Dungeons Mobs

Dungeons Mobs

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1.19.2-4.0.3 beta bugs

xenornithos opened this issue ยท 8 comments

commented

I know this is just a beta release and the content is a WIP. These are just some of the bugs/missing components/questionable functionalities that I've noticed:

  • Most, if not all, of the Dungeons mobs don't naturally spawn (no variants replacing any of the default ones, nor any of the oceanic mobs, illagers, fungus throwers, enderlings, etc).
  • Also, not sure if the "MOUNTAIN" biome tag has been updated to include the new 1.18 mountain biomes, since the Google Doc on the CurseForge page of this mod refers to only the old/pre-1.18 mountain biomes.
  • Contrarily, there are spawns in raids, but not all of the raid-enabled mobs are spawning in the waves. Is it limited to how many can spawn per wave? But, also, few simply never spawn despite enabling only them in the config (armoured mountaineers, armoured pillagers, and redstone golems).
  • Royal Guard animation looks too "wobbly" or "choppy" when they run.
  • Mountaineers seem to function fine, until they start to attack. After their attempt to hit a player/mob, they're stuck swinging their axes and it affects their walking animation (legs no longer move and instead the mountaineer simply glides across the surface). They can sometimes vertically scale blocks, though.
  • With 3D Sleeves disabled, Iceologer, Illusioner, Mage, and Windcaller hands (on the ends) have the same texture as their shoulders (it only looks normal with 3D Sleeves enabled).
  • The heads of Dungeons illagers, Necromancers (incl. drowned version), and Whisperers glitch and spin while in the pause screen.
  • Whisperer/Wave Whisperer and Leapleaf animations are slightly glitchy/choppy between actions, such as stopping, going down/up a block, between attacks (less so with Leapleaf attacks).
  • Skeleton Vanguards hold their weapon parallel to their arm with the blade up next to their heads. The animation to use the weapon has it spin in a strange way, with the attack blow being the blade pointed at the target's feet.
  • Watchling legs stop moving when doing an attack; during the arm swing attack, they stop walking and legs become static/standing, as though gliding across the blocks.
  • When spiders shoot webs (as enabled), it takes them several seconds to do so (would've expected them to shoot webs as soon as they're first attacked or the moment they enter "hostile" mode) and they remain still in that stance, leaving them easily vulnerable to attacks. The webs also cause the player to glitch on them (similar to the boat player movement glitch when trying to stand on them).
commented

Thanks for the list, let me give an update what we already did:

  • We literally forgot adding the new files. Forge switched to a different, datapacked way. but we forgot to add them (they were made and tested) Expect these back next version
  • Where possible, we use forge tags, and we don't want to add any biomes to tags. This should be a forge responsibility.
  • Quite a few raid mobs are biome based. Have you tried a raid in a snowy biome?
  • Funnily enough, the choppy walk is their dungeons aimation. We decided to stay close to the source, despite it looking a bit weird.
  • Mountaineer bug is new, will look into it.
  • We might drop the 3d sleeves, in favour of a big resourcepack for more vanilla style illagers.
  • Pause screen glitch is a geckolib thing. We still have a fix coming for it, but due to some people liking the weirdness, we weren't 100% sure we should fix it before.
  • Will need to look into the plant animations. Haven't noticed this before.
  • Skeleton vanguards is another geckolib bug, we're not yet sure how we'll resolve it. Royal guards have the same issue.
  • Will look into the watchlign as well. Seems similar to the mountaineer issue.
  • We'll be releasing an update to this. We've already fixed it for the Snareling in our local build and are expanding it to other mobs with a trap. It'll feel much more smoother and less nausea inducing!

So all in all, this sounds pretty good. We have a couple more bugs to fix that you haven't reported. We're on it!

commented

Thanks for the update regarding these situations.

Forge tags for the new mountain (and possibly cave) biomes hasn't been updated yet?

If the raid config for "enabling biome specific raiders" is off (as by default), is that still the case? Because, in one of my tests, it was disabled, the raid was done in a desert biome, and I got mountaineers, iceologers, illusioners, and windcallers spawning in them (assuming those would've otherwise been biome-dependent if that option was enabled). So it appears to work except for those few specific ones I listed that were never spawning regardless of that option.

Okay. Well, at least the pause screen glitch is only in the pause screen rather than the majority of the gameplay, if it's decided to leave as-is.

Great to hear about the other circumstances, and hope the fixes go well!

commented

I've noticed a similar issue in one of my mods where a custom illager would slide across the ground for a bit, not exactly sure what causes that. I don't use geckolib.

commented

BiomeSpecificRaider checks biome tags for the specific mobs, but we do not have any biomes tagged under those. That would explain the biome-specific raid feature not working.

commented

Contrarily, there are spawns in raids, but not all of the raid-enabled mobs are spawning in the waves. Is it limited to how many can spawn per wave? But, also, few simply never spawn despite enabling only them in the config (armoured mountaineers, armoured pillagers, and redstone golems).

@xenornithos Are you enabling them from Minecraft's main menu (as in through the Configured mod) or directly from the config file before launching? Enabling/disabling raiders requires a full restart (as in our code, we conditionally register the raiders during mod-loading), sorry if we didn't make that clear.

commented

Also, not sure if the "MOUNTAIN" biome tag has been updated to include the new 1.18 mountain biomes, since the Google Doc on the CurseForge page of this mod refers to only the old/pre-1.18 mountain biomes.

As Patrigan said, due to Minecraft's update of their tag system to allow biomes to be tagged, Forge has removed the feature that is referred to by the Google Doc. We have moved to spawning the mobs via Forge's new Biome Modifier JSON files. And as Patrigan said, these files have been made, but were accidentally not added to the 1.19.2 beta.

commented

Are you enabling them from Minecraft's main menu (as in through the Configured mod) or directly from the config file before launching? Enabling/disabling raiders requires a full restart (as in our code, we conditionally register the raiders during mod-loading), sorry if we didn't make that clear.

I used Configured, but have also checked the config file itself. Just tried another test if only editing the config file (enabling just those three mobs to spawn in raids) prior to launching the game, and they still don't spawn in raids.

As Patrigan said, due to Minecraft's update of their tag system to allow biomes to be tagged, Forge has removed the feature that is referred to by the Google Doc. We have moved to spawning the mobs via Forge's new Biome Modifier JSON files. And as Patrigan said, these files have been made, but were accidentally not added to the 1.19.2 beta.

I see, thanks for the extra details on that.

commented

Most, if not all, of the Dungeons mobs don't naturally spawn (no variants replacing any of the default ones, nor any of the oceanic mobs, illagers, fungus throwers, enderlings, etc).

Fixed in 4.0.8.

Mountaineers seem to function fine, until they start to attack. After their attempt to hit a player/mob, they're stuck swinging their axes and it affects their walking animation (legs no longer move and instead the mountaineer simply glides across the surface). They can sometimes vertically scale blocks, though.

Fixed in 4.0.8.

When spiders shoot webs (as enabled), it takes them several seconds to do so (would've expected them to shoot webs as soon as they're first attacked or the moment they enter "hostile" mode) and they remain still in that stance, leaving them easily vulnerable to attacks. The webs also cause the player to glitch on them (similar to the boat player movement glitch when trying to stand on them).

Fixed in 4.0.8.