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Sculk does not spread up walls
MerpisMe opened this issue ยท 23 comments
Just started thinking about this again and it could result in a Sculk Dupe. Maybe I could make sculkCheck return the first replacable & exposed block instead of replacing each one, that'd make more sense.
Just started thinking about this again and it could result in a Sculk Dupe. Maybe I could make sculkCheck return the first replacable & exposed block instead of replacing each one, that'd make more sense.
oh, that reminds me, i also forgot to mention that sculk vein placement is pretty broken right now and it seems to entirely ignore the whole "break if above sculk" rule
oh, that reminds me, i also forgot to mention that sculk vein placement is pretty broken right now and it seems to entirely ignore the whole "break if above sculk" rule
aaaaaaaaAAAAAAAAAAAAAAAAAA WHY
i can't update one freaking thing anymore without it breaking
bruh
I'm gonna be busy today, just a heads-up.
I think the easiest way to make it spread up walls is to just add in sub-checks within sculkCheck (if that's what I named it) and have it replace every replaceable & air-exposed block on its way up the wall.
no, actually! i just released a third snapshot last night and so far we've only been getting reports for things like sculk itself. i think the warden's finally finished!
Should I intentionally break something with the Warden so I can fix a warden bug instead
@MerpisMe Aight, I won't be busy again for hopefully another three hours, I'll see what I can do with the sculk spreading and strange vein placement. By the way, are there any new Warden bugs?
@MerpisMe Aight, I won't be busy again for hopefully another three hours, I'll see what I can do with the sculk spreading and strange vein placement. By the way, are there any new Warden bugs?
no, actually! i just released a third snapshot last night and so far we've only been getting reports for things like sculk itself. i think the warden's finally finished!
EDIT: or actually, could you try to optimize fireflies' ai a bit? apparently they're super laggy. also they seem to always follow the same goal when spawned near each other
I think we actually need to switch back to the Area Effect Cloud idea, ModBay posted that there were some new references to fireflies in one of the Betas, and that naming all points towards fireflies being controlled by something like an Area Effect Cloud
Also I don't really think there's a way to optimize their AI, we just need to try out the particle cloud thing
no, actually! i just released a third snapshot last night and so far we've only been getting reports for things like sculk itself. i think the warden's finally finished!
Should I intentionally break something with the Warden so I can fix a warden bug instead
i mean if you're desperate for something to work on, you could set up the animation calls for frogs
EDIT: or actually, could you try to optimize fireflies' ai a bit? apparently they're super laggy. also they seem to always follow the same goal when spawned near each other
bruh I just opened up my testing world and i just see "you died" with a Warden sniffing in the distance
top 10 most relatable quotes of the century
Not for anyone on Bedrock though (unless you're on a server on Switch)
yeah true. unless you're trying to navigate the ui. then you'll be crying.
also they seem to always follow the same goal when spawned near each other
I have no frickin idea why this happens, it's just one of those strange Minecraft things I guess
ModBay posted that there were some new references to fireflies in one of the Betas, and that naming all points towards fireflies being controlled by something like an Area Effect Cloud
the naming is actually for rtx; specular, diffuse filter, and diffuse are all PBR terms (and they probably are there since fireflies use a different renderer which requires those to be set up)
the naming is actually for rtx; specular, diffuse filter, and diffuse are all PBR terms
oh. I didn't notice that. Probably because I didn't know. And probably because I don't care much about RTX. Despite having an RTX graphics card. I just use it for the performance. I like playing Minecraft with over 4 fps.
I just use it for the performance. I like playing Minecraft with over 4 fps.
top 10 most relatable quotes of the century
top 10 most relatable quotes of the century
Not for anyone on Bedrock though (unless you're on a server on Switch)
yeah true. unless you're trying to navigate the ui. then you'll be crying.
don't even get me started on that
I love the Marketplace to randomly try out free maps and i can't even see the name of the map
Then I have to try on my phone, but Apple has no idea what "good screen size" means and it becomes a pain either way
bruh I just opened up my testing world and i just see "you died" with a Warden sniffing in the distance
OH, actually, i do have something that you could potentially do whenever you can-- could you set up the calls for an attack animation? theoretically it should be as simple as setting the animation to be equal to a variable that just gets added to the idle animation
OH, actually, i do have something that you could potentially do whenever you can-- could you set up the calls for an attack animation? theoretically it should be as simple as setting the animation to be equal to a variable that just gets added to the idle animation
i'm kinda lost here, would I just do the usual sendEntityStatus() followed by setting up the typical animationProgress stuff, or does it need something different?
but Apple has no idea what "good screen size" means and it becomes a pain either way
it's also a pain that minecraft only lets you set a fixed aspect ratio for the screen safe area. i REALLY hope they end up adding the ability to adjust your vertical and horizontal screen safe area and also position it. the funny thing is that these DO exist already, they just don't have any way to configure them in game for whatever reason
OH, actually, i do have something that you could potentially do whenever you can-- could you set up the calls for an attack animation? theoretically it should be as simple as setting the animation to be equal to a variable that just gets added to the idle animation
i'm kinda lost here, would I just do the usual sendEntityStatus() followed by setting up the typical animationProgress stuff, or does it need something different?
yep, same stuff. you don't need to worry about the second part, that's all for me to do
I've been looking at the SculkGrower code for an hour and can't find a SINGLE place where veins would be allowed to grow on top of Sculk. Why is it happening?
@BluePhoenixLOL @MerpisMe I found the cause of the issue: The references to the Sculk Jaw broke the tags. I'll have to delete it, but in TWMPLUS you can copy the same folder structure. I'll go do it for you guys since it's probably confusing.