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Two fixes and an addition to chest bubbles #32

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val-int1
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While playing with the mod, I noticed two things that l seemed like bugs to me:

  • Only the vanilla regular chest and ender chest would produce bubbles, the vanilla trapped chest as well as chests from mods (for example, Charm) would not create bubbles (neither randomly using soul sand nor while manually opening them)
  • If a chest is in the randomly opening "animation", making the conditions invalid (like removing the water or breaking the soul sand) will cause them to stay open until manually acted upon

I also took the liberty to add redstone bubbles (behind a config option that is by default off) as you mentioned in the Fabric Discord server.
On the topic of that config option, the ru_ru and zh_cn translations were done using automated translation software and may not be accurate (the es_mx one may also be inaccurate, as I barely speak Spanish).

I've made each fix as well as the added feature their own commits, to make it easier to revert the ones you might not want added.

val-int1 added 3 commits June 28, 2024 14:02
This allows the vanilla trapped chest (as well as most modded chests like the ones in Charm) to produce bubbles
This fixes an issue where is the conditions for randomly opening a chest no longer apply (for example, removing the water) while the chest is open, it would stay opened until manually closed
Adds a config option to make trapped chests produce red bubbles instead of regular bubbles (disabled by default).
@Tschipcraft
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The redstone bubbles should also be achievable by simply tinting the particles red (with the setColor method) instead of adding new sprites. This would preserve native resource pack compatibility

@val-int1
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That wouldn't work, since that doesn't cause the texture to hue shift (which is what I wanted to achieve), and it would make it look too dark:
image

This is also how the mod adds its ender bubble particle, since it also uses a custom texture (and tinting this one produces similar results).

@Tschipcraft
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Ah I see, that's unfortunate

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