New Release! (BTW V3.93)

A place to talk to other users about the mod.
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Flesh_Engine
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Re: New Release! (BTW V3.93)

Post by Flesh_Engine »

FlowerChild wrote:AAAAAAHHHHH!!!! I CAN'T STOP!!!!! :)

Since putting out this release, I've fixed that planter bug that was reported, revamped the vanilla log and piston placement code because it sucked ass, and I just wrote some code to properly communicate the number of items in a stack from server to client when they merge so that the individual items don't look like they're just disappearing.

I do believe I may need professional help now ;)
Filthy code-lover ;-)

Thanks for the rapid bugsquashing!
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DocHussey
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Re: New Release! (BTW V3.93)

Post by DocHussey »

I hate work... Can't get till I get home, but man, I reiterate, you are a God. I wholeheartedly agree with that fella thats sig mentions you fixing vMC one release at a time. Many many thanks!
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bmanfoley
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Re: New Release! (BTW V3.93)

Post by bmanfoley »

FlowerChild wrote: -Changed the way Hoppers, Cauldrons, & Crucibles collect items on top of them. This required base-class edits, but should get rid of all the problems in 1.3 with entities falling through them. It should also resolve the old issue of players occasionally falling through them when walking on them.

<3<3<3

Thank you so much for this, FC. This was breaking a lot of my builds. Now I can re-enter my worlds with confidence!
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Eriottosan
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Re: New Release! (BTW V3.93)

Post by Eriottosan »

Fantastic work, FC! I'm not able to download things till Wednesday, but I sure am looking forward to it! Thanks so much, man! (:
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Husbag3
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Re: New Release! (BTW V3.93)

Post by Husbag3 »

Unexpected but wonderful non the less.
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Battosay
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Re: New Release! (BTW V3.93)

Post by Battosay »

You're gonna kill yourself if you keep working like that, get some rest !
You're a beast :p
Thanks :)
FlowerChild wrote: -Changed the way Hoppers, Cauldrons, & Crucibles collect items on top of them. This required base-class edits, but should get rid of all the problems in 1.3 with entities falling through them. It should also resolve the old issue of players occasionally falling through them when walking on them.
<3
I just noticed this one today, and didn't even had time to report it ^^
Will this also work with all of the non-opaque blocks ? I can't remember how many times I died because I glitch through a repeater. Especially in the end. So frustrating way to die :o
bmanfoley
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Re: New Release! (BTW V3.93)

Post by bmanfoley »

@Battosay

Here's the thread in which this was discussed: viewtopic.php?f=8&t=5194

This change won't affect repeaters
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Jay42
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Re: New Release! (BTW V3.93)

Post by Jay42 »

o_o
You serious? I mean, it's awesome, but, I'm like, seriously?
It's just too much, too fast. Too awesome.
Well, thanks nevertheless.
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Mason11987
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Re: New Release! (BTW V3.93)

Post by Mason11987 »

bmanfoley wrote:@Battosay

Here's the thread in which this was discussed: viewtopic.php?f=8&t=5194

This change won't affect repeaters
In that thread he references repeaters as having the same issue, I'd let him answer if it affects that as well.
bmanfoley
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Re: New Release! (BTW V3.93)

Post by bmanfoley »

FlowerChild wrote: Nope. The technical explanation is that I'm expanding the bounding volume on items and XP orbs when detecting for collisions vs blocks.

Previously, I had to shrink the bounding boxes on Hoppers and the other mod blocks, so that these objects would register a collision with them and properly notify the blocks in question.

As a result, they were slightly smaller than full block size, which MC has a terrible time with for some reason. It seems that blocks are only reliable to walk on if they are either full or half-block height. Anything else results in glitches.

This is why you get it with repeaters as well, but I'm not fixing that part. Instead, I'm expanding the bounding box for Hoppers and such to be a full block, and modifying items and XP so that they send the appropriate messages for collision regardless.
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SterlingRed
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Re: New Release! (BTW V3.93)

Post by SterlingRed »

Damn Eldridge Beast Lord! I don't pay attention to the internet over the weekend and two updates are out and the mod semi works in LAN? Omg, this is amazing! And very impressive, beating the other tech mods to it is like putting up a big "fuck off, I'm a boss" sign to your haters. Love it.
Thanks for all the hard work on this!
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BrainNoMore
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Re: New Release! (BTW V3.93)

Post by BrainNoMore »

As grateful as I am, take a rest man, we will be fine :)
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sky_demon
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Re: New Release! (BTW V3.93)

Post by sky_demon »

We need to donate some money for him on beer or something ;D Relax mate :D Your awesome, dont stop but take a break :P
Awesome update :))
Rianaru
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Re: New Release! (BTW V3.93)

Post by Rianaru »

sky_demon wrote:We need to donate some money for him on beer or something ;D Relax mate :D Your awesome, dont stop but take a break :P
Awesome update :))
And FC needs to use his alcohol money(codenamed:'donations'). In one night :D
Do eldritch tentacle monsters need rest? Or does alcohol act like the fountain of youth?
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Syruse
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Re: New Release! (BTW V3.93)

Post by Syruse »

Two updates in two days? My heart can't take this excitement!

Thanks for the updates FC :D
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Eriottosan
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Re: New Release! (BTW V3.93)

Post by Eriottosan »

Heh, I was on the internet so briefly when I posted here earlier, I didn't have time to read the changelog and realise that this is the second update to 1.3.2. Well done, FC. Your hardwork and commitment to the mod is astounding (:
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ignika42
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Re: New Release! (BTW V3.93)

Post by ignika42 »

Woohoo! Another one! thanks FC!
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BigShinyToys
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Re: New Release! (BTW V3.93)

Post by BigShinyToys »

Impressive Bug fix list ow and porting before "other mods" very nice indeed complements to the chef.
and all without resorting to the rubber duckies method https://en.wikipedia.org/wiki/Rubber_duck_debugging
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BinoAl
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Re: New Release! (BTW V3.93)

Post by BinoAl »

BigShinyToys wrote:Impressive Bug fix list ow and porting before "other mods" very nice indeed complements to the chef.
and all without resorting to the rubber duckies method https://en.wikipedia.org/wiki/Rubber_duck_debugging
How do you know he wasn't talking to some ancient eldritch artifact as he worked?
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Rianaru
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Re: New Release! (BTW V3.93)

Post by Rianaru »

BinoAl wrote:
BigShinyToys wrote:Impressive Bug fix list ow and porting before "other mods" very nice indeed complements to the chef.
and all without resorting to the rubber duckies method https://en.wikipedia.org/wiki/Rubber_duck_debugging
How do you know he wasn't talking to some ancient eldritch artifact as he worked?
The artifact would probably be intelligent, and therefore animate, disproving your theory ;)
FlowerChild wrote: -----

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FlowerChild: What is this pussy shit?
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Talarga08
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Re: New Release! (BTW V3.93)

Post by Talarga08 »

FlowerChild wrote:AAAAAAHHHHH!!!! I CAN'T STOP!!!!! :)
Maybe this will help!
Spoiler
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Now you'll want to claw your eyes out but at least you'll be able to rest that way! :D
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xou816
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Re: New Release! (BTW V3.93)

Post by xou816 »

FlowerChild wrote:
walker_boh_65 wrote:Didn't you say you were gonna get some sun? ;)
Eh...the sun is overrated :)
Yup. And you know what? It isn't even squarish.
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BinoAl
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Re: New Release! (BTW V3.93)

Post by BinoAl »

De-stickied... De-stickied!
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Elensaar
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Re: New Release! (BTW V3.93)

Post by Elensaar »

BinoAl wrote:De-stickied... De-stickied!
Oh, my...
Lots of planets have a north...!
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morvelaira
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Re: New Release! (BTW V3.93)

Post by morvelaira »

Well, he's been fixing bugs right and left like Shaft.
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