• 2

    posted a message on Smart Moving
    Quote from Tommsy64»

    Hey guys (@ScienceDrummer, @CaerMaster, @Zaesar_AoH, @3damnmuch).


    This is simultaneously an amazing asset and a horrible, borderline insane hack of the Java language.



    Wheeeeeeee! Won't this be fun? :)

    Quote from Tommsy64»


    As a reminder, all of this is being done unofficially. I am making no promises as to the completion or maintenance of any rewritten versions of Divisor's mods.

    Thank you for your efforts. :) I gotta say, you are jumping in at the deep end. Smart Moving has got to be one of the more technically difficult, for its size, mods out there.

    Posted in: Minecraft Mods
  • 2

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

    I just realized that with the gauntlet in the off-hand there's an potential focus use going untapped, mainly using them with bows.

    Perhaps using one of the focii mediums you can imbue elemental or status effects to the weapon you're wielding. as such using the gauntlet with a bow lets you enhance the arrows with ice, healing, or wind for example. Imbuing them with the elemental effects from the focus.

    It could either be a function of the touch medium, or there could be a new "Imbue/Enhance/Enchant" Medium. Allowing you to use your focus on whatever is being held in the opposite hand.

    it would synergize well with bows, as you could give arrows anything from elemental to status effects. It wouldn't improve the arrows actual damage, but it would be a nice return of the elemental arrows.

    It makes sense. Instead of crafting special arrows, you just imbue normal ones with magic while you draw them. Much more efficient.


    This is an excellent idea. I like it.

    Would it need a new medium? Perhaps the Touch medium could do it. You're touching the arrow...
    Posted in: Minecraft Mods
  • 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
  • 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
  • 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
  • 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
  • 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
  • 2

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

    Anyone playing with Beta 13 have a little time to spare for some field study? Just take a dioptra and wander about the world a bit by various methods of differing speeds, plunking the dioptra down here and there and looking for swathes of chunks with no aura. (Not just low aura, zero aura.) Trying to reproduce/isolate a problem and determine how common it is, and gather data to figure out whether specific combinations of mods trigger it.


    SOLVED!

    It wasn't a mod conflict. It was a Forge configuration issue.

    Forge has the following optional feature, which you'll find in config/forgeChunkLoading.cfg:

    # Unloaded chunks can first be kept in a dormant cache for quicker
    # loading times. Specify the size (in chunks) of that cache here
    I:dormantChunkCacheSize=0

    DO NOT ENABLE THIS CACHE. It sounds like it would be useful, but it totally breaks Thaumcraft aura generation.
    Posted in: Minecraft Mods
  • 1

    posted a message on Erebus Update 1.12.2 Beta RELEASED!

    So I've just discovered an issue with the Pile o'Bones. It's a good idea, but if you have a server feature or mod (JourneyMap, for example) that allows you to teleport back to your death point, you teleport back inside your pile of bones, and die again.


    I had to turn it off.

    Posted in: Minecraft Mods
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