It's under discontinued mods but it may contain a method of keeping targets loaded client-side. Worth a shot
I took a quick look at it. It is REALLY old and just about everything in the code has changes since 1.2.5., a big thing being the SP/MP change in 1.3. It also seemed to be just a form of regular chunk loading.
I kind of know how I could _possibly_ get it working, but it would be hacky at best, and more likely a complete disaster. I will try that at some point, but for now I'll keep it as it is in 0.3.1, with a whitelist, and by default only containing vanilla chests/hoppers/dispensers etc. I believe everything modded will break pretty badly at the moment, if out of the client's range. Not sure if something is going wrong with the vanilla stuff, but it just doesn't show to the player. So yeah, the best thing would be to get rid of that functionality completely. What's the point of remotely accessing a vanilla chest anyway? Better just use the bag with a vanilla Ender Chest, or use Ender Storage pouches/chests etc. I _might_ add my own similar system at some point, but it's not a priority because other good alternatives exist.
So basically I'm sorry to disappoint everyone by adding the Ender Bag with the link-to-anything functionality in the first place, since it seems that it can't be done properly with the way things work in the code. :/ Or at least I'm too much of a noob to know how to do it properly.
Just "released" v0.3.2, but I can't seem to be able to edit the original post without MCF destroying it completely (all spoiler tags and links broken).
You are forgetting the use of linking to a vanilla chest vs a vanilla ender chest, you can't use pipes or buses to interact with the ender chest. I had planned to use iron chests and the ender bag to drop items into my AE network but was getting a crash whenever I used the bag, when the chest was out of the players chunkloading area. I assumed it was just a bug with your mod and didn't pursue it until today. It seems iron chests have the same issue as TE from skimming over the past couple pages.
Irregardless, I now know that the vanilla chest works fine for the purpose I was seeking, albeit with a bit less space. Nothing another acceleration card on the import bus didn't fix. If I may offer my opinion, don't remove the functionality you have already implemented, although it doesn't meet the expectation you were hoping for, don't throwaway good code, who knows, you may find a solution in the future. The current ender bag was exactly what I was wanting after removing ender storage. The models and rendering he uses is some of the laggiest I have seen.
Ender lasso is the best thing ever as well. Thanks for the work you have done on your mod, I have been enjoying it on my current playthrough, even more now that the ender bag is fulfilling the task I had hoped it would.
Yeah my main concern is just the implementation. The original implementation was completely broken. It's unfortunate I didn't catch that in my testing. I guess I mainly tested it with the vanilla blocks while out of client's range (and cross-dimensionally), and the modded stuff I tested I was always near it.
I could possibly add back support for modded blocks as well, by just offering the slots from the inventory in a simple grid depending on the number of inventory slots, and not using the original GUI like I was/am doing atm. It would be quite crude looking if you were to use it with any machines etc, but it would work pretty much like normal with simple grid-like inventories like chests. Of course I can't promise anything, but I might try that at some point.
Also if people actually have a use for alternative, more or less identical or at least similar implementations to what Ender Storage has, I could add those as well. And of course there are other items on the TODO list that have some relation to this use case.
Also a block that can access the owner's vanilla Ender Chest has been on the TODO list for quite a while already. I just need to find out the best way to handle the inventory, since normally it is only available when the user is online, I think(?) (Since it is stored in the playername.dat file.)
Basically quite a lot of this comes down to me just having the time and actually getting started on things instead of idling and procrastinating...
And as a little status update in addition to the recent couple of minor updates, I have currently started working on the recipe overhaul, adding some crafting ingredients and components, and some new items that use those. But I do also need to implement one pretty fundamental game mechanic that I want to go along with these changes... The implementation of it might offer some challenges, not sure how bad just yet. But it also involves some rendering stuffs, which I'm a total beginner in... :S
This might give you some consolation. I just tested OpenBlock's implementation of this feature, the cursor. It also crashes with the same error with non-vanilla blocks out of players chunk loaded range. I was going to suggest you take a look at their version, but I guess not. :X
I made the account to hopefully persuade you to at least keep what you have, so anything beyond the current functionality would be a bonus for me. I am sure you will come up with something interesting.
This might give you some consolation. I just tested OpenBlock's implementation of this feature, the cursor. It also crashes with the same error with non-vanilla blocks out of players chunk loaded range. I was going to suggest you take a look at their version, but I guess not. :X
Heh, well I'm happy that I'm not the only one who derped up this stuff
I made the account to hopefully persuade you to at least keep what you have, so anything beyond the current functionality would be a bonus for me. I am sure you will come up with something interesting.
Yep like I said, my main concern is if the current implementation is still causing some issues that just don't show immediately. I believe the Ender Bag was my very first idea for this mod during modjam, and it is the first item I started working on. But then it was left unfinished for a long time, because of, well, issues
So I do want to keep it around, but I also want to feel comfortable with the implementation, and that it isn't causing issues and crashes. So I might change the way it is implemented to use my own GUI and just offer the slots from the target inventory, instead of the actual GUI. It would offer probably the most important feature to most people, accessing any "regular" chests (and other simple inventories) remotely.
As was discussed earlier in the thread, the current issues come from the client not having the tile entity if they are far away, but the GUI and other client side functionality in most cases relies on data from the tile entity. Thus using my own GUI and only dealing with inventory slots should be much safer, hopefully.
Do mobs teleported with the ender lasso or ender bow still despawn normally?
Yes, currently there are no changes made to them. That being said, I'm already planning to add a way to stop them from despawning into the next release.
So, found a crash where you open your ender bag when your targeted chest is either too far or in another dimension, using the Iron Chest as my target though :x
So, found a crash where you open your ender bag when your targeted chest is either too far or in another dimension, using the Iron Chest as my target though :x
Yeah anything other than vanilla stuff doesn't work with it at the moment, and only vanilla stuff should be whitelisted in the latest versions. You can read more about it a few posts back. Did you whitelist the Iron Chests yourself, or are you just using an old version of my mod where it was still possible to link to anything? If so, I'd recommend you update to the latest version. Support for mod blocks might come in a future version.
Just wanted to chime in to say thank you so much for the mod! I LOVE the Ender Lasso and the Ender Porter (Advanced)! The Ender Bucket and Bow sound cool too, but I haven't tried them yet.
I just noticed that the Ender Bucket doesn't appear to work with Extra Utilities Drums, at least trying to withdraw fluids from a full Drum. Just thought I'd pass this along in case it wasn't already known.
I just noticed that the Ender Bucket doesn't appear to work with Extra Utilities Drums, at least trying to withdraw fluids from a full Drum. Just thought I'd pass this along in case it wasn't already known.
I believe it is because of the Drum's function where it tells the amount when you right click on it, so it messes with the Bucket.
However, you can get the fluid from the Drum into the bucket, if you switch the bucket into Pickup-only mode, and then sneak + right click the Drum. The mode can be switched with the Toggle mode hotkey, which is F by default.
After several weeks of lacking motivation and not getting really anything done, there finally is some progress towards the next feature release...
I have been working on changing most of the items to be modular, and adding the Tool Workstation that allows adding/removing the modules to/from the tools and other items. Basically anything that can be linked to something will use the Link Crystal modules to store the location information, and some items support multiple Link Crystals, and the active one can be changed using a hotkey combination. There will also be other modules that allow some other functionality etc.
Most likely I will also try to add other planned stuff as well that has just been sitting on my TODO list, depending on how long implementing that stuff takes and how long I'm willing to delay the next release.
And here is a shot of the Tool Workstation and the item/module stuffs:
I love this mod, I normally don't ask but how are the new features and updates coming along?
Where you going to implement something into the ender pouch linking to other chests so that the game doesn't crash when you are out of range?
Keep up the good work.
EDIT: Actually I see there is a BETA on the Curse page...
I love this mod, I normally don't ask but how are the new features and updates coming along?
Where you going to implement something into the ender pouch linking to other chests so that the game doesn't crash when you are out of range?
Yeah, it was pretty slow going for a couple of months, because I had to do lots of boring refactoring and code changes, and just didn't have the motivation to do much at a time. Now that most of that is done, I'm actually working on new stuff for a change
The Ender Bag is still kind of an unknown. I'll probably try to change it so that it could work with most (regular) inventories, by just accessing the slots and not trying to use the original GUI of the target block. Can't say for sure whether that will work or not before I dig into the code and try implement it. We'll just have to see when I get to it...
When you hover over items in NEI and hold shift, it will tell you more about each item. I recommend it to easily see the keybind combinations when first using the items in this new version (0.4.x).
And in this case you use the Tool Workstation to add/remove/change modules that are installed in modular items.
This is some really good endgame stuff. You can make "everfull bag" using hoppers and things, so you will never run out of blocks when building, or you can make "neverfull bag" using hoppers also, where you can put all of your cobble you have mined, and that modular system is also so good! Please, keep up good work!
Thanks!
I'm currently working on the rendering stuff for the "Energy Bridge", which will be the "end-game" method of powering the items that require Ender Charge, instead of having to feed them stacks upon stacks of ender pearls After the Energy Bridge stuff, I have some other small fixes and tweaks on my TODO list, but I'm hoping I can get 0.4.0-beta-2 out soon-ish.
It's under discontinued mods but it may contain a method of keeping targets loaded client-side. Worth a shot
I took a quick look at it. It is REALLY old and just about everything in the code has changes since 1.2.5., a big thing being the SP/MP change in 1.3. It also seemed to be just a form of regular chunk loading.
I kind of know how I could _possibly_ get it working, but it would be hacky at best, and more likely a complete disaster. I will try that at some point, but for now I'll keep it as it is in 0.3.1, with a whitelist, and by default only containing vanilla chests/hoppers/dispensers etc. I believe everything modded will break pretty badly at the moment, if out of the client's range. Not sure if something is going wrong with the vanilla stuff, but it just doesn't show to the player. So yeah, the best thing would be to get rid of that functionality completely. What's the point of remotely accessing a vanilla chest anyway? Better just use the bag with a vanilla Ender Chest, or use Ender Storage pouches/chests etc. I _might_ add my own similar system at some point, but it's not a priority because other good alternatives exist.
So basically I'm sorry to disappoint everyone by adding the Ender Bag with the link-to-anything functionality in the first place, since it seems that it can't be done properly with the way things work in the code. :/ Or at least I'm too much of a noob to know how to do it properly.
My mods on CurseForge. My Github page with mods, tools and other stuff.
So get it at http://pena2.dy.fi/minecraft/mods/enderutilities/ for now, I'll edit the post when MCF decides to start working again.
My mods on CurseForge. My Github page with mods, tools and other stuff.
Irregardless, I now know that the vanilla chest works fine for the purpose I was seeking, albeit with a bit less space. Nothing another acceleration card on the import bus didn't fix. If I may offer my opinion, don't remove the functionality you have already implemented, although it doesn't meet the expectation you were hoping for, don't throwaway good code, who knows, you may find a solution in the future. The current ender bag was exactly what I was wanting after removing ender storage. The models and rendering he uses is some of the laggiest I have seen.
Ender lasso is the best thing ever as well. Thanks for the work you have done on your mod, I have been enjoying it on my current playthrough, even more now that the ender bag is fulfilling the task I had hoped it would.
I could possibly add back support for modded blocks as well, by just offering the slots from the inventory in a simple grid depending on the number of inventory slots, and not using the original GUI like I was/am doing atm. It would be quite crude looking if you were to use it with any machines etc, but it would work pretty much like normal with simple grid-like inventories like chests. Of course I can't promise anything, but I might try that at some point.
Also if people actually have a use for alternative, more or less identical or at least similar implementations to what Ender Storage has, I could add those as well. And of course there are other items on the TODO list that have some relation to this use case.
Also a block that can access the owner's vanilla Ender Chest has been on the TODO list for quite a while already. I just need to find out the best way to handle the inventory, since normally it is only available when the user is online, I think(?) (Since it is stored in the playername.dat file.)
Basically quite a lot of this comes down to me just having the time and actually getting started on things instead of idling and procrastinating...
And as a little status update in addition to the recent couple of minor updates, I have currently started working on the recipe overhaul, adding some crafting ingredients and components, and some new items that use those. But I do also need to implement one pretty fundamental game mechanic that I want to go along with these changes... The implementation of it might offer some challenges, not sure how bad just yet. But it also involves some rendering stuffs, which I'm a total beginner in... :S
My mods on CurseForge. My Github page with mods, tools and other stuff.
I made the account to hopefully persuade you to at least keep what you have, so anything beyond the current functionality would be a bonus for me. I am sure you will come up with something interesting.
Heh, well I'm happy that I'm not the only one who derped up this stuff
Yep like I said, my main concern is if the current implementation is still causing some issues that just don't show immediately. I believe the Ender Bag was my very first idea for this mod during modjam, and it is the first item I started working on. But then it was left unfinished for a long time, because of, well, issues
So I do want to keep it around, but I also want to feel comfortable with the implementation, and that it isn't causing issues and crashes. So I might change the way it is implemented to use my own GUI and just offer the slots from the target inventory, instead of the actual GUI. It would offer probably the most important feature to most people, accessing any "regular" chests (and other simple inventories) remotely.
As was discussed earlier in the thread, the current issues come from the client not having the tile entity if they are far away, but the GUI and other client side functionality in most cases relies on data from the tile entity. Thus using my own GUI and only dealing with inventory slots should be much safer, hopefully.
My mods on CurseForge. My Github page with mods, tools and other stuff.
Yes, currently there are no changes made to them. That being said, I'm already planning to add a way to stop them from despawning into the next release.
My mods on CurseForge. My Github page with mods, tools and other stuff.
Yeah anything other than vanilla stuff doesn't work with it at the moment, and only vanilla stuff should be whitelisted in the latest versions. You can read more about it a few posts back. Did you whitelist the Iron Chests yourself, or are you just using an old version of my mod where it was still possible to link to anything? If so, I'd recommend you update to the latest version. Support for mod blocks might come in a future version.
My mods on CurseForge. My Github page with mods, tools and other stuff.
I believe it is because of the Drum's function where it tells the amount when you right click on it, so it messes with the Bucket.
However, you can get the fluid from the Drum into the bucket, if you switch the bucket into Pickup-only mode, and then sneak + right click the Drum. The mode can be switched with the Toggle mode hotkey, which is F by default.
My mods on CurseForge. My Github page with mods, tools and other stuff.
I have been working on changing most of the items to be modular, and adding the Tool Workstation that allows adding/removing the modules to/from the tools and other items. Basically anything that can be linked to something will use the Link Crystal modules to store the location information, and some items support multiple Link Crystals, and the active one can be changed using a hotkey combination. There will also be other modules that allow some other functionality etc.
Most likely I will also try to add other planned stuff as well that has just been sitting on my TODO list, depending on how long implementing that stuff takes and how long I'm willing to delay the next release.
And here is a shot of the Tool Workstation and the item/module stuffs:
My mods on CurseForge. My Github page with mods, tools and other stuff.
Where you going to implement something into the ender pouch linking to other chests so that the game doesn't crash when you are out of range?
Keep up the good work.
EDIT: Actually I see there is a BETA on the Curse page...
Yeah, it was pretty slow going for a couple of months, because I had to do lots of boring refactoring and code changes, and just didn't have the motivation to do much at a time. Now that most of that is done, I'm actually working on new stuff for a change
The Ender Bag is still kind of an unknown. I'll probably try to change it so that it could work with most (regular) inventories, by just accessing the slots and not trying to use the original GUI of the target block. Can't say for sure whether that will work or not before I dig into the code and try implement it. We'll just have to see when I get to it...
My mods on CurseForge. My Github page with mods, tools and other stuff.
When you hover over items in NEI and hold shift, it will tell you more about each item. I recommend it to easily see the keybind combinations when first using the items in this new version (0.4.x).
And in this case you use the Tool Workstation to add/remove/change modules that are installed in modular items.
My mods on CurseForge. My Github page with mods, tools and other stuff.
Thanks!
I'm currently working on the rendering stuff for the "Energy Bridge", which will be the "end-game" method of powering the items that require Ender Charge, instead of having to feed them stacks upon stacks of ender pearls After the Energy Bridge stuff, I have some other small fixes and tweaks on my TODO list, but I'm hoping I can get 0.4.0-beta-2 out soon-ish.
My mods on CurseForge. My Github page with mods, tools and other stuff.