First, is it possible to have loot regenerate after a period of time in dungeons? If not, I would like to request a very powerful feature, which is more control over how individual chests (per schematic or via tag, etc) spawn loot.
1 - Normal loot spawn. That is, loot spawns once for a tag placed in a container. Once a player loots it, it's gone for everyone, forever. (In otherwords, this is already how loot behaves with RC)
2 - Per-person loot. Loot spawns via tags placed in chests, but multiple players can loot it. So, if a friend and I are exploring, we can both loot a single chest. The loot can either be randomized for both of us (meaning we both might get different loot, but from the same loot table determined by the tag), or the loot can be the same for everyone (so, we can both loot the chest, and we get the same set of loot that was randomly generated via the tag)
3 - Replenished loot. Loot spawns in a chest, and a player can loot it multiple times. The time it takes for the loot to replenish could be configured via the tag prior to placing it in the chest. So, I could find a dungeon, loot it, and in 12 hours, the loot respawns. This allows map makers to make repeatable dungeons, perhaps randomizing the loot each time, or having the same item(s) spawn each time.
Additionally, there should be an option to set a maximum number of times a chest can be looted, either total or per person. So, I could have a chest respawn loot every 12 hours, but once it's been looted 10 times TOTAL, then it stops regenerating loot. Or, I could set it per person, meaning a single player can only loot a chest a max of 10 times. Both options could even be combined, so a chest might respawn its loot for a total of 100 times, but also 10 times per player, meaning 100 players can loot it once or 10 players can loot it 10 times.
Options 2 and 3 can even be mixed and matches, so multiple players could loot the same chest multiple times. Or, a chest could respawn loot multiple times, but it's a first come first serve.
If you decide to add such a feature, make sure to include it for 1.7.10! =)
My second question is this - Is there a repository of schematics? I know that RC comes with default dungeons, but I'm looking for a place where other people might have submitted their schematics.
First, is it possible to have loot regenerate after a period of time in dungeons? If not, I would like to request a very powerful feature, which is more control over how individual chests (per schematic or via tag, etc) spawn loot.
1 - Normal loot spawn. That is, loot spawns once for a tag placed in a container. Once a player loots it, it's gone for everyone, forever. (In otherwords, this is already how loot behaves with RC)
2 - Per-person loot. Loot spawns via tags placed in chests, but multiple players can loot it. So, if a friend and I are exploring, we can both loot a single chest. The loot can either be randomized for both of us (meaning we both might get different loot, but from the same loot table determined by the tag), or the loot can be the same for everyone (so, we can both loot the chest, and we get the same set of loot that was randomly generated via the tag)
3 - Replenished loot. Loot spawns in a chest, and a player can loot it multiple times. The time it takes for the loot to replenish could be configured via the tag prior to placing it in the chest. So, I could find a dungeon, loot it, and in 12 hours, the loot respawns. This allows map makers to make repeatable dungeons, perhaps randomizing the loot each time, or having the same item(s) spawn each time.
Additionally, there should be an option to set a maximum number of times a chest can be looted, either total or per person. So, I could have a chest respawn loot every 12 hours, but once it's been looted 10 times TOTAL, then it stops regenerating loot. Or, I could set it per person, meaning a single player can only loot a chest a max of 10 times. Both options could even be combined, so a chest might respawn its loot for a total of 100 times, but also 10 times per player, meaning 100 players can loot it once or 10 players can loot it 10 times.
Options 2 and 3 can even be mixed and matches, so multiple players could loot the same chest multiple times. Or, a chest could respawn loot multiple times, but it's a first come first serve.
If you decide to add such a feature, make sure to include it for 1.7.10! =)
My second question is this - Is there a repository of schematics? I know that RC comes with default dungeons, but I'm looking for a place where other people might have submitted their schematics.
Hey,
these are all very relevant suggestions - but they don't fit in Recurrent Complex' scope.
As a general rule of thumb - after the world generation is done, there should be no trace left of Recurrent Complex ever existing in gameplay. That means no ingame logic, no items, no blocks.
I do have another project that I might work on some time in the future where it fits better, but honestly I don't know when I can work on it.
You could also make something like this work with command blocks hidden in bedrock probably. Command blocks are super powerful these days.
As for the repository - good call. I was working on one, a year back, but it took too much time and so I paused it.
I'm thinking of instead pairing up with an existing minecraft content site to host the official structure repo for it, though. I'll tell you more (in this thread) when I get somewhere.
Will you update Psychedelicraft? For example interesting item positions on Bibliocraft tables? Glasses, mugs etc as containers? Right click with another "tank" (bottle) to fill them?
1) I'm running this mod on a server/client, alongside plugins (kCauldron). One of the plugins I'm using is PermissionEx, which if you're not familiar, adds a way to control what commands players can and can't use.
I'm currently developing a modpack and want players on my test server to be able to help build structures for RC. However, they can't access commands like /#export unless I OP them (which I don't want to do for obvious reasons)
So, are there any permission nodes you have built into the mod that I could use to grant players access to commands? Or perhaps config options to allow players access to commands?
2) There's a bit of a bug on my server, and not sure what's causing it. It only happens on my server and not on single player.
Whenever I make an inventory generator tag, it doesn't save properly. I'll add the items, ratios, name it and assign it a group ID. But when I hit "save", it won't generate a tag in the creative menu. It does, however, create a file in the resources/active folder.
I can, however, make my tags in single player then move the files over to my server. That works fine.
Hey Ivorius, Im having an issue with ygc in 1.7.10. I used to have statues that worked very well with dynamic textures, but some other mod interaction seems to have broken them to be invisible, do you have any idea which mods are incompatible or what kind of a mod would make the statues invisible?
Will you update Psychedelicraft? For example interesting item positions on Bibliocraft tables? Glasses, mugs etc as containers? Right click with another "tank" (bottle) to fill them?
1) I'm running this mod on a server/client, alongside plugins (kCauldron). One of the plugins I'm using is PermissionEx, which if you're not familiar, adds a way to control what commands players can and can't use.
I'm currently developing a modpack and want players on my test server to be able to help build structures for RC. However, they can't access commands like /#export unless I OP them (which I don't want to do for obvious reasons)
So, are there any permission nodes you have built into the mod that I could use to grant players access to commands? Or perhaps config options to allow players access to commands?
I'm afraid there is no such thing. It's just too easy to crash the server like this (e.g. /#select point1 0 0 0 /#select point2 10000 200 10000 /#export) and writing a security wrapper for all this is not a priority (in comparison to other features).
I'd love to just completely run the commands on the clients to take snapshots - however, not all data is synced to the client and so I can't. For security's sake, it might be best to handle the exports yourself (unless you have a better idea, I'd love to hear it )
2) There's a bit of a bug on my server, and not sure what's causing it. It only happens on my server and not on single player.
Whenever I make an inventory generator tag, it doesn't save properly. I'll add the items, ratios, name it and assign it a group ID. But when I hit "save", it won't generate a tag in the creative menu. It does, however, create a file in the resources/active folder.
I can, however, make my tags in single player then move the files over to my server. That works fine.
I heard of that before. Does /#reload work? What does the console log say? (best create a paste on http://hastebin.com or something)
Hey Ivorius, Im having an issue with ygc in 1.7.10. I used to have statues that worked very well with dynamic textures, but some other mod interaction seems to have broken them to be invisible, do you have any idea which mods are incompatible or what kind of a mod would make the statues invisible?
Most likely shader mods or high def texture patches. Something that has to do with graphics, at the very least. I don't really know though - I can only recommend you binary search for it.
For security's sake, it might be best to handle the exports yourself (unless you have a better idea, I'd love to hear it )
How about just a whitelist in the configs? My main issue, really, is that I can't give people who I've hand picked to build for me access to RC commands without giving them full OP. I trust them enough to handle RC commands, but not enough to be fully OPed (more so to prevent mistakes from happening)
For my purposes, it's a test server, so even if someone does something to cause a crash, it's really no big deal. I'm expecting crashes on my test server, and even established a flat world specifically for building and testing.
So, if I could just slap people onto a whitelist in an RC config that grants them access to commands, then that works just as fine.
I heard of that before. Does /#reload work? What does the console log say? (best create a paste on http://hastebin.com or something)
I'll give it a try next time I encounter it, thanks!
How about just a whitelist in the configs? My main issue, really, is that I can't give people who I've hand picked to build for me access to RC commands without giving them full OP. I trust them enough to handle RC commands, but not enough to be fully OPed (more so to prevent mistakes from happening)
For my purposes, it's a test server, so even if someone does something to cause a crash, it's really no big deal. I'm expecting crashes on my test server, and even established a flat world specifically for building and testing.
So, if I could just slap people onto a whitelist in an RC config that grants them access to commands, then that works just as fine.
It's unfortunate that MC doesn't have this functionality natively in some way. I think I'll just introduce a player expression for this where you can make your own logic with names and permission levels. Next version
While I'm waiting for the bug reports to roll in (I haven't tested very extensively), I'm gonna go ahead and update Pandora's Box too. Once ReC is stable the 1.10 update will come.
Getting this on server startup when I include recurrentcomplex-0.9.8.jar:
et.minecraftforge.fml.common.LoaderException: java.lang.NoClassDefFoundError: Could not initialize class ivorius.reccomplex.RCConfig
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:179) ~[LoadController.class:?]
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:589) ~[Loader.class:?]
at net.minecraftforge.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:92) ~[FMLServerHandler.class:?]
at net.minecraftforge.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:321) ~[FMLCommonHandler.class:?]
Getting this on server startup when I include recurrentcomplex-0.9.8.jar:
et.minecraftforge.fml.common.LoaderException: java.lang.NoClassDefFoundError: Could not initialize class ivorius.reccomplex.RCConfig
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:179) ~[LoadController.class:?]
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:589) ~[Loader.class:?]
at net.minecraftforge.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:92) ~[FMLServerHandler.class:?]
at net.minecraftforge.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:321) ~[FMLCommonHandler.class:?]
Any thoughts? Works fine when I play locally.
Thanks,
bus
That sounds wrong. Try redownloading the newest version of both Recurrent Complex and IvToolkit (and if that doesn't work, try Forge, too).
There was mostly just one bug to fix (the entity crash), and since I got carried away I ended up adding a few more features.
Next should be the 1.9 update. Not this weekend, but I hope to quickly do it afterwards.
The change log:
New: Pattern generation! Have a structure generate every x blocks for progression or special dimensional patterns
New: Command permission system (Command Expressions that support player names and permission levels) - able to wrap any command from any mod!
New: /#decorate - decorate a number of chunks naturally - useful for retroactive generation
New: /#decorateone - place one randomly selected structure in this chunk
Fix: Crash when an entity fails loading
Nice to hear!
I haven't been working on my modpack lately, due to having to fix my website and launch a FTB pack to draw in more players... but now that's out of the way, I can resume Tradewinds development.
For the permission system, what do you mean "able to wrap any command from any mod"? Does this mean grabbing a command from a mod like COFH, then adding it to a config you've generated and attaching players who can use that command, or more along the lines or permission.nodes?
Either way, sounds interesting, actually, since a lot of mods have commands but are hard to control who can or can't use them (unless the mod of course offers true permission systems, like how MyTown incorporate a Bukkit bridge for nodes)
I'll toss this into my next pack update and give feedback!
I haven't been working on my modpack lately, due to having to fix my website and launch a FTB pack to draw in more players... but now that's out of the way, I can resume Tradewinds development.
For the permission system, what do you mean "able to wrap any command from any mod"? Does this mean grabbing a command from a mod like COFH, then adding it to a config you've generated and attaching players who can use that command, or more along the lines or permission.nodes?
Either way, sounds interesting, actually, since a lot of mods have commands but are hard to control who can or can't use them (unless the mod of course offers true permission systems, like how MyTown incorporate a Bukkit bridge for nodes)
I'll toss this into my next pack update and give feedback!
Pretty much. You add a String to the list, add a command name (from any mod) and then what players / permission levels can or cannot use it. I have to enter the exact syntax on the wiki still but it's pretty much one more type of Expression. Though I have to add it only works for disallowing commands, since it's currently impossible (afaik) to specifically force-allow a command to be used for any player.
Well, that's exactly it - it's a permissions issue. Make sure the mod jars are unrestricted for reading for the Java instance / the user it runs on.
Love this mod! Just got a couple questions.
First, is it possible to have loot regenerate after a period of time in dungeons? If not, I would like to request a very powerful feature, which is more control over how individual chests (per schematic or via tag, etc) spawn loot.
1 - Normal loot spawn. That is, loot spawns once for a tag placed in a container. Once a player loots it, it's gone for everyone, forever. (In otherwords, this is already how loot behaves with RC)
2 - Per-person loot. Loot spawns via tags placed in chests, but multiple players can loot it. So, if a friend and I are exploring, we can both loot a single chest. The loot can either be randomized for both of us (meaning we both might get different loot, but from the same loot table determined by the tag), or the loot can be the same for everyone (so, we can both loot the chest, and we get the same set of loot that was randomly generated via the tag)
3 - Replenished loot. Loot spawns in a chest, and a player can loot it multiple times. The time it takes for the loot to replenish could be configured via the tag prior to placing it in the chest. So, I could find a dungeon, loot it, and in 12 hours, the loot respawns. This allows map makers to make repeatable dungeons, perhaps randomizing the loot each time, or having the same item(s) spawn each time.
Additionally, there should be an option to set a maximum number of times a chest can be looted, either total or per person. So, I could have a chest respawn loot every 12 hours, but once it's been looted 10 times TOTAL, then it stops regenerating loot. Or, I could set it per person, meaning a single player can only loot a chest a max of 10 times. Both options could even be combined, so a chest might respawn its loot for a total of 100 times, but also 10 times per player, meaning 100 players can loot it once or 10 players can loot it 10 times.
Options 2 and 3 can even be mixed and matches, so multiple players could loot the same chest multiple times. Or, a chest could respawn loot multiple times, but it's a first come first serve.
If you decide to add such a feature, make sure to include it for 1.7.10! =)
My second question is this - Is there a repository of schematics? I know that RC comes with default dungeons, but I'm looking for a place where other people might have submitted their schematics.
Hey,
these are all very relevant suggestions - but they don't fit in Recurrent Complex' scope.
As a general rule of thumb - after the world generation is done, there should be no trace left of Recurrent Complex ever existing in gameplay. That means no ingame logic, no items, no blocks.
I do have another project that I might work on some time in the future where it fits better, but honestly I don't know when I can work on it.
You could also make something like this work with command blocks hidden in bedrock probably. Command blocks are super powerful these days.
As for the repository - good call. I was working on one, a year back, but it took too much time and so I paused it.
I'm thinking of instead pairing up with an existing minecraft content site to host the official structure repo for it, though. I'll tell you more (in this thread) when I get somewhere.
Perhaps it would be better off as its own mod =o
Will you update Psychedelicraft? For example interesting item positions on Bibliocraft tables? Glasses, mugs etc as containers? Right click with another "tank" (bottle) to fill them?
Hey, couple of things.
1) I'm running this mod on a server/client, alongside plugins (kCauldron). One of the plugins I'm using is PermissionEx, which if you're not familiar, adds a way to control what commands players can and can't use.
I'm currently developing a modpack and want players on my test server to be able to help build structures for RC. However, they can't access commands like /#export unless I OP them (which I don't want to do for obvious reasons)
So, are there any permission nodes you have built into the mod that I could use to grant players access to commands? Or perhaps config options to allow players access to commands?
2) There's a bit of a bug on my server, and not sure what's causing it. It only happens on my server and not on single player.
Whenever I make an inventory generator tag, it doesn't save properly. I'll add the items, ratios, name it and assign it a group ID. But when I hit "save", it won't generate a tag in the creative menu. It does, however, create a file in the resources/active folder.
I can, however, make my tags in single player then move the files over to my server. That works fine.
Hey Ivorius, Im having an issue with ygc in 1.7.10. I used to have statues that worked very well with dynamic textures, but some other mod interaction seems to have broken them to be invisible, do you have any idea which mods are incompatible or what kind of a mod would make the statues invisible?
Like I said:
Nope. Please refer to this post: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1276287-ivorius-mods-structures-dungeons-drugs-statues?comment=3912
I'm afraid there is no such thing. It's just too easy to crash the server like this (e.g. /#select point1 0 0 0 /#select point2 10000 200 10000 /#export) and writing a security wrapper for all this is not a priority (in comparison to other features).
I'd love to just completely run the commands on the clients to take snapshots - however, not all data is synced to the client and so I can't. For security's sake, it might be best to handle the exports yourself (unless you have a better idea, I'd love to hear it )
I heard of that before. Does /#reload work? What does the console log say? (best create a paste on http://hastebin.com or something)
Most likely shader mods or high def texture patches. Something that has to do with graphics, at the very least. I don't really know though - I can only recommend you binary search for it.
How about just a whitelist in the configs? My main issue, really, is that I can't give people who I've hand picked to build for me access to RC commands without giving them full OP. I trust them enough to handle RC commands, but not enough to be fully OPed (more so to prevent mistakes from happening)
For my purposes, it's a test server, so even if someone does something to cause a crash, it's really no big deal. I'm expecting crashes on my test server, and even established a flat world specifically for building and testing.
So, if I could just slap people onto a whitelist in an RC config that grants them access to commands, then that works just as fine.
I'll give it a try next time I encounter it, thanks!
It's unfortunate that MC doesn't have this functionality natively in some way. I think I'll just introduce a player expression for this where you can make your own logic with names and permission levels. Next version
New version for Recurrent Complex!
There was mostly just one bug to fix (the entity crash), and since I got carried away I ended up adding a few more features.
Next should be the 1.9 update. Not this weekend, but I hope to quickly do it afterwards.
The change log:
Recurrent Complex has been updated to 1.9!
No changelog though. Just MC update.
While I'm waiting for the bug reports to roll in (I haven't tested very extensively), I'm gonna go ahead and update Pandora's Box too. Once ReC is stable the 1.10 update will come.
Hey,
Getting this on server startup when I include recurrentcomplex-0.9.8.jar:
et.minecraftforge.fml.common.LoaderException: java.lang.NoClassDefFoundError: Could not initialize class ivorius.reccomplex.RCConfig
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:179) ~[LoadController.class:?]
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:589) ~[Loader.class:?]
at net.minecraftforge.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:92) ~[FMLServerHandler.class:?]
at net.minecraftforge.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:321) ~[FMLCommonHandler.class:?]
Any thoughts? Works fine when I play locally.
Thanks,
bus
That sounds wrong. Try redownloading the newest version of both Recurrent Complex and IvToolkit (and if that doesn't work, try Forge, too).
Nice to hear!
I haven't been working on my modpack lately, due to having to fix my website and launch a FTB pack to draw in more players... but now that's out of the way, I can resume Tradewinds development.
For the permission system, what do you mean "able to wrap any command from any mod"? Does this mean grabbing a command from a mod like COFH, then adding it to a config you've generated and attaching players who can use that command, or more along the lines or permission.nodes?
Either way, sounds interesting, actually, since a lot of mods have commands but are hard to control who can or can't use them (unless the mod of course offers true permission systems, like how MyTown incorporate a Bukkit bridge for nodes)
I'll toss this into my next pack update and give feedback!
Pretty much. You add a String to the list, add a command name (from any mod) and then what players / permission levels can or cannot use it. I have to enter the exact syntax on the wiki still but it's pretty much one more type of Expression. Though I have to add it only works for disallowing commands, since it's currently impossible (afaik) to specifically force-allow a command to be used for any player.
Recurrent Complex (and IvToolkit) have been updated to 1.10!
Along with this comes another update to 1.9 - so these changes work in both new versions uploaded.
If there's no bugs that need quick fixes I'll work on some more content (structures) for Recurrent Complex now.
Getting this crash with IvToolkit on 1.10.2: http://pastebin.com/ghJPd2t5
I've seen this before, but I need the full runtime log to do anything about this crash.
By this do you mean the FML server log? It's a bit big for pastebin, would you prefer it via email?