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Shapeshifting mod and morphing API for Minecraft

Home Page: https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/2656333-asanetargoss-miscellaneous-mods-changeling-and

License: Other

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changeling's Issues

Issue #37 is still present in v1.2.5

Hey,

as stated in the headline the issue from #37 is still present with the updated version.
If you still cant reproduce this issue yourself i may somehow give you the custom-modpack it occurs in if you ask for it.

Greetings
Speecker

Bat or Morph Atrifacts

We have been struggling with specifically Bat(mob) artifacts spawning in our world. This Only begins once you have acquired the bat morph by killing a bat. The artifact is a Bat but it sits in one place until you walk past. Then it attaches to you head and kills you. When attached to your head you cannot interact with any objects or Environment and you cannot kill the bat. The only way we have found to clean up the server or local game is to create a 2 block cutout, attach the bat, run into the 2 block high spot and exit the world. When you re-enter the world the bat does not seem to be able to spawn because the space above your head is blocked. This is what we have been doing the past year to keep the mod in in our mod pack but would like to find out if it is a fixable issue? Thanks for all the time and energy you put into the mod and I hope this is helpful.

/tp and /teleport don't work on Shulker morphs

Minecraft 1.12.2
Forge 14.23.5.2854
DominionLib 1.0.4
Changeling 1.2

When you are morphed as a Shulker, you are unable to teleport, even when forced using commands (/tp, /teleport) or external programs. This is because those commands currently only update your actual position, and not your fixed position, causing you to teleport back one tick later.

Workaround: Demorph before teleporting.

Solution: /tp and /teleport on a Shulker morph should update your fixed location in addition to your actual position, but still aligning with the block grid.

Snow Golem morphs can survive in water and in hot biomes

Minecraft 1.12.2
Forge 14.23.5.2854
DominionLib 1.0.4
Changeling 1.2

In vanilla Minecraft, Snow Golems burn (take fire damage) in the Nether or in deserts, mesas, savannas, or other hot biomes. Snow Golems also take damage when in water. Neither of these apply for Snow Golem morphs, who can survive just fine in water or in the Nether.

To fix the water bug, it's as simple as adding water_allergy to the default list of abilities for the Snow Golem morph. However a new ability desert_allergy (or similar) would need to be created and added that makes Snow Golem morphs (and other morphs with this ability) take fire damage when in hot biomes (biome temp > 1.0).

Newly acquired morphs not visible in Survival morph menu

Hello!
I am using:
-Changeling 1.2.23 for 1.12.2
-DominionLib 2.1
-Forge 1.12.2-14.23.5.2847

Basically, despite acquiring morphs (they show up as acquired in the entity selector, i get the little "Acquired!" pop up, ect), they stop showing up in the survival morph menu after I've acquired a little number of them (around 18), rendering them effectively unusable without shifting to creative mode every time.

It is very possible that this is caused by me being stupid and I apologize in advance-
Thank and have a nice day!

Incompatibility with modularmovements mod

When changeling is installed alongside modularmovements, crouching results in visual "vibration" as if the mods are fighting one another for control over the camera. Crouching itself properly modifies the player's hitbox etc. correctly it's just a visual glitch. This issue does not appear to be version specific ie all tested mod version combinations had the glitch

Some mobs appear too large in morph menu

I do see that health from modded mobs apply when morphing, but what I notice is that flight isn't applying when morphing into a modded mob. I think modded mob flight support should be added like in iChun's Morph 1.7.10 mod that supported modded mob flight. Also add a downsizer for mobs that are too big in the morph menus because it's a problem 😅 Screenshot (257)

Crash w/ Tektopia

Minecraft v1.12.2
Forge v14.23.5.2838
Changeling v1.1.8
Tektopia v1.1.0

I received this crash after killing a villager from Tektopia. This crash also occurs when picking up the morph from the entity.
Crash Report

Do you have helpers?

Do you have anybody help you with this mod, so that changes can come sooner? Also, is damage dealing adjustable for morphs?

[Suggestion] New abilities for Wither: Shoot wither skulls and Life Steal

In vanilla Minecraft, Withers can shoot wither skulls. I would like it if that was an action that applied to Wither morphs. Basically, by being morphed as a Wither, you can shoot Wither Skulls by pressing your action key, the type of which is determined by whether you are holding Ctrl (blue) or not holding Ctrl (black).

Additionally, it would be nice if Wither morphs healed 5 HP for every living mob kill they made, since that is also vanilla behavior for Withers.

Note: Neither of the above ideas are currently implemented.

"Dragon mounts 2" dragons not respecting breed

https://www.curseforge.com/minecraft/mc-mods/dm2

Morphing into a dragon from the dragon mounts 2 mod doesn't respect it's breed. Say, I want to become an Aether breed dragon. the nbt tag for this is {Breed:aether}. It doesn't matter whether I kill an aether breed dragon, or use the creative menu to adjust the tags, or use the morph command in a command block; the breed will always be the default breed (which in this case, is the ender breed, {Breed:end}).

Bug contrôle du joueur en morph

A chaque fois que je me transforme en un mobs de 1 bloc de haut et moins (comme l'araignée et d'autre mobs de mod ) j'ai le personnage qui avance tous seul et très vite donc cela deviens embêtant pour jouer

Suggestion about Morph.json

I recently made a morphs.json config for the modpack I am developing. I was wondering, with all the mobs I configured from different mods, maybe you can take the config and implement it into the mod so other people do not have to. If you are wondering what mods I worked on, I worked on...
Animania
Better Animals Plus
The Aether
Aether II
Ice and Fire
Mo Creatures
Mowziemobs
Futuremc
Vampirism
Tinker Construct
Gravestone mod - extended
Howling moon

If you don't want to implement it, may I upload the file I made to curse forge so other people can download it when they use your mod?

Undead morphs aren't healed by Instant Damage and vice versa.

Minecraft 1.12.2
Forge 14.23.5.2854
DominionLib 1.0.4
Changeling 1.2

Expected behavior: When morphed as an undead, Instant Health damages you and Instant Damage heals you, similar to actual undead.

Actual behavior: When morphed as an undead, Instant Health heals you and Instant Damage damages you, unlike actual undead.

Enderman Bugs

The enderman makes a "player hurt" noise when they touch water or lava.

Also, it doesn't show me holding items with both of my hands.

Am I able to configure this myself?

(On a side note: which servers can I play this mod on? I would prefer playing with people than by myself.)

Incompatibility/Jankiness with Vertically Stacked Dimensions

Vertically Stacked Dimensions: https://www.curseforge.com/minecraft/mc-mods/vertically-stacked-dimensions

Attempting to ascend from a lower dimension while using a morph with a significantly lower view height than the player often results in the player being immediately teleported back into the lower dimension. A player with a one-block height (morphed into a silverfish, parrot, etc) will also teleport when standing on the lower of the two layers of purple bedrock/portal blocks, so I assume what is happening is that the player is being placed on a lower bedrock/portal block and instantly teleporting back to the lower dimension.

I assume this is a result of either how Changeling achieves its lowered player view height, or a result of Vertically Stacked Dimensions using the position of the player's view height (rather than their feet) to decide if they are low enough in the world to teleport to the lower dimension. I reported this on Vertically Stacked Dimensions' issue tracker as well.

[Suggestion] Lightning affects morphed players

In vanilla Minecraft, some mobs turn into others when struck by lightning. I would like if there was an option that if turned on, would make lightning affect morphed players just like it affects normal mobs.

By default, Pig morphs remorph into Zombie Pigman, Villager morphs remorph into Witches, and Creeper morphs become charged, though this can be changed in the config files.

Note that currently none of this is implemented.

Drowning immunity ability

Drowning immunity ability? Iron Golems do not drown yet the morph does due to there not being an ability like this. Water breath kills you on land so that's not really an option for the Golem.

[1.12.2] Ice and Fire dragon internal server error kick

Whenever I try to morph into either a fire or ice dragon from Ice and Fire, I get kicked from my server with an internal server error. The server spits out this error:

[22:47:19] [Server thread/ERROR] [FML]: Exception caught during firing event net.minecraftforge.event.entity.PlaySoundAtEntityEvent@514f6196: java.lang.NoClassDefFoundError: net/minecraft/client/renderer/culling/ICamera at java.lang.Class.getDeclaredMethods0(Native Method) ~[?:1.8.0_242] at java.lang.Class.privateGetDeclaredMethods(Class.java:2701) ~[?:1.8.0_242] at java.lang.Class.getDeclaredMethods(Class.java:1975) ~[?:1.8.0_242] at mchorse.metamorph.util.InvokeUtil.getPrivateMethod(InvokeUtil.java:21) ~[InvokeUtil.class:?] at mchorse.metamorph.api.morphs.EntityMorph.playStepSound(EntityMorph.java:843) ~[EntityMorph.class:?] at mchorse.metamorph.entity.SoundHandler.onPlaySound(SoundHandler.java:127) ~[SoundHandler.class:?] at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_1848_SoundHandler_onPlaySound_PlaySoundAtEntityEvent.invoke(.dynamic) ~[?:?] at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) ~[ASMEventHandler.class:?] at net.minecraftforge.fml.common.eventhandler.EventBus.forgeBridge$post(EventBus.java:753) [EventBus.class:?] at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:703) [EventBus.class:?] at net.minecraftforge.event.ForgeEventFactory.onPlaySoundAtEntity(ForgeEventFactory.java:498) [ForgeEventFactory.class:?] at net.minecraft.world.World.func_184148_a(World.java:1121) [amu.class:?] at net.minecraft.entity.player.EntityPlayer.redirect$zgl000$spongePlaySound(EntityPlayer.java:43938) [aed.class:?] at net.minecraft.entity.player.EntityPlayer.func_184185_a(EntityPlayer.java:403) [aed.class:?] at net.minecraft.entity.Entity.func_180429_a(Entity.java:1079) [vg.class:?] at net.minecraft.entity.Entity.func_70091_d(Entity.java:953) [vg.class:?] at net.minecraft.entity.EntityLivingBase.func_191986_a(EntityLivingBase.java:1958) [vp.class:?] at net.minecraft.entity.player.EntityPlayer.func_191986_a(EntityPlayer.java:1827) [aed.class:?] at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:2393) [vp.class:?] at net.minecraft.entity.player.EntityPlayer.func_70636_d(EntityPlayer.java:513) [aed.class:?] at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2179) [vp.class:?] at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:234) [aed.class:?] at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:382) [oq.class:?] at net.minecraft.network.NetHandlerPlayServer.redirect$zii000$impl$onPlayerTick(NetHandlerPlayServer.java:2504) [pa.class:?] at net.minecraft.network.NetHandlerPlayServer.func_73660_a(NetHandlerPlayServer.java:173) [pa.class:?] at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.func_73660_a(NetworkDispatcher.java:209) [NetworkDispatcher$1.class:?] at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:285) [gw.class:?] at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:180) [oz.class:?] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:790) [MinecraftServer.class:?] at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:397) [nz.class:?] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) [MinecraftServer.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) [MinecraftServer.class:?] at java.lang.Thread.run(Thread.java:748) [?:1.8.0_242] Caused by: java.lang.ClassNotFoundException: net.minecraft.client.renderer.culling.ICamera at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101) ~[launchwrapper-1.12.jar:?] at java.lang.ClassLoader.loadClass(ClassLoader.java:419) ~[?:1.8.0_242] at java.lang.ClassLoader.loadClass(ClassLoader.java:352) ~[?:1.8.0_242] ... 33 more [22:47:19] [Server thread/ERROR] [FML]: Index: 1 Listeners: [22:47:19] [Server thread/ERROR] [FML]: 0: NORMAL [22:47:19] [Server thread/ERROR] [FML]: 1: ASM: mchorse.metamorph.entity.SoundHandler@31985c4d onPlaySound(Lnet/minecraftforge/event/entity/PlaySoundAtEntityEvent;)V

From what I can tell, it has something to do with playing sounds. The crash usually happens when I'm in the air/when I jump. I've tried changing the config to both turn on idle mob sounds and turn them off, but neither fixes the kicks.

1.12.2 Floating when morphing

Hey, my game makes me move into a special direction, everytime i moprh.
Since its not a crash im not certainly sure what kind of informations u need, since theres no crashlog whatsoever.
Just let me know and ill provide you with everything.

Crash/Kick with Slime Blocks and Iron Golem morph (caused by exponential gravity)

See mchorse#206 (reposted here because of same root cause)

When you are morphed as an Iron Golem, some weird things happen in regards to gravity and motion:

  1. If you start bouncing on a Slime Block from high enough (about 20 blocks), you will bounce exponentially higher with each subsequent bounce. This reaches a point where you will lag very severely at the end of each bounce (as in several seconds per frame) and eventually crash and/or kick.

  2. To fall from 10,000 blocks only takes twice as long as to fall from 100 blocks for you, compared to 10x longer for others. To fall from 100 million blocks only takes four times as long as to fall from just 100 blocks, compared to 1000x longer for others. This does not make sense at all.

Both of those things are caused by the following code below, which, multiplies the motion instead of adding to it every tick. There are a few possible solutions to this:

  1. Regular gravity, but fluids like water don't slow you down vertically as much.
  2. Have the exponential growth taper off the closer you get to a set terminal velocity.
  3. Regular gravity, but stronger than normal, with the jump strength increased to compensate.

if (target.motionY > 0)
{
target.motionY *= 0.9;
}
else
{
target.motionX *= 0.5;
target.motionZ *= 0.5;
target.motionY *= 1.3;

[Request] option to toggle off console spam upon morphing etc

Currently there does not appear to be a way to turn off messages like "player has successfully morphed!" that are displayed in the chat. Ideally, pack makers would be able to toggle this on or off without using an external mod to do so. i.e. for better immersion

Chance of health loss and/or "fake death" when switching between morphs with zero max health

If you encounter this bug yourself, any information about what you were doing when the bug occurred, as well as the mods used, would be greatly appreciated. This bug has been encountered on a slightly customized version 0.6.1 of the Hardcore Alchemy modpack. The bug most likely requires Tough As Nails to be installed, but it's also possible a different mod could have caused it.

When I morphed from human into a chicken, then morphed into a sheep, and waited a few minutes, I took damage (as if I had died, but not really). Upon logging out and logging back in to the world, and later demorphing, my player's current health was very low.

Tough As Nails must be installed, or possibly another mod reducing the player's max health, such that your max health is greater than zero when you are human, and effectively zero when morphed. In the case of Tough as Nails, changing the world difficulty to hard decreases the player's max health the most, which may be necessary to achieve the effectively zero health needed to experience this bug. It is also possible that this bug may occur even when the player's max health is greater than zero at all times, but there have been no reported cases of that.

Suggetion for Changeling mod

I love Metamorph, but as i saw their is a gameplay oriented project i was really happy.

I have just one suggestion for this amazing idea.

A Morphbook (or electronic device, but i would love a book :)) to make it really survival. You need the book in the inventory, or you have to unlock the ability to morph, also you can decide yourself you wanna be a shapeshifter. The GUI could be more compacter. Maybe in in book pages. Per morph a page? The book should be upgradable and the result should be cooldownreduction. Cooldownreduction should be configurable for modpacker.

I hope you gonna continue with this nice work. I think this have very much potential and is a nice idea.

NoClassDefFoundError when morphing into pig

https://www.curseforge.com/minecraft/mc-mods/changeling?comment=34

Occurring on 1.12. Player says it occurred when morphing into a pig with Animania installed. Player most likely meant a pig mob variant from the Animania mod.

WARNING: coremods are present:
  Inventory Tweaks Coremod (InventoryTweaks-1.63.jar)
  Quark Plugin (Quark-r1.6-177.jar)
  SecretRoomsMod-Core (secretroomsmod-1.12.2-5.6.4.jar)
  CXLibraryCore (cxlibrary-1.12.1-1.6.1.jar)
  ObfuscatePlugin (obfuscate-0.2.6-1.12.2.jar)
  McLib core mod (mclib-1.0.3-1.12.2.jar)
  CTMCorePlugin (CTM-MC1.12.2-0.3.3.22.jar)
Contact their authors BEFORE contacting forge
 
// My bad.
 
Time: 10/12/19 9:14 AM
Description: Ticking entity
 
java.lang.NoClassDefFoundError: mcjty/theoneprobe/api/ProbeMode
    at java.lang.Class.getDeclaredMethods0(Native Method)
    at java.lang.Class.privateGetDeclaredMethods(Class.java:2701)
    at java.lang.Class.getDeclaredMethods(Class.java:1975)
    at mchorse.metamorph.util.InvokeUtil.getPrivateMethod(InvokeUtil.java:21)
    at mchorse.metamorph.api.morphs.EntityMorph.playStepSound(EntityMorph.java:839)
    at mchorse.metamorph.entity.SoundHandler.onPlaySound(SoundHandler.java:117)
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_543_SoundHandler_onPlaySound_PlaySoundAtEntityEvent.invoke(.dynamic)
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
    at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:182)
    at net.minecraftforge.event.ForgeEventFactory.onPlaySoundAtEntity(ForgeEventFactory.java:498)
    at net.minecraft.client.entity.EntityPlayerSP.func_184185_a(EntityPlayerSP.java:581)

[Suggestion] New ability for Zombie Villager: Can be cured

In vanilla Minecraft, Zombie Villagers can be cured. I would like it if that was an ability that applied to Zombie Villager morphs. Basically, by eating a golden apple while under the Weakness effect, you get the Strength effect for 2-5 minutes, after which you morph into a normal Villager.

"mob" attack and some health thingy

What does the mob attack do? I always assumed it was the the unarmed damage that a mob could do. Like an iron golem being able to punch way harder than a normal player could. It seems like the Iron Golem is the only mob that is able to hit as hard as they normally would, every other mob/morph hits like a normal player. Anyway to fix this? Also, having the default health of a mob already set would be nice, instead of always having it to 20.

Suggestions (Vanilla Minecraft)

These are things I have seen in Vanilla Minecraft that I think could be added to the game for authenticity.

  • Minecraft released something called spectator mode, could you add an option that allows us to see what the mob sees? For example, Mob Vision: On/Off

  • Remove Endermen being mad at you staring at them?

  • Make Endermen as strong as they are in game? Like how you added Iron Golem's strength?

  • Add projectile dodge for Endermen? Not teleporting them somewhere else, but disappear/reappear like they do in Vanilla to dodge.

  • Make Iron and Snow Golems attack you as a monster (except creepers)?

  • Add fear from villagers when you're any type of zombie?

  • Add Endermen stealing blocks?

  • Can you make creepers not attack you as an Iron Golem and Snow Golem?

  • Add Guardian death ray

  • Let Shulkers open/close boxes and teleport

  • If you can, allow creepers to charge up before exploding rather than just exploding right away.

  • Allow skeletons to ride spiders

  • Add charged creepers

  • Animated skeleton shooting

  • Wither flying and shooting heads.

  • Evoker powers

  • Maybe you could add different ability keys. Like Ability 1: V, Ability 2: X. Enderman can have teleportation as ability 1 and stealing as ability 2.

  • Maybe update the version with more mobs?

I understand if this is too much, but it would be nice to see this since it would stay true to the mobs of Vanilla Minecraft. I hardly know anything about programming, but if there is something you need help with like typing out code, I wouldn't mind assisting.

Silverfish Ability Destroys Block

Minecraft 1.12.2
forge-14.23.5.2847
changeling-1.2_golem-1.12.2.jar

When you use the silverfish ability to become a block you replace the block such that when you return to the state of being a player the block is just gone. This is a little annoying for things like dirt and grass blocks, but for tile entities like chests you lose all the items in the chest.

suggestion

Simple certain creatures can eat things that the player can't, would make usage
vex should fly.
illagers(Vindicator,evokers) passive to eachother.
wolfs should protect you if youre morphed as a wolf.
Being a creeper around a cat will cause you to loose control and run away.
jockey, (chicken jockey, Spider jockey, horse Jockey).
Cats, enderman, Etc should get nightvision

[Suggestion] New action for (Elder) Guardian: Laser

In vanilla Minecraft, Guardians (and Elder Guardians) can shoot lasers. I would like it if that was an action that applied to Guardian and Elder Guardian morphs. Basically, by being morphed as a Guardian or Elder Guardian, you can shoot a laser by pressing the action key. Note that just like a regular Guardian, you have to charge up the laser by holding the action key and remaining fixated on the target for several seconds before it will deal damage on your behalf.

Game Breaking

Combining Changeling with Tropicraft, Causes constant buffer overflows, crashing and makes some morphs walk infinitely in one direction. I am pretty sure that the walking in one direction is caused by the mobs AI being active when morphed.

Oxygen bar visually screwing up in multiplayer

Hi !

I'm using changeling on a 1.12.2 server, it works pretty fine but there's a bug with the air-bubble gauge when you morph into a squid (i guess this extends to all water breathing mobs ?) : once you've used said morph, the gauge is not actualized any more when in player form, hence making you unable to know how much air you've got left (but you can still drown even if it looks like you're breathing under water !).

I've tried reproducing this in different configurations, and it seems this only happens when playing on a server.

How to reproduce (connected to a dedicated server) :

  • be a player
  • morph into a mob that has ability to breathe under water
  • take a dip
  • morph back into a player
  • looks like you're not drowning... just wait
  • there you go !
  • O² bar screwed up

Screenshot link (out of water, oxygen bar stuck, not replenishing) : https://i.imgur.com/K1F48d7.png

Small Suggestions

Just random things I thought of while messing about in creative. Listed in approximate order of how useful I think they are.

  • Option for the player nametag to render even when morphed.

  • Morph flight speed configurable separate from walk speed.

  • Hovering in the air draining the player's hunger, like sprinting. (I assume actual horizontal flying already does this, since it's basically walking/sprinting?)

  • An option for a morph to only display its arm when performing a block interaction animation, with the arm ducking out of view at other times. This would be useful for quadrupedal mobs like cats that use all their limbs when walking/standing, but could still feasibly use a limb for stuff.

  • Perhaps the option for flying/hovering to drain the player's hunger faster than sprinting, or at a configurable rate per morph - this would help balancing against expensive late-game flight options, and also allow for some morphs' flight to be "better" than others (ex. a ghast has more flight stamina than a parrot)

  • The option for a morph to be unable to hover - so if the user isn't pressing WASD, they begin to sink. This would provide more ''''''realistic''''''', less creative-feeling flight for larger flying mobs which you wouldn't expect to be able to hover in one place. Instead of hovering, the player would have to circle to remain airborn, like a large bird, and also take off at an angle (almost like a short run-up) due to the arrow key pressing requirement, rather than just ascending vertically.

  • The above, but holding space still allows you to ascend without holding arrow keys (so you can 'hover' manually.)

  • Separately-configurable ascent-speed per morph, for use in combination with the above.

  • Morphs with 'sit' poses (cats, parrots, wolves) assuming their sitting pose when riding another entity.

And this one is kind of in a separate category, so:

  • The ability to use player-specific textures for morphs. Ex: you add your customized spider texture to a folder, so whenever you morph into a spider you get that texture instead of the normal spider texture (a replacement of the default, not an additional option.) In multiplayer this would only be visible to you, of course, unless you shared the texture with friends. I imagine the player-specificity would be done through something like adding _(player's username) to the end of the texture name.

Extremely bizarre glitch

When I morph into seemingly any mob that can fly, I immediately get launched northwest, and can't move any other direction. Collision with blocks also becomes extremely jittery. Other mobs don't seem to break things.

Mod Ver: 1.2.5.changeling.2-1.12.2

Mobs tested: Frikinzi's Fauna Golden Eagle (which is invisible, FWIW), Ice and Fire Hippogryph.

Ender Dragon morphs destroy blocks far away from themselves.

Minecraft 1.12.2
Forge 14.23.5.2854
DominionLib 1.0.4
Changeling 1.2

Actual behavior: When you are morphed as an Ender Dragon, blocks around you are destroyed, both near you and very far away. The blocks destroyed aren't counted as harvested or mined by the player.

Expected behavior: When you are morphed as an Ender Dragon, either no blocks are destroyed or blocks that are within your hitbox are destroyed, just like regular Ender Dragons. No blocks are destroyed that are very far away from you.

Bonus: In addition, blocks that are automatically destroyed while you are an Ender Dragon are broken if they were mined by you. This includes correct tool handling, hunger loss, statistics, and actually dropping the item (or putting it directly in your inventory).

Inconsistency with Snow Golem morphs and their snowball throw

Minecraft 1.12.2
Forge 14.23.5.2854
DominionLib 1.0.4
Changeling 1.2

There is an inconsistency with Snow Golem morphs and their snowball throw. Basically, the snow golem morph's snowball throw has about twice the power compared to a normal player. Additionally, the snow golem morph's snowball throw does not use up the snowballs in your inventory, whereas right-clicking a snowball to throw it does consume the snowball.

To fix the throwing power, either a) the snow golem morph's snowball throw should be reduced in power to match with a normal player or b) when the morphed player uses (right clicks) a snowball to throw it, the throwing power should be increased to match.

To fix the resource usage, either a) the snow golem morph's snowball throw should consume snowballs in your inventory if you have any or b) when the morphed player uses (rights) a snowball to throw it, the snowball should not be consumed.

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