• 1

    posted a message on Smart Moving
    Quote from 3damnmuch»

    Tommys64 has informed me that he had issue reporting for his fork disabled before, please report issues here:

    https://github.com/Tommsy64/SmartMoving/issues


    Thanks for the pointer.

    Yeah, I know the behaviors are expected. I tried to make it clear that these were legacy issues that SmartMoving has always had, and that were MOSTLY but not completely fixed by the API Extender add-on. I also tried to make it as clear as I could that I am not in any way placing any blame whatsoever on the port.

    I share your pain with the forum editor. (If anything, it's gotten worse over time.)


    And ScienceDrummer, I thought you and TommyS64 were one and the same with different usernames on different sites. My error.

    TommyS64, apologies for stealing your thunder, I didn't realize I was misattributing.
    Posted in: Minecraft Mods
  • 2

    posted a message on Smart Moving

    OK, having tested a bit:


    1. Yes, everything seems to work great! Excellent job on the port.

    2. It's so nice to have Superman-style fly-where-you-look back. Gods of Chaos, I hate creative flight. Yes, creative flight is better than no flight at all, but having a refrigerator dropped on your foot is better than being stabbed in the eye with a sharpened stick, too.

    3. I seem to be running into a few ...sync issues maybe? I had a sign that took me five tries to break, another that vanished when broken, and a half-dozen or so chunks of netherrack that also just vanished when broken.

    4. See the console log spam issue above.


    Now, that said and with massive thanks to ScienceDrummer for the update/port (I cannot emphasize that enough), there are some bugs present that are inherent in SmartMoving. For instance, if I turn around in third person view, my Thaumcraft Goggles of Revealing are suddenly on the back of my head, and my Optifine cloak is hanging down my chest like a bib. They don't move with me when I swim, fly or crawl, either, and if I go into third-person mode when I'm within sight of armor on a Bibliocraft armor stand (I haven't tested it with vanilla armor stands yet), the armor on the stand spins around like a dervish.


    I want to stress these issues are not the fault of ScienceDrummer's port. They are a consequence of the underlying design decision in Smart Moving to replace, rather than extend, the vanilla player model. Many other modders have pointed to this when asked "Why isn't your mod compatible with Smart Moving?", and said, "No, you have it backwards, it's Smart Moving that is incompatible with everything else."


    Disclaimer: I am not a modder myself (learning Java and modding is on my to-do-someday list) and don't know enough about the internals of Minecraft to know how difficult it is to extend the player model in a compatible way.


    I do note that Divisor used to have a Player API Helper (or was it API Extender?) add-on that patched player API calls by other mods to help with these mod-interaction bugs. (My recollection is that it fixed all the ones I'm aware of except the armor-stand whirling-dervish bug and compatibility with iPixeli's Gender Mod, and the Gender Mod hasn't been updated to 1.12 yet.)



    I don't know if Divisor plans on doing anything more with Smart Moving. But it would be really fantastic if some experienced modder would take on the task of looking into the core Smart Moving code and seeing whether it is possible to re-implement it in a way that does not result in incompatibility with every other mod that uses the player model in any way.

    Posted in: Minecraft Mods
  • 0

    posted a message on Smart Moving

    This RC is constantly flooding my console with:



    [13:17:00] [Netty Epoll Server IO #2/INFO] [STDERR]: [net.smart.moving.SmartMovingPacketStream:receivePacket:89]: java.lang.UnsupportedOperationException: direct buffer
    [13:17:00] [Netty Epoll Server IO #2/INFO] [STDERR]: [net.smart.moving.SmartMovingPacketStream:receivePacket:89]: java.lang.UnsupportedOperationException: direct buffer
    [13:17:00] [Netty Epoll Server IO #2/INFO] [STDERR]: [net.smart.moving.SmartMovingPacketStream:receivePacket:89]: java.lang.UnsupportedOperationException: direct buffer
    [13:17:00] [Netty Epoll Server IO #2/INFO] [STDERR]: [net.smart.moving.SmartMovingPacketStream:receivePacket:89]: java.lang.UnsupportedOperationException: direct buffer
    [13:17:01] [Netty Epoll Server IO #2/INFO] [STDERR]: [net.smart.moving.SmartMovingPacketStream:receivePacket:89]: java.lang.UnsupportedOperationException: direct buffer
    [13:17:01] [Netty Epoll Server IO #2/INFO] [STDERR]: [net.smart.moving.SmartMovingPacketStream:receivePacket:89]: java.lang.UnsupportedOperationException: direct buffer
    [13:17:01] [Netty Epoll Server IO #2/INFO] [STDERR]: [net.smart.moving.SmartMovingPacketStream:receivePacket:89]: java.lang.UnsupportedOperationException: direct buffer
    [13:17:01] [Netty Epoll Server IO #2/INFO] [STDERR]: [net.smart.moving.SmartMovingPacketStream:receivePacket:89]: java.lang.UnsupportedOperationException: direct buffer
    [13:17:01] [Netty Epoll Server IO #2/INFO] [STDERR]: [net.smart.moving.SmartMovingPacketStream:receivePacket:89]: java.lang.UnsupportedOperationException: direct buffer
    Posted in: Minecraft Mods
  • 0

    posted a message on Smart Moving

    Firing it up...

    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Gariba»


    Were you successful in adding aspects to items? I'm trying to add aspects to Forestry items using the code from that link but I get an error from modtweaker saying that "Aspects" does not exist.



    I just did a test and verified that it is working.

    What is your exact test code? The following work, for example:



    <biomesoplenty:mushroom:0>.setAspects(<aspect:herba>*5,<aspect:tenebrae>*5,<aspect:terra>*5);
    <biomesoplenty:mushroom:2>.setAspects(<aspect:herba>*5,<aspect:tenebrae>*5,<aspect:sensus>*5);
    <biomesoplenty:persimmon>.setAspects(<aspect:herba>*5,<aspect:victus>*5);
    Posted in: Minecraft Mods
  • 0

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from praecipitator»

    Can I make a suggestion? A special container to store scrolls, pieces of parchment, and the like. There are some mods which add items like this, Astral Sorcery for example. The journal pieces from the Betweenlands could count, too. Or just the vanilla pieces of paper, similar to how vanilla books can be stored in the bookshelf. Could be a 3x3 or 4x4 shelf, where a scroll is displayed in the compartment if the corresponding slot is occupied.


    Vanilla and Twilight Forest maps...

    I like this suggestion. It'd make a great companion to a lectern.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Equal trade is a good idea, once I have it...

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    So, I got my first taint outbreak in 1.12. Small outbreak that satisfied the flux research objective, right by my essentia smelter.


    Notes:

    1. I need to build up a really nasty bow for killing taint seeds from a survivable distance.

    2. Dang, tainted soil is hard to break. Harder than obsidian.

    3. Perhaps there should be a separate tainted sand block...?

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.8] littleMaidMob Final versions!!! Updated April 14, 2016
    Quote from Z_Doctor»

    I'm pretty much done with the base part. Now all I need to do is finishing programming the AI (this will take a while). PM me if you want to help. I'll prob fork it to github in the next few days, as I'm working on multiple mods


    Thanks for all your hard work on this. :) It's so nice to have a maid or six around the house.

    There is a bug in 1.10 which I don't know if you're aware of, which could probably stand to be looked into. In older releases, 1.7.10 for example, maids like (no, really, REALLY LIKE) Bibliocraft chairs, and will sit in them at any opportunity. This isn't a problem in 1.7 or, say, 1.8. But in 1.10, they are just as fond of chairs, but there is a glitch which causes them to, instead of properly sitting in the chair, sort of step into the chair and stand in the middle of it. And this causes a client-side rendering crash for any player within about 20 blocks whenever it happens. You can safely approach a maid who is standing in a chair from outside that 20-block-or-so radius and lead her away from it with a lead rope; it is the actual event of the maid "stepping inside" the chair that causes the client crash.
    Posted in: Minecraft Mods
  • 1

    posted a message on Smart Moving

    Crawling is really an important feature, yeah, sometimes as important as climbing. No disagreement there.



    There's a difference between identifying another mod's presence and enabling support for it, though, and having massively different code depending whether another mod is present or not because that mod chose to create its own player class from scratch and totally replace the vanilla player class rather than simply extending the vanilla class. Several other mod developers have called this out as a fundamental design error on Divisor's part. The fact that Smart Moving is so freaking awesomely useful does not negate that design error.

    Posted in: Minecraft Mods
  • 0

    posted a message on Smart Moving
    Quote from 3damnmuch»

    smart moving is a mission critical mod in my opinion, visual only glitches aren't even an annoyance unless i hit f5 by mistake.

    also there's been a very easy to use API that other mods could and should have been plugging into to fix that issue for YEARS, smart moving has already bent over backwards trying to help, screw them if they don't care enough to fix their problems.

    I agree on the mission critical score. Hey, vanilla, what do you mean I can't climb an obstacle that's only 2 blocks high? Almost every modern game in the world allows climbing obstacles. Most of them will let you jump up, grab, and scale an obstacle taller than you are — 3 blocks, say. Why can't Minecraft?

    You're wrong IMO about the API issue. Yes, there was an API. Yes, there was even a player model enhancer. Neither should have been necessary in the first place. It's not the responsibility of every other modder who touches the player model in any way to be compatible with Smart Moving. It's Smart Moving's responsibility to implement its modifications to the player model in a way that does not force other mods to jump through additional hoops to be compatible with Smart Moving. and de-facto have both a "Smart Moving present" and a "Smart Moving not present" version of their code. This is why Thermal Expansion implemented its own covers instead of staying multipart compatible: Building Forge Multipart compatibility into every multipartable piece in Thermal Expansion de facto meant that Thermal Expansion now had to require Forge Multipart.

    Of course, IMO in a perfect world vanilla Minecraft would adopt Smart Moving's extensions to the player model. And Gender's. But in a perfect world, vanilla Minecraft would adopt a lot of things that are now done by mods, and Mojang would reward the modders for their work. But the only case I'm aware of in which this has actually happened in vanilla Minecraft is vanilla horses. (Contrast with Forge where CoFH's Redstone Flux energy API has been almost universally adopted as the standard energy API. Though there are still holdouts of course ... I'm looking at you, IC².)
    Posted in: Minecraft Mods
  • 1

    posted a message on Smart Moving

    If there is an effort underway to port to 1.12, it might be worth considering if it could be done by subclassing and extending the existing player class instead of replacing it. The one drawback Smart Moving always had was that it was not compatible with third-party mod-added custom armors, or with other mods that modify the player such as Gender. There was the player class replacer add-on that made it work with third-party armors such as Thaumcraft's magnificent Thaumium Fortress armor, but that had bizarre side effects on things like Bibliocraft armor stands.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I typically set it to something like regen-key-1, then increment the number if I have to do additional regens later.

    Posted in: Minecraft Mods
  • 1

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from EchoWeaver»

    Is there some way to disable named mobs automatically sitting in chairs and getting stuck there. A cow I had named got loose and wandered into the house and got stuck. I removed the chair and the table, still stuck. Couldn't even kill her. Someone tipped me off that I could get the cow to move using a lead. And that's fine, but I now can't use any chairs because my tamed wolf gets stuck in one every time I enter the house.


    I read up on the Bibliocraft webpage and was shocked to find that the named mobs sitting in chairs was part of the design, but it can't be working as intended.


    I didn't see anything obvious in the config, though :(.


    It is by design as far as I know. There isn't a way to disable it that I am aware of.

    I've run into the same problem with Little Maids. It worked fine in 1.7.10 (although dang, do Little Maids like Bibliocraft chairs), but in 1.10.2 they get stuck standing IN the chair instead of sitting on it. (And every time they step "into" the chair, it causes a client-side crash anywhere within about a 40-block radius.)
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from nitefang»

    I asked this on the curseforge page but thought I'd ask here as well. if I download just the core module and the integration module, will I be unable to craft certain things specific to those modules (like gates or wires) because there is no change to world gen? I want to add this to an established server and would rather not mess around with worldgen again. Thank you so much for your time!


    When you say "core", do you mean "MrTJPCore" or "Base"? You need both for any of the others.

    If you don't have the World module loaded, you won't have electrotine, and won't be able to make anything that requires electrotine (or the blue alloy made from it). You also will not have copper, tin, or silver UNLESS you have another mod loaded that also provides those metals.
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.