Closed inxomnyaa closed 7 years ago
Can this be merged?
i talked to @dktapps and looks like there are legal issues.. we could ignore them for now and say, hey mojang, the addons are open source anyways. otherwise.. it could be made an external link instead.
So, i leave the decision to you ;) i'd say yes
They didn't specify any LICENSE. And the problem is that all rights are reserved to the author in case of no LICENSE. + The truth of dependencies is they broke on download. It'd be better just to take the loot tables I believe.
just edit the odds by 1% shouldnt that stops it?
@thebigsmileXD Two problems with submodules:
Not cloning when downloading
Adds useless things such as entity generation
We can make a "special thanks" in the readme telling that we are not the copyright owners of content under /resources/loot_tables.
thats why the main class comes in. AS SAID, this pushed the Legal thing to a NOPE
You haven't understood what I meant. Your "placeLootTable" method uses a pocketmine\level\Level instance to spawn a tile. In async, there is no pocketmine\level\Level. Just ChunkManagers which cannot spawn tiles.
And about the legal thing, I have to agree with you. But the github bug makes it absolutly unuser friendly.
There is no github bugs, there are simply users that are too noobish to git clone recursive..
You haven't understood what I meant. Your "placeLootTable" method uses a pocketmine\level\Level instance to spawn a tile. In async, there is no pocketmine\level\Level. Just ChunkManagers which cannot spawn tiles.
Wrong. it uses the ChunkManager, which is a Level class
There is not github bugs, there are simply users that are too noobish to git clone recursive..
Well, that means to download a simple plugin, you need to pass by git? Well, the common server owners don't know how to use git. They simply click the big "Download" button which is generated from an archive, which, doesn't apply submodules and transfer it to their server using a GUI such as Filezilla.
Wrong. it uses the ChunkManager, which is a Level class
https://github.com/pmmp/PocketMine-MP/blob/master/src/pocketmine/level/Level.php#L112 https://github.com/pmmp/PocketMine-MP/blob/master/src/pocketmine/level/SimpleChunkManager.php#L28 Level is a ChunkManager thought ChunkManager (in case of generation SimpleChunkManager) isn't a Level.
Btw why did you deleted this branch?
I deleted it because its not worth to get legal issues because someone here *cough you* doesn't understand what i am aiming at
Legal issues are the worst and they are always tough to resolve (hint, hint? Functions?)
My idea simply was to let the chests not generate anything inside, except when the user manually places an addon into a folder
What about asking Mojang vie Email if they allow you to use it :D
@thebigsmileXD You means it only generates when the users hits it? Then, just use the "processingLoots.json" file to gen id in async instead of using a none creatable tile ;). @HimbeersaftLP That's a good idea !
@HimbeersaftLP they don't. I did ask.
Btw why did you deleted this branch?
Because i hate it when i see someone that doesn't understand the code i made or what i say destroying my codechanges.
Chests 100% generated from loottables. Uses a MCPE default addon as submodule (poggit dependency update maybe? idk how poggit actually functions)
This also fixes where the chests are placed and their rotation ( in temples) adding new variants is easy AF.