I fixed the bug that lost the meta data. That bug was not in the 1.8 version, just in the 1.7.10 version.
I definitely do not have a big time delay on any of my computers. We need to get some performance profilers on the task to track down where that delay is coming from. It can't take more than a few milliseconds to iterate through the player's inventor, and that's the only thing that happens on the same tick as the player's death. If you're having a long delay, I'd like to know more about your hardware and your graphics settings. If you know how to use a profiler, you might be able narrow it down to a single function causing the delay.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Well, I don't know how to use a profiler, at least that I am aware of, but I'd like to help with the delay where I can.
I just hopped back in my mod spotlight test world and tried the updated mod and I am still getting the delay. I did /kill with nothing on me, but the delay did seem a bit shorter than with items. Could it possibly be because of the additional Rotten Flesh and Bones being added? Also, still would be nice to get a config option to disable that =P
I'm using Forge v10.13.2.1270 for 1.7.10 with the v1.1.3 of the mod. Okay, strangest thing... As I was typing this and testing, I grabbed my items from a previous corpse to test the metadata (which I can confirmed is fixed) and noticed that the delay was suddenly gone... I repeated to test and am not getting any death lag anymore. I tested again in a new world and did get some delay at first, possibly due to world gen. Yah, I have no idea why it suddenly started working now. If you want to see the lag, I did experience it in my mod spotlight, currently private, but I could share it unlisted.
Thanks for confirming the bug fix. That means a lot to me and others who are considering using this mod.
Your performance results are interesting. Sounds like it is being delayed by chunk management (loading/unloading chunks and entity data) when you die. If this is the case, then the delay will get worse if you die farther from your spawn point, with the maximum delay when your death is so far from spawn that all chunks must unload/reload. Minecraft 1.8 does multi-threaded chunk loading, so it might be less susceptible to this kind of problem.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Thanks for confirming the bug fix. That means a lot to me and others who are considering using this mod.
Your performance results are interesting. Sounds like it is being delayed by chunk management (loading/unloading chunks and entity data) when you die. If this is the case, then the delay will get worse if you die farther from your spawn point, with the maximum delay when your death is so far from spawn that all chunks must unload/reload. Minecraft 1.8 does multi-threaded chunk loading, so it might be less susceptible to this kind of problem.
No problem. That could be it, but I am still unsure. When I was doing the mod spotlight, I was in the same area for a long time, long enough for all the chunks to loads at least, and my spawn point was right next to it. Yet I still got some delay then. But when I tested today, despite just loading up the world, it seemed shorter and then eventually stopped. I wonder if the recent forge update had anything to do with it. I do know that v10.13.2.1270 had a world gen fix that greatly improved load speeds and I think I did the spotlight before that was out. I'll try to remember to do some more testing with that if I have time.
I just finished doing a few more death delay tests and I think you may be right about the world gen affecting it. Unfortunately I already got rid of my older 1.7 versions of forge before the world gen fix, so I didn't test that. But I tried teleporting far from my spawn and doing /kill to see how quick it would load. At most I got about 3 seconds or so, but that was with the spawn chunks not loaded at all (reloading before the testing). If anyone is having issues with the death delay, I'd suggest to try Forge v10.13.2.1270 or newer to see if that helps.
You are a true scientist, BioMasterZap. It looks like the best I can do for now is recommend people use the latest Forge. I wonder if the problem is better or worse when connecting to a dedicated server.
Thanks for the spotlight, Sorenus. It's clever and to the point.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
No problem. I also annotated my spotlight to recommend new forge to help with delay; I'll be sure to post back next Saturday when it is public.
Interesting note about offline vs online though. When I did spotlight (and had the delay), I was online I think, but the minecraft servers were having issues and my skin wasn't working. Also, my recent tests were playing online I think.
Also, I did a bit more testing with Lootable Bodies on the mod pack I am working on. My main test was with the Charm of Keeping, which didn't work with Gravestones. However, I can confirm that it DOES work with Lootable Bodies; so I'll be replacing Gravestones now.
Also, my friend suggested I tested to make sure that NBT saved. So I did /kill with some Tinker's Construct Tools and it seems to have saved all the info (parts and modifiers) just fine. I will keep an eye out for any delays or other issues while testing the mod pack further though.
bsp;My main test was with the Charm of Keeping, which didn't work with Gravestones. However, I can confirm that it DOES work with Lootable Bodies; so I'll be replacing Gravestones now.
I worked on the old Tombstone mod and the major criticism against it was that items in additional inventories from other mods would not be saved. Those additional inventories cannot be detected by death-chest mods (there's no global inventory registry), but I came up with a clever solution when making this mod: suck-up all nearby items for 1 second after the player's death. Thus my goal with this mod was to make a death-chest mod that would support all inventory mods and I'm very pleased that I seem to have succeeded.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I worked on the old Tombstone mod and the major criticism against it was that items in additional inventories from other mods would not be saved. Those additional inventories cannot be detected by death-chest mods (there's no global inventory registry), but I came up with a clever solution when making this mod: suck-up all nearby items for 1 second after the player's death. Thus my goal with this mod was to make a death-chest mod that would support all inventory mods and I'm very pleased that I seem to have succeeded.
Yah, that system seems very smart. I know Gravestone adds a lot of compatibility, but it still doesn’t get all the mods (e.g. has Tinkers and Baubles, not Traveller's Gear). But in the progress it seems to lose Charm of Keeping support. Also, just to check, is there a limit on how much the corpse can hold? Because with mod inventories I know I had over 75 items before that dropped on death.
I do read the comments and I am considering a timeout option. However, I'm not going to spawn a block. The reason is that it is really tricky to choose a location for the new block to appear without disrupting the local terrain. For example, suppose you drown in your own moat, under the bridge. Should the death chest remove a water block? Or should it move up to the surface and break the bridge? Or should it move to the nearest air pocket, which might be a tiny lava cave right under the moat? There's no good answer to these questions, so I prefer using an entity.
As for custom rendered armor, I don't know what will happen. I suspect that it won't appear on the body unless the armor also renders when worn by zombies and other mobs.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I do read the comments and I am considering a timeout option. However, I'm not going to spawn a block. The reason is that it is really tricky to choose a location for the new block to appear without disrupting the local terrain. For example, suppose you drown in your own moat, under the bridge. Should the death chest remove a water block? Or should it move up to the surface and break the bridge? Or should it move to the nearest air pocket, which might be a tiny lava cave right under the moat? There's no good answer to these questions, so I prefer using an entity.
As for custom rendered armor, I don't know what will happen. I suspect that it won't appear on the body unless the armor also renders when worn by zombies and other mobs.
the modded armor render on the skeletons on 1.7.10 ?
This mod will override the keep inventory feature and take your items and stuff them on your dead body. Other mods that grant extra inventories may or may not keep your inventory with you when you respawn (depends on how that mods was written).
bsp;how do get to configs
The config file is named lootablebodies.cfg and it is in the config folder, which is right next to the mods folder (the file will appear after you launch Minecraft with this mod for the first time).
bsp;Also, just to check, is there a limit on how much the corpse can hold? Because with mod inventories I know I had over 75 items before that dropped on death.
75 items?! That's a lot! The item limit in Lootable bodies is currently 54 stacks (same as a double-chest). I'd have to create a custom inventory GUI with tabs or a scroll-bar to support a larger inventory.
Do you think that I need to increase the inventory size or is 54 item slots a reasonable limit?
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
75 items?! That's a lot! The item limit in Lootable bodies is currently 54 stacks (same as a double-chest). I'd have to create a custom inventory GUI with tabs or a scroll-bar to support a larger inventory.
Do you think that I need to increase the inventory size or is 54 item slots a reasonable limit?
Personally, I doubt I'd have more than 54 items on me at once, even with mod inventories. But an option to increase the inventory size may be worth considering since I am sure some players would want that.
Just the vanilla hotbar, inventory, and armor is 40 slots, which is nearly all the space right there. The Tinker's Knapsack adds another 27; so a full inventory and knapsack already puts you over the limit. And that is not counting the other Tinker's slot items; 7 including 3 heart canisters, knapsack, gloves, belt, and unused mask slot. Then there are the 4 Baubles and I think Traveller's Gear adds another 2+ slots as well.
So with all those slots, it wouldn't be too unreasonable to have 77 slots of items on you. Personally, I'd think it is unlikely to have over 80 items though, but there are probably other mods to raise that number. If you did want to add a larger corpse option, I'd suggest to just double it to 108, which I believe is the obsidian chest size. You may also want to consider an option to decrease it to a single chest (27 slots), since I am sure some players would like a harder option =P
I'll look into making a tabbed inventory screen so I can expand the number of item slots without running off the bottom of the screen.
I found that non standard shovels like the ones in Tinkers Construct don't work to remove the bodies. Check PR on github.
What is PR short for?
Also, do you have any ideas on how to detect whether a non-standard tool acts like a shovel? When I programmed this mod, I assumed that all shovels would extend the ItemSpade class.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I definitely do not have a big time delay on any of my computers. We need to get some performance profilers on the task to track down where that delay is coming from. It can't take more than a few milliseconds to iterate through the player's inventor, and that's the only thing that happens on the same tick as the player's death. If you're having a long delay, I'd like to know more about your hardware and your graphics settings. If you know how to use a profiler, you might be able narrow it down to a single function causing the delay.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I just hopped back in my mod spotlight test world and tried the updated mod and I am still getting the delay. I did /kill with nothing on me, but the delay did seem a bit shorter than with items. Could it possibly be because of the additional Rotten Flesh and Bones being added? Also, still would be nice to get a config option to disable that =P
I'm using Forge v10.13.2.1270 for 1.7.10 with the v1.1.3 of the mod. Okay, strangest thing... As I was typing this and testing, I grabbed my items from a previous corpse to test the metadata (which I can confirmed is fixed) and noticed that the delay was suddenly gone... I repeated to test and am not getting any death lag anymore. I tested again in a new world and did get some delay at first, possibly due to world gen. Yah, I have no idea why it suddenly started working now. If you want to see the lag, I did experience it in my mod spotlight, currently private, but I could share it unlisted.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Your performance results are interesting. Sounds like it is being delayed by chunk management (loading/unloading chunks and entity data) when you die. If this is the case, then the delay will get worse if you die farther from your spawn point, with the maximum delay when your death is so far from spawn that all chunks must unload/reload. Minecraft 1.8 does multi-threaded chunk loading, so it might be less susceptible to this kind of problem.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
No problem. That could be it, but I am still unsure. When I was doing the mod spotlight, I was in the same area for a long time, long enough for all the chunks to loads at least, and my spawn point was right next to it. Yet I still got some delay then. But when I tested today, despite just loading up the world, it seemed shorter and then eventually stopped. I wonder if the recent forge update had anything to do with it. I do know that v10.13.2.1270 had a world gen fix that greatly improved load speeds and I think I did the spotlight before that was out. I'll try to remember to do some more testing with that if I have time.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Here ya go:
Hope you like it! I'd love to see it on the post! =)
Thanks for the amazing mod! Have a fancytastic day! =D
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Thanks for the spotlight, Sorenus. It's clever and to the point.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Interesting note about offline vs online though. When I did spotlight (and had the delay), I was online I think, but the minecraft servers were having issues and my skin wasn't working. Also, my recent tests were playing online I think.
Also, I did a bit more testing with Lootable Bodies on the mod pack I am working on. My main test was with the Charm of Keeping, which didn't work with Gravestones. However, I can confirm that it DOES work with Lootable Bodies; so I'll be replacing Gravestones now.
Also, my friend suggested I tested to make sure that NBT saved. So I did /kill with some Tinker's Construct Tools and it seems to have saved all the info (parts and modifiers) just fine. I will keep an eye out for any delays or other issues while testing the mod pack further though.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
I worked on the old Tombstone mod and the major criticism against it was that items in additional inventories from other mods would not be saved. Those additional inventories cannot be detected by death-chest mods (there's no global inventory registry), but I came up with a clever solution when making this mod: suck-up all nearby items for 1 second after the player's death. Thus my goal with this mod was to make a death-chest mod that would support all inventory mods and I'm very pleased that I seem to have succeeded.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Yah, that system seems very smart. I know Gravestone adds a lot of compatibility, but it still doesn’t get all the mods (e.g. has Tinkers and Baubles, not Traveller's Gear). But in the progress it seems to lose Charm of Keeping support. Also, just to check, is there a limit on how much the corpse can hold? Because with mod inventories I know I had over 75 items before that dropped on death.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
As for custom rendered armor, I don't know what will happen. I suspect that it won't appear on the body unless the armor also renders when worn by zombies and other mobs.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
the modded armor render on the skeletons on 1.7.10 ?
File???
and how do get to configs
This mod will override the keep inventory feature and take your items and stuff them on your dead body. Other mods that grant extra inventories may or may not keep your inventory with you when you respawn (depends on how that mods was written).
The config file is named lootablebodies.cfg and it is in the config folder, which is right next to the mods folder (the file will appear after you launch Minecraft with this mod for the first time).
75 items?! That's a lot! The item limit in Lootable bodies is currently 54 stacks (same as a double-chest). I'd have to create a custom inventory GUI with tabs or a scroll-bar to support a larger inventory.
Do you think that I need to increase the inventory size or is 54 item slots a reasonable limit?
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Personally, I doubt I'd have more than 54 items on me at once, even with mod inventories. But an option to increase the inventory size may be worth considering since I am sure some players would want that.
Just the vanilla hotbar, inventory, and armor is 40 slots, which is nearly all the space right there. The Tinker's Knapsack adds another 27; so a full inventory and knapsack already puts you over the limit. And that is not counting the other Tinker's slot items; 7 including 3 heart canisters, knapsack, gloves, belt, and unused mask slot. Then there are the 4 Baubles and I think Traveller's Gear adds another 2+ slots as well.
So with all those slots, it wouldn't be too unreasonable to have 77 slots of items on you. Personally, I'd think it is unlikely to have over 80 items though, but there are probably other mods to raise that number. If you did want to add a larger corpse option, I'd suggest to just double it to 108, which I believe is the obsidian chest size. You may also want to consider an option to decrease it to a single chest (27 slots), since I am sure some players would like a harder option =P
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
What is PR short for?
Also, do you have any ideas on how to detect whether a non-standard tool acts like a shovel? When I programmed this mod, I assumed that all shovels would extend the ItemSpade class.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes