Thanks much, though a bit to late... since the server this modpack is going to run on... might already be at its limit. But seriously, didn't see it at all... thanks.
Am I able to use this in a public modpack? It doesn't state on the OP.
Stupid MCF editor rearranged the spoiler tags and buried it in the guide. Sorry about that.
Laskeri: mob pacification flat out didn't work. The only way I can make it work is if interdiction torches also make the player invisible. There's two completely disparate methods of targeting in mob AIs at the moment. Not all of them are using the register-able event. In fact most of them aren't.
Edit: I highly advise you to stay away from the dev builds for a few days (everybody) or you run some serious risks.
Void tears have been completely rewritten and NBT data has been overhauled. If you have any items in the mod, chances are good you will find "anomalies", such as your charges resetting, or void tears that are completely empty.
Before upgrading or testing the dev builds, please ensure you have emptied all of your void tears. I will post this warning again before we release anything officially.
The Meaning of Life, the Universe, and Everything.
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Ah, shame it didn't work properly because it was a really cool way of handling non-hostile hostiles. Interdiction Torches work fine as is, though so it's all good.
Quote from Laskeri�Ah, shame it didn't work properly because it was a really cool way of handling non-hostile hostiles. Interdiction Torches work fine as is, though so it's all good.
I agree. I had a whole line of items planned, but only four of the eleven (the ones I kept) worked without a base class edit. I'm happy waiting for forge to catch up on wiring the events for the "old" targetting method to allow subscription, but I was tempted to put in a PR myself.
Unfortunately, that's still no guarantee I could get it to work on non-vanilla entities, either, but eventually I had hoped to do something more with it. It's not completely off the table, but it's shelved until some of those vanilla methods are sync'd up with others.
Edit: finished doing the NBT stuff to the items like I wanted to but it's in grave need of extensive testing. Cosmetics aside, the NBT changes carry a lot of risk and server/client desyncing is always a possibility now that I've removed the client's frame of reference. I'm expecting blowback on at least a couple of items, so we'll see what blows up later.
Right now I'm moving into giving HUD elements to a lot of things that didn't have them before and upgrading tooltips (done) to show item contents, where applicable.
Edit 2:
I had to revert previously mentioned unstable changes. My experiment flat out didn't work when I got to server-client syncing, and there was no easy (read: good) way to sync client NBT files with server without introducing the possibility of latency, too-frequent packet checks, overly aggressive syncing protocols, et al. There were too many variables for me to commit to my original plan, so I reverted. On the plus side, the HUDs work, so they're staying.
Also on the plus side, after reverting, something I had done in the process fixed the issue I was trying to fix in the first place (items twitch when changing NBT data), in spite of reverting to the old NBT structure. Names still pop up when you use stuff, but they no longer twitch.
I learned some tricks on the way.
Anyway, all that is to say the dev builds should be safe once more. Feel free to dig in and let us know what you think of the new items, and any issues you have. Thanks to our beta testers in advance. We can really use the help on this one.
I just want to say, I enjoy following this mod's development! The fact that you always have info available and keep us up to date on your plans is wonderful!
I do have a slight issue to report, I notice with the serpent staff, I will try to use it to shoot one shot, but it gets locked into this rapid fire mode, as if I am holding RMB down, clicking more doesn't always stop it either, and it's definitely not a problem with the mouse itself. This happens pretty reliably, though it's a bit random when.
I just want to say, I enjoy following this mod's development! The fact that you always have info available and keep us up to date on your plans is wonderful!
I do have a slight issue to report, I notice with the serpent staff, I will try to use it to shoot one shot, but it gets locked into this rapid fire mode, as if I am holding RMB down, clicking more doesn't always stop it either, and it's definitely not a problem with the mouse itself. This happens pretty reliably, though it's a bit random when.
I noticed the same thing, a couple of weeks back, I haven't gotten around to fixing it yet. It happened with a couple of our items. More testing is needed, I'm not sure exactly what causes it. I think it's because the client knows you've stopped using the item but the server doesn't, just a theory. I will put it on our issue tracker so I don't forget it.
The Meaning of Life, the Universe, and Everything.
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Can't wait to see what else comes from this amazing mod... Also could you add a config option for the lily pad of fertility so that it can be reverted back to the original recipe?
Can't wait to see what else comes from this amazing mod... Also could you add a config option for the lily pad of fertility so that it can be reverted back to the original recipe?
Can I ask why? It's basically one fertility potion and 3 seeds difference. That's not a huge change. XD
The Meaning of Life, the Universe, and Everything.
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? Nei says that there is 16 fertility potions difference. Each seed requires 8. I play in peaceful a lot of the time and the gun powder is difficult to get. That is why I requested this. (also sorry if in one of the recent updates you have altered the recipe again(I haven't bothered updating just yet))
Yeah, you're right, I thought I made it 3, but it's 8. I added an alternative recipe in the latest dev build that reduces it to 3. Look for it in the lilypad section of the configs, labeled "easy_mode_recipe". Set it to true to reduce cost from 8 to 3.
I will probably do more of these. Mort has some recipe suggestions I wanted to look at before I dug too deep into tweaking on recipes again.
I'll take it under consideration. We just recently re-added glowstone to the absorb list.. I considered allowing lapis (it's still in the code, commented out). Lapis value planned at 4, not 2. It was a reagent a long time ago, already.
What's the dust for?
update: Forge file server is derping hard, that is the ONLY reason our dev builds are failing. I'm sorry for the lack of dev builds, it turns out it had nothing to do with me. Gradle can't get the dependencies because the FS seems to be crippled. I'll try to jumpstart the drone IO once I have confirmed forge's servers are back in the green.
edit: servers didn't seem to be responsive until late last night, I didn't get an opportunity to jumpstart drone. Right now I'm back in polish mode, so here's what's on the table for the next few days:
I'm taking away left click bindings on all the items that use it:
Ender Staff
Glacial Staff
Ice Magus Rod
Pyromancer Staff
Shift left click is going to become a mode-cycle (sojourner's staff has this already) switching between the various functions the item can do. That way you can have more than two things bound to an item with relative ease. Pyromancer's staff, for example, has 4 functions: flint and steel, blaze fireball, ghast fireball and a custom eruption effect. Each one behaves differently.
Rather than having confusing mouse controls for each, I'd rather it be a-function-at-a-time, so I'm changing the controls up.
Configs, dozens of them. I won't go into detail, but basically I'm adding another massive round of config options. Expect to have some serious fine control over a LOT of items. I have to work in some theoretical maximums for a few items, but you can make some things pretty ridiculous if you want to. In addition, there will be some simplified configs for the lilypad, I know it's a bit cryptic.
I'm inventing a new seek method for the seeker bullet. I'm hoping it will look and feel amazing.
I want to add exclusion lists for the Interdiction torches and Seeker shot (and ender shot naturally) so that you can specify what you want to push/kill. By default, it will scour the registry for all living entities and then allow you to remove those entities from the registry, making the bullet/torch "passive" towards certain mobs.
Coin of fortune pull range is gonna be configurable, and the active will have a very high upper limit.
Mob drop rates will be configurable, etc etc. Lots of configs. You get the idea. Read the issue tracker if you want to know more.
Mortvana suggested new recipes, which have become the DEFAULT, but you can config "easy-mode" recipes if you prefer them. They are simpler, typically shapeless, and require less resources. Up to you to define your balance.
Mortvana also requested we restore the comical tooltips. I'm going to figure out how to do the shift-to-reveal so the tooltips aren't so obnoxious when derping around in your inventory. The flavor text will be less of a burden there.
Some items get locked in right click-use mode (block). I've implemented smaller right click durations so that the server knows the client can't possibly be still using an item for more than a certain period. This should, hopefully, alleviate the issue of items getting stuck in usage mode.
Harvest rod is getting a new ability, the blizzard and eruption powers of the Glacial and Pyromancer staves, respectively, is also getting some touch-up/polish.
Shears of winter is having its particle explosion reduced when breaking blocks, it's a bit ridiculous. There may not be a great way to do this, so I may have to restore my "manual" particle/sound effects.
Rod of lyssa mob pull is instant, so applying the force it does looks and feels ridiculous. I'm scaling it back to somewhere close to vanilla. Also the Rod's failure rates will be configurable. If you want the rod to steal an item every time (like I kind of do) you can disable failure rates in the configs.
The HUDs look decent but they need some polish, I'd like to shift the visible elements to look more natural/centered in their respective positions.
LIke I said, the issue tracker has more detail. There's over 20 open tickets at the moment that I'd really like to commit attention to over the next couple of weeks. I will keep you guys posted when the dev builds become stable again, but for right now, expect there to be issues. If you're using anything close to a daily update and you see issues repeatedly over a couple of builds, please don't hesitate to drop a heads up here or on the issue tracker. Feel free to let me know if the builds "failed" as well, this is usually a sign I've either committed the lib out of order, or forge/maven servers are failing catastrophically and I will force a rebuild with a bogus commit (or try to, assuming the servers are back online).
TL;DR - lots of stuff planned. I'm pumped. Stay tuned.
How does the probability work in the config?
is it "Out of X" where X is the number? or is it some other way?
Those are unfinished, at the moment. I was about to change it to a percent but I haven't gotten to that part yet, so the config is a little misleading. I'm still tinkering with adding all the gajillion configs, so every once in a while might be a good idea to purge your configs so you refresh them. I'm working on the harvest rod/rod of lyssa configs now.
Those are unfinished, at the moment. I was about to change it to a percent but I haven't gotten to that part yet, so the config is a little misleading. I'm still tinkering with adding all the gajillion configs, so every once in a while might be a good idea to purge your configs so you refresh them. I'm working on the harvest rod/rod of lyssa configs now.
Ah, alright. Just that Ive been noticing that Im not getting billions of drops anymore, even though I have looting all over everything
Stupid MCF editor rearranged the spoiler tags and buried it in the guide. Sorry about that.
Laskeri: mob pacification flat out didn't work. The only way I can make it work is if interdiction torches also make the player invisible. There's two completely disparate methods of targeting in mob AIs at the moment. Not all of them are using the register-able event. In fact most of them aren't.
Edit: I highly advise you to stay away from the dev builds for a few days (everybody) or you run some serious risks.
Void tears have been completely rewritten and NBT data has been overhauled. If you have any items in the mod, chances are good you will find "anomalies", such as your charges resetting, or void tears that are completely empty.
Before upgrading or testing the dev builds, please ensure you have emptied all of your void tears. I will post this warning again before we release anything officially.
Profile pic by Cheshirette c:
I agree. I had a whole line of items planned, but only four of the eleven (the ones I kept) worked without a base class edit. I'm happy waiting for forge to catch up on wiring the events for the "old" targetting method to allow subscription, but I was tempted to put in a PR myself.
Unfortunately, that's still no guarantee I could get it to work on non-vanilla entities, either, but eventually I had hoped to do something more with it. It's not completely off the table, but it's shelved until some of those vanilla methods are sync'd up with others.
Edit: finished doing the NBT stuff to the items like I wanted to but it's in grave need of extensive testing. Cosmetics aside, the NBT changes carry a lot of risk and server/client desyncing is always a possibility now that I've removed the client's frame of reference. I'm expecting blowback on at least a couple of items, so we'll see what blows up later.
Right now I'm moving into giving HUD elements to a lot of things that didn't have them before and
upgrading tooltips(done) to show item contents, where applicable.Edit 2:
I had to revert previously mentioned unstable changes. My experiment flat out didn't work when I got to server-client syncing, and there was no easy (read: good) way to sync client NBT files with server without introducing the possibility of latency, too-frequent packet checks, overly aggressive syncing protocols, et al. There were too many variables for me to commit to my original plan, so I reverted. On the plus side, the HUDs work, so they're staying.
Also on the plus side, after reverting, something I had done in the process fixed the issue I was trying to fix in the first place (items twitch when changing NBT data), in spite of reverting to the old NBT structure. Names still pop up when you use stuff, but they no longer twitch.
I learned some tricks on the way.
Anyway, all that is to say the dev builds should be safe once more. Feel free to dig in and let us know what you think of the new items, and any issues you have. Thanks to our beta testers in advance. We can really use the help on this one.
I ran my commits out of order. Re-committed some nonsense this morning (removed whitespace) and forced a rebuild. It should be up now.
I do have a slight issue to report, I notice with the serpent staff, I will try to use it to shoot one shot, but it gets locked into this rapid fire mode, as if I am holding RMB down, clicking more doesn't always stop it either, and it's definitely not a problem with the mouse itself. This happens pretty reliably, though it's a bit random when.
I noticed the same thing, a couple of weeks back, I haven't gotten around to fixing it yet. It happened with a couple of our items. More testing is needed, I'm not sure exactly what causes it. I think it's because the client knows you've stopped using the item but the server doesn't, just a theory. I will put it on our issue tracker so I don't forget it.
Can I ask why? It's basically one fertility potion and 3 seeds difference. That's not a huge change. XD
Yeah, you're right, I thought I made it 3, but it's 8. I added an alternative recipe in the latest dev build that reduces it to 3. Look for it in the lilypad section of the configs, labeled "easy_mode_recipe". Set it to true to reduce cost from 8 to 3.
I will probably do more of these. Mort has some recipe suggestions I wanted to look at before I dug too deep into tweaking on recipes again.
Oh, and the Unnamed void tear is used for recipes, while the void tear in NEI is not.
Uh-huh, I'm doing stuff with it. I'm finalizing a bunch of stuff tonight. Check back later.
Redstone dust: 1 unit
Lapis Lazuli: 2 units
Redstone block: 9 units
Lapis Block: 18 units
Alkhite dust (shapeless, 1 redstone, 1 lapis, 1 glowstone or nether wart, 1 gunpowder makes 2): 4 units
Consider replacing an ingredient in the tome recipe with this dust.
What's the dust for?
update: Forge file server is derping hard, that is the ONLY reason our dev builds are failing. I'm sorry for the lack of dev builds, it turns out it had nothing to do with me. Gradle can't get the dependencies because the FS seems to be crippled. I'll try to jumpstart the drone IO once I have confirmed forge's servers are back in the green.
edit: servers didn't seem to be responsive until late last night, I didn't get an opportunity to jumpstart drone. Right now I'm back in polish mode, so here's what's on the table for the next few days:
I'm taking away left click bindings on all the items that use it:
Ender Staff
Glacial Staff
Ice Magus Rod
Pyromancer Staff
Shift left click is going to become a mode-cycle (sojourner's staff has this already) switching between the various functions the item can do. That way you can have more than two things bound to an item with relative ease. Pyromancer's staff, for example, has 4 functions: flint and steel, blaze fireball, ghast fireball and a custom eruption effect. Each one behaves differently.
Rather than having confusing mouse controls for each, I'd rather it be a-function-at-a-time, so I'm changing the controls up.
Configs, dozens of them. I won't go into detail, but basically I'm adding another massive round of config options. Expect to have some serious fine control over a LOT of items. I have to work in some theoretical maximums for a few items, but you can make some things pretty ridiculous if you want to. In addition, there will be some simplified configs for the lilypad, I know it's a bit cryptic.
I'm inventing a new seek method for the seeker bullet. I'm hoping it will look and feel amazing.
I want to add exclusion lists for the Interdiction torches and Seeker shot (and ender shot naturally) so that you can specify what you want to push/kill. By default, it will scour the registry for all living entities and then allow you to remove those entities from the registry, making the bullet/torch "passive" towards certain mobs.
Coin of fortune pull range is gonna be configurable, and the active will have a very high upper limit.
Mob drop rates will be configurable, etc etc. Lots of configs. You get the idea. Read the issue tracker if you want to know more.
Mortvana suggested new recipes, which have become the DEFAULT, but you can config "easy-mode" recipes if you prefer them. They are simpler, typically shapeless, and require less resources. Up to you to define your balance.
Mortvana also requested we restore the comical tooltips. I'm going to figure out how to do the shift-to-reveal so the tooltips aren't so obnoxious when derping around in your inventory. The flavor text will be less of a burden there.
Some items get locked in right click-use mode (block). I've implemented smaller right click durations so that the server knows the client can't possibly be still using an item for more than a certain period. This should, hopefully, alleviate the issue of items getting stuck in usage mode.
Harvest rod is getting a new ability, the blizzard and eruption powers of the Glacial and Pyromancer staves, respectively, is also getting some touch-up/polish.
Shears of winter is having its particle explosion reduced when breaking blocks, it's a bit ridiculous. There may not be a great way to do this, so I may have to restore my "manual" particle/sound effects.
Rod of lyssa mob pull is instant, so applying the force it does looks and feels ridiculous. I'm scaling it back to somewhere close to vanilla. Also the Rod's failure rates will be configurable. If you want the rod to steal an item every time (like I kind of do) you can disable failure rates in the configs.
The HUDs look decent but they need some polish, I'd like to shift the visible elements to look more natural/centered in their respective positions.
LIke I said, the issue tracker has more detail. There's over 20 open tickets at the moment that I'd really like to commit attention to over the next couple of weeks. I will keep you guys posted when the dev builds become stable again, but for right now, expect there to be issues. If you're using anything close to a daily update and you see issues repeatedly over a couple of builds, please don't hesitate to drop a heads up here or on the issue tracker. Feel free to let me know if the builds "failed" as well, this is usually a sign I've either committed the lib out of order, or forge/maven servers are failing catastrophically and I will force a rebuild with a bogus commit (or try to, assuming the servers are back online).
TL;DR - lots of stuff planned. I'm pumped. Stay tuned.
is it "Out of X" where X is the number? or is it some other way?
Those are unfinished, at the moment. I was about to change it to a percent but I haven't gotten to that part yet, so the config is a little misleading. I'm still tinkering with adding all the gajillion configs, so every once in a while might be a good idea to purge your configs so you refresh them. I'm working on the harvest rod/rod of lyssa configs now.
Ah, alright. Just that Ive been noticing that Im not getting billions of drops anymore, even though I have looting all over everything