
Altar is Full Until Removed and Replaced
RobertHDPotatoes opened this issue ยท 6 comments
The Altar's inventory size is limited by the largest amount of reagents you have in any singular script, so if you have an old altar already placed in a world with a maximum inventory size of 4, and you make a new script with lets say 6 reagents, when you go to use the old altar it will say "Altar is full." at 4 items in the altar.
Not sure if this is fixable/worth fixing, it is a minor bug but it really confused me for a while when I was working on my pack.
The altar inventory is serialized to world, and I guess that includes the size of the inventory at the time. Breaking and placing a new altar should fix, can also maybe add a check to resize the inventory if it is not correct after loading from world
I'm gonna close this because it's a really minor issue that only affects devs and the solution is as you said. Hopefully if anyone else encounters this issue they find this solution.
Sorry for the delay, sometimes I forget that it's not a pain in the ass to update recent mods like it is for 1.12 and 1.7.10 ones
Should be fixed in newest build but I didn't test...
https://www.curseforge.com/minecraft/mc-mods/zen-summoning/files/3604826
No problem, thanks for the update! Also is it possible to revisit issue #15 ? I'd love to see the option for custom sounds
Done :)
Will update the zen documentation page soon
My test script
import mods.zensummoning.SummoningDirector;
import mods.zensummoning.SummoningAttempt;
import mods.zensummoning.SummoningInfo;
import mods.zensummoning.MobInfo;
SummoningDirector.addSummonInfo(
SummoningInfo.create()
.setCatalyst(<item:minecraft:stick>)
.setReagents([<item:minecraft:stone>, <item:minecraft:egg>*12])
.setSound("block.chest.open")
.addMob(MobInfo.create()
.setMob(<entityType:minecraft:cow>)
.setCount(4)
.setOffset(0,4,0)
.setSpread(3,3,3)
.setData({"Health": 200, "Attributes":[{"Name":"generic.maxHealth","Base":200}]})
)
.setMutator((attempt as SummoningAttempt) => {
if (attempt.world.raining) {
attempt.success = false;
attempt.message = "Can't summon this in the rain!";
} else {
attempt.message = "Woohoo!";
}
})
);