Jump to content

cyberlogia

Vintarian
  • Posts

    5
  • Joined

  • Last visited

Everything posted by cyberlogia

  1. Hi! I'm running into a very bizarre issue when trying to make a seraph-based NPC using the EntityPlayerBot class. It randomizes the skin (but not the eyes, which might be related? I'm not sure) when the NPC is spawned, but as soon as I restart the world, they go pale. The hair shapes, hair textures, & expressions remain randomized, just not the skin nor the eyes. This happens with the regular playerbot that you can spawn with commands. Does anyone know if there's some sort of solution for them to keep their skin options between restarts, or maybe where I could start looking? I've got the relevant bits of code attached here alongside the full mod itself (just in-case I'm not looking at the right spots), though I took the skinnableParts section right from the playerbot.json and player.json files. I've also got two pictures of the same NPC, from before and after the world restarted, to show what I'm talking about. I really appreciate any help and/or pointers y'all might have! eotsNPC-1.0.1.zip
  2. @Professor Dragon Hi! I'm not sure why I didn't think to post it in the modding section of the forums, thanks for the pointer! Luckily since I posted this I finished up the rest of the mod, so I'm able to post there what is basically complete aside from this specific bug
  3. Hi! I'm running into a very bizarre issue when trying to make a seraph-based NPC using the EntityPlayerBot class. It randomizes the skin (but not the eyes, which might be related? I'm not sure) when the NPC is spawned, but as soon as I restart the world, they go pale. The hair shapes, hair textures, & expressions remain randomized, just not the skin nor the eyes. This happens with the regular playerbot that you can spawn with commands. Does anyone know if there's some sort of solution for them to keep their skin options between restarts, or maybe where I could start looking? I've got the relevant bits of code attached here, though I took them right from the playerbot.json and player.json files. I've also got two pictures of the same NPC, from before and after the world restarted, to show what I'm talking about.
  4. Did exactly that and the first story structure did end up spawning at the original world spawn, roughly 70k blocks away. I still want to look into moving the structures, but you're right in that it's likely more trouble than it's worth. If that turns out to be the case, I may end up tinkering with translocators to make the journey on the server less arduous.
  5. I was wondering if story structures generated based on the current world spawn of the server or the original one. For context, I had set my server spawn closer to where everyone wanted to settle down (several tens of thousands of blocks away) and I wanted to know if story locations would generate based off of this new spawn or if they would generate all the way where spawn was originally? I'm hoping it's the former because I'd like them to be relatively close to where everyone is playing. If they generate close to the original world spawn, is there a way to force them to spawn closer?
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.