GithubHelp home page GithubHelp logo

gigaherz / eyesinthedarkness Goto Github PK

View Code? Open in Web Editor NEW
4.0 4.0 7.0 20.96 MB

A small spooky mod for the MMD SPookyJam 2018

Home Page: https://www.curseforge.com/minecraft/mc-mods/eyes-in-the-darkness

License: BSD 3-Clause "New" or "Revised" License

Java 100.00%

eyesinthedarkness's People

Stargazers

 avatar  avatar  avatar

Watchers

 avatar  avatar  avatar

eyesinthedarkness's Issues

Adding a config option on the stalking speed

Love the mod so far! However, when testing, they seem to creep a bit too slowly to be effective on the jump scare part. They might surprise you if you walk into them but going into f5 mode I can see it takes way to long for them to reach me even if I am standing still.

Eyes not respecting biome config

EyesInTheDarkness-1.16.5-1.0.2.jar

Hey there! In your newest update (that fixes the eyes not spawning except near 0,0), I've noticed the eyes spawn everywhere, despite having biome restrictions in place. I'm pretty sure my biome config worked in 1.0.0, and all I've added recently is a Twilight Forest biome. Here it is for reference:

BiomeRules = ["byg:basalt_barrera", "byg:bayou", "byg:cypress_swamplands", "byg:dead_sea", "byg:embur_bog", "byg:forest_fault", "byg:mangrove_marshes", "byg:pointed_stone_forest", "byg:polluted_lake", "druidcraft:darkwood_forest", "gaiadimension:goldstone_lands", "good_nights_sleep:nightmare_hills", "minecraft:small_end_islands", "twilightforest:dark_forest", "undergarden:dense_forest", "!*"]

My dimension config is the default:
DimensionRules = []

Here is my full config if it helps. (Renamed to a .txt because github.)
eyesinthedarkness-server.txt

If I goofed something up, or you want me to try anything, just let me know! Thanks.

[Suggestion] Eye Emissives

From what I can tell currently, the eyes are sometimes extremely hard to see, especially if you're using other visual overhauls (e.g. shaders). Making it so the eyes themselves have a bit of an emissive effect could help with pointing them out. Plus it fits with the idea of "glowing eyes in the dark".

Skipping entity with id

After removing the mod, I get the message Skipping Entity with id eyesinthedarkness:eyes in my server log.

From what I understand this appears to be an error with how the entity was registered/unregistered.

Eyes are not spawning

Hello the eyes mob seem to not be spawning naturally they only spawn with the summon command or spawn egg and I don't know why

Shader compat

For some reason the eyes are VERY difficult to find with complementary reimagined shaders, they dont glow like every other mob´s eyes

glowing eyes
eyes

No idea how to get the blacklist to work.

As the title says for a 1.12.2 modded session.

Enter the biome ID's for all the end biomes to try to exclude them given the insane amount of eyes that spawn in the dimension over enderman when you have Ender IO to work with. Tried both biome names and numbers with no success.

[1.16.3] Modded biomes not generating with EITD enabled

EyesInTheDarkness-1.16.3-0.5.0.jar
Forge: 34.1.0
Relevant mods: Biomes O' Plenty 1.16.3-12.0.0.399, Biomes You Go 1.0.7 MCV: 1.16.3

Hi there!

I've uncovered a seemingly odd interaction between your mod and a couple biome mods, where their biomes will not generate when EITD is enabled. All mods have default configs, and I tested EITD with each biome mod individually (no other mods installed). I did notice that your port to 1.16.3 occurred a couple days before this Forge update, in case it's relevant:

Build: 1.16.3-34.0.19 - Thu Sep 24 06:36:25 GMT 2020
	lex:
		Revive BiomeManager and BiomeLayer hooks.

When EITD is enabled, I get the following lines repeated hundreds of times or more when a new world is generating:
[Server thread/WARN] [net.minecraft.world.gen.layer.Layer/]: Unknown biome id:
and then:
[Worker-Main-26/WARN] [net.minecraft.world.gen.layer.Layer/]: Unknown biome id:

I also get this error repeated many times:
[Render thread/ERROR] [net.minecraft.util.registry.DynamicRegistries/]: Error loading registry data: Unknown element name: eitd_eyes missed input: {"eitd_eyes":[]}; Unknown element name: eitd_eyes missed input: {"eitd_eyes":[]}; Unknown element name: eitd_eyes missed input: {"eitd_eyes":[]}; etc. (it continues repeating on a single line a couple hundred times)

I find this mod amusing so hopefully it can be resolved. Let me know if you'd like any further info. Thanks!

Crash when "walking" into entity

Hey there,

I've stumbled upon this one when accidentally walking into an Eyes In The Darkness entity whilst in creative mode. I was wondering whether this is actually related to Eyes In The Darkness, or if this is the result of me just using too many mods and a combination causing a problem.

-- Head --
Thread: Render thread
Stacktrace:
at me.swirtzly.regen.handlers.CommonEvents.lambda$onLivingHurt$1(CommonEvents.java:101) ~[?:1.0.6] {re:classloading}
at me.swirtzly.regen.handlers.CommonEvents$$Lambda$23196/286298485.accept(Unknown Source) ~[?:?] {}
at net.minecraftforge.common.util.LazyOptional.ifPresent(LazyOptional.java:161) ~[?:?] {re:classloading}
at me.swirtzly.regen.handlers.CommonEvents.onLivingHurt(CommonEvents.java:69) ~[?:1.0.6] {re:classloading}
at net.minecraftforge.eventbus.ASMEventHandler_70_CommonEvents_onLivingHurt_LivingHurtEvent.invoke(.dynamic) ~[?:?] {}
at net.minecraftforge.eventbus.ASMEventHandler.invoke(ASMEventHandler.java:85) ~[eventbus-3.0.5-service.jar:?] {}
at net.minecraftforge.eventbus.EventBus.post(EventBus.java:297) ~[eventbus-3.0.5-service.jar:?] {}
at net.minecraftforge.common.ForgeHooks.onLivingHurt(ForgeHooks.java:338) ~[?:?] {re:classloading}
at net.minecraft.entity.LivingEntity.func_70665_d(LivingEntity.java:1472) ~[?:?] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,xf:fml:apotheosis:apothshieldblock,xf:fml:apotheosis:apothpotiondmg,pl:mixin:APP:pmmo.mixins.json:LivingEntityChangeRespirationMixin,pl:mixin:APP:kubejs.mixins.json:LivingEntityMixin,pl:mixin:APP:assets/shetiphiancore/shetiphiancore.mixins.json:MixinLivingEntity,pl:mixin:APP:assets/botania/botania.mixins.json:AccessorLivingEntity,pl:mixin:A}
at gigaherz.eyes.entity.EyesEntity.disappear(EyesEntity.java:255) ~[?:0.7.0] {re:classloading}
at gigaherz.eyes.entity.EyesEntity.func_82167_n(EyesEntity.java:248) ~[?:0.7.0] {re:classloading}
at net.minecraft.entity.LivingEntity.func_85033_bc(LivingEntity.java:2518) ~[?:?] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,xf:fml:apotheosis:apothshieldblock,xf:fml:apotheosis:apothpotiondmg,pl:mixin:APP:pmmo.mixins.json:LivingEntityChangeRespirationMixin,pl:mixin:APP:kubejs.mixins.json:LivingEntityMixin,pl:mixin:APP:assets/shetiphiancore/shetiphiancore.mixins.json:MixinLivingEntity,pl:mixin:APP:assets/botania/botania.mixins.json:AccessorLivingEntity,pl:mixin:A}
at gigaherz.eyes.entity.EyesEntity.func_85033_bc(EyesEntity.java:265) ~[?:0.7.0] {re:classloading}
at net.minecraft.entity.LivingEntity.func_70636_d(LivingEntity.java:2457) ~[?:?] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,xf:fml:apotheosis:apothshieldblock,xf:fml:apotheosis:apothpotiondmg,pl:mixin:APP:pmmo.mixins.json:LivingEntityChangeRespirationMixin,pl:mixin:APP:kubejs.mixins.json:LivingEntityMixin,pl:mixin:APP:assets/shetiphiancore/shetiphiancore.mixins.json:MixinLivingEntity,pl:mixin:APP:assets/botania/botania.mixins.json:AccessorLivingEntity,pl:mixin:A}
at net.minecraft.entity.MobEntity.func_70636_d(MobEntity.java:488) ~[?:?] {re:computing_frames,pl:accesstransformer:B,re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,pl:mixin:APP:assets/botania/botania.mixins.json:AccessorMobEntity,pl:mixin:A}
at net.minecraft.entity.monster.MonsterEntity.func_70636_d(SourceFile:43) ~[?:?] {re:mixin,re:classloading}
at gigaherz.eyes.entity.EyesEntity.func_70636_d(EyesEntity.java:156) ~[?:0.7.0] {re:classloading}
at net.minecraft.entity.LivingEntity.func_70071_h_(LivingEntity.java:2158) ~[?:?] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,xf:fml:apotheosis:apothshieldblock,xf:fml:apotheosis:apothpotiondmg,pl:mixin:APP:pmmo.mixins.json:LivingEntityChangeRespirationMixin,pl:mixin:APP:kubejs.mixins.json:LivingEntityMixin,pl:mixin:APP:assets/shetiphiancore/shetiphiancore.mixins.json:MixinLivingEntity,pl:mixin:APP:assets/botania/botania.mixins.json:AccessorLivingEntity,pl:mixin:A}
at net.minecraft.entity.MobEntity.func_70071_h_(MobEntity.java:300) ~[?:?] {re:computing_frames,pl:accesstransformer:B,re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,pl:mixin:APP:assets/botania/botania.mixins.json:AccessorMobEntity,pl:mixin:A}
at net.minecraft.client.world.ClientWorld.func_217418_a(ClientWorld.java:192) ~[?:?] {re:classloading,pl:runtimedistcleaner:A,re:mixin,pl:runtimedistcleaner:A}
at net.minecraft.client.world.ClientWorld$$Lambda$23147/1155890792.accept(Unknown Source) ~[?:?] {}
-- Entity being ticked --
Details:
Entity Type: eyesinthedarkness:eyes (gigaherz.eyes.entity.EyesEntity)
Entity ID: 58640
Entity Name: entity.eyesinthedarkness.eyes
Entity's Exact location: 324.50, 68.00, 288.50
Entity's Block location: World: (324,68,288), Chunk: (at 4,4,0 in 20,18; contains blocks 320,0,288 to 335,255,303), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 0.00, -0.01, 0.00
Entity's Passengers: []
Entity's Vehicle: ERROR NullPointerException: null
Stacktrace:
at net.minecraft.world.World.func_217390_a(World.java:554) ~[?:?] {re:mixin,pl:accesstransformer:B,re:computing_frames,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,pl:mixin:APP:sereneseasons.mixins.json:MixinWorld,pl:mixin:A}
at net.minecraft.client.world.ClientWorld.func_217419_d(ClientWorld.java:161) ~[?:?] {re:classloading,pl:runtimedistcleaner:A,re:mixin,pl:runtimedistcleaner:A}

Complete crash-report: https://pastebin.com/k01CuFsk

Let me know if you need further information.
Thanks in advance.

Cheers,
Griefed

Jump scare looks odd on large resolutions

You can see the edges of the spider-looking images, behind the edges you can see your normal environment, so it's a little odd. If you want to take an easy, but not the best solution to this problem, I suggest feathering the edges of the effect, so it at least creates a nice blend between the effect and non-effect areas. For reference, I have an ultrawide monitor (3440x1440).

Eyes excessively spawning help!

In a clear install with the Forge 35.1.29 the eyes are spawning everywhere, even if you fly away in creative on the night you can see they spawning on every place you look. I tried changing overrideWeight to 5, then 2, and then 1 in config/eyesinthedarkness-common and it didnt make any changes. It still keeps spawning somewhere between 15 eyes instantly every place I go. Does note that i'm running a clear install with only this mod installed on 1.16.4 Forge version 35.1.29

I love this mod, thanks for the attention!

[Request] Fabric Port?

This would go great for a modpack in fabric, and would be a great to just have in fabric. Is there a possibility of this happening?

Dimension White/Black List [Suggestion]

First off, thank you for the cool and spooky mod!

Unfortunately when I tested it out in the end, the end was 80% eyes, and there were dozens of them!
I don't really mind them in the end, but I would hope they would be way more rare!

Just wanted to report my findings. Thanks again!

Minor config error

Came across this in the config, which I'm sure is just an error:

# Set to false to disable the jumpscare system.
# Min: 0
# Max: 6
B:Jumpscare=true

The jumpscare is either true or false, correct? Or is there some varying degree to it?

Thanks for creating such a cool mod.

allow player to customize the eyes?

a config option to customize the colours of the eyes, or their effects, would be very cool! adding the ability to have effects like wither, nausea, instant damage, bad luck, etc, or maybe even an option for randomized effects could all add to the spookiness.

Eyes aren't jumpscaring or doing anything

Spawned some eyes in an underground part of a modded dimension. No light was present. They just sat there for 5 minutes. I looked away, moved near them, everything. They did the idle sounds and disappeared when looked at directly.

Forge 36.1.4
Minecraft 1.16.5

[Suggestion] Spyglass Jumpscare

As a suggestion to sort of counteract usage of the spyglass, if you try using one to spot an eye from long range it'll force a jumpscare on you (no damage taken though).

not finding any eyes in overworld

I've seen/heard them spawn in the nether, but I havent encountered any in the overworld at all. after like a week of having the mod in my pack that im constantly playing

to fix this on my end, is there a recommended spawn weight?

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.