I've been using your mod since you first released it and have enjoyed it very much. The ease of use was the biggest draw for me. However, after wading through problems and crashes I'm worried about the direction you've taken it.
Yesterday I tried to load the world I've been playing for about a month only to have the game crash as soon as the world gets loaded. Nothing in the crash report indicated your mod so I posted it on the forge forums. However I then took the time to read through the dev console log (which exceeded 2mb) and found a reference to your mod. Again, this is the second time this has happened:
[10:07:41 INFO]: Client> java.lang.NullPointerException
[10:07:41 INFO]: Client> at net.minecraft.item.ItemStack.func_77969_a(ItemStack.java:356) ~[add.class:?]
[10:07:41 INFO]: Client> at common.xandayn.personalrecipes.recipe.FurnaceRecipe.isRecipeEqual(FurnaceRecipe.java:71) ~[FurnaceRecipe.class:?]
[10:07:41 INFO]: Client> at common.xandayn.personalrecipes.recipe.handlers.FurnaceRecipeHandler.removeRecipe(FurnaceRecipeHandler.java:58) ~[FurnaceRecipeHandler.class:?]
[10:07:41 INFO]: Client> at common.xandayn.personalrecipes.recipe.RecipeRegistry.removeAllRecipes(RecipeRegistry.java:168) ~[RecipeRegistry.class:?]
[10:07:41 INFO]: Client> at common.xandayn.personalrecipes.event.PR_EventHandler.onPlayerLogin(PR_EventHandler.java:47) ~[PR_EventHandler.class:?]
Now all my smelting recipes were all very simple. But to test I downloaded your new version and the game loaded fine. My guess is because of how you store the recipes, any time an ID changes your recipes now point to null objects. All my previous recipes were gone, obviously and I had to dig into my AE2 system and pull out those autocrafting units that used the missing recipes.
So I went to readd the recipes I had previously and was really shocked at the new GUI. I really, really hate the new way of adding recipes. For one, it is hard to see what is going on because everything is so small. Second, I can't add a recipe that includes NBT or damage values like I could previously.
For example, I had a recipe that used diamonds and emeralds to give me a pick axe with enchantments already on it. It worked great in the previous version but is impossible with this new click-heavy system. Why did you change the way to add recipes? The old way was very easy and intuitive and really didn't need to be changed. Adding modules to allow for MFR, EnderIO, Buildcraft, or IC2 recipes could have been done using the same easy to use system (i.e. "/recipe pulverizer"). I didn't see the UI system as the part that needed to be fixed, the only issues I've had with the mod were the way it saved the recipes. The new system is very limiting and not very intuitive.
These are my thoughts, from one programmer to another and as a fan of your mod for a long time. Take them or leave them, it's up to you. But this whole click every box system is just horrible. There's already a mod that does it this exact way, I was hoping you would strive to keep it easy, intuitive, and simple.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/25/2011
Posts:
133
Minecraft:
xandayn
Member Details
Hey everyone! I realize I haven't posted in a little while now, so I thought I should give an update, as for all the feedback I'd like to thank everyone for their support and I'll take some time to think about how everything is working, also as a side note the reason I haven't been around (other then just being busy for the past week or so) I had some computer issues (I tried to install a driver for my graphics card and it broke everything haha I had to do a complete reinstall of my OS). In regards to some of the bugs mentioned, the forestry thing I don't think is on my end, I believe that's a forestry bug, and the one Simtrop posted is a known bug and I believe I've already fixed that on the code thats on my github, if not I will fix it once I get my workspace set up again later today. Sang I appreciate the video explaining how the mod works (even if you're not talking i still feel it gives a good explanation of certain things) and I've left a comment explaining the weird fuel recipe timing, I'll look into making it more intuitive though as it seems to confuse people. To BetaMinecraft, the command for the new system is just /recipe although you may have found that out already, finally this mod is still in beta and DOES NOT support multiplayer as of 2.1.0, this is something I hope to get working pretty soon though. If there's anything I forgot to say I'll edit this post and add it in but I think that was everything. Again thank you everyone for all the support and I hope you'll continue to support my mod
EDIT:
To Inferno0214, I think this is a pretty cool idea, although it might not fit the theme of my mod, but I might look into it for a future config option maybe (even though I don't really know at this time how it would work).
To AvoidingYeti, I had an idea for a system based around the idea of having some recipes per world and others working with every world (unless its a multiplayer server). This is something I do think I will be implementing.
Thx for the answer on youtube i don't speak in the video because in writting english i'm almost good but in speaking it's very bad I was thinking the mod still working on multiplayer xD it just make the recipe but we can't take the item on crafting table or the furnace and with forestry i don't even care because that was not a mod i use so much so i uninstall and it was finish xD
The reason why it looks like the recipe will work in multiplayer is because your client (Your actual minecraft program thats running on your computer) knows about the recipe, so it will show up like you can craft it, but the server doesn't know about the recipe, so when you take the item out it will look like it crafted, because on your client it did, but then the server will see that and say "Nope you can't make that recipe it doesn't exist" and it goes back to before you tried to take the item out. That's sort of the gist of it.
Quote from Inferno0214»
Thanks for considering it! I did make that request many times before but noone wanted to pick it up. I allready saw a similar system in another game ( 7dtd). If you want I can look into it and tell you more details. A simple solution would be to generate a file that sets what recipie is know from start and what has to be learnd and another file for users that contains what they know allready. For SMP this has to be server side. It sounds simple but the devil is in the details
Yeah you've got that right, it wouldn't be too hard to do, it's just implementing it seemlessly is the hard part, I would have to modify the GUI if the config option is enabled and add a button that maybe makes a "Quest Recipe" so after you accomplish some goal (which I could track your progress) maybe a little achievement box would open up and say something like "Recipe Unlocked!" but that's all the easy stuff, it's mostly implementing it which would be the hard part, but I DO like the idea.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/25/2011
Posts:
133
Minecraft:
xandayn
Member Details
This was actually the plan all along, although on the client side there's no point in storing the recipes from the server because the recipes will need to be updated to the client anyways, so when you log onto a server it will download all the recipes from that server and any new ones that get added by other players while you're playing, when you leave the server, the recipes will reset and redownload when you log back in.
Please take another route if you plan on makeing it, I want it to be realy mod compatible! Both in the way that it should support mod recipies and the way to obtain them. The second part could be done by useing books as recipies and you can get them from different sources, by default dungeon chest since that is easy to do, but like this server owners can tweak it so that some drop from mobs rarely and others are in specific places/vendors. Also if it is an item it opens up the possibility of tradeing and would make economy a lot more interesting
Hmmm I like those ideas, but honestly, I think that's sort of becoming an entirely different mod at this point, maybe I'll think of making it an addon to the mod as I do like the idea, but I don't think it fits in the base mod.
I think you can make an mod like Personalized Recipes like it was in Version 1.1.0 and an another mod with the same base like Inferno say not an addon but an other way of the same base
xDD sorry i'm very bad in english, See there we have Personalized Recipes who allow us to make Personalized Recipes (Thanks captain obvious)
Then you do a second mod with the same source code but the differents it's the inferno idea with the book etc ...
Edit: Made it later when this mod is over
Ahh okay I see what you mean, but I think just having it as an addon mod would be better as I don't need to redo the source then and it would add in the option for more addons later down the road. Alternatively I could just do an entirely seperate mod that just allows you to do the finding recipes thing, not having any dependency on Personalized Recipes.
Already ?! That's very fast i'm very excited to see the end of this project Do you put the older GUI or it stay the same like in the beta ?
The GUI is subject to change, but for now it will stay as it is, I will probably rework it slightly as I do more work with the mod, but for now it will probably stay the same. I might also add in an item to the game that gets placed in your inventory (like a book) that explains how to use the mod and all the GUIs.
I've been using your mod since you first released it and have enjoyed it very much. The ease of use was the biggest draw for me. However, after wading through problems and crashes I'm worried about the direction you've taken it.
Yesterday I tried to load the world I've been playing for about a month only to have the game crash as soon as the world gets loaded. Nothing in the crash report indicated your mod so I posted it on the forge forums. However I then took the time to read through the dev console log (which exceeded 2mb) and found a reference to your mod. Again, this is the second time this has happened:
[10:07:41 INFO]: Client> java.lang.NullPointerException
[10:07:41 INFO]: Client> at net.minecraft.item.ItemStack.func_77969_a(ItemStack.java:356) ~[add.class:?]
[10:07:41 INFO]: Client> at common.xandayn.personalrecipes.recipe.FurnaceRecipe.isRecipeEqual(FurnaceRecipe.java:71) ~[FurnaceRecipe.class:?]
[10:07:41 INFO]: Client> at common.xandayn.personalrecipes.recipe.handlers.FurnaceRecipeHandler.removeRecipe(FurnaceRecipeHandler.java:58) ~[FurnaceRecipeHandler.class:?]
[10:07:41 INFO]: Client> at common.xandayn.personalrecipes.recipe.RecipeRegistry.removeAllRecipes(RecipeRegistry.java:168) ~[RecipeRegistry.class:?]
[10:07:41 INFO]: Client> at common.xandayn.personalrecipes.event.PR_EventHandler.onPlayerLogin(PR_EventHandler.java:47) ~[PR_EventHandler.class:?]
Now all my smelting recipes were all very simple. But to test I downloaded your new version and the game loaded fine. My guess is because of how you store the recipes, any time an ID changes your recipes now point to null objects. All my previous recipes were gone, obviously and I had to dig into my AE2 system and pull out those autocrafting units that used the missing recipes.
So I went to readd the recipes I had previously and was really shocked at the new GUI. I really, really hate the new way of adding recipes. For one, it is hard to see what is going on because everything is so small. Second, I can't add a recipe that includes NBT or damage values like I could previously.
For example, I had a recipe that used diamonds and emeralds to give me a pick axe with enchantments already on it. It worked great in the previous version but is impossible with this new click-heavy system. Why did you change the way to add recipes? The old way was very easy and intuitive and really didn't need to be changed. Adding modules to allow for MFR, EnderIO, Buildcraft, or IC2 recipes could have been done using the same easy to use system (i.e. "/recipe pulverizer"). I didn't see the UI system as the part that needed to be fixed, the only issues I've had with the mod were the way it saved the recipes. The new system is very limiting and not very intuitive.
These are my thoughts, from one programmer to another and as a fan of your mod for a long time. Take them or leave them, it's up to you. But this whole click every box system is just horrible. There's already a mod that does it this exact way, I was hoping you would strive to keep it easy, intuitive, and simple.
I sort of glanced over this earlier, being someone who doesn't really like reading a lot haha, but I've gone through and read the whole thing, As for the enchantments I have something in store for that, I should also note that I rewrote the saving system so it's now using unlocalized names instead of integer item ids so that shouldn't cause an issue, the bug you mentioned is a bug from the original Personalized Recipes 1.1.0 and is no longer prevalent in 2.1.0, it was something I overlooked when I was writing that bit of code (I'm bad at checking for null). On the topic of the whole GUI system, I feel its a conflict of interests, I'm the type of person who prefers an advanced GUI over a more simplistic one, but I can understand why you might not like it. As a workaround I'm willing to implement a hybrid of both systems, a way to use the old commands or the new command, so for example, you could type /recipe shaped and it will bring you directly to the shaped recipe gui, although I wont stop there, I can also give you access to your inventory and use items from it to craft your recipe like in the past, while still allowing you to do it the way it is now, I'm not 100% sure how it would work, but I can't imagine it being too difficult, rendering the player inventory is the hardest part and that's not very hard. What I want from this mod is for everyone to be as happy as possible, and I realize it's impossible to please all of the people all of the time, but I am willing to settle for pleasing as many people as much of the time as I can, I do appreciate all the feedback you have provided in the past, and I do hope to continue to have yours and everyone elses support.
If you allow a hybrid of the systems that would be great. The vast majority of the time when creating a recipe I have the items in my inventory to use. Giving the ability to use inventory would also allow the creation of advanced recipes that give items with NBT or meta values I hope.
If you allow a hybrid of the systems that would be great. The vast majority of the time when creating a recipe I have the items in my inventory to use. Giving the ability to use inventory would also allow the creation of advanced recipes that give items with NBT or meta values I hope.
Although the way to change nbt is not implemented (metadata is sort of working, but only if it's considered a seperate block, for example podzol), recipes currently do allow special nbt data, it's being saved and everything, I'm adding another GUI for enchanting and renaming when I get some time to work on it, there will just be a button that says enchant when you get the selection window and you can just click that, as for the inventory set up I have that working now, I'm currently working on recipe removal and reworking the commands to accept extra parameters, for example /recipe shaped -remove, I have it working for shaped and shapeless recipes now.
EDIT: On a side note it isn't like your regular inventory, it's a custom shell that represents your inventory, so you can't actually interact with it like you can if you press E (or your inventory hotkey of choice) basically you just select a slot and it will be selected like your hotbar would show it will have a "ring" around the selected slot, when you have a slot selected it will use the item from that slot instead of opening up the item selection GUI, to deselect a slot just click it again, and to change the selected slot just click another one.
The enchants I have on my tools are non-vanilla in strength. I have a ore-mining system using Pneumatic Craft drones and they use Unbreaking X picks. I had the recipe set up using all diamonds and an emerald. So an enchant button that's bound by vanilla levels wouldn't work for my specific case.
The enchants I have on my tools are non-vanilla in strength. I have a ore-mining system using Pneumatic Craft drones and they use Unbreaking X picks. I had the recipe set up using all diamonds and an emerald. So an enchant button that's bound by vanilla levels wouldn't work for my specific case.
Kudos for thinking of how to implement it though!
It wouldn't be bound by vanilla restrictions, it'd be similar to the NEI enchant menu. Also I modified my other post with some more information about the inventory set up.
I've been using your mod since you first released it and have enjoyed it very much. The ease of use was the biggest draw for me. However, after wading through problems and crashes I'm worried about the direction you've taken it.
Yesterday I tried to load the world I've been playing for about a month only to have the game crash as soon as the world gets loaded. Nothing in the crash report indicated your mod so I posted it on the forge forums. However I then took the time to read through the dev console log (which exceeded 2mb) and found a reference to your mod. Again, this is the second time this has happened:
[10:07:41 INFO]: Client> java.lang.NullPointerException
[10:07:41 INFO]: Client> at net.minecraft.item.ItemStack.func_77969_a(ItemStack.java:356) ~[add.class:?]
[10:07:41 INFO]: Client> at common.xandayn.personalrecipes.recipe.FurnaceRecipe.isRecipeEqual(FurnaceRecipe.java:71) ~[FurnaceRecipe.class:?]
[10:07:41 INFO]: Client> at common.xandayn.personalrecipes.recipe.handlers.FurnaceRecipeHandler.removeRecipe(FurnaceRecipeHandler.java:58) ~[FurnaceRecipeHandler.class:?]
[10:07:41 INFO]: Client> at common.xandayn.personalrecipes.recipe.RecipeRegistry.removeAllRecipes(RecipeRegistry.java:168) ~[RecipeRegistry.class:?]
[10:07:41 INFO]: Client> at common.xandayn.personalrecipes.event.PR_EventHandler.onPlayerLogin(PR_EventHandler.java:47) ~[PR_EventHandler.class:?]
Now all my smelting recipes were all very simple. But to test I downloaded your new version and the game loaded fine. My guess is because of how you store the recipes, any time an ID changes your recipes now point to null objects. All my previous recipes were gone, obviously and I had to dig into my AE2 system and pull out those autocrafting units that used the missing recipes.
So I went to readd the recipes I had previously and was really shocked at the new GUI. I really, really hate the new way of adding recipes. For one, it is hard to see what is going on because everything is so small. Second, I can't add a recipe that includes NBT or damage values like I could previously.
For example, I had a recipe that used diamonds and emeralds to give me a pick axe with enchantments already on it. It worked great in the previous version but is impossible with this new click-heavy system. Why did you change the way to add recipes? The old way was very easy and intuitive and really didn't need to be changed. Adding modules to allow for MFR, EnderIO, Buildcraft, or IC2 recipes could have been done using the same easy to use system (i.e. "/recipe pulverizer"). I didn't see the UI system as the part that needed to be fixed, the only issues I've had with the mod were the way it saved the recipes. The new system is very limiting and not very intuitive.
These are my thoughts, from one programmer to another and as a fan of your mod for a long time. Take them or leave them, it's up to you. But this whole click every box system is just horrible. There's already a mod that does it this exact way, I was hoping you would strive to keep it easy, intuitive, and simple.
- Buggi -
My Humble YouTube Channel
https://www.youtube.com/c/FlexibleGames
Featuring in-depth and technical gameplay with games like Minecraft, Factorio, and others.
Instead, edit your posts with the new information.
- Buggi -
My Humble YouTube Channel
https://www.youtube.com/c/FlexibleGames
Featuring in-depth and technical gameplay with games like Minecraft, Factorio, and others.
EDIT:
To Inferno0214, I think this is a pretty cool idea, although it might not fit the theme of my mod, but I might look into it for a future config option maybe (even though I don't really know at this time how it would work).
To AvoidingYeti, I had an idea for a system based around the idea of having some recipes per world and others working with every world (unless its a multiplayer server). This is something I do think I will be implementing.
The reason why it looks like the recipe will work in multiplayer is because your client (Your actual minecraft program thats running on your computer) knows about the recipe, so it will show up like you can craft it, but the server doesn't know about the recipe, so when you take the item out it will look like it crafted, because on your client it did, but then the server will see that and say "Nope you can't make that recipe it doesn't exist" and it goes back to before you tried to take the item out. That's sort of the gist of it.
Yeah you've got that right, it wouldn't be too hard to do, it's just implementing it seemlessly is the hard part, I would have to modify the GUI if the config option is enabled and add a button that maybe makes a "Quest Recipe" so after you accomplish some goal (which I could track your progress) maybe a little achievement box would open up and say something like "Recipe Unlocked!" but that's all the easy stuff, it's mostly implementing it which would be the hard part, but I DO like the idea.
Hmmm I like those ideas, but honestly, I think that's sort of becoming an entirely different mod at this point, maybe I'll think of making it an addon to the mod as I do like the idea, but I don't think it fits in the base mod.
I'm not quite sure I understand what you mean.
Ahh okay I see what you mean, but I think just having it as an addon mod would be better as I don't need to redo the source then and it would add in the option for more addons later down the road. Alternatively I could just do an entirely seperate mod that just allows you to do the finding recipes thing, not having any dependency on Personalized Recipes.
I'm actually working on it as we speak here now, but we probably won't see another beta release until I get recipe removal implemented.
The GUI is subject to change, but for now it will stay as it is, I will probably rework it slightly as I do more work with the mod, but for now it will probably stay the same. I might also add in an item to the game that gets placed in your inventory (like a book) that explains how to use the mod and all the GUIs.
Similar but maybe not as advanced as that, it's only an idea though, whether it happens or not is yet to be seen.
I sort of glanced over this earlier, being someone who doesn't really like reading a lot haha, but I've gone through and read the whole thing, As for the enchantments I have something in store for that, I should also note that I rewrote the saving system so it's now using unlocalized names instead of integer item ids so that shouldn't cause an issue, the bug you mentioned is a bug from the original Personalized Recipes 1.1.0 and is no longer prevalent in 2.1.0, it was something I overlooked when I was writing that bit of code (I'm bad at checking for null). On the topic of the whole GUI system, I feel its a conflict of interests, I'm the type of person who prefers an advanced GUI over a more simplistic one, but I can understand why you might not like it. As a workaround I'm willing to implement a hybrid of both systems, a way to use the old commands or the new command, so for example, you could type /recipe shaped and it will bring you directly to the shaped recipe gui, although I wont stop there, I can also give you access to your inventory and use items from it to craft your recipe like in the past, while still allowing you to do it the way it is now, I'm not 100% sure how it would work, but I can't imagine it being too difficult, rendering the player inventory is the hardest part and that's not very hard. What I want from this mod is for everyone to be as happy as possible, and I realize it's impossible to please all of the people all of the time, but I am willing to settle for pleasing as many people as much of the time as I can, I do appreciate all the feedback you have provided in the past, and I do hope to continue to have yours and everyone elses support.
- Buggi -
My Humble YouTube Channel
https://www.youtube.com/c/FlexibleGames
Featuring in-depth and technical gameplay with games like Minecraft, Factorio, and others.
Although the way to change nbt is not implemented (metadata is sort of working, but only if it's considered a seperate block, for example podzol), recipes currently do allow special nbt data, it's being saved and everything, I'm adding another GUI for enchanting and renaming when I get some time to work on it, there will just be a button that says enchant when you get the selection window and you can just click that, as for the inventory set up I have that working now, I'm currently working on recipe removal and reworking the commands to accept extra parameters, for example /recipe shaped -remove, I have it working for shaped and shapeless recipes now.
EDIT: On a side note it isn't like your regular inventory, it's a custom shell that represents your inventory, so you can't actually interact with it like you can if you press E (or your inventory hotkey of choice) basically you just select a slot and it will be selected like your hotbar would show it will have a "ring" around the selected slot, when you have a slot selected it will use the item from that slot instead of opening up the item selection GUI, to deselect a slot just click it again, and to change the selected slot just click another one.
Kudos for thinking of how to implement it though!
- Buggi -
My Humble YouTube Channel
https://www.youtube.com/c/FlexibleGames
Featuring in-depth and technical gameplay with games like Minecraft, Factorio, and others.
It wouldn't be bound by vanilla restrictions, it'd be similar to the NEI enchant menu. Also I modified my other post with some more information about the inventory set up.
- Buggi -
My Humble YouTube Channel
https://www.youtube.com/c/FlexibleGames
Featuring in-depth and technical gameplay with games like Minecraft, Factorio, and others.
Hopefully sometime today, likely around 6 pm (18:00) my time its 8:27 right now.
Haha it's fine it happens sometimes.