-
Posts
3240 -
Joined
-
Last visited
-
Days Won
1
Everything posted by jakj
-
A monster quarry? o_O
-
Interesting, yes. More annoying than challenging, though, given Minecraft spawning and combat mechanics. It's nice to have to go through a process that makes things seem cooler to get, but I don't want it to feel like GregTech. Ars Magica has a thing similar that eats mobs to produce energy for itself. Now, what I could do is make the shard recipe expensive but let you trap a mob in a structure to make one more cheaply. But I don't want tapping mobs to be the way to charge one up.
-
You can check for presence of a mod at startup and selectively disable features as needed. I like that idea a lot, but Azanor keeps changing things too quickly for me to want to code an addon for it.
-
Redstone In Motion now in full release as of June 23
jakj replied to jakj's topic in Mod Makers Market
I'm not going to allow interaction while in motion. Right now I loop once to record everything, and check the validity of motion and presence of blacklisted blocks (NYI), a second time to clear everything, a third time to notify the world about the change, a fourth time to replace the blocks, and a fifth to again notify the world. Your suggestion would require replacing everything with placeholder blocks instead of air, adding to the complexity of the looping, and a whole lot of back end code for every single mod block to support, including reimplementing interaction with blocks not being moved. Transit takes one second (20 ticks). It's too much work for almost no benefit. -
Interesting idea, but I wouldn't remove the infinite nature of the spawning. I prefer the reagent idea, either like a direct fuel or instead as a charge that depletes and replenishes. I would get rid of weapon enchantment entirely, and instead there would be an item you use on the mob that attunes it into a soul shard, and the shard itself could be upgraded for greater absorption potency.
-
I'm glad it was just a misunderstanding: I don't dislike Azanor, though I disagree with him. He's wrongheaded but he's not an asshole. Shadow Dragon, on the other hand...ugh. I'm seriously considering coming up with my own version of his Soul Shards mod (without copying a single line of code, mind you) just to piss him off. We'll see. (No, don't go and troll him on my behalf. Just...leave him in his little puddle.)
-
http://www.minecraftforum.net/topic/1585216-thaumcraft-305e-updated-2652013/page__st__11740#entry22725746 Today I learned that Azanor thinks the Technic Pack is a for-profit venture. I'm. Fucking. Done. With. All. Of. Them. (I had to give my period key a little exercise, there, you know: Keep it limber for Java programming.)
-
Now I'm 100% convinced it was the author who reported me, since my fix was up there for about a week, including being quoted by others, and no report, but the day he comes out with his current update, I get reported, and he went off on the other guy who posted an update for another of his mods (which MULTIPLE people have called "abandoned" and were talking about the author in his own thread like he wasn't even there), the author started all-caps yelling at. I will spare this site's administration the annoyance of having to tell me to hold off on the personal attacks, and just say that you should know what I think of this mod author right now.
-
The fix is for an old version. Try the new one, and if you crash, tell me and I'll decompile and fix again.
-
Official discussions? The guy barely updates his change log and communicates almost not at all with the community There is no official discussion. Blech. I'm going to sleep. At least I know this place will always be here, where the only bullshit is in the whale box.
-
No real drama: Just two form-letter PMs. Pretty sure the mod author reported the most recent one, due to the timing, but I have no evidence. I can post the PMs when I get back to my computer if you're curious. I wish there had been drama: Would make more people aware. I did get thanked by players for the bug fix, though, and it had been a bug for so long with the author silent that some were convinced it had been changed intentionally. The funniest part? New mod update, incidentally the same day I get banned, includes a fix for the bug I already fixed...and people are crashing now. Awesome since I had also posted the CODE of the fix. Professional. Soul Shards is the mod.
-
Coddling little shitsweepers. One infraction because I reobfuscated code that the modder was too lazy to recompile for over a month, then another for a fucking BUG FIX PATCH for a mod that's barely being developed at all, and now I'm banned for three days. I'm desperately trying to remember why I ever thought going back there could possibly have been a good idea, and I'm not succeeding. I swear by all that's holy, I wish that site would just dissolve into nothingness and vanish from the face of the earth as befits such an abomination. Even the republican party is less of a mutual-appreciation society than that cesspool.
-
Redstone In Motion now in full release as of June 23
jakj replied to jakj's topic in Mod Makers Market
In theory. All the changes to Minecraft and Forge recently have completely obliterated singleplayer, to the point that World.isRemote is actually useful, Forge proxies are less necessary, and EntityPlayer doesn't even have a non-MP version. So it *should* require no changes of any kind for SMP, other than stuff like bukkit and block-access restrictions, which is wayyyyyyyyy down the road if I ever even bother. (I'm 99% sure I'll just say "Hey, if somebody wants to make this public-server safe, go find a coder to do it.".) -
Redstone In Motion now in full release as of June 23
jakj replied to jakj's topic in Mod Makers Market
Yes, please do the weirdest and most complicated things you can think of, because the only way I'm going to get this thing really reliable is to get lots of eyes on it. I won't be comfortable saying "Release version! Use with your important stuff!" until a lot of people test it. -
Redstone In Motion now in full release as of June 23
jakj replied to jakj's topic in Mod Makers Market
First post updated with new version (#5). New features: Frames work, redpower style! Can close/open sides of frame carriages, both engine and motor work (one stays, one goes), collision detection is in. Go Go Gadget Bugtesters! -
Redstone In Motion now in full release as of June 23
jakj replied to jakj's topic in Mod Makers Market
I do appreciate detailed bug reports, though, so don't hesitate to continue. :-) I'm doing up a bit more of the code now, putting in skeletal/placeholder entities and renderers and such. I'm going to be able to do this entire mod with exactly one block ID and one item ID, and that's kind of neat. Forge has come such a long way. -
Redstone In Motion now in full release as of June 23
jakj replied to jakj's topic in Mod Makers Market
I told you to use the carriage engine, silly. That's not implemented yet. -
Redstone In Motion now in full release as of June 23
jakj replied to jakj's topic in Mod Makers Market
Cool. Needs template support but 90% there, so I can take that off my list. I can just copy/paste the old buildcraft code into a mod to add the old table back in. -
Redstone In Motion now in full release as of June 23
jakj replied to jakj's topic in Mod Makers Market
This mod will have frames and wires, other mods have done sickles, volcanoes, logic gates, and the like, basalt and marble are trivial, natura now has flowers that make blue dye...yeah, red power is pretty much divided piecemeal and reimplemented now. I will also include project tables most likely, since buildcraft has decided to fuck up my crafting tables.Wireless Redstone, I will wait and see if chicken bones gives up waiting for Eloraam before touching. Modders are supposed to serve the players, so my goal is to give people frames, not to rip off Eloraam. The fact that I am ripping off Eloraam is just the most efficient means to my end. -
Redstone In Motion now in full release as of June 23
jakj replied to jakj's topic in Mod Makers Market
First post now updated with testing version 4. -
Redstone In Motion now in full release as of June 23
jakj replied to jakj's topic in Mod Makers Market
Don't listen to that nonsense about needing permissions for mod packs. Just do as you like. -
Redstone In Motion now in full release as of June 23
jakj replied to jakj's topic in Mod Makers Market
That's genius, and since the function I need to touch is something deep and unlikely to be affected by very many mods ever, that's not a bad idea at all. -
Redstone In Motion now in full release as of June 23
jakj replied to jakj's topic in Mod Makers Market
Good news and bad news. First, I've been able to swipe bits of code from the Minecraft core and reimplement it such that the neighbour changes and block callbacks don't screw with things, and I can now get everything (that I've tried so far) to move without losing its facing. However, there are two ways I've found to do this, and both of them have some performance penalty. 1) The first way involves a lot of copy-and-paste of code from World and Chunk, and basically commenting out a couple of lines. Nice and easy, except two of the functions it calls (dealing with lighting and ambient occlusion) are marked as private in Chunk, which means I'd have to use reflection to get to them, and reflection has a heavy performance penalty, especially if we're talking about a large construct. 2) The second way involves using the core functions as they are, and then going back after and cleaning up. So basically, using the standard functions to change all the blocks, then for any block that has a facing or tile entity issue, after all the blocks are present, go back and rewrite the metadata and add the tile entity back in. No reflection would be involved, but all kinds of unnecessary computation would be occurring as empty tile entities are generated and set, blocks configure default values and facing, chests try to merge with other nearby chests, and so forth. So the choice is between reflection and redundant computation for each block that has facing (or otherwise changes its meta when placed) or a tile entity. One might say that most blocks in Minecraft don't have tile entities, but then again, think about how people use frames, and how on these constructs, most blocks actually *will* be special. You don't often see a giant frame construction of sandstone and wood. On a side note, I've run into one snag, where I'm getting a weird packet-related time-delay crash when I try to notify neighbours of changes after all the blocks are set. What this means is that all the blocks get safely where they need to be, but the world around doesn't notice the changes, so (for example) if a frame moved a redstone torch into position so it's now touching redstone dust, the redstone dust wouldn't start carrying the signal. More debugging is required. Anyway, there's that. It can be done and I've now done it, with one crash and a choice of performance penalties to make. Let me know what you think. (EDIT: Apparently the crash is a stack overflow when updating the neighbours. Fascinating: Somehow things are getting chained together. This should be interesting to debug.) (EDIT2: Fuckin' wow. Really? I managed to set up an infinite recursion with my own block notifying itself of an update and in response...notifying itself of an update. That sure would smash the stack! *sigh* Anyway, debugging complete. Sleepy, so I'll wait for input and decide between methods in the morning.) -
Redstone In Motion now in full release as of June 23
jakj replied to jakj's topic in Mod Makers Market
Pistons won't move them? Aha. Browsing code on a phone between trips is fun. I discovered the chunk itself is calling a blockAdded function when changing the block, and this is where chests and such are realigning. I'm delving into the chunk code now to see if I can replicate surrounding functionality and skip that call. -
Redstone In Motion now in full release as of June 23
jakj replied to jakj's topic in Mod Makers Market
You both have good ideas, so I'll keep those in mind. In the mean time, I have a theory as to the facing issue: The blocks set facing based on how the player sets them down, but here a player isn't setting them down. Tell me: If a chest or dispenser is pushed by a piston, does its facing change? I think the issue can be solved by setting the metadata twice: Once when putting the block down, then again after all other blocks are down. I would have such blocks on in a separate list to keep from iterating over every single block twice. Will test when home.