Tourmi / mc-server-side-vein-miner

A mod for Minecraft which allows to instantly mine veins
GNU General Public License v3.0
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Mod ignores server config entirely #55

Open InFuRiTy opened 3 days ago

InFuRiTy commented 3 days ago

Description

I've installed the mod in our Fear Nightfall R.O.C server and i wanted to remove the Whitelist about tunnelling because there are too many custom blocks to add manually and even doing that might not even work. Our server Runs Debian 12 and we're using the Pterodactyl control panel to manage it. /reload commands and server restarts do nothing to the config or the mod about whatever value we change! Please let me know of any other info or log files you might need to help resolve this!

Steps to Reproduce

Steps to reproduce the behavior:

  1. Find and edit the server config located in "world/serverconfig"
  2. Edit/Change any option to something else other than the default values.
  3. Perform an action that's affected by the change you made
  4. Action is performed but with the default value instead the one you wanted/changed.

Expected behavior

Performing the action you want with the changed/updated values you set it to.

Screenshots

This example .gif i made, it shows that deleting the entry "minecraft:black_terracotta" from the Tunneling Whitelist and it's still persisting even after saving the config. Also keep in mind that i'm doing this while i'm in the server and it's running, so the change should be retroactively saved and applied! bug showcase

Versions

Component Version
Minecraft version 1.20.1
Forge version 47.3.11
Mod version 2.0.0.0
Modpack version 1.0.2
Tourmi commented 2 days ago

It seems like runtime external edits to the server config file don't work. I won't be able to work on testing or fixing this right away, since I'm not currently home. In the meantime, the /svmm serverConfig commands should work, I believe

Tourmi commented 2 days ago

I've created #56 for your initial paragraph, since an empty whitelist will not allow tunneling through anything.

Block tags might help with this in the meantime (the #minecraft:ore, #forge:..., etc. entries that show up in the F4 menu while pointing at blocks)

InFuRiTy commented 2 days ago

It seems like runtime external edits to the server config file don't work. I won't be able to work on testing or fixing this right away, since I'm not currently home. In the meantime, the /svmm serverConfig commands should work, I believe

I've tried everything about tweaking the config file, through the client(as shown in the gif), manually editing the file with the server being offline and even using the command you mentioned above!

The command does give confirmation that my changes were applied but the mod continues to function like i never changed those values. If i remove the obsidian from the blacklist i still can't tunnel through it, if i restart the server and try again, still the same thing happens. If i access the blacklist manually or through the command it comes up empty but the mod still functions like the change was never made!

I think i've exhausted the combination of things/steps, i can perform, that can force the mod to follow it's config.

I've created #56 for your initial paragraph, since an empty whitelist will not allow tunneling through anything.

Block tags might help with this in the meantime (the #minecraft:ore, #forge:..., etc. entries that show up in the F4 menu while pointing at blocks)

I suspected as much. It is kind of a contradicting concept because if an item in not included in the whitelist, the mod won't interact with it but doesn't that mean the item should've been in the blacklist then? Because that's the point of a blacklist, to make the mod NOT interact with the items in that list... Then why won't the item be.....Imma stop now. I just broke my brain writing this down...

Usually an empty whitelist means "Everything is allowed". I've been playing modded mc since 2016 and all whitelists i've come across worked that way. I guess i never thought there were different ways to go about it. If i understood this correctly your mod enforces the whitelist with no option to turn it off, right? If yes, then an Off/On switch is a must for whitelists/blacklists i think.

Also i have no idea how hard or a pain in the rear will be to implement this but, if the mod could scan for block_tags and tile_entities and create a whitelist (with all valid blocks,ores etc) and a blacklist(with all tile_entities,dynamic blocks etc) on client load or server start, it would be a life saver for tweaking later on, ESPECIALLY for modpacks!!

About using the block_tags, you mentioned, for tunneling, i tried that. Sometimes the config file would just reset on it's own on server start or the mod just straight up won't work until the file is reset manually. The problem is that in a modded environment not all mods play by the same rules and that includes tags and IDs. For example Regions Unexplored is a big mod in Fear Nightfall, it adds many biomes and a ridiculous number of blocks. The issue is, it doesn't use forge or minecraft tags in most cases so the whitelist ignores them and doesn't interact with them. Same thing happens with ores that don't use Forge or Minecraft tags for those ores, so even the vein miner skips them.

I stopped messing with the mod further, until you have the chance to have a look at it yourself. We just use it for it's vein mining function for the time being!

AWESOME MOD by the way!!! Keep up the good work!!