(07-03-2013, 04:52 AM)tonibm19 Wrote: I can confirm irresponsive pickups bug is when changing world. [...]
Didn't irresponsive pickups appear before your meddling with the /gotoworld command? Were you even using multiple worlds back then?
(07-03-2013, 05:31 AM)STR_Warrior Wrote: I tried to fix FS#403 and this is what i've come up with.
It's not ideal, but it does the job for now. I'd like mobs to be completely per-world configurable, in world.ini, with reasonable defaults as per the world's dimension. That'd be quite a bit more involved, though.
I think you can safely remove the biome check in the dimOverworld branch, for now it'd be best to keep the mobs either per-dimension, or per-biome, but not both at the same time. Then commit the changes.
(06-16-2013, 08:00 PM)STR_Warrior Wrote: So i tried some multiple worlds and I've noticed that when you use /gotoworld you don't get the moving to "world" message like this: http://media.pcgamer.com/files/2010/12/M...90x339.jpg . I have an easy fix for it: add HandleRespawn before the StreamChunks in the MoveToWorld function.
Sorry to revive this ancient thing, but I just stumbled upon it and it makes no sense to me. Shouldn't it be SendRespawn(), rather than HandleRespawn()? Because HandleRespawn() does the processing required when the *client* sends the respawn packet - such as resetting health and moving to the spawn point. SendRespawn actually sends the respawn packet *to* the client.
Problem with SendRespawn() is that the protocol docs say "don't send it if not changing the dimension" ( http://wiki.vg/Protocol#0x09 ), so it should NOT be sent when moving between worlds of the same dimension. That gets too complicated.