion) Is there a way to make it work with modded entities?

Steps to reproduce

  1. Download a mod that adds a new mob (I am using Forge modloader)
  2. Add any mob from that mod to the dig up animations list
  3. Zip the file and use that datapack in game

Expected behavior

No response

Additional context

No response

Adding new entities in config file disable all the mod

Describe the bug

Maybe im doing something wrong i don't know but as soon i put one custom entities the mod is not working

{
  "//comment": "Entities specified here will dig themselves up when a player is near or other exclusion criteria are met. You can add your own entities here",
  "replace": false,
  "values": [
    "minecraft:zombie",
    "minecraft:husk",
    "minecraft:drowned",
    "minecraft:skeleton",
    "minecraft:stray",
    "minecraft:spider",
    "minecraft:cave_spider",
    "minecraft:creeper",
    "minecraft:wither_skeleton",
    "minecraft:hoglin",
    "minecraft:zombified_piglin",
    "minecraft:strider",
    "minecraft:enderman",
    "minecraft:giant",
    "minecraft:magma_cube",
    "minecraft:slime"
    "quark:forgotten",
    "quark:wraith",
    "alexsmobs:mimicube",
    "alexsmobs:cockroach",
    "alexsmobs:centipede",
    "alexsmobs:tarantula_hawk",
    "alexsmobs:underminer",
    "aquamirae:tortured_soul",
    "creeperoverhaul:jungle_creeper",
    "creeperoverhaul:bamboo_creeper",
    "creeperoverhaul:desert_creeper",
    "creeperoverhaul:badlands_creeper",
    "creeperoverhaul:hills_creeper",
    "creeperoverhaul:savannah_creeper",
    "creeperoverhaul:mushroom_creeper",
    "creeperoverhaul:swamp_creeper",
    "creeperoverhaul:dripstone_creeper",
    "creeperoverhaul:cave_creeper",
    "creeperoverhaul:dark_oak_creeper",
    "creeperoverhaul:spruce_creeper",
    "creeperoverhaul:beach_creeper",
    "creeperoverhaul:snowy_creeper",
    "creeperoverhaul:ocean_creeper",
    "graveyard:skeleton_creeper",
    "graveyard:reaper",
    "graveyard:revenant",
    "graveyard:nightmare",
    "graveyard:corrupted_vindicator",
    "graveyard:corrupted_pillager",
    "graveyard:corrupted_champion",
    "graveyard:acolyte",
    "endermanoverhaul:cave_enderman", 
    "endermanoverhaul:badlands_enderman",
    "endermanoverhaul:crimson_forest_enderman",
    "endermanoverhaul:dark_oak_enderman",
    "endermanoverhaul:desert_enderman",
    "endermanoverhaul:end_enderman",
    "endermanoverhaul:end_islands_enderman",
    "endermanoverhaul:flower_fields_enderman",
    "endermanoverhaul:ice_spikes_enderman",
    "endermanoverhaul:mushroom_fields_enderman",
    "endermanoverhaul:nether_wastes_enderman",
    "endermanoverhaul:coral_enderman",
    "endermanoverhaul:savanna_enderman",
    "endermanoverhaul:snowy_enderman",
    "endermanoverhaul:soulsand_valley_enderman",
    "endermanoverhaul:swamp_enderman",
    "endermanoverhaul:warped_forest_enderman",
    "endermanoverhaul:windswept_hills_enderman",
    "endermanoverhaul:scarab_enderman",
    "endermanoverhaul:spirit_enderman",
    "illagerinvasion:surrendered",
    "realmrpg_creep:creepling",
    "realmrpg_creep:halloweed",
    "alexscaves:watcher",
    "alexscaves:forsaken",
    "born_in_chaos_v1:decrepit_skeleton",
    "born_in_chaos_v1:skeleton_demoman",
    "born_in_chaos_v1:decaying_zombie",
    "born_in_chaos_v1:baby_skeleton",
    "born_in_chaos_v1:siamese_skeletons",
    "born_in_chaos_v1:barrel_zombie",
    "born_in_chaos_v1:phantom_creeper",
    "born_in_chaos_v1:door_knight",
    "born_in_chaos_v1:restless_spirit",
    "born_in_chaos_v1:skeleton_trasher",
    "born_in_chaos_v1:pumpkin_spirit",
    "born_in_chaos_v1:seared_spirit", 
    "born_in_chaos_v1:firelight",
    "born_in_chaos_v1:diamond_termite",
    "born_in_chaos_v1:bonescaller",
    "born_in_chaos_v1:supreme_bonescaller",
    "born_in_chaos_v1:bone_imp",
    "born_in_chaos_v1:nightmare_stalker",
    "born_in_chaos_v1:dark_vortex",
    "born_in_chaos_v1:dread_hound",
    "born_in_chaos_v1:dire_hound_leader",
    "born_in_chaos_v1:fallen_chaos_knight",
    "born_in_chaos_v1:scarlet_persecutor",
    "born_in_chaos_v1:spirit_guide",
    "born_in_chaos_v1:zombie_clown",
    "born_in_chaos_v1:swarmer",
    "born_in_chaos_v1:zombie_fisherman",
    "born_in_chaos_v1:zombie_lumberjack",
    "born_in_chaos_v1:zombie_bruiser",
    "born_in_chaos_v1:missioner",
    "born_in_chaos_v1:senor_pumpkin",
    "born_in_chaos_v1:mr_pumpkin",
    "born_in_chaos_v1:sir_pumpkinhead",
    "born_in_chaos_v1:lord_pumpkinhead"
  ]
}

Steps to reproduce

No response

Expected behavior

No response

Additional context

No response

spawnanimations-v1.9.2-mc1.17x-1.20x wither rose issue - some disappearing

Describe the bug

Wither Roses (so far the only thing I experienced) randomly and frequently disappearing on an increasing rate. (mod installed and enabled on server)

I experienced this issue while I was building/testing my wither skeleton farm on my creative server.
Built a spawning platform, covered the whole top layer with wither roses, added the drop chute, started to test it and then I saw from my AFK/Killing chamber that the platform after 1-2 minutes of using the farm started to spawn blazes and zombified piglins.
I checked the spawning platform , wither roses are missing around the drop chute (3x1 hole with trapdoors to make the skeletons fall). I was thinking I maybe missed it out / mobs destroyed it somehow etc.. so I placed back the wither roses and went back to the AFK post to test again.
Same amount of time and again, Blazes and Zombie Piglins started to spawn, went back to check, again around the drop-chute (not exactly in the same pattern) - wither roses are missing - no floating entities so it was just gone.
Tested again a few times, same results, even more wither roses missing if I run my test for a longer period of time.
Tried to troubleshoot this by replacing the platform, checked if the mobs "trample" the wither roses, or maybe the trapdoors could be the problem?
I was in "Free Camera" mode my view was fixed on the blocks from where the wither roses keep disappearing - of course nothing happened but as I was checking one part of the platform, in the meantime the wither roses disappeared from around the other drop chutes. While I was turning my POV there, the wither roses disappeared from next to me as well. Just gone, no dropped wither rose, no mob around to trample it down, checked with and without the trapdoors same result.

Then I removed the mod from my server - wither roses are no longer disappearing. Tested it for an hour, every rose stayed in it's place. I googled a lot and did not found anything about "disappearing wither roses".
I thought this report could be useful if anyone would be running into this specific scenario, or if you would be interested checking this out. I'm no coder at all, but I'm curious what could be causing this as it was so strange.

Steps to reproduce

  1. Build a spawning platform in the nether from netherrack 38x38
  2. from each corner go diagonally inwards 10 block, on the 10th block, put a marker that is the center of 1 quarter of the spawning platform.
    3, add buttons on the floor around this block, only go out one layer, so technically cover a 3x3 area with the buttons
    4, dig a 3x1 hole at any side of this 3x3 rectangle, add trapdoors opened to it
    5, place wither roses on the platform, go away from the platform at least 28 block to let the skeletons start spawning

PS: in my world the spawning platform has a glass ceiling and 2 other layers with 3 block height difference (to allow skeleton to spawn) - 0 light level needed
1

Expected behavior

approx in 1-2 minutes you should see that blazes/zombie piglins start to spawn above the wither skeletons as the wither roses will be missing from some places
2

Additional context

MC version: 1.20.1 Fabric (Client)
Server: Vanilla 1.20.1

I can provide further details if required, but this pretty much sums it up.

Global settings across all worlds

Can my settings in the menu be saved to every world?it's a bit of a hassle for me to enter commands every time I enter a new world

Modify config for headless server?

Is your suggested enhancement related to a problem? Please describe.

I have this installed in MOD form (not against changing to Datapack... unaware of pros/cons) for 1.20.2 fabric server, which runs without a client. What can I do to modify the activation distance? I could not find the config file, and the commands don't work from the command line. Running the trigger from a player does not get me into the SETTINGS part. (I'm unfamiliar with functions to troubleshoot it myself). Please advise!

2023-12-16_23 33 09

Describe the solution you'd like

Better documentation in the wiki on manual customizations, or the datapack/mod difference if this requres the datapack version.

Describe alternatives you've considered

No response

Additional context

No response

Entities having the glowing effect applied upon spawning continue glowing when hidden

Describe the bug

Apotheosis will randomly generate some monsters with prefix items in the vicinity, these monsters are not hidden when they are generated, and will suddenly burrow into the ground and come out again when the player is close to the monster

Steps to reproduce

  1. Using Apotheosis
  2. Casually stroll around waiting to generate monsters
  3. Approach the monster

Expected behavior

I don't know, because it glows when it is generated

Additional context

image
image

Enderman eyes hovering before they are "spawned" with Fresh Animations pack

Describe the bug

With the Fresh Animations resource pack, Enderman eyes are given a glow and they also look around. These eyes can be seen in the distance wherever there are endermen, and then the enderman body comes out of the ground to meet the eyes once you get close. This is disturbing to me and I hope it gets fixed too

Steps to reproduce

  1. Install the Fresh Animations resource pack along with Entity Texture Features and Entity Model Features mods to get it working.
  2. Install Spawn Animations.
  3. Go to a place where there are a lot of endermen far away from you, like in the end on the outer isles.
  4. See eyes hovering, fly closer to them and see the bug I described.

Expected behavior

I'd like to not see the eyes.

Additional context

No response

Spiders coming up upside-down with Nyf's Spiders

Describe the bug

Exactly what it sounds like. My guess is it's because Nyf's makes them crawl along the surface of blocks, they are probably "crawling" along the underside of the block when they spawn, then getting stuck like that.
ezgif-2-58492fba97

Steps to reproduce

  1. Use Spawn Animations with Nyf's Spiders installed
  2. Spawn any spider

Expected behavior

No response

Additional context

Nyf's Spiders mod

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