Simple resource packs change nothing
AvatarNeo12 opened this issue ยท 9 comments
When using a resource pack for Presence Footsteps, nothing changes when it is loaded.
I made a pack from scratch (included all necessary files and folders) and organized it exactly as the documentation for the mod describes. The only file in assets/presencefootsteps/config is blockmap.json, with a list of vanilla blocks and reassigned sounds exactly matching the formatting of the example. It is recognized by the game and loads properly.
In-game, however, nothing is different from the default Presence Footsteps. For example, I changed the sound of Warped Nylium, but it still uses the wet sounds from default PF. This applies to all blocks I changed.
I tried the following (and possibly more):
-Using different kinds of brackets in blockmap.json
-Loading as a folder and a .ZIP separate times
-Loading on separate CurseForge installations
-Unloading and reloading multiple times
-Renaming the folder from presencefootsteps to presence_footsteps
-Checking repeatedly for typos and proper formatting
The pack format is compatible with the version I tested on (1.21.1). I assume this is a bug and not a mistake on my part, but I could be wrong.
I recall finding a bug report for this from years ago, reported as fixed, but it still persists. It might be an issue only on my computer, but I doubt it.
See if this version works better
Weird, it worked and changed most blocks, but some are still using the default (from Presence Footsteps)
These are still unchanged:
- All three Basalt blocks
- Glowstone
- Dark Prismarine
- Dirt Path
- Crying Obsidian
- Both Nether Wart blocks
- Coral Blocks (alive)
I tested it again, and no change. It's weird, because some of the blocks have my assigned sounds, but others use the defaults.
What was wrong in my original pack that made it not work?
I tested it again, and no change. It's weird, because some of the blocks have my assigned sounds, but others use the defaults.
What was wrong in my original pack that made it not work?
You had a syntax error in your blockmap.json. There was an extra "," at the end before the last line.
For the other blocks make sure you put it in the correct load order when you have it loaded in the game.
Also sounds assigned by a tag have a different priority from setting for an individual block by its id.
Changing the tags to individual entries fixed the coral problem, but the rest of the blocks I mentioned are still default. This applies to blocks that have multiple states, or only one.
I have the file at the top of the Resource Packs list in the game. Do the individual entries in blockmap.json have to be in a certain order?
Okay, by specifying a blockstate for basalt and smooth_basalt, they loaded the custom sounds properly. Blocks like Netherrack with no possible states are still unchanged.
I have a couple of other sound mods installed, and other resource packs, but I don't see how these would interfere. (I disabled any packs that changed the blocks in blockmap.json, to no avail.
I also tried changing the order in the file (putting the broken ones at the top) and nothing happened.
It doesn't seem to be a problem with the specific sounds I chose, because I changed one of the blocks that worked (Warped Nylium) to use the sounds I set for Glowstone, and they worked fine.