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castle_in_the_sky's Issues

Extra yellow key

Do you think it would be ok if you gave 2 yellow keys instead of 1 when we have to open the 3 doors at the start?
Because getting a yellow key to open the first door once we are inside the corridors is a pain.
Especially since there are no spawner accessible yet, so getting mobs to spawn in the small bit of corridor after the 'safe room' is kinda hard even more considering the low drop rate of keys.
The extra yellow key would let us open 1 corridor which gives more ground for mobs to spawn and access to the first treasures that can yield extra keys.

Request: Lootr Compat

Minecraft 1.16.5
Forge 36.2.2
Castle In The Sky 0.2.6

I have added your wonderful mod to a pack and found that it did not have compat with Lootr and with the rarity of these structures the people on the server would love to have their own instanced loot when they explore it together! You would need to convert to the static setLootTable method instead of the tile entity method. Thank you.

Castle only loads in with 1/4 of blocks

Hello, loaded your mod and found after 20 mins of flying your castle.
Was extremely happy about it until i found out that only 1/4 of the castle is in my world? how is that possible? is there any problems with known mods?
using it in the 1.18 version, have some other mods installed but none that affect blocks or biomes beside repurposed structures mod.
is that a known bug, can i fix it somehow? cause this castle would be an amazing feature.

Incomplete generation

2022-08-04_13 18 51
This is similar to another issue you're working on but I thought this might help. Using version 0.4.1, our first castle looked like this. Only one tiny chunk actually generated. We searched for another castle and it was also incomplete. It was a little bigger, but still less than half the total structure.

Not sure if this is plausible, but it might be nice to add the castle to the /placefeature command in 1.18

Great work on the mod, I hope we'll be able to explore the real thing soon. :)

Spawners range

In some corridors the spawners can actually spawn mobs outside the walls if there is a ledge just beyond the walls.
I would suggest to put slabs on any surface that is not normally accessible to the player.
That way you can keep the 'empty' feel outside the walls while making it spawn proof.

1.18.1 mod file set as 1.18

Hello there,

I love your mod and I really want to add it to my vanilla plus pack, B'nilla, but your mod looks to be set for 1.18, not 1.18.1, so I can't add it on curseforge. And when I try to add it manually, curseforge rejects my pack. Can you just update the mod for 1.18.1 so I can add it please? I'd greatly appreciate it.

Light levels too high

 The problem is that the castle was built for 1.17 when the mob would spawn at light level less than 7.

With the change to spawning mechanics in 1.18, a lot of corridors and rooms have already too much light by default.

So it is very hard to get mobs to spawn and the required keys to progress.
We did 3 castles so far on our server and each time we had difficulties to open the first few yellow doors.
And it is not a drop-rate issue, just a spawn rate.

I would suggest reducing the light further in the corridors.
Make them togglable like you did in most place.

Also, the spaces between the walls need to be filled to avoid mobs spawning in them which reduce even further the spawn rate in the corridors and room.

Can you make the stone point to the new castle ?

I already conquered the castle and bought another stone but it points to the same castle wasn't there to have more than one castle?

You can add some checks to the code to make the stone point to a new castle.

[1.16.5] Is this a mistake?

I don't know why, when I deleted the module and started the server.
My background keeps spawning garbage logs.
image
Is there a way around this?

generate error

structure is missing part

minecraft 1.18.2
forge 40.1.0
mod 0.4.1

8417 288 -5992

image

World

Server crash when ran with Etched

Running the mod on a server alongside Etched causes a crash during startup.
Description: Exception in server tick loop

java.lang.UnsupportedOperationException: null
	at java.util.AbstractList.add(AbstractList.java:148) ~[?:1.8.0_292] {}
	at java.util.AbstractList.add(AbstractList.java:108) ~[?:1.8.0_292] {}
	at com.song.castle_in_the_sky.events.ServerEvents.onVillageTradeRegister(ServerEvents.java:62) ~[castle_in_the_sky:1.16.5] {re:classloading}
	at net.minecraftforge.eventbus.ASMEventHandler_71_ServerEvents_onVillageTradeRegister_VillagerTradesEvent.invoke(.dynamic) ~[?:?] {}
	at net.minecraftforge.eventbus.ASMEventHandler.invoke(ASMEventHandler.java:85) ~[eventbus-4.0.0.jar:?] {}
	at net.minecraftforge.eventbus.EventBus.post(EventBus.java:302) ~[eventbus-4.0.0.jar:?] {}
	at net.minecraftforge.eventbus.EventBus.post(EventBus.java:283) ~[eventbus-4.0.0.jar:?] {}
	at net.minecraftforge.common.VillagerTradingManager.postVillagerEvents(VillagerTradingManager.java:92) ~[forge:?] {re:classloading}
	at net.minecraftforge.common.VillagerTradingManager.loadTrades(VillagerTradingManager.java:58) ~[forge:?] {re:classloading}
	at net.minecraftforge.eventbus.EventBus.doCastFilter(EventBus.java:247) ~[eventbus-4.0.0.jar:?] {}
	at net.minecraftforge.eventbus.EventBus.lambda$addListener$11(EventBus.java:239) ~[eventbus-4.0.0.jar:?] {}
	at net.minecraftforge.eventbus.EventBus.post(EventBus.java:302) ~[eventbus-4.0.0.jar:?] {}
	at net.minecraftforge.eventbus.EventBus.post(EventBus.java:283) ~[eventbus-4.0.0.jar:?] {}
	at net.minecraftforge.fml.server.ServerLifecycleHooks.handleServerAboutToStart(ServerLifecycleHooks.java:95) ~[forge:?] {re:mixin,re:classloading}
	at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:166) ~[?:?] {re:classloading,pl:accesstransformer:B}
	at net.minecraft.server.MinecraftServer.func_240802_v_(MinecraftServer.java:621) ~[?:?] {re:mixin,pl:accesstransformer:B,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,pl:mixin:APP:betterendforge.mixins.json:MinecraftServerMixin,pl:mixin:APP:structure_gel.mixins.json:MinecraftServerMixin,pl:mixin:APP:upstream.mixins.json:MixinMinecraftServer,pl:mixin:APP:blame.mixins.json:MinecraftServerAccessor,pl:mixin:APP:globaldataandresourcepacks.mixins.json:MinecraftServerMixin,pl:mixin:APP:byg.mixins.json:server.MixinMinecraftServer,pl:mixin:APP:charm.mixins.json:accessor.MinecraftServerAccessor,pl:mixin:A,pl:runtimedistcleaner:A}
	at net.minecraft.server.MinecraftServer.func_240783_a_(MinecraftServer.java:232) ~[?:?] {re:mixin,pl:accesstransformer:B,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,pl:mixin:APP:betterendforge.mixins.json:MinecraftServerMixin,pl:mixin:APP:structure_gel.mixins.json:MinecraftServerMixin,pl:mixin:APP:upstream.mixins.json:MixinMinecraftServer,pl:mixin:APP:blame.mixins.json:MinecraftServerAccessor,pl:mixin:APP:globaldataandresourcepacks.mixins.json:MinecraftServerMixin,pl:mixin:APP:byg.mixins.json:server.MixinMinecraftServer,pl:mixin:APP:charm.mixins.json:accessor.MinecraftServerAccessor,pl:mixin:A,pl:runtimedistcleaner:A}
	at java.lang.Thread.run(Thread.java:748) [?:1.8.0_292] {}

I believe this is caused when adding custom trades from Castle In The Sky to villagers. From the look of it, a try catch for a null object, or just ensuring the trades list being added to isn't null, would prevent this.

DON'T READ THE MOD

It does not read the mod and I already have it installed please help this is stressful
[ERROR]: Channels [castle_in_the_sky:main] rejected their client side version number
WhatsApp Image 2022-08-31 at 8 44 57 PM
WhatsApp Image 2022-08-31 at 8 45 16 PM
WhatsApp Image 2022-08-31 at 8 46 31 PM

Achievements

The first and last of the mod achievements are granted as soon as a new player joins the map.
I believe the first one should be granted when a player gets a stone the first time.
And the last one should be granted when the player disable the castle protection by using the lever in the final room

Too far away causes lag

I downloaded this mod to add something to Minecraft in the way of a quest as forge has virtually no quest mods like fabric does.
I've spent about three hours trying to find this thing, and it doesn't show up. I'm already 12k chunks from spawn. Meanwhile my gam lags out and Java JDK crashes every 30 minutes as it's trying to load too much (despite 12 gb of RAM being allocated and using Optifine). You need to make this mod so it is more user friendly. It shouldn't be limited to being just over water, and it shouldn't be so far from spawn. A good sweet spot would be 4000 chunks from spawn at max, and then 4000 chunks out from the first castle spawn for the next.

Creeper blast

I suggest that you make the castle creeper-blast resistant.
The reason are:

  • We can use creepers to bypass doors-keys completely by making them explode where we need.
  • Creepers destroy the castle itself and it is near impossible to rebuild it to look like what you did. Which is a shame considering the amount of work you put into it and how beautiful it is.
  • Creeper blast can trigger water damage in some sections that can damage the redstone circuits. Which in turn prevents us to open treasure boxes.

There are ways to prevent mobs damage, some mods like Flan (https://www.curseforge.com/minecraft/mc-mods/flan-forge) prevent creeper blasts damage inside player defined zones.

Loot

seems like this mod pulls loot from a loot table that I cant configure, is it possible to get a config option? I keep getting weapons and gear with huge buffs and want to tone it down a little for an SMP with my friends

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