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Arkhael

Vintarian
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  1. To answer your question Rhonen the variant code "rot" is required specifically when a block has the "OmniRotatable" Behaviour. You can see this in the game's slab json files as they all have it, other block behaviours use their own codes such as "HorizontalOrientable" which uses either "horizontaloritenation" or "side". Another solution to this could be to remove the "OmniRotatable" behaviour either entirely or replace it with another rotation behaviour, I assume you intend to eventually allow floorplates to be placed on other block sides to allow them to be used as buttons hence the "OmniRotatable" behaviour.
  2. Hey Rhonen, someone came to me with an issue with world edit they were having and I tracked it down to an issue in Medieval Expansion. Basically the Floorplates from this mod cause an error when you try to rotate a schematic with them in, should be easy to reproduce. This is the error: I did some digging and found the issue, and the fix. The error is thrown by this line in BlockBehaviourOmniRotatable.cs when the GetRotatedBlockCode function is called. BlockFacing curFacing = BlockFacing.FromCode(block.Variant["rot"]); The cause is that the block variant key it looks for doesn't exist, instead it loads as "horizontalorientation". The fix is very simple, update the variantgroups in floorplate.json to this instead: "variantgroups": [ { "code": "block", "states": [ "stone","wood"]}, { "code": "state", "states": [ "up", "down" ]}, { "code": "rot", "loadFromProperties": "abstract/horizontalorientation" } ], You probably also want to update the block class' GetDirection function to reflect this, though it didn't seem to cause any issues to be honest. Maybe also check to see if any of the other stuff does the same thing. Hope this helps, love the mod. PS. Please consider reducing the amount of steel some of the recipes use, I want to use them in builds without having to get to steel first
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