Closed Lyfts closed 12 months ago
So this jar replaces the three mods listed? There are too many changes to review but I can certainly test a jar.
Yup, remember to remove ftbu & lib if installed.
[✔️] FTBLib-1.0.19-GTNH.jar [✔️] FTBUtilities-1.1.1-GTNH.jar [✔️] ServerUtilities-1.0.1-backport.166+a6299e49f4.jar
Should it error out if it sees FTBLib/Utils? Because it seems to not care and I get double things:
(Yes I intentionally didn't remove the old jars ...)
Claimed chunks are now mauve or something, and hard to distinguished from claimed/chunkloaded (with the default FTB from GTNH it was bright green for claimed, red for claimed + loaded, the colors in the overlay text). I don't see a config option to change that.
EDIT: This is apparently the "team color" feature, and my old "team" was green. I was able to change it in Team colors, though the chunkloaded before were highlighted, now they're just a box.
The click to drag claiming/chunkloading works, though it's shift now instead of control so we may have to update some documentation on the Wiki.
My irl stuff got in the way, and I got stuck on the last few errors.
Alright @bombcar no more launching with the old mods.
As for the loaded chunks it needs to be somewhat consistent with the team color as other players will see it as well. I can make the loaded chunks darker/lighter or if you have any other good ideas let me know.
Had some extra time, so backwards compatibility has been added for the majority of the config as well.
Edit: I'm aware that it doesn't build atm. Internet is down so can't push the fix.
@bombcar since you not answering on Discord. Are you still using it?
As for the loaded chunks it needs to be somewhat consistent with the team color as other players will see it as well. I can make the loaded chunks darker/lighter or if you have any other good ideas let me know.
Maybe a hatch pattern? Slightly darker would probably be fine, or even just lines of slightly darker. Whatever's easiest to code. It's not like people use that minimap for navigation but if you're in the center of a 2400 chunk base it might not be easy to see if a chunk is not chunk loaded without hovering over it.
@Dream-Master yah is me back from the dead, started a new run because Minecraft vanilla sucks too hard - freaking glowsquid
The build and test crash is missing something required, because a local build and run in a full pack works fine.
Strangely enough RunClient on my machine works fine.
Maybe it's a config init issue?
Caused by: java.lang.IllegalStateException: Not a JSON Object: null at com.google.gson.JsonElement.getAsJsonObject(JsonElement.java:90) ~[JsonElement.class:?] at serverutils.data.BackwardsCompat.
(BackwardsCompat.java:38) ~[BackwardsCompat.class:?] at serverutils.ranks.Ranks.reload(Ranks.java:138) ~[Ranks.class:?]
Yeah it's missing a check in the config compat. I'll push a fix whenever my internet comes back.
Hmm, i think it needs a nullcheck, since the file don't exist on a completely new install. It would probably crash if you deleted the config files in an existing setup too since it then can't find the specified file.
DRAG CLAIMING LETSFUCKINGGOOOOO
That should fix that issue
@Ethryan it was never actually saving your last position and would just send you to 0, 0, 0. That should be all good now.
This can probably be merged, but be aware that I haven’t tested everything changed yet.
I don't see how to remotely unclaim a chunk? I have a claimed miner chunk but I forgot to unclaim after recovering the miner.
I wonder if it would be possible to make chunk claiming a journeymap overlay.
There is the button to unclaim all chunks in the dimension.
@bombcar I already have Journeymap overlay close to ready. Interacting with chunks would however require some more mixin magic on Visual prospectings side. For now you can do /chunks unclaim_all [dimension name] (or use the button). Their names might not be registered correctly, but you should be able to tab complete to see them.
It generates a nether portal when I teleporting between dim -1 and dim 0.
The usage of net.minecraft.entity.Entity#travelToDimension
method seems incorrect here:
https://github.com/GTNewHorizons/ServerUtilities/blob/89d0d3d0c1aaff82daec6b7525be8a96bcdead7b/src/main/java/serverutils/lib/math/TeleporterDimPos.java#L73-L78
@bombcar I already have Journeymap overlay close to ready. Interacting with chunks would however require some more mixin magic on Visual prospectings side. For now you can do /chunks unclaim_all [dimension name] (or use the button). Their names might not be registered correctly, but you should be able to tab complete to see them.
WIP
Are you sending this as a separate PR? Should I go ahead and merge this?
Backport of FTBU, FTBL and Aurora, with lots of new features useful for server admins. (and players)
I can't push to the other branch since org purge and it doesn't look like Ethryan is still working on it. So I thought I would open a new pr in order to adress potential reviews. Don't know how anyone is supposed to review this tho :)
Of course big credit to Ethryan and koi330 for much of the early work.
What's new
World logging (Block break, player right click, block place, player attack, chat log) Drag claiming on chunk map (Hold Shift to chunkload, CTRL to claim in a large square) Lots of new commands Teams (replaces the old friend system) Permission system Improved GUI Lots of new useful config options NBTEdit - edit item, entity, block and even player nbt data ingame +more probably :) and it of course still has the backup, auto restart etc. that we are used to.
It's also fully backwards compatible for homes, chunks, warps and most of the config which will all be loaded on first startup. This has been tested with a couple of my own worlds as well as the ballers world download, all of Sampsa's 2400 claimed and loaded chunks converted correctly.
A bit of time has been spent cleaning up the mods as well as combine the 3 into 1 single mod, which will hopefully improve maintainability a bit. There's still a lot of cleanup that could be done, all the events are only being used for internal mod communication so they could all be removed and there's a number of unused classes and methods spread throughout.
All the critical bugs that I have encountered has been fixed and it feels just about ready for release now. It's become a bit of passion project at this point, so I'll be ready for any additional bugs that pop up.
Closes: https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/14410 all this just to close a ticket 💯