Closed benjajaja closed 9 years ago
Jawa is pleased.
Pending review. @WildWeazel @ProgrammerDan @rourke750
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oh, that does not work on this repo. wild?
@gipsy-king Please squash.
@ttk2 Nope it isnt set up with this one, let me do that.
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Can one of the admins verify this patch? Type 'ok to test' to test.
cool, thanks for getting it working, this is on Civtest now.
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ok to test?
On Sat, Jul 4, 2015 at 3:06 PM, rourke750 notifications@github.com wrote:
ok to test
— Reply to this email directly or view it on GitHub https://github.com/Civcraft/RealisticBiomes/pull/31#issuecomment-118557714 .
ok to test!
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testing on this is going well according to dbear, need to rustle up some more testers from the discourse thread.
You're a hero, gipsy.
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ok just put this on the 1.8.7 Civtest
Wrote some nice docs here https://github.com/Civcraft/RealisticBiomes/wiki
Writeup copied from https://forum.civcraft.co/t/realisticbiomes-persisting-thread/484/28?u=gipsyking
Honest to god, I can't reproduce the issue of trees getting cut off at chunk border anymore. I had seen it twice I think. We should just sort it out later, because the fix (if we can call it that, without reproduceability) implies scheduling tasks and waiting for surrounding chunks to load, with potential race conditions or deadlocks.
Here's a write up on what's been done so far:
Fixed cocoa persistence
Has been tested already, also when clicking with cocoa on a block, it now correctly gives you the growth time in the spot where it would be planted, e.g. hitting a tree.
A lot of minor fixes and refactors along the way, to compensate a bit with the new crap I added
Growth and fish-drop maps have been joined, their keys are a bit more typesafe now (no more
Object
casting). Untangled some ifs. Fix rabbits in config.soil_material
may have a data value (e.g.DIRT:2
for podzol). When hitting block with fishable item and that item's rate is above zero at the location, send message to player about rate. All of this may of course introduce regression bugs, but it's for the greater good of RB.Persist pumpkins and melons
Has been tested, reported OK. Existing melon/pumpkin stems will be made persistent either the next time their fruit is broken (includes piston breaks) or if player right clicks it with stick. If a stem is fully grown, right clicking it with stick will report their fruit growth time. I think I'm being too nice to users :smile:
Persistent trees
Should work as expected, except:
config.yml
, and since they don't take their form until they are generated, they're persistence is meaningless and the rest of their config should be based on their normal form, it should not be set to avoid confusion. Think of them like a "chance" like fish drops. Swamp trees only generate in swamp (hi swampdwellers!).Persisten cactus and sugarcane
Should work as expected. Existing cactus farms will be tracked, they just have to emit a GrowthEvent once per cactus. Cactus are checked for adjacent blocks on growth, and should drop correctly. I preemtively have added a feature to group item drops before they are spawned as item stacks, because I expect a lot of sudden drops from huge farms. This feature can also be used in the future when we want to add some kind of contraption that sucks in drops.
What now?
I say put it on civtest for a few days, tell players to test EVERY crop/fruit/tree/thing-in-RB for potential regression bugs that may come with so many new features and (necessary) modifications. Then go live and find the real bugs :smile: