I'm still installing all the mods from your list, but I will try to resolve this today. I don't think that your proposed change will solve the problem (the hurtByBlockSuffocation flag is probably set after damage is delivered, not before), but I have a few ideas to brute-force the issue. First, I have to replicate your bug so I can know if I fixed it.
Rollback Post to RevisionRollBack
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 am still unable to make the corpse get stuck in a wall. I am playing in single player with your modpack installed via the Technic Launcher and pouring gravel on my head causes the corpse to automatically jump into the nearest open space and I cannot push the corpse into a wall like you show in your video. Are you sure that your server has the latest version of Lootable Bodies?
I did notice that my inventory items were snatched-up by the gavestone mod instead of going into the Lootable Body. The gravestone uses a different search algorithm than Lootable Bodies, so the gravestone is not in the same location as the body. It is a bit strange to not have my stuff on the body but in a gravestone 2 (or more) blocks away instead.
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 the gravestones mod is used for decoration purposes and not for keeping the inventory, thus I disable the gravestones for players in the config and the items will properly show up in your lootable bodies.
So I tried it in single player and yes it does indeed work the way it is supposed to. The server has the exact same file (copied over from client) as the one tested in single player, but it still has the problem when connected to the server. It appears to be primarily a server side issue. Maybe problems with the application layer messages to other hosts?
The Meaning of Life, the Universe, and Everything.
Location:
Florida
Join Date:
9/9/2014
Posts:
303
Location:
Florida
Minecraft:
Gatorceri
Xbox:
Gatorceri
PSN:
Gatorceri
Nintendo:
SW-1587-6656-1398
Discord:
Gatorceri#4792
PMC:
Gatorceri
Member Details
I want to say that this is working wonderfully in my modpack. ^^ Keep up the work. It is going to be in a showcase mod when I show off some of the mods in my modpack. ^^
@Gatorceri: I'm glad most people are not having trouble.
@KeanuFox: Maybe we are looking at a synchronization mismatch, as in the Lootable Body may be behaving correctly on the server but not telling the clients that the body has teleported out of the wall. Check that your client and server config files match while I try to replicate the bug on my own server. You're using Forge version 10.13.2.1230 right? (Some of the beta Forge builds had entity synchronization bugs)
Rollback Post to RevisionRollBack
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 launched a server with all your mods (except the HUD mod and Damage Indicators, they crash a dedicated server) using Forge build 1236 and I still could not push a corpse into a wall and it teleports out of gravel when I drown myself in gravel. Send me the address of your server so I can try it there, because I am completely incapable of replicating that bug on my system. I cannot fix the bug until I can reproduce it on a system where I can change the code and crash the server free of consequences.
Rollback Post to RevisionRollBack
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 won't be able to test this until this evening, but I just realized that Damage Indicators might be overwriting the damageEntity(...) function so it can make those little numbers appear when an entity is damaged. If it is, then that would explain everything (including the fact that the bodies in your video were not indestructible) and would make Lootable Bodies incompatible with Damage Indicators. I had removed Damage Indicators when I launched my home server because I thought it was client-only, but I'll try putting it back and see what happens. If you can, test your server without Damage Indicators and try to disprove my hypothesis.
Rollback Post to RevisionRollBack
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 won't be able to test this until this evening, but I just realized that Damage Indicators might be overwriting the damageEntity(...) function so it can make those little numbers appear when an entity is damaged. If it is, then that would explain everything (including the fact that the bodies in your video were not indestructible) and would make Lootable Bodies incompatible with Damage Indicators. I had removed Damage Indicators when I launched my home server because I thought it was client-only, but I'll try putting it back and see what happens. If you can, test your server without Damage Indicators and try to disprove my hypothesis.
With GatorPack I use Damage Indicators and not having that issue with it. Just to let you know.
Hypothesis disproven, then. In fact, I can't launch Damage Indicators at all on the server (it really is client-only).KeanuFox, when is your server online? I cannot connect to it right now.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
# Configuration file
"corpse damage" {
# If true, corpses will be damaged by anything that damages a player. [default: false]
B:hurt_by_all=false
# If true, corpses will be damaged by being stuck inside a block. [default: false]
B:hurt_by_block_suffocation=false
# If true, corpses will be damaged by cacti. [default: false]
B:hurt_by_cactus=false
# If true, corpses will be damaged by creepers and TNT.
# If you don't want bodies to be destroyed by explosions,
# also disable fall damage. [default: false]
B:hurt_by_explosions=false
# If true, corpses will be damaged by falling long distances. [default: false]
B:hurt_by_fall=false
# If true, corpses will be damaged by fire and lava. [default: false]
B:hurt_by_fire=false
# If true, corpses will be damaged by damage sources not covered by the other options in this section. [default: false]
B:hurt_by_other=false
# If true, corpses will be damaged by attacking it. [default: false]
B:hurt_by_weapons=false
}
"corpse decay" {
# Time after death before a corpse will self-destruct (if the
# enable_corpse_decay option is set to true).
# The format is hours:minutes:seconds or just hours:minutes [default: 1:00:00]
S:corpse_decay_time=1:00:00
# If true and enable_corpse_decay is also true, corpses will
# self-destruct after being empty for a period of time (will
# not decay if there are any items on the corpse). If using this
# option, you will probably want to also disable the
# add_bones_to_corpse option. [default: false]
B:empty_only_decay=true
# If true, corpses will self-destruct after a preiod of time. [default: false]
B:enable_corpse_decay=true
}
options {
# If true, corpses will have bones and rotten flesh added to them. [default: true]
B:add_bones_to_corpse=true
# The amount of damage a corpse can suffer before being
# destroyed and releasing its items.
# Note that 10 hearts = 20 HP. [range: 1.0 ~ 32767.0, default: 50.0]
S:corpse_HP=50.0
# The maximum number of items that can be stored in a
# corpse. Note that only 54 can be seen at a time [range: 54 ~ 16383, default: 108]
I:corpse_inventory_size=108
# The amount of damage suffered by damageable items when you
# die, to a minimum of 1 durability remaining (items will
# not be destroyed). [range: 0 ~ 1000, default: 32]
I:item_damage_on_death=0
}
KeanuFox and I finally tracked down the problem. The server launcher, which hosts plugins, is using the ForgeHooks.onLivingAttack(...) Forge hook and canceling the entity damage event. I am implementing a workaround and will upload a new version (v1.3.5) shortly. Note that the work-around will have some side-affects when interacting with other mods that use the ForgeHooks.onLivingAttack(...) Forge hook (corpse invulnerability may conflict with the other mod).
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 Meaning of Life, the Universe, and Everything.
Join Date:
7/3/2012
Posts:
59
Member Details
Got a bit of a request. I'm building a pack around Advent of Ascension, which features a number of void dimensions. Obviously when you die in the void, your corpse simply falls down and is forever lost.
Any chance you could come up with something for that? Maybe have the body float up to level 1 and spawn some cobblestone under it?
LOVE the idea of this mod, especially since I've been playing Skyrim lately.
Just one thing, you might want to have your links on your main page open a new window. Leaves you more of a chance people will return to the thread to thank you, give feedback, etc.
I'm still installing all the mods from your list, but I will try to resolve this today. I don't think that your proposed change will solve the problem (the hurtByBlockSuffocation flag is probably set after damage is delivered, not before), but I have a few ideas to brute-force the issue. First, I have to replicate your bug so I can know if I fixed it.
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 am still unable to make the corpse get stuck in a wall. I am playing in single player with your modpack installed via the Technic Launcher and pouring gravel on my head causes the corpse to automatically jump into the nearest open space and I cannot push the corpse into a wall like you show in your video. Are you sure that your server has the latest version of Lootable Bodies?
I did notice that my inventory items were snatched-up by the gavestone mod instead of going into the Lootable Body. The gravestone uses a different search algorithm than Lootable Bodies, so the gravestone is not in the same location as the body. It is a bit strange to not have my stuff on the body but in a gravestone 2 (or more) blocks away instead.
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 the gravestones mod is used for decoration purposes and not for keeping the inventory, thus I disable the gravestones for players in the config and the items will properly show up in your lootable bodies.
So I tried it in single player and yes it does indeed work the way it is supposed to. The server has the exact same file (copied over from client) as the one tested in single player, but it still has the problem when connected to the server. It appears to be primarily a server side issue. Maybe problems with the application layer messages to other hosts?
I want to say that this is working wonderfully in my modpack. ^^ Keep up the work. It is going to be in a showcase mod when I show off some of the mods in my modpack. ^^
@Gatorceri: I'm glad most people are not having trouble.
@KeanuFox: Maybe we are looking at a synchronization mismatch, as in the Lootable Body may be behaving correctly on the server but not telling the clients that the body has teleported out of the wall. Check that your client and server config files match while I try to replicate the bug on my own server. You're using Forge version 10.13.2.1230 right? (Some of the beta Forge builds had entity synchronization bugs)
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
running 1236 forge
I launched a server with all your mods (except the HUD mod and Damage Indicators, they crash a dedicated server) using Forge build 1236 and I still could not push a corpse into a wall and it teleports out of gravel when I drown myself in gravel. Send me the address of your server so I can try it there, because I am completely incapable of replicating that bug on my system. I cannot fix the bug until I can reproduce it on a system where I can change the code and crash the server free of consequences.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Yea understandable, it should already be there if you got the technic pack, but if you got each mod individually then the ip is foxcastz.no-ip.info
I won't be able to test this until this evening, but I just realized that Damage Indicators might be overwriting the damageEntity(...) function so it can make those little numbers appear when an entity is damaged. If it is, then that would explain everything (including the fact that the bodies in your video were not indestructible) and would make Lootable Bodies incompatible with Damage Indicators. I had removed Damage Indicators when I launched my home server because I thought it was client-only, but I'll try putting it back and see what happens. If you can, test your server without Damage Indicators and try to disprove my hypothesis.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
With GatorPack I use Damage Indicators and not having that issue with it. Just to let you know.
Hypothesis disproven, then. In fact, I can't launch Damage Indicators at all on the server (it really is client-only).KeanuFox, when is your server online? I cannot connect to it right now.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Sorry haha it has such a small community that i shut it down at night to reduce strain on disk I'tll be up by the time you see this!
# If true, corpses will be damaged by anything that damages a player. [default: false]
B:hurt_by_all=false # If true, corpses will be damaged by being stuck inside a block. [default: false]
B:hurt_by_block_suffocation=false # If true, corpses will be damaged by cacti. [default: false]
B:hurt_by_cactus=false # If true, corpses will be damaged by creepers and TNT.
# If you don't want bodies to be destroyed by explosions,
# also disable fall damage. [default: false]
B:hurt_by_explosions=false # If true, corpses will be damaged by falling long distances. [default: false]
B:hurt_by_fall=false # If true, corpses will be damaged by fire and lava. [default: false]
B:hurt_by_fire=false # If true, corpses will be damaged by damage sources not covered by the other options in this section. [default: false]
B:hurt_by_other=false # If true, corpses will be damaged by attacking it. [default: false]
B:hurt_by_weapons=false
} "corpse decay" {
# Time after death before a corpse will self-destruct (if the
# enable_corpse_decay option is set to true).
# The format is hours:minutes:seconds or just hours:minutes [default: 1:00:00]
S:corpse_decay_time=1:00:00 # If true and enable_corpse_decay is also true, corpses will
# self-destruct after being empty for a period of time (will
# not decay if there are any items on the corpse). If using this
# option, you will probably want to also disable the
# add_bones_to_corpse option. [default: false]
B:empty_only_decay=true # If true, corpses will self-destruct after a preiod of time. [default: false]
B:enable_corpse_decay=true
} options {
# If true, corpses will have bones and rotten flesh added to them. [default: true]
B:add_bones_to_corpse=true # The amount of damage a corpse can suffer before being
# destroyed and releasing its items.
# Note that 10 hearts = 20 HP. [range: 1.0 ~ 32767.0, default: 50.0]
S:corpse_HP=50.0 # The maximum number of items that can be stored in a
# corpse. Note that only 54 can be seen at a time [range: 54 ~ 16383, default: 108]
I:corpse_inventory_size=108 # The amount of damage suffered by damageable items when you
# die, to a minimum of 1 durability remaining (items will
# not be destroyed). [range: 0 ~ 1000, default: 32]
I:item_damage_on_death=0
}
Issues finally resolved! Thank you very much for all the help Drcyano!
KeanuFox and I finally tracked down the problem. The server launcher, which hosts plugins, is using the ForgeHooks.onLivingAttack(...) Forge hook and canceling the entity damage event. I am implementing a workaround and will upload a new version (v1.3.5) shortly. Note that the work-around will have some side-affects when interacting with other mods that use the ForgeHooks.onLivingAttack(...) Forge hook (corpse invulnerability may conflict with the other mod).
Edit: New version is live
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Alright, but I'll keep the version I have in my modpack until I see the same thing go one with it since it is working fine for me.
Amazing! Keep up the good work.
Nothing to see here...
Got a bit of a request. I'm building a pack around Advent of Ascension, which features a number of void dimensions. Obviously when you die in the void, your corpse simply falls down and is forever lost.
Any chance you could come up with something for that? Maybe have the body float up to level 1 and spawn some cobblestone under it?
if you fell into a void, would you ever come back? lmao
Signs You're an Aging Gamer: You Press the "A" or "X" Button Rapidly During Loading Screens
LOVE the idea of this mod, especially since I've been playing Skyrim lately.
Just one thing, you might want to have your links on your main page open a new window. Leaves you more of a chance people will return to the thread to thank you, give feedback, etc.
Old signature got imageshack'd.