Couple things I spotted going through the code
ZestyBlaze opened this issue ยท 2 comments
1.19.2 but I'd assume present in all versions too so far with latest
Not really a bug report, just minor things I noticed when going through the code:
On line here it says "Using the mutating flower in the overworld" where presuming it should be "Using mutating powder in the overworld" considering the context and structure of the other 2 flowers
The Mortar, Imbuer, Altar and Incense Brazier all don't have breaking particles so they just vanish, thinking it might be a nice QOL to have them have particles when broken
Edit:
Another one but I don't know if it's intentional, the Runic Tablet translation on line 60 has a full stop in the name
Also kind of have a suggestion, all the Standing Stones are stone materials are look like they would need a pickaxe but they don't have a preferred tool. Maybe it might be nice to go through the blocks and make certain blocks require the right tool for the thing they are made out of? Plus the altar is made up of stone and gold in parts, so should it be Material.STONE
instead of .CLAY
? The Mortar is made of stone yet uses Material.CLAY
too?
EG:
All standing stones -> Pickaxe
Altar -> Pickaxe
Mortar -> Pickaxe
Just to ensure some more consistency amongst looks to sounds with the blocks too
The runic tablet mentions that the Crystal Staff will drain your life if not standing on a "natural" block but that doesn't seem to happen at all, nothing seems to changed (Tested standing on Grass Block and then on an Iron Block)
The runic tablet mentions that the Crystal Staff will drain your life if not standing on a "natural" block but that doesn't seem to happen at all, nothing seems to changed (Tested standing on Grass Block and then on an Iron Block)
I created a fix for this in CrystalStaffItem.java
Line 75
if (manaCap.getMana() >= comp.getManaCost() / (efficiency + 1)) {
BlockState blockStateBelow = player.getBlockStateOn();
//pay mana cost
float manaCost = (comp.getManaCost()) / (efficiency + 1);
manaCap.setMana(manaCap.getMana() - manaCost);
//pay health cost
if (!blockStateBelow.is(BlockTags.DIRT) && !blockStateBelow.is(BlockTags.LOGS) &&
!blockStateBelow.is(BlockTags.LEAVES)
&& !blockStateBelow.is(BlockTags.PLANKS)){
player.setHealth(player.getHealth() - manaCost / 8);
}
It would be better to do it with some sort of config on the HP consumed, but well, this makes it work.