Dylan T.
Dylan T.
That would change the nature of the issue, but not solve it. If two different types of trees (e.g. oak and birch) have overlapping canopies at a chunk border, the...
This also affects ore deposits overlapping chunk boundaries. Ores can only replace stone, so if two different chunks want to generate an ore in overlapping positions, the first one wins.
> What about allowing this logic to be disabled or configured? For example, PvP servers are unlikely to need such a system. And how can developers manage the resistance value...
Theoretically this should just be a case of using `World`'s chunk locking system, similar to generation
> Cherry is now a thing. It's also missing Mangroove trees. > > Why does Pocketmine registers some tree sapplings like dark oak (which is not working) but not other...
Thanks, added to the list
It would be difficult to do it for PlayerItemConsumeEvent. The logic that handles the effect application is buried in Living somewhere. Perhaps we need EntityItemConsumeEvent
Oh, good catch. Looks like it was changed in 8.2 according to this page: https://www.php.net/manual/en/datetime.configuration.php
Use `composer update-codegen` to deal with the gencode stuff
Bruh, now there's 0 chance of it getting merged 🤦🏻