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Port Squid Improvements from GTNH BugTorch #508
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This is improper use of Asset Director. You can register just the sound events and skip the entire thing with the dynamic resource pack. That is only needed for cave sounds. Please check how other sounds are registered and used. Additionally, the downloading of the sound should not be conditional. |
Actually, upon second review, it looks like the squid sounds are already in the mud. I'm not really sure what your code is doing there. So that entire block relating to sounds that you added can be removed because it's already in the mod. And, of course, the ink cloud should be moved to another config because it's obviously not a sound. Let me think where it should go... I think entities.cfg in the misc cat would do. Thank you for the contribution. |
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Oh and the cloud option should be in catmisc because it's not an entity toggle |
Looks fine, I'll do the last few tweaks I requested. Thank you |
@glowredman Just got around to testing this and I can't seem to get the squid particles to appear, any idea why? |
Keep in mind that they don't appear all the time but only if
So the resulting chance of particles appearing is The code could be improved by adding Otherwise I found the code to be working, here is a test in SP where I removed the 15% random chance: https://youtu.be/xbhUH--G6X4 |
Wasn't they're supposed to be particles, too? Also, I meant to say squids don't give blindness in vanilla, so this is something that will either be removed or put under |
As suggested in jss2a98aj/BugTorch#34