Joshua Walton

Results 8 comments of Joshua Walton

You're going to need to press the "view crash report" button and post the whole crash log here if you want people to be able to understand what went wrong

Send a screenshot of the "`The game crashed whilst initializing game. Error: java.lang.RuntimeException: Could not execute entrypoint stage 'main' due to errors, provided by 'lambdacontrols'!`" screen The "view crash report"...

A small serverside mod could be used to enable this feature by sending the seed to the client

I noticed the current implementation can cause potential name conflicts: ```rust use bevy::reflect::TypePath; #[derive(TypePath)] pub struct Foo; pub fn bar() { #[derive(TypePath)] pub struct Foo; println!("{}", Foo::type_path()); } fn main()...

Reading the first sentence of the top comment on this PR, I feel like that might be a non-starter? > Drop the usage of std::any::type_name Making this stable across compiler...

Maybe this could be implemented with a material system, where e.g. cobblestone blocks, stairs and slabs all drop the same "Cobblestone Bits". This might cause issues with textures when converting...

Oh the block connections would have to be specified manually for it to work, probably. Could maybe be done with new datapack tags? The texture issue probably doesn't matter too...

I'd really like this feature! Personally I find that being bombarded with every recipe in the game (or modpack) can be a bit overwhelming; the vanilla method of slowly unlocking...