Betweenlands tar doesn't slow down the player very much
SeriousCreeper opened this issue ยท 19 comments
Heya,
was wondering if it's possible to get a couple more config options to make the mod more compatible with the betweenlands.
One thing is the underwater fog - in the betweenlands it's really foggy when you go into water (bypassed with armor you craft later), but using Aqua Acrobatics removes that fog. An option to not remove the fog would be awesome if possible.
The other thing has to do with getting pushed out of blocks - there is a ring of dispersion that lets the player temporarily walk through blocks while holding shift. With Aqua Acrobatics you get pushed out of those blocks and can't really fully walk through them. I've tried this on all the available settings.
Would it be possible to get a config option to disable that behaviour entirely, or perhaps disable it when the player is sneaking?
Cheers!
SC
Should be this part https://github.com/Angry-Pixel/The-Betweenlands/blob/7e54e8f64dee155e649ddcf7512dce69af557ea7/src/main/java/thebetweenlands/common/block/terrain/BlockTar.java#L140
I think buildcraft might use a low liquid density?
I've fixed the fog issue locally (any dimension using WorldProviderBetweenlands
won't have the fog changed); working on a fix for the dispersion ring next.
On another note, did you override the water and fog colors manually using the config? It looks great in your picture compared to what it looks for me. If you let me know what values you used I can add them upstream so it doesn't just use the 1.13 blue color.
I can't seem to reproduce the ring issue locally. Could you please send a video/screenshot showing a block layout that reproduces this?
The only issue I see is that the lower sneak height in Aqua Acrobatics seems to cause the overlay to appear even if the player's head isn't inside a block, however, I think this would need to be fixed on the Betweenlands end (could the height check be relaxed slightly?).
Thats fast indeed! Just checked and unfortunately still happening. I don't think it's necessarily the ring thinking you are no longer sneaking or something (otherwise you would end up where you started, instead of getting pushed out of it). Bit of an edge case of course but i think the code that checks if the player is inside a block and pushes them out of it would have to check if the ring is active? But yeah not the end of the world if it won't work heh.
Water color/fog works great now!
Hey,
here is a list of the biome water colors
thebetweenlands:swamplands,1589792,1589792
thebetweenlands:swamplands_clearing,1589792,1589792
thebetweenlands:thebetweenlands:coarse_islands,1784132,1784132
thebetweenlands:deep_waters,1784132,1784132
thebetweenlands:marsh_0,4742680,4742680
thebetweenlands:marsh_1,4742680,4742680
thebetweenlands:patchy_islands,1589792,1589792
thebetweenlands:raised_isles,1784132,1784132
thebetweenlands:sludge_plains,3813131,3813131
thebetweenlands:sludge_plains_clearing,3813131,3813131
and yeah i'll double check the ring and see if i can male a video of it!
Thanks for doing the fix and using the default colors, appreciate it! :D
-SC
Okay here is one video (i have another one where i try to walk through 2+ tall blocks but it's a bit more difficult to see whats going on there)
https://www.youtube.com/watch?v=jU1Zhj8Ti0g
Basically all im doing is holding shift and moving forward. Seems like once i reach the point where i would move into another block i get pushed to the side. It doesn't always happen, sometimes it's fine.
It's very tricky to reproduce, but I think I managed to track down the corner case. This should be fixed in 1.9.0, but unfortunately it was hard to confirm. Let me know if it still happens with that version. ๐
i think the code that checks if the player is inside a block and pushes them out of it would have to check if the ring is active?
It does that already. Forge has an event for disabling pushing out of blocks which Aqua Acrobatics respects, and the ring does use. I think the underlying issue is related to the fact that Aqua Acrobatics does some.... magic with the sneak state and reports the player to not be sneaking depending on whether the collision box has a block inside it. When the ring gets told the player is no longer sneaking, it will allow them to suddenly be pushed out of the block mid-phase.
I'm having difficulty reproducing it after my fix so maybe it's faster for you to test (if you don't mind). Can you give this build a try? Don't use this on a world you care about, it reports the player as always sneaking to the ring, which will cause you to be able to phase through everything. I'd like to see if you still get pushed out of blocks in this case or not.
Also, are you testing in singleplayer or multiplayer? (I just want to rule out desyncs as a possible cause.)
Just tried the build (sorry for the delay!) and so far its looking good! Haven't been getting pushed out of a block yet when i wasn't suppose to.
Im in single player and testing in a small instance with pretty much just those two mods.
There is another small thing i found - normally when you go into tar it's really difficult to move around in (and get back to the surface). It's much easier with Aqua Acrobatics. It's not too bad though!
Sounds like it, i'll double check too (im part of the BL dev team but just recently joined so not 100% familiar with all the code base yet :P)
Okay, so it is related to the sneaking. There's probably another check for it in the Betweenlands code that I need to patch.
How does this build work for you?
About the tar: what part of the Betweenlands code marks tar as being difficult to move through? I ask because in my private modpack, I use Buildcraft with Aqua Acrobatics, and the Buildcraft oil is still just as difficult to move through as in vanilla, so I'm wondering what the difference is between the two implementations. It looks like they use Entity.setInWeb()
to do it?