#Add spawn flag detection to allow for us to view models independent of spawn conditions

41 messages · Page 1 of 1 (latest)

frozen ether
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It takes AGES to make a setup like this - and most of the time? You have to make debug names that you either leave in the pack, or remove.

Can the various random features in the mods please detect flags we can add to entities we spawn in with commands? Something like "etfskin=1, emfmodel=43" etc, to bypass the randomness for our own galleries, to view the various entity variants we add?

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To a similar degree, it was also present here. The gold and fiery owls had to be picked from a massive pool of spawned-in owls, then moved into location. The rest, culled.

somber falcon
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I don't really see the point in this. You don't really know if it's working unless you set it up properly

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Have you tried using /fillbiome?

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It takes almost no time

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As for rare variants, just change the weights

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Or, as you said, debug names. The only real reason for this is to be able to show them all off together, so changing the weights should work

frozen ether
frozen ether
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so every new argument could be ages and ages of tedious editing

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I have a creeper properties file that is 68 cases long. each one has 2 or 3 arguments. so that is around 170 numbers to manually edit, every time I want to add a debug variant. every. time.

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my test world stretches out far, far into the distance in order to try to contain a sample of each biome - and it's not even a clean even distribution as biomes are nebulous.

somber falcon
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Duplicate the main folder, change the extension to "txt" or "disabled" or whatever, and then modify the duplicate to be a good testing file

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As for the biome issue, just use blocks specific to what you want it to be and always fill from bottom of the world to top

frozen ether
somber falcon
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Copy paste

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🔥

frozen ether
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I just feel a specific argument baked into the mod to change texture/model version based on a unique identifier would be exceptionally useful to those developing these packs.

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Case in point, I have a Herobrine creeper. Which is to say, a creeper that looks like herobrine from afar, but looks like a creeper up close. If I add a debug, I need to remove the debug after, and also redo all of those 170 numbers. I could try to use a second resource pack, but I'd never be entirely sure if everything is up to date for my pack in the main branch

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having arguments for debug built into the main ETF/EMF mod for resource pack creators would be absolutely perfect. It removes needing to add debug arguments, all of the argument renaming necessary to add/remove those debug arguments and also maintaining 2 branches of the resource pack.

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all replaced with adding a simple component tag to the mob. a system that all of Minecraft is currently pivoting towards

somber falcon
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What 😭

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Component tags are server-side

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Making client-side components would be horrific

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Components also aren't a thing for entities

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Entities use NBT still, which are also server-side

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I could see maybe a /texture apply command but even then that'd be low priority because of how easy it is to make a .properties file for debugging

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If testing and showing off textures is something you often do, I'd recommend making the .properties for showing off textures in tandem with making the base one. It doesn't take twice as long, just for the debug one you're using a name property

frozen ether
# somber falcon Component tags are server-side

I could add any data to an entity from what I understand, even if unused. either way, we have control over adding a small custom bit of code to entities that etf/emf could read. something that could negate any need for any rewrite, dual-write or the like system, so I know the pack I release is visually functional. technically functional is a pain I can deal with some other way - and would need to do so even if a debug system existed or not.

somber falcon
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And can't be read by the client

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That's why for datapacks you have to use the team feature to have your datapack stuff read by EXF mods

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It's one of the only command-driven things that can just be read by the client

frozen ether
somber falcon
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No it sends whatever data is necessary

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Mojang and server mods dictate what data is client-necessary afaik

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That's why hack mods that send "all NBT to the client" never send all NBT to the client

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They just send in chat what the client was already receiving

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The more data of an entity you want, the heavier that packet is. They limit the data sent to the client to avoid making heavy packets that are taxing on servers