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Why dont just cause 2 mods work
Why dont just cause 2 mods work














Will print to logs if a Jigsaw Structure attempts to access a non-existent template pool so you know when a structure is not fully generating.Prints out exactly which structure crashed a custom/flat ChunkGenerator because it wasn't added to FlatGenerationSettings.STRUCTURES.Fixes MC-190122 bug so that the actual true number of recipes loaded and stated in logs is correct to help debugging recipes.Condense broken Recipe and Loot Table parsing so you can share logs easier and see errors easier.(Either one of these condition being true will crash the game.) Prints out the name of the crashing structure that has its spacing value set to 0 or if it's separation value is equal to or greater than the spacing value.

#Why dont just cause 2 mods work mod#

  • Logs out any missing loot table when the loot is attempted to be generated! Check logs if a chest is empty and this mod might catch why.
  • Logs out exactly which worldgen JSON file is broken from any mod or datapack and shows its JSON too.
  • (Doing so causes all other mod's registered worldgen stuff to blow up such as "Unknown Biome ID" issues)
  • Detect if DynamicRegistry is loaded way too early by another mod.
  • (Mods that don't register the stuff will cause other mod's stuff to break and not spawn during worldgen)

    why dont just cause 2 mods work

  • Logs all ConfiguredFeatures, ConfiguredStructures, ConfiguredCarvers that are not registered.
  • why dont just cause 2 mods work why dont just cause 2 mods work

    Prints extra detail for features or structures that crashes during worldgen.Will detect and print out all broken commands when starting up a world.(Normally, modded commands do not print anything to logs when they crash) Prints out the stacktrace for commands that crashed when used.














    Why dont just cause 2 mods work