1.21.5 SCUBA Gear rework#1137
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- updated helmet texture
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@EpyonProjects Test needs to be fixed |
BPR02
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Most stuff looks good. I left a comment about using scores instead of tags to track the buoyancy type since nbt checks are necessary to check tags in a predicate/enchantment, but it's probably not that big of a performance difference.
There's also an inapplicable test left which needs to be removed.
gm4_scuba_gear/data/gm4_scuba_gear/function/check_recipes.mcfunction
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gm4_scuba_gear/data/gm4_scuba_gear/function/check_recipes.mcfunction
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gm4_scuba_gear/data/gm4_scuba_gear/test/use_helmet_and_tank.mcfunction_
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- I should be asleep - Addressed all of the concerns Beeps had - Should have checked again at literally any point because this really was not much
- Before putting it onto public server
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EpyonProjects#6 is a PR that adds custom assets to the armor models (i.e. shown on the player model). It however, requires a resource pack to work. This is to be discussed during next meeting. |
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I did more in-game testing and realized the flippers were changed at some point from the last staff group play test. It seems they are now essentially Depth Strider III boots that make you slow on land. I believe initially the +1 Water Movement Efficiency (aka depth strider III) was to combine with an increase of actual movement speed while swimming (i.e. swap negative movement speed while on land to positive movement speed while swimming). |
BPR02
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As noted in my last comment, the flippers do not give a speed boost while swimming.
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Additionally, the +20% vertical speed from wetsuit is not working either. From testing, holding either sneak or space, the gravity attribute on the wetsuit item gets set to -1.2d. Tested with this command in a repeating command block: /tellraw @p {nbt:'equipment.legs.components."minecraft:attribute_modifiers"[{"type":"minecraft:gravity"}].amount',entity:"@p"} |
This will make all items appear as missing textures. It's possible to make them look like leather armor without the RP, but making the item sprites missing textures should "force" the RP to be required. This is important because without the RP the armor is invisible, so we should highly discourage that by making the item textures missing without the RP. I.e. make it basically unplayable without the RP so people don't get invisible armor
Add custom armor assets (RP required)
| { | ||
| "function": "minecraft:set_name", | ||
| "name": { | ||
| "translate": "item.gm4.flippers_of_ostara", |
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Make sure to remove this translation text from the boots of ostara translations file, since its not used anymore
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@EpyonProjects Any progress on this? Apart from runcows' translation text comment, are there any issues left that need to be fixed? |
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Converted to draft. Planned to be merged into the 26.1 update/dev branch once it is created. |
BPR02
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I'm not sure the upwards gravity with the wetsuit is actually doing anything, but the attribute seems to be working correctly now. Can confirm the flippers properly speed up the player while swimming.
| "replace": false, | ||
| "values": [ | ||
| "gm4_scuba_gear:wetsuit", | ||
| "gm4_scuba_gear:flippers" |
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These values should be optional, because enchantments only reload when restarting the server, so it's possible that running a /reload could break the vanilla curse enchantment tag.
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Since this module now requires a resource pack, is this player head still used?
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| credits: | |||
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This file should add a warning in the notes list that (1) it requires the resource pack, and (2) requires a server/world restart after adding the data pack.
Ideally we will be able to detect these two things as environment checks in the future.
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Why were these loot tables moved from items to item? All our other modules use items, and it's also more consistent with vanilla's blocks and chests.
Main discussion and info source located on Discord in the forum post
tl;dr:
The wetsuit allows you to float in water, or assist with swimming up- or downwards. This enchant has a tick clock, making this rework the first introduction of GM4 enchants and the first case of an enchant clock. The enchantment is displayed using lore because it uses multiple lines and displays the attributes manually.