File Details
Natural Disasters
- R
- May 30, 2026
- 2.54 MB
- 834
- 1.12.2
- Forge
File Name
hyperionshipdis-1.3.jar
Supported Versions
- 1.12.2
Curse Maven Snippet
- Fixed dune wind sound never playing: DuneSound started with volume = 0f, which causes Minecraft's SoundManager to silently skip the sound. Changed to 0.01f.
- Fixed soundPlaying flag never resetting after a storm ended: the reset branch was unreachable due to an early return above it. Moved sound management before the early return.
- Replaced the boolean soundPlaying field with a DuneSound reference so the handler can read the outgoing instance's volume before starting a new one, avoiding an audible dip on loop handoff.
- Added configurable loop timing via duneSoundLoopTicks in HyperionConfig (default 2300 ticks = 1 min 55 sec). Looping only activates when the storm duration exceeds that threshold; shorter storms simply fade out.
- Fixed dune puffs appearing at full brightness at night: the quads are rendered with lighting disabled, so they ignored the day/night cycle. Fixed by multiplying puff and overlay colours by world.getSunBrightness().
- Fixed dune effect following the player into space after a dimension warp: the server's notifyPlayers loop iterates over the planet world's player list, so warped players were never found and never received a STOP packet. Fixed server-side by tracking which notified players are no longer in the dimension and sending them STOP wherever they are. Added a client-side WorldEvent.Load safety net that clears DuneClientState immediately on any dimension change.
- Made all puff spawns terrain-aware: previously every puff was spawned at player Y plus a random offset, ignoring terrain. Now each puff calls world.getHeight() at its own X,Z position and spawns above the actual surface there, so the storm travels over mountains and buildings instead of through them.