I found a bug with the player data that may affect the 1.8 version, and most likely does affect the 1.8.9 released version. Upon defeating the ender dragon and entering the portal to the overworld, all AOTD player data is lost. This is due to a very strange minecraft quirk where the player technically "dies" and respawns after entering the end portal, but it counts as a different type of death. Upon normal deaths, the player data (and AOTD data) is saved and coped to the newly respawned player, but this is not the case after entering the portal. Fixing this bug will be easy, but I thought I'd warn everyone playing the mod.
I'll have to check my book as soon as I can then. I've defeated the Ender Dragon so I need to know if that's what stopped some of my progress. I'll report results directly here when I get the chance.
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
Have you considered storing the data differently from inventory to prevent any future bugs like this from cropping up, even from interaction with other mods? For example, thaumcraft stores research (and I think warp) in a separate file to normal playerdata.
The Ender Portal bug didn't seem to get me. I've been playing with keepInventory on for convenience, so that may have stopped it. I also have some other mods that bind extra data to the player, so it's just possible one of them may have solved the issue because they may have had to deal with the same issue during development. If it happens for someone does it happen all the time or is it only a random chance of wiping out your research progress? I kind of need to go back in, but I don't want to press my luck and I do have an alternative or two I can use.
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
The Ender Portal bug didn't seem to get me. I've been playing with keepInventory on for convenience, so that may have stopped it. I also have some other mods that bind extra data to the player, so it's just possible one of them may have solved the issue because they may have had to deal with the same issue during development. If it happens for someone does it happen all the time or is it only a random chance of wiping out your research progress? I kind of need to go back in, but I don't want to press my luck and I do have an alternative or two I can use.
If the bug is in your version, it will 100% wipe your data every time so you should be okay if it didn't occur. It is probably just a recent bug then.
Have you considered storing the data differently from inventory to prevent any future bugs like this from cropping up, even from interaction with other mods? For example, thaumcraft stores research (and I think warp) in a separate file to normal playerdata.
I was actually thinking of this a while back. It seems like a much better way to store data. Do you know what data TC4 stores in the file (is it just research or all player data from the entire mod?) and do you know what kind of file it is? (Encrypted, plain text, JSON, etc)
I was actually thinking of this a while back. It seems like a much better way to store data. Do you know what data TC4 stores in the file (is it just research or all player data from the entire mod?) and do you know what kind of file it is? (Encrypted, plain text, JSON, etc)
The current generation of Thaumcraft (for post-1.8) is 5. I just checked the files and it seems multiple files and file types are saved in the playerdata file and all track different things independently. Somehow Azanor has even created his own file types just to be read separately in the directory without conflicting each other.
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
I don't see why you need a special data type for researches. Say each research has a unique string ID. Use basic java file Read/Write capabilities to make a .txt document in the playerdata folder for each player who has logged into the world, and have each file be named either the username or UUID of the player (there are advantages and disadvantages to each). In each file, just write the ID of each research that player has gotten, one ID per line. That way it is simple to understand, easy to edit if something breaks, and doesn't involve a new data type. Unless of course their is something I'm missing?
I don't see why you need a special data type for researches. Say each research has a unique string ID. Use basic java file Read/Write capabilities to make a .txt document in the playerdata folder for each player who has logged into the world, and have each file be named either the username or UUID of the player (there are advantages and disadvantages to each). In each file, just write the ID of each research that player has gotten, one ID per line. That way it is simple to understand, easy to edit if something breaks, and doesn't involve a new data type. Unless of course their is something I'm missing?
You are correct, and if one wanted to hide the player data you could easily just run it through an encryption program (takes one line).
I have a few concerns with this system starting with external player data and syncing it through the network. Whenever the player connects to a server currently, the server sends a packet to the client which syncs all of the player data. The minecraft packet system only supports a small variety of datatypes that can be sent over the network, of which none is a "file". (It just supports basics such as integers, booleans, and its own NBT format) It would probably be possible to read in the file's contents, then send a massive string of data (Since strings are indeed supported), and then decode it on the server side but it would not be super easy. Personally, I think a text based data system is much better than the NBT system minecraft has devised.
Another small concern is saving data onto entities other than the player which must then be done through NBT (Unless a few hundred text files seems like a good idea).
Lastly, It's slow to continuously write and read from the disk while the program is running, so it would be optimal to read the data into the program, manipulate the data, and then write the data to the disk at the end. This might be difficult to implement (ex what if the server crashes? What if the client's PC crashes? then the data would be lost)
Edit 1:
I also thought I'd mention that if I did move player data over to a text file then there would be a lot of data besides research that would be difficult to write out. The best example of this is the spell system. Currently spells are saved on the player in NBT format. Since spells can have many variables (and be as complex as you want) saving them to a text file may result in a massively complex few hundred line text file that would be difficult to work with.
Two quick questions... Are the lanterns supposed to stop filling at 33% and is it normal for Enaria to respawn after being killed and before you leave the area?
Also I wanted to note that Thaumcraft saved data is far from perfect. I have read about and personally experienced (multiple times) randomly losing all research.
Two quick questions... Are the lanterns supposed to stop filling at 33% and is it normal for Enaria to respawn after being killed and before you leave the area?
Also I wanted to note that Thaumcraft saved data is far from perfect. I have read about and personally experienced (multiple times) randomly losing all research.
1) Lanterns are supposed to fill at a decreasing rate, so eventually they pretty much won't fill any more. (Springs are supposed to be a primitive way of getting vitae)
2) No, She's not supposed to respawn for you. (assuming you killed her yourself and achieved the research "Enaria") She will still respawn for other players that have not yet killed Enaria (And you can assist them in killing her as well). If Enaria is killed by multiple people, they will all get the research (in a 50 block radius, and assuming they have the prerequisite research). What version are you using?
1) Lanterns are supposed to fill at a decreasing rate, so eventually they pretty much won't fill any more. (Springs are supposed to be a primitive way of getting vitae)
2) No, She's not supposed to respawn for you. (assuming you killed her yourself and achieved the research "Enaria") She will still respawn for other players that have not yet killed Enaria (And you can assist them in killing her as well). If Enaria is killed by multiple people, they will all get the research (in a 50 block radius, and assuming they have the prerequisite research). What version are you using?
Okay, that makes sense. So lanterns are a slow way to get some vitae and there will eventually be other, assumingly better, ways?
Version 1.1.3. This was a group of 3 on a lan connection. I killed Enaria and I'm pretty sure two of us completed the research. It's possible that the third player was dead at the time of death. I'm not 100% sure because it turned into a rage-quit situation for him after dying and then getting killed repeatedly attempting to recover his equipment. I suppose that would explain it though if he was not close enough or dead at the time she died the first time. Btw, the random item sort is maddening during that fight. It gets a little hectic trying to get that sorted out when you suddenly find yourself punching a pack of werewolves with a torch, lol.
Okay, that makes sense. So lanterns are a slow way to get some vitae and there will eventually be other, assumingly better, ways?
Version 1.1.3. This was a group of 3 on a lan connection. I killed Enaria and I'm pretty sure two of us completed the research. It's possible that the third player was dead at the time of death. I'm not 100% sure because it turned into a rage-quit situation for him after dying and then getting killed repeatedly attempting to recover his equipment. I suppose that would explain it though if he was not close enough or dead at the time she died the first time. Btw, the random item sort is maddening during that fight. It gets a little hectic trying to get that sorted out when you suddenly find yourself punching a pack of werewolves with a torch, lol.
There is plans for a better way to get vitae in the future, even though none are currently in place.
That would make sense, if a player died during the fight they would be out of range the unlock range meaning they wouldn't get the Enaria research. (Do you think that this is fair or should Enaria keep track of who's hit her etc?) Since he didn't have the research and got close to the spawning platform, he would've spawned her in. Besides the random item sort, what do you think of the fight? Is it too difficult? I'm not sure how difficult it is considering I'm decent at MC PVP and obviously designed the fight. Do you think she should do less damage? Also, I think I'm going to change the item shuffle to an ability where it just moves your sword into your inventory or something, not shuffle your entire inventory.
There is plans for a better way to get vitae in the future, even though none are currently in place.
That would make sense, if a player died during the fight they would be out of range the unlock range meaning they wouldn't get the Enaria research. (Do you think that this is fair or should Enaria keep track of who's hit her etc?) Since he didn't have the research and got close to the spawning platform, he would've spawned her in. Besides the random item sort, what do you think of the fight? Is it too difficult? I'm not sure how difficult it is considering I'm decent at MC PVP and obviously designed the fight. Do you think she should do less damage? Also, I think I'm going to change the item shuffle to an ability where it just moves your sword into your inventory or something, not shuffle your entire inventory.
I have yet to try the fight solo (I'm currently on the staircase leading to this room in my solo world) but I didn't feel it was too difficult with multiple players. I've completed it with 2 and 3 so far and we were all using star metal armor, no igneous. I actually thought the item shuffle was pretty creative. Much better than the "sticky" infernals from CrazyCraft! There's something super annoying about having an infernal zombie strip your OP sword and then start using it against you.
Actually, I'm having more of an issue with the armor itself than with the final fight. For any other mobs in the game, it's fairly overpowered. With enchanted star metal, I have no fear of any mobs other than (multiple) werewolves and Enaria. In fact, before going into the gnome city, two of us were messing around with some pvp using power 4/5 bows and sharpness 4 star metal khopeshes and it was basically a slug-fest where neither of us could manage to hurt the other too badly. In fact, we never even managed to take off all of the others' absorption hearts with the bows.
I have yet to try the fight solo (I'm currently on the staircase leading to this room in my solo world) but I didn't feel it was too difficult with multiple players. I've completed it with 2 and 3 so far and we were all using star metal armor, no igneous. I actually thought the item shuffle was pretty creative. Much better than the "sticky" infernals from CrazyCraft! There's something super annoying about having an infernal zombie strip your OP sword and then start using it against you.
Actually, I'm having more of an issue with the armor itself than with the final fight. For any other mobs in the game, it's fairly overpowered. With enchanted star metal, I have no fear of any mobs other than (multiple) werewolves and Enaria. In fact, before going into the gnome city, two of us were messing around with some pvp using power 4/5 bows and sharpness 4 star metal khopeshes and it was basically a slug-fest where neither of us could manage to hurt the other too badly. In fact, we never even managed to take off all of the others' absorption hearts with the bows.
I took another look at star metal and igneous armor. It seems that the star metal armor was probably regenerating a bit too quickly (increased the cooldown to 2 minutes). My question with regards to PVP is this: Is Star Metal or Igneous armor really that much better than diamond? When doing a couple of tests it seemed to me that star metal and diamond were almost identical except that star metal gave the extra HP. Igneous was clearly better than diamond, but when sitting in the middle of zombies I still took damage. Personally, I think that mobs are not a challenge and I don't fear them in vanilla MC anymore after iron armor. I have not yet tried PVP, but I will test that tonight. Enaria and werewolves were designed to be a mob that simply could not be beat in iron armor to hopefully increase the difficulty and necessity for Star Metal/Igneous armor.
Also, the code behind armor damage reduction is a complete mess in the MC game engine. I wish I could understand exactly what was happening to more accurately reduce the damage. The game tells you how much damage the entity is supposed to take, and then asks you to give back 3 values.
1) The priority of the armor piece (some pieces can "proc" before others, for ex. first the head, then the chest, then the leggings, then the boots could be one order)
2) The percentage of the damage that will be affected by the armor
3) The maximum damage that the armor can negate.
Personally, this seems like a really over-complicated way of doing things which makes calculations very frustrating. It seems like it would be much easier to just say "reduce damage by 95%" but that's difficult to do.
Edit 1: Another frustrating thing with the MC game code is that the armor shields that show up when wearing armor are completely meaningless in terms of protection. You could code armor that has 10 shields and blocks no damage. Because of this, it's really challenging to see how much damage your armor is actually blocking.
David and I planned the dungeon a bit yesterday. We got from a blank world to this in a few hours. The dungeon will be swamp themed and the buildings and some objects will be randomly placed. For example, I think there's six medium sized houses of equal base size. We'll premake more than six, which will then be randomly placed, similar to the Gnomish City. Hopefully, each swamp dungeon will be unique! We're also toying with the idea of ambient background music. Also, the area will be completely covered with massive trees, similarly to the dark forest cult house. The last picture shows were we plan to roughly place features.
Was working on the spell system some today, and the in-game GUI is looking quite nice. Some textures still need some work, but I think it's coming together!
If anyone has any suggested improvements to the GUI, I'd be open to hear them.
No improvement that I can see. It looks like it's well in line with the mod's visual theme. I'm going to really love experimenting with that! Quick question: How do I actually complete the research for a Dee Syft? I was chasing those flying generators around for quite some time and never found out. The only two things I can think of that I didn't have time for were either completely filling my lantern from one or purposefully getting caught in their death throws.
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
From looking at most of the images in the main post, you should probably hire someone who's really good at texturing. While your's are acceptable, they could really do with being a lot more HD. Other than that, the mod looks very promising! I'll probably let it sit for awhile and come back in a few months to see how it's improved, so good luck and hope you're successful!
No improvement that I can see. It looks like it's well in line with the mod's visual theme. I'm going to really love experimenting with that! Quick question: How do I actually complete the research for a Dee Syft? I was chasing those flying generators around for quite some time and never found out. The only two things I can think of that I didn't have time for were either completely filling my lantern from one or purposefully getting caught in their death throws.
Left clicking a Deee Syft with a Vitae Lantern should unlock the research. For some reason, this is bugged in the 1.8.9 version and will be fixed.
EDIT 1:
Deee Syfts generate Vitae slowly, so try watching one for a couple of minutes and then use your lantern on it. They need a certain minimum amount for your lantern to take the Vitae. Also, the higher the Deee Syft is flying, the more Vitae it has.
I'll have to check my book as soon as I can then. I've defeated the Ender Dragon so I need to know if that's what stopped some of my progress. I'll report results directly here when I get the chance.
If regular is Vanilla then what flavor is your Minecraft?
Have you considered storing the data differently from inventory to prevent any future bugs like this from cropping up, even from interaction with other mods? For example, thaumcraft stores research (and I think warp) in a separate file to normal playerdata.
The Ender Portal bug didn't seem to get me. I've been playing with keepInventory on for convenience, so that may have stopped it. I also have some other mods that bind extra data to the player, so it's just possible one of them may have solved the issue because they may have had to deal with the same issue during development. If it happens for someone does it happen all the time or is it only a random chance of wiping out your research progress? I kind of need to go back in, but I don't want to press my luck and I do have an alternative or two I can use.
If regular is Vanilla then what flavor is your Minecraft?
If the bug is in your version, it will 100% wipe your data every time so you should be okay if it didn't occur. It is probably just a recent bug then.
I was actually thinking of this a while back. It seems like a much better way to store data. Do you know what data TC4 stores in the file (is it just research or all player data from the entire mod?) and do you know what kind of file it is? (Encrypted, plain text, JSON, etc)
Phew! I feel Much better knowing that it either happens or it doesn't!
The current generation of Thaumcraft (for post-1.8) is 5. I just checked the files and it seems multiple files and file types are saved in the playerdata file and all track different things independently. Somehow Azanor has even created his own file types just to be read separately in the directory without conflicting each other.
If regular is Vanilla then what flavor is your Minecraft?
I don't see why you need a special data type for researches. Say each research has a unique string ID. Use basic java file Read/Write capabilities to make a .txt document in the playerdata folder for each player who has logged into the world, and have each file be named either the username or UUID of the player (there are advantages and disadvantages to each). In each file, just write the ID of each research that player has gotten, one ID per line. That way it is simple to understand, easy to edit if something breaks, and doesn't involve a new data type. Unless of course their is something I'm missing?
You are correct, and if one wanted to hide the player data you could easily just run it through an encryption program (takes one line).
I have a few concerns with this system starting with external player data and syncing it through the network. Whenever the player connects to a server currently, the server sends a packet to the client which syncs all of the player data. The minecraft packet system only supports a small variety of datatypes that can be sent over the network, of which none is a "file". (It just supports basics such as integers, booleans, and its own NBT format) It would probably be possible to read in the file's contents, then send a massive string of data (Since strings are indeed supported), and then decode it on the server side but it would not be super easy. Personally, I think a text based data system is much better than the NBT system minecraft has devised.
Another small concern is saving data onto entities other than the player which must then be done through NBT (Unless a few hundred text files seems like a good idea).
Lastly, It's slow to continuously write and read from the disk while the program is running, so it would be optimal to read the data into the program, manipulate the data, and then write the data to the disk at the end. This might be difficult to implement (ex what if the server crashes? What if the client's PC crashes? then the data would be lost)
Edit 1:
I also thought I'd mention that if I did move player data over to a text file then there would be a lot of data besides research that would be difficult to write out. The best example of this is the spell system. Currently spells are saved on the player in NBT format. Since spells can have many variables (and be as complex as you want) saving them to a text file may result in a massively complex few hundred line text file that would be difficult to work with.
Two quick questions... Are the lanterns supposed to stop filling at 33% and is it normal for Enaria to respawn after being killed and before you leave the area?
Also I wanted to note that Thaumcraft saved data is far from perfect. I have read about and personally experienced (multiple times) randomly losing all research.
1) Lanterns are supposed to fill at a decreasing rate, so eventually they pretty much won't fill any more. (Springs are supposed to be a primitive way of getting vitae)
2) No, She's not supposed to respawn for you. (assuming you killed her yourself and achieved the research "Enaria") She will still respawn for other players that have not yet killed Enaria (And you can assist them in killing her as well). If Enaria is killed by multiple people, they will all get the research (in a 50 block radius, and assuming they have the prerequisite research). What version are you using?
Okay, that makes sense. So lanterns are a slow way to get some vitae and there will eventually be other, assumingly better, ways?
Version 1.1.3. This was a group of 3 on a lan connection. I killed Enaria and I'm pretty sure two of us completed the research. It's possible that the third player was dead at the time of death. I'm not 100% sure because it turned into a rage-quit situation for him after dying and then getting killed repeatedly attempting to recover his equipment. I suppose that would explain it though if he was not close enough or dead at the time she died the first time. Btw, the random item sort is maddening during that fight. It gets a little hectic trying to get that sorted out when you suddenly find yourself punching a pack of werewolves with a torch, lol.
There is plans for a better way to get vitae in the future, even though none are currently in place.
That would make sense, if a player died during the fight they would be out of range the unlock range meaning they wouldn't get the Enaria research. (Do you think that this is fair or should Enaria keep track of who's hit her etc?) Since he didn't have the research and got close to the spawning platform, he would've spawned her in. Besides the random item sort, what do you think of the fight? Is it too difficult? I'm not sure how difficult it is considering I'm decent at MC PVP and obviously designed the fight. Do you think she should do less damage? Also, I think I'm going to change the item shuffle to an ability where it just moves your sword into your inventory or something, not shuffle your entire inventory.
I have yet to try the fight solo (I'm currently on the staircase leading to this room in my solo world) but I didn't feel it was too difficult with multiple players. I've completed it with 2 and 3 so far and we were all using star metal armor, no igneous. I actually thought the item shuffle was pretty creative. Much better than the "sticky" infernals from CrazyCraft! There's something super annoying about having an infernal zombie strip your OP sword and then start using it against you.
Actually, I'm having more of an issue with the armor itself than with the final fight. For any other mobs in the game, it's fairly overpowered. With enchanted star metal, I have no fear of any mobs other than (multiple) werewolves and Enaria. In fact, before going into the gnome city, two of us were messing around with some pvp using power 4/5 bows and sharpness 4 star metal khopeshes and it was basically a slug-fest where neither of us could manage to hurt the other too badly. In fact, we never even managed to take off all of the others' absorption hearts with the bows.
I took another look at star metal and igneous armor. It seems that the star metal armor was probably regenerating a bit too quickly (increased the cooldown to 2 minutes). My question with regards to PVP is this: Is Star Metal or Igneous armor really that much better than diamond? When doing a couple of tests it seemed to me that star metal and diamond were almost identical except that star metal gave the extra HP. Igneous was clearly better than diamond, but when sitting in the middle of zombies I still took damage. Personally, I think that mobs are not a challenge and I don't fear them in vanilla MC anymore after iron armor. I have not yet tried PVP, but I will test that tonight. Enaria and werewolves were designed to be a mob that simply could not be beat in iron armor to hopefully increase the difficulty and necessity for Star Metal/Igneous armor.
Also, the code behind armor damage reduction is a complete mess in the MC game engine. I wish I could understand exactly what was happening to more accurately reduce the damage. The game tells you how much damage the entity is supposed to take, and then asks you to give back 3 values.
1) The priority of the armor piece (some pieces can "proc" before others, for ex. first the head, then the chest, then the leggings, then the boots could be one order)
2) The percentage of the damage that will be affected by the armor
3) The maximum damage that the armor can negate.
Personally, this seems like a really over-complicated way of doing things which makes calculations very frustrating. It seems like it would be much easier to just say "reduce damage by 95%" but that's difficult to do.
Edit 1: Another frustrating thing with the MC game code is that the armor shields that show up when wearing armor are completely meaningless in terms of protection. You could code armor that has 10 shields and blocks no damage. Because of this, it's really challenging to see how much damage your armor is actually blocking.
Hi guys, know it's been a while, but look this EPIC new dungeon DRIPPING in AWESOME SAUCE!
Additionally, there is a disgusting new mob! The eyeball even swings when it runs at you and EATS YOUR BRAINS!
David and I planned the dungeon a bit yesterday. We got from a blank world to this in a few hours. The dungeon will be swamp themed and the buildings and some objects will be randomly placed. For example, I think there's six medium sized houses of equal base size. We'll premake more than six, which will then be randomly placed, similar to the Gnomish City. Hopefully, each swamp dungeon will be unique! We're also toying with the idea of ambient background music. Also, the area will be completely covered with massive trees, similarly to the dark forest cult house. The last picture shows were we plan to roughly place features.
Was working on the spell system some today, and the in-game GUI is looking quite nice. Some textures still need some work, but I think it's coming together!
If anyone has any suggested improvements to the GUI, I'd be open to hear them.
No improvement that I can see. It looks like it's well in line with the mod's visual theme. I'm going to really love experimenting with that! Quick question: How do I actually complete the research for a Dee Syft? I was chasing those flying generators around for quite some time and never found out. The only two things I can think of that I didn't have time for were either completely filling my lantern from one or purposefully getting caught in their death throws.
If regular is Vanilla then what flavor is your Minecraft?
From looking at most of the images in the main post, you should probably hire someone who's really good at texturing. While your's are acceptable, they could really do with being a lot more HD. Other than that, the mod looks very promising! I'll probably let it sit for awhile and come back in a few months to see how it's improved, so good luck and hope you're successful!
Left clicking a Deee Syft with a Vitae Lantern should unlock the research. For some reason, this is bugged in the 1.8.9 version and will be fixed.
EDIT 1:
Deee Syfts generate Vitae slowly, so try watching one for a couple of minutes and then use your lantern on it. They need a certain minimum amount for your lantern to take the Vitae. Also, the higher the Deee Syft is flying, the more Vitae it has.