#Open Denizen Discussion Thread
1 messages · Page 17 of 1
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
Oh that's handy for telling me.
That's probably my script for cancelling mobs spawning in special areas, nice to see it telling me.
simple enough, but now I gotta figure out how to setup the minigame
oh god I gotta cleanup that z-fighting
Nice got the stupid lore proc working
minigame time
reminder that aya only has 302 commits behind mcmonkey's 5,986 and anyone is capable of learning Java enough to take over the throne
oh heck, and the core requires some contribution of course to The dThrone™
In my defense, most of my commits are through PRs so they all get squashed
(Not that I'd beating monkey if they weren't lol, but it would've been a lil closer at least)
What's crazy is that aufdemrand is still #2 after all that time
I need to start intentionally leaving small mistakes in commits so that I can push a "Minor fixes" after each one
"Minor fix"
"Cleanup last commit"
"Missed double space"
"Correct typo"
"Actually correct typo"
"Code cleanup: spread out method"
"Code optimization: condense method"
"added punctuation, frick bear for having a wife with e a degree in the language"
That message is suspiciously edited
i wanted to edit it again immediately but realized me adding a space to the end without an acutal change did nothing lol
darian is constantly critiquing the things i make
"god fuck my life I'm so bad at this shit"
-#309 lines modified
Had to go look through my old commits last year
rainbow
Oh hey that's cool.
Since JEI needs to be installed server-side now for players to use the mod, recipes are properly registered now.
Apparently recipes are stored server-side and not on the player file anymore.
I wonder if we can register items into the JEI browser with denizen
Thoughts?
What am I looking at?
The placement/display of the progress bars above the minigame
Oh I guess I never showed the clickers before, lemme find my old posts
maybe my old demo vid would be enough to explain https://youtu.be/vS7DoyLD-to?t=72
Server is currently before Pre-Alpha but joining the discord is encouraged to get sneakpeaks!
Link: https://discord.gg/QX2zHyNaMs
Website: https://somnium.shivtr.com/
I should make another demo vid for my new system once I get this to a good state
Can I get verified for my subscription? GitHub user is Atexur99
GitHub Sponsors? I don't see you listed
Fixed it!
I swear there was a thread involving mounted entities and rotation and it was about backpacks.
If I can't find it then I'll make a thread regarding that.
i recall that too
Yeah I had the right idea originally for mounting stuff. Little goofy, think it's worth a thread.
@foggy gorge yo can you send your /skin command? (#showcase message)
since yk forums are down
🥺
Content of Denizen Script Paste #88943: /Skin command version 1.3... pasted 2021/10/16 00:42:11 UTC-07:00, Paste length: 13292 characters across 239 lines, Content: # $ ██ [ [c]usage: # - ██ | [c]/skin help | Shows this li...
where can i find the source code for the enchanting table
how does the bookshelf logic work lol
Got some work done, haven't worked on this in like 2 weeks now. I'm having some shenanigans with the progress bar's values, but I've got them updating on hit and it cycles the clickers every 5 seconds so progress woo!
Also anyone feeling like this is the definition of insanity? Yeahhh
oops
short question: is there a way to make an entity/npc walking on point?
when is forum up again?
when monkey feels like putting time into fixing it
My zoning system is still in the works and is generally tailored for my eternal project of a server. I got around to a raiding system where players when triggering a raid (currently placing a special banner in a zone) can destroy any and all blocks as long as their tools avail.
However, upon the raid being complete (Timer expires or the raid leader leaves the zone) most blocks will be restored while any built blocks during the raid will be instantly destroyed, effectively rolling back time.
The only exception to these are raidable blocks which will be defined in a data list. Things like ores, valuable type blocks (shulkers), chests, etc.
I like the idea of raiding a players area but not full blown griefing it.
Though my attempts at snapshotting makes me realize I'm restoring the blocks incorrectly lol.
Time for a thread.
Ooh I had an idea to make a system like this for a mechanical war system! There'd be a whitelist of blocks you could place or break and block types or walls would take multiple breaks to break properly so people can't just tunnel and be cringe
That's a thought.
I've also considered the idea that some materials are tougher and require multiple blocks. (Ala Citadel plugin)
https://dev.bukkit.org/projects/citadel Citadel was an interesting player anti-grief concept.
Huh that is interesting. I'd probably handle it like, you can set a Denizen Area along a wall and give the noted area a health pool which then "crumbles" the wall by removing random blocks and replacing the blocks depending on the block types. Then have some central block that can restore the wall by submitting resources.
I get a ton of inspiration from the Minecolonies mod for the structures, I wanna make a town system like that where you upgrade buildings or manage schematics for players who are shite at building(me).
I wanna see a server go full over-head mmo. It'd have to be a custom world though and the camera would have to be continually changed.
I wonder if you could use a MC map and interaction entities to do like a RTS game
I was thinking of just mounting an npc or something, but I remember that you kind of can't completely do that sky high.
My first thought is to scale the player to an absurd amount, since that raises their camera.
Accounting for attached blocks kind of sucks.
Hmm is there a mech to update a map or does a player need to hold it?
I can imagine you make a giant map on the ground of multiple pieces like maybe per chunk or something, then do some location math based on where the player clicks on the giant map
Got most of this down, I just need to find a way to check for a painting lol.
Oh. Paintings are... entities.
Oh no.
Some more questions for you:
- What is the one item witches drop that isn't used in brewing potions? (sticks)
- What update added hunger? (Adventure update/1.8)
- How many variations of zombies are there? (3)
- How many blocks does it take to make a full strength beacon? (164)
- Where can you find the sentry armour trim? (Pillager outpost)
- How many block from the central island in the End does it take for the outer islands to start spawning? (1000)
- How many default player skins are there? (9)
- What is the most amount of experience a player can drop when dying? (100)
- What name can you give a mob to flip it upside down? (Dinnerbone/grumm)
- What name can you give to a sheep to make it's wool cycle through the rainbow? (_jeb)
- Who is the one player that has a sin with custom rendering logic to add ears? (deadmau5)
- When an evoker sees a blue sheep, it will change it to what color? (red)
- Setting your FOV to the max will make a reference to what older FPS? (Quake Pro)
- On 64-bit Java, what is the maximum render distance? (32)
- What is generally considered the hardest advancement to acquire? (how did we get here)
- What is the one mob that will attack iron golems, but the golem will not attack back? (goats)
- On average, what is the most saturating piece of food? (golden carrot)
- What food can directly kill you from eating it? (suspicious stew)
- What is the one food that, when cooked, can no longer be eaten? (chorus fruit)
- What smelter fuel can also be eaten? (Dried kelp)
- Including stems, how many different types of logs are there? (11)
- How many blocks can a single piston move? (12)
- How many blocks/items have the word "redstone" in their title? (8)
- What is the only ore that has a netherrack, deepslate, and stone variant? (Gold ore)
- What item both stacks to 64, and can smelt 64 items per stack? (wooden door)
- How many items can you smelt with 1 bucket of lava? (100)
- What is the only block with gravity that doesn't naturally spawn in the world? (Scaffolding)
- What version of Minecraft contains balloons? (Education edition)
- Which of the following blocks has never existed in Minecraft; Swaggiest Stairs Ever, Gear, Smooth Stone Wall (Smooth Stone Wall)
even I didnt know some of them, nice list!
What is the only block with gravity that doesn't naturally spawn in the world? (Scaffolding)
concrete powder?
dragon egg
The armor stand or?
Is it?
idk i never used a smithing table after 1.20
Missing the Armor Item
#1503508548854743060 message
Why an event and not an item recipe?
vanilla recipe override
Oh does item script containers not overwrite them?
it does, which breaks vanilla recipe
Oh I see.
..fuck
it's both btw, item recipe to detect the event
Was considering bit flags for quest subobjectives, but then remembered monkey talking about it: #denizen-pre-forum message
Makes me realize I don't think we even have a tag for them lol.
it's quite silly to do something like that within the context of denizen
It is, which is why I didn't actually do it but wanted to know if I could do it.
-# Which might even border on #1098024603756015726 message lmao
i mean, a proc to set a string of 1's and 0's wouldn't be hard, it just uh
would be completely pointless and extremely difficult to read externally
It'd be really funny though :^)
time to add some bitwise operation tags
I swear this used to be a thing
huh, apparently not, i thought i had remembered it coming up more in the past
just aci considering adding them apparently
imma optimize all multiplication and division in denizen by bit shifts :kappa:
data action bitshift support when?
Been fighting with my three times re-written dialogue system and realize that I don't think any modern dialogue/npc system that has multiple steps actually uses chat for jumping to another step.
I remember playing WynnCraft, and if I'm right the way they tackle conversation choices is using the hotbar, and SHIFT to back out of the dialogue tree.
Oh wait, they use shift to progress to the next step. Right.
I haven't played this in so long, they've severely upped their game.
They've got full blown animations for mobs and npcs, it's kind of surprising.
Oh yeah forgot about sneaking being something to use for triggers
Well that's all like basically model engine right?
Probably.
I hope I can use it for my funky mob plans for my project, the trouble is actually making the models
I've yet to dabble in modeling. I have a few ideas for it.
Finally got through with my dialogue system. Is it perfect? Ehh. It's working, functional, and can dip into other pages. And that is what I wanted mostly.
Eventually I plan to do flag requirements for some choices, so not every choice should show up.
But it's working.
How do you setup the data for the dialogue? Curious
It's a big data container.
Each entry has a type that is read during a choose/case upon clicking or speaking while flagged.
Depending on the type, depends on what happens.
random produces a random message, then falls back to the default page.
simple runs through messages in a row, checking if they have a wait key (not present), and falling back to whatever their backpage is.
choice is a series of choices that can be made, in order. Those are pages that will be used in the data container to tell it what to hop to next depending on what number they select.
quests is not present in the screenshot, but it doesn't have much of anything besides a display.
quest_dialogue and quest_confirm are dummy keys, meant to just check in on whether you're getting dialogue from my quest system, or if you're confirming whether you wanna accept the quest or not. (Or maybe whatever else I might want for a quest???)
Lemme go see if I can find the data container for my old dialogue system
This was the first time I had to use __npc as a definition.
Yeah mine was step based looks like
Putting them within each other is a thought, but that's more subtracking and I'm not about to go through that mess lmao.
I should see about rebuilding my new chat system to use yaml storage for its dialogue
I swapped to entirely using server flags so it could be edited in realtime with an ingame editor
I thought about doing that.
But if I can figure out how to store it via yaml commands it'd be super easy
Realistically, I'd love a quest system that can be built from in-game. That's... a lot of work I'm really not up to doing though.
I started using yaml for my new crafting system and its so easy now
In what regards?
Well I can load the data on reload and then read it via denizen narrates using Yaml, also setup a thing to auto format for different category stuff
So this is the original file I edit serverside for recipe.
I assume this is able to be modified in-game, and this is why you're using yaml.
And this is the autoformatted version in a new file
Yeah it'd make it super easy to make a GUI to change values and then bam its instantly changed without needing to bust out the file editor
This makes sense.
This was my reload script for it
I think I use a yaml system for my guilds, but that's because I felt weird about having a bunch of guilds down the road loaded into server memory on boot, and would rather just load them when a player inside of a guild connects (If it isn't loaded already) but also if I ever do a website, it'd be nice to read from the yaml instead of server flags.
Yeah you could also have a seperate plugin read the files since they are already in yaml rather than denizen flags
My logging system uses yaml, because I also feel weird about loading a bunch of player logs on boot via flags. (Highkey don't remember if flags are loaded on boot for all players or only when relevant.)
But again, could be used on a website, and/or discord if need be.
I should make another update vid since I finally got my crafting system done
I do plan to make a psuedo crafting system myself. I forget the extent of it, but I'll definitely need to make one eventually.
I don't rememebr why I wanted to make it now though. It's apart of my temper and refining system.
I'll have to dig deep in my self yap to find out why. I think I wanted to make it so you're forced to use the custom craft system, but I cannot remember why I would make such a hard restriction besides maybe the items being unrefinable if you make them in the crafting table instead of my custom one.
did you end up updating that script Samuel found of the skin command i wrote? the one i just found only has this diff:
- - define skin_blob <[result_data].get[data.texture.value]>;<[result_data].get[data.texture.signature]>
+ - define skin_blob <[result_data].deep_get[data.texture.value]>;<[result_data].deep_get[data.texture.signature]>```
and i'm seeing a few deprecated tags like uh;
Content of Denizen Script Paste #88943: /Skin command version 1.3... pasted 2021/10/16 00:42:11 UTC-07:00, Paste length: 13292 characters across 239 lines, Content: # $ ██ [ [c]usage: # - ██ | [c]/skin help | Shows this li...
On line 30, 129: Invalid tag part advanced_matches_text (check !tag ... to find valid tags).
On line 30, 129: Tag tracer: Tag part 'advanced_matches_text' does not exist for any applicable object types
On line 24: Pointless quotes (arguments quoted but do not contain spaces).
On line : (Statistics) Total structural lines: 6
On line : (Statistics) Total live code lines: 158
On line : (Statistics) Total comment lines: 35
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There are 2 lines that were merged into other lines.
hello all, I am trying to get Denizen to run on a paper 1.21.11 server, here is my log https://paste.denizenscript.com/View/140336 any help would be appreciated
Content of Server Log Paste #140336: Denizen will not run on paper 1.22.11... pasted 2026/05/23 19:10:55 UTC+00:00, Paste length: 47661 characters across 469 lines, Content: `[15:05:44] [ServerMain/INFO]: [bootstrap] Running Java 21 (OpenJDK 64-Bit Server VM 21.0.7+6-LTS; Eclipse Adoptium Temurin-21.0.7+6) on Linux 6.1.0-40-amd64 (amd64) ...
hii, could you please create a thread for this?
!makethread
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
you can click on #1026104994149171200 and check the top of your screen
Ya'll I got to a good stopping point on my crafting project, lemme know what you think. I can def cancel the event so you don't actually jump to start the minigame lol https://cdn.discordapp.com/attachments/1464391089422209188/1507964256635715584/20260524-0429-05.0999495.mp4?ex=6a13d0a7&is=6a127f27&hm=7a730bf688fe6fb79dd14cee9bd3ae52c3805c94925da4eeb461bfa303b366c1&
you have to hold right click 100 times?
It would be cool if more would happen at your workbench, rather than doing everything in your inventory, e.g. hammering minigame could happen on that anvil on your workbench
General idea is that the workbench gives you a project kit that you assemble like gunpla and you're taking the time to put it together then doing a Minigame to progress the stage of it. The current workbench model is a standin from my last system.
Workbenches will be rare in the world in structures and they'll be basically industrial 3d printer kind of stations
Like you put the ingredients in and it gives you "here's all the machined parts to put together a pickaxe" kind of thing
i think you should add tiny clicky sounds to the GUI to make it feel a little more like a menu
i love the cube raytrace clicking thing
Yes yes, I will def do a sfx pass