#Sacks 'N Such
1 messages · Page 2 of 1
true
you can carry only 32 perfectly straight thin sticks in one slot
but you can carry 64 perfectly straight big arrows in one slot
@fair oasis
nice! ty it has kind of a pain to find these 🙂 do they also have 3d models when wearable?
Yeah
Meaning to add some screenshots to the Curse and Modrinth pages but I'm kinda lazy
The description is good enough imho
yeah i found it on curse the other day but i couldnt actually find out what it added. Altho the ore bag sounds great
Sacks?
Sacks what?
it would be neat if the ore sack could take in rocks
I've thought about that, I think the release isn't "correctly" tag based but it is in dev
Anything with unique restrictions uses a tag now in dev
I think the release just used the tfc:ore_chunks tag or something like that
Could try and do some really shite programmer art and poo out a beta
Lunchbox & Mob net for new stuff
Douno how happy my arm with be atm though. Fell off my bike the other day like a total dummy
also for some reason the automatic picking up didn't seem to work for the ore bag I tried it on to have it on my hotbar, in my belt slot, I guess it only works in your off hand (I didn't try that one)
here is some livestream footage of it skipped to the right time code
Hmm that seems a bit werid. It's supposed to refill any stacks in your inventory before anything goes into the sacks
I really like seeing you have so many baskets rather than vessels
Seems like they are working out how I want
Oh ok - I kinda expected it to just pickup the ore in it has I picked it up, only being left with the poor ore in my inventory
Hmm. Oh try shift right clicking
I like the baskets for blocks, I put the gravel and cobble stone in them when mining, the blue vessel holds my money and chalk and the regular one my food
It's supposed to be enabled by default but it's been a long while since I checked
Will try tomorrow when the server reopens (it is just on 6h a day during the week)
Though iirc the "Enabled" UI only shows up if both the type can do pickup/voiding & it's actually enabled
I don't remember but I really hope the ore sack doesn't have voiding as an option 😅
Yeah it should only show up when the container type can do the thing
It only voids excess that'd have gone into the container but you'd know if it was enabled lol
By default the stacks get an enchant glint when voiding is enabled
btw, it feels a bit weird that baskets can't carry sticks but can saplings, it would make using the scythe on trees much easier if it could
That's gonna be a size thing
yeah
it makes sense for sticks not to fit in a small vessel, but in a basket it feels a bit odd, maybe it could allow the item with stick tags 🤔
I mean I could add like an always_fits_in_basket tag or something like that
But I don't really want to overcomplicated it tbh
btw, rosia had a tool belt that was pretty handy to put your tools away when not used - I kinda miss not having that, a knife taking up 1 inventory slot feel a bit rough, I think it could fit well at the iron age, requiring a forged rod for a buckle and a bunch of leather for a couple tool slot
The only restriction most of the containers has is just TFC size
Course it's configurable but I don't really like the idea of having tags to bypass the restriction
Yep, wanna have some sort of tool belt
I rather liked the one Lithic had
I feel like I'd probably make it a lot simpler though
The Straw Basket, Leather Sack and Burlap sack only have size restrictions
Well and they won't let food or TFC ore items inside by default
Ah actually frame pack too
Though iirc they have the same size restriction as TFC chests
If I try to put a forbidden item into a burlap sack (like onion or lapis), it seems to "stick" to my cursor. I have to press more than once in order to put it back into a slot in my inventory.
Hmm well that shouldn't happen
I've got a potentially broken ankle so I'll probably have a good chunk of time to spend on programming
Waiting on an xray
It doesn't really matter, it was just strange.
Hm... Bandolier o' Bottles -- for all your milk, alcohol and potions.
or an "alchemist" sack
(to be fair I have been using waterskins for my aged alcohol because they fit in small vessels, while bottles don't)
Nah that's a bug. Something isn't working correctly
I had to rewrite pretty much all the menu handling to support slot sizes over 64
So I've got something wrong somewhere
I'm aware of some problems with dragging which might be the cause
I second the idea of a “bottle bag”
how can I enable inventory interaction, I just made some burlap bags, but it is off by default on them 😦
Server config
Oh that is sad, I thought they were toggles on the client side 😦
it makes them not as useful as I had hoped
(guess I will tell the admin to turn it on - it is just basic convenience)
They hold more stuff
It's supposed to be a choice between holding more but being less convenient
8 slots at 48 capacity
I've been slowly writing some entries in the book for the items
Should help a bit but perhaps the tooltip is confusing
Should Inventory Interaction just not show up if it's disabled?
I thought it made sense to have it always showing so people would know why they couldn't do it for some items
I thought it was a toggle from the looks of it 😅
like you could open it up/use an hotkey to toggle those
Just pick up and voiding
So tooltip is confusing then
Only show it when it's enabled I guess then
yeah - maybe if the format was different like all red with a "can NOT interact in inventory"
and a green "can interact in inventory"
I think that's just rephrasing what's already there tbh
Having it show up at all implies you can change it, the obvious assumption is that you can do so in game
But it's a config setting
btw, how can you change voiding/item pickup
I tried Shift+RC and it just moved it around the inventory
(also tried Ctrl+RC and it jdidn't work)
Yeahhh it's actually just a keybind unless you toggle a client config for it to be shift + right click lol
I don't recall if I set it by default
I'm not super happy with the state that feature is in
Thinking of like having you ctrl click a slot or something instead
I think having toggle buttons inside the bag UI would make the most sense, also, in larger modpack keybinding quickly becomes a nightmare 😅
I had a button in the UI originally. Didn't carry over when I had to rewrite stuff from 1.12
btw, did your ankle turned out to be broken ?
how much did you pay
If its alot
Only even went cause one of my manager dudes said I'd need a doctors note for today onwards
Came in yesterday with the doctors note and stuff and the actual boss was like "Yeah idk what he's on about"
Like, oh cool okay so how much money did we waste today for no reason
Mom driving me around
I'm not sure wtf the doctor did like notice though cause he squeezed somewhere and it felt like some sorta stick thing was moving around in there
Mom thinks it might have been a tendon
Which like eww dude
Also like it's good to know it's not broken but I didn't think it was broken before we went to the doctor and they pretty confidently said it might be broken after doing some checks and stuff
Poke here, poke there. Move like this. Move like that. Does it hurt when I do this. Can you stand on it ect
hey, found a dupe glitch that doesn't happen in base tfc, only with sacks n such installed. (apologies if this is known already)
affects any item stack as far as i can tell
nope 🙂
Just to double check @uncut lichen your using the release? Not the beta?
yes 1.20.1-1.0.0-all
no idea, just guessing that it could be from the previously mentioned funny stack business with making 512 stack size work.. possibly
No my pickup handling is broke
But that's a super severe bug. You aren't using any of my content and it's happening
So it should have been noticed long before now
interesting that that can even happen
dont you know noone actually plays tfc
I guess so
I'm looking at like 1k downloads now at least between Modrinth and curse though ank
I'd expect like idk at least a report when it's this severe
Like all you do is pickup enough items to completely refill a stack & create a new one
I'm pretty confident that's what's going on at least
it probably might happen often with sticks and other things but no one notices
What's baffling is I did make sure it worked properly at some point
So I broke it somehow doing something I didn't expect to change behavior
logs.. hmm this tree sure did have a lot of logs..
I guess there aren't a lot of opportunities to encounter it, seeing as I'm suspecting it's poor handling of 63 -> 64 + 1 for example
But shoot man
the joy of programming 🙂
Huh, I thought fertilizing was just that good
Huh well that's an interesting problem
Basically vanilla/forge saves a copy of the itemStack before the pickup event is fired
I started doing things "correctly" by swapping out to a new itemStack
My options are either do all of the vanilla handling myself (ugh) or go back to modifying the stack in place :/
Annoying
Least I'll get to see if my CI works as I definitely need to get a release out to fix this
It's also extremely severe, it duplicates the entire picked up stack if it's not entirely consumed by my handling (filling already existing stacks or picked up by one of my containers)
@uncut lichen https://github.com/Traister101/Sacks-and-Such/releases/tag/v1.1 if you want to get the release early. It'll show up on Curse and Modrinth after awhile
thanks
Kinda tough sitting here with my foot being all weird
Hurts if I sit too long
Also I spent ages trying to get my CI working lol
Will have to mess with it again by the 15 anyway 😒
yay, just tested it, could not dupe my thatch anymore 🙂
and unrelated but just found out that horses get disconnected from astikor carts when the server restarts
Yup. Did some testing myself to discover the actual issue
Once I'd figured that out basically just had to check if it still happened after I'd hopefully fixed it
And it don't
Should each container item have its own entry in the book?
Lot of them are pretty similar so I was thinking just entries for the more interesting stuff
Maybe you could group similar ones in an entry (?
I see! I like that (?
So I'm kinda 50/50 on how I want the boots to work
Preventing/counteracting plant slowdown seems like it'll need a mixin
But tbh I'm more interested in providing extra speed to the player
Probably do a mix of both and just let you configure it
I'm skeptical of that cause you already walk/run pretty fast and horses and boats are the obvious ugprade
cutting out the snow/grass effect would totally be worth it to me though
I mean you do a lot of running around on foot
yeah but I guess I don't mind it
Atm I'm thinking 4 boot variants? Plain old Hiking Boots, Steel Toe Hiking Boots, Spiked Boots and Steel Toe Spiked Boots
Spiked would be for snow
Probably same texture for the steel toe variants
Same as their base boot
Douno
Wish my foot wasn't such a pain in the ass rn
Can't really sit at my computer for more than an hour or so
I don’t mind the base speed of walking, it encourages making a path or road to boost speed
Maybe some boots could just prevent the tall grass/snow slowdown and some could boost base walking speed as well
yeah
Ouch what happened?
I feel like boots adding base speed makes them too op for what they are
Sprained ankle from falling off my bike
oh, it didnt end up broken?
Okay so like we aren't talking a doubling of base movement speed or anything
I was messing with 10% yesterday
Felt pretty good
That sucks, hope you feel better soon
That's equivalent of the speed 1 effect
I thought I'd mentioned that to you at some point. Yeah they said it's not broke
Which is good I guess but lot of my foot is bruised now so it's looking like I've probably got a grade 2 at least
ugh
a first aid mod designed specifically for tfc...
😭
I know you probably hate that idea lol
Any thoughts on this though?
10% for the highest tier? sure
It's not infinite or anything, you burn durability as you move around
Well just like 10% really isn't that significant
Would it be an armor peice or usable in a Curios slot?
as long as it's configurable I guess
If you have the alcohol potion addon that's super easy to just constantly have
You can get 20% if you use the fancier alcohol
If it’s like speed 1 then it’s alright
10% is speed 1 yes
To be fair, wouldn't the speed effect from the alcohol and the boots stack?
Then add rollerskates for speed 2 🙂 /s
I don't think it'd stack multiplicatively though. Not too sure how attrabute stacking works tbf though
I think different instances of the same (multiplicative) attribute is addative
IE speed 1 (10%) would stack to be 20% with the boots
I think
I'm not opposed to going fast. It's a pain to move around especially if you have a big base
And atm I'm not too sure if I do curios or not
The steel toe variants are meant to primarily be better armor
Course they'd boost durability and whatnot
Seems a bit werid to me to have like iron boots & also hiking boots on at the same time (via curios)
Rather like the idea of trading off some armor protection in favor of boots
Fair
Wiki says it depends on the attribute modifier operation, atm it'd stack additively
I think I'll expose that for configuration though
A lot of the thought on the current (dev) iteration of the boots is basically a TFC version of Botanias sashes
"Passive" (as it uses durability) movement speed bonus and step up for at least some of them
Need to decide how to split stuff
I want the cheapest boots available once you get iron
And I don't really see a good way to have anything past at best black steel
Unless I let you make the "toe" upgrades for each metal tier
Could be an interesting idea
Same exact armor values as their corresponding boot
If I go that route I'd really have to make the system more dynamic
They better make you look dropped out as fuck. I’m not talking about old man Greg’s high quality ornate wooden clogs, I’m talking pure, unadulterated drip. Drip so good the nickel goes mining for you.
I'm sure that whoever it is that's not me will make them look lovely
I can't do textures for shit
Well
Maybe you don't make any more idk
I have a friend who was supposed to do them for 1.12
I play with your mod so I'm not going to put up with any ugly textures 😛
Lol
I need to rework how voiding works but otherwise I think I'm pretty happy with what's released atm
Hmm. So I've got a horseshoe as a horse armor. Works but I'm not really feeling it now that it's here
I already "had" to mixin (just makes it less stupid looking) so maybe I add an extra slot just for horseshoes...
Douno
Shall sleep on it
maybe it is its own slot, this way you can put them on donkeys and mules too
also, just having it remove the terrain debuff I feel is fair, getting a speed boost will discourage breeding better horses
maybe the recipe for them could be smithing 4 rods, one at a time and crafting them together into a set of horse shoe
blacksmith back in the days did loads of horse shoe as they wear down with time faster than a quality tool (which you could pass down through generations)
lemme know if you need any testing/logs/such
wow
Yeah kinda just like what
Not sure how it works when you pickup more than a single item
Cause it does
It's just when you pickup a single item, the fuckn common case 😒
Yeah there's a new Verizon. Should be fixed but who fuckn knows
Still not sure how I fumbled it so badly
I must have changed something last second
I could make some
Was a lot of work making it work correctly (shift clicks were a bitch) but I added an extra slot
The mule I summoned can't even jump 2 blocks and I think sprint jumping on foot might be faster than it but hey, you can put a chest in it and a horseshoe
Though 20% on that mule hardly makes a difference, thing is so unbelievably slow
The horse I summoned on the other hand feels pretty good
Part of me is debating giving it a small jump height bonus as well
newest release
How the hell
🤣
Is this on a dedicated server?
yep
Great
Alright
I'ma eat some ice cream and then back to the fuckn mines I guess
Douno why it's fucked though
Iirc the event only gets fired on the server and I'm sending the same exact packet I've been sending
Vanilla packet mind you
So like?
Ugh
when i tried to pick up an item that i already had in my inv, it picked up
if that helps
It's some sorta desync
I'm pretty confident
I did a lot of testing to try and ensure I didn't miss any duplication issues again 😒
can't dupe if you can't pick up items 🧠
That's it
damn
One of the most annoying things I've traced
Can you find the problem even with my commit description?
Can you find the problem
what are you? Dora?
I'm partly curious if I'm blind or if the results of a single call are just unexpected in general
Is uh 2 steel too cheap for 20% movement speed on horses
Probably, maybe the speed boost could be left for the colored steel and the first horse shoe could just grant immunity to high grass and snow 🤔
For anybody curious it's the pEntity.getInventory().add(itemstack) call that's the issue
Inventory#add secretly mutates the passed in Item Stack
The next line of code i = copy.getCount() - itemstack.getCount() results in the new size when the stack is mutated
Which then is used to correctly handle the vanilla item pickup
But you'll notice that it can short circuit if hook == 1 or i <= 0
IE if the result of the item pickup event is Result.ALLOW or the item, before the event was fired had 0 or less items
Very different behavior from what one would expect from the docs
The event doc says Result.ALLOW passes it to vanilla handling, which it does, without putting the stack into the players inventory due to short circuiting
So you constantly pickup a "phantom" stack
So the only way to not run into this issue altogether was if you, in the event handler also mutated the stack in place
Super, super unnatural when your correctly using the item handler capability
Which I wasn't originally
That's kind of the cause of this whole mess
Oh yeah. So apparently TFC horses are already immune to plant slowdown
Cause of that horseshoe tiers are as follows
Steel: 5%
Black Steel: 10%
Red/Blue Steel: 20%
Also more durability
Since they have 4 feet the current idea is you make 4 horseshoes and then just craft them into a single item
Only way I can really think of to avoid like using a double sheet in the anvil recipe
Idk
Don't really like the micro crafting step but like each foot needs a horseshoe and I can't think of a good way to reuse any of denser TFC metal resources such as sheets
Like how you gonna turn that into a horseshoe?
Could maybe go the "Weld stuff to make an unfinished horseshoe" route which we just pretend is 4?
Sides the recipes, and maybe some recipe items I'd call the horseshoe stuff feature complete though
that's hardly microcrafting
Just feels like a silly step I guess
I just crafted the Ore Sack, modified its server settings to make it have 3 slots, and when it auto picks up ore from the ground it already has inside it, it rapidly duplicates it until it fills up and also creates some illegal 64 stacks in my inventory
Update
Are there plans to add an open backpack hotkey?
Yeah
Thank goodness
Fair. I’m also pleased the backpack is actually attached to the players back inside of floating on the players back like with sophisticated backpacks. Floating backpacks are a menace.
Oh does mine actually work better graphics wise?
Tbh I think I mostly copied their renderer lol
The curios renderers are kind of a pain in the butt
Yeah. I’ve noticed like with mods like parcool, the backpack and other items stays attached to the players back and moves with it fluidly. If you lie down with a sophisticated backpack it floats in the air.
I wonder why sophisticated backpacks don’t. IIRC Aether gloves also have the same issue.
Weird
this looks goated
All I'm doing is calling into some curios code to rotate it and translate it for me
And then I move it a bit myself cause model origin stupid
or normal INMIS...
Sophisticated and Aether must just like free hand it or something
Yup
Artifacts does it right too if I’m correct. Things stay attached to their respective body parts properly, even if the player is using unique animation.
Actually you know what else is appears “floaty” in the back slot. Barrels. They don’t attach to the back.
Ye. They floaty. Just like the sophisticated backpacks
Might to be the worst idea to find out why yours works better. Could come in handy if it ever decides to stop working.
Well I'd assume they just are doing it wrong
Like I didn't think to check if it worked when players were lying down or anything
I'd think most people wouldn't
Doin a bunch of book stuff. I've got some spotlights namely one for the Lunchbox, the Frame pack and the Ore sack but it's kinda hard coming up with enough to say about them to justify two pages lol
wait theres a lunch box?
Will be
could the seed pouch use silk as well as wool?
seed pouch is a bit overpriced I think
It's effectively the price of a bed
I feel like that's about where I want it
It's meant for at least after your first crop harvest
So you have to deal with seeds normally a bit
that's fair
Honestly I can see it being used for travel, aka finding wild crops. And convenient seed storage/sorting. I know we had a ton of the same seeds on lithic season 2 so just to put all those in a sack would be nice
Yeah, that's also partly what the baskets are for
Small amounts of many different items
Perfect for grabbing the seeds you run across
I mean that kinda messes with me addon don't it
I coulda gone the bundle route. Thought about it for the leather and Burlap sacks
Definitely gonna get the fancier UI stuff once 1.21 happens
In the next update the current voiding system is gonna be moved to this one. You toggle particular slots for voiding excess picked up items instead of the entire container at once.
Should make it actually like useful
Least I'd use it for like twigs and whatever
@thorny linden if your curious
alright time to go see Traister foam at the mouth lol
Not the most I've foamed at the mouth
But I was quite frustrated
Not fun reading through vanilla code that's doing something unexpected
Know what actually here's the docs verbatim
This event is called when a player collides with a EntityItem on the ground. The event can be canceled, and no further processing will be done. You can set the result of this event to ALLOW which will trigger the processing of achievements, FML's event, play the sound, and kill the entity if all the items are picked up. setResult(ALLOW) is the same as the old setHandled()
WHERE DOES IT SAY IT SECRETLY MUTATES THE STACK ONLY IF YOU DON'T PASS ALLOW
You cannot set the item stack on the ItemEntity either, you have to mutate it directly
And as for why even fuckn DENY will work event.getResult() == Result.ALLOW ? 1 : 0;
There's only three possible hook return values. -1 for a canceled event, 1 for if the result is ALLOW and 0 if it's not
Yet the Result enum has 3 values. DENY, DEFAULT and ALLOW
It's just gah
this is very likely early Forge stuff... like, Eloraam and the big 3 days
Integrated servers are totally fine
I didn't narrow down what exactly caused it to be sided
But yeah
Probably gets mutated somewhere else and cause integrated server it happens on both sides or something idk
might be
But also like I said
Super, super unnatural when your correctly using the item handler capability
Which I wasn't originally
Some wonky 1.12 code I wrote early on in learning how to program which I ported to 1.20
It was partly using item handlers but also directly mutating the pickup ItemStack (almost certainly cause I didn't know what I was doing)
So it was kind of a mess
It's all ItemHandler semantics now
Not gonna screw with mutating stacks the annoying things
😂
I need the tool belt. I have a mighty need.
Toolbelt would be so good, maybe it could use the same key as the backpack, but when you shift it accesses the belt instead (this way you have less keys to deal with)
Yeah I'd rather that just be a separate keybind
Like what do I even call a keybind that has that behavior?
"Open Frame Pack or Belt if you hold shift?"
technically it could be two seperate keybind and have the belt be key +shift by default (as long as the belt input overides the backpack)
Blaze Map uses Open Map / [Shift] Configure Minimap
but it sucks and we are splitting the keys
Yeah, what's with B for that anyway? I've always been an M guy for the map
B is a very natural backpack button
Is it cause the mod is called baze map?
Journey used J iirc
I'm interested in having a toolbelt but I'm not super sure how to go about the UI
I'd love a fancy radial menu but that seems pretty complicated tbh
Though if I do spend the time on a fancy UI I could also use it for the Lunchbox
Hmm
B is for Blame Russian 🤣
he didn't want to clash with M for Chisel Mode
so we agreed B + N instead of N + M
Working with me as a direct peer means putting up with a lot of shit... it's only fair I made some concessions as well.
The reasons keys are the way they are is because 1) avoid having to remap keys and 2) fewer keys plays better in packs so shift for alternate functions was used
Who says it has to be radial? Just look at tetra’s toolbelt. That’s not radial and it happens to be one of the nicer toolbelt UI’s I’ve used. There’s a few ways you could do it.
1 is just have it open the toolbelt. It’s a bit lame but it works. You could add an auto tool swap that chooses the right tool for the job (just make it toggle-able.
You could alternatively do a cycle toolbelt keybind instead that lets you cycle back and forth between the slots.
Unrelated question. Are there plans for higher tier backpacks or upgradable ones? Extra backpack drip.
radial menus look dumb in minecraft 🙂
circle in my cube game 😯
Turns out the whole things not connecting to the back thing was entirely in my head. Don’t know how I got to that conclusion but as it turns out sophisticated backpacks do connect to the back normally. It could have been an old version I was remembering
i was playing with the setting a little bit, changed the max accepted item size of the burlap bag to large and everytime it auto picks up large items it just voids them
doesn ‘t void them when placed manually though
item voiding is off
That's... Strange
I can't imagine how that would be happening
Really doesn't make any sense at all tbh
Ah, right still haven't looked at tetra
Idk I kinda feel like a radial menu just works™️ with a tool belt
Higher tier backpacks.
Maybe?
I don't really see anything I could do besides more slots/larger slots
And tbh, I'm a little unsure of even the whole 18 slots it provides as is
It's a whole TFC chest of capacity, on your back
i agree
Yeah I can't reproduce from your description
Your going to need to file an issue @quick pike with video of it occurring + the version your on
Though I have just noticed an oopsie with items that have durability 😳
For a bit more detail just show the Sacks tooltip & the problem occurring
If the tooltip is out of sync that'd mean forge itself failed to sync the config which is out of my control
Though that still wouldn't make it void anything
I think a radial tool belt but you opened the tools by pressing like ctrl + numkey or scroll wheel would work pretty well..
Like a second hot bar
You know what actually I'ma go the multiple hotbars route
That works nicely
Yeah, avoids a GUI
Though I might do something fancy with a UI letting you configure like where the slots are allocated
So like you could have like 9 tools in 3 slots
Or something else
Least I imagine that'd be interesting
Cause like in my case I usually have at least a couple constant items I want, usually down at the end of my bar
Water and whatever
I was thinking you could press alt and it’d swap your hotbar with a second hotbar
Yes
& I think letting you scroll through a slot vertically seems cool
Potentially more interesting
I'll play with it
Like swapping your whole hotbar is nice but also annoying
Like my other stuff I want this to be at least a bit unique
Pulling from multiple ideas has been the process for a lot of my stuff
Dank Null inspired my initial idea on having extended slots
Pick block & auto pickup is from all sorts of stuff
Voiding is cause when exploring random sticks and junk are annoying
I initially had a whole upgrade chain planned like how dank null works but before I sat down and worked on it I realized it was silly
i will try replicate it as soon as i find some time (tomorrow if not max thursday afternoon)
Alright
@quick pike so I take it you couldn't reproduce the issue?
i did not have the time to try yet
working 12h a day for the past 2 days
sunday i will have the time and get back on this
Do I have permission to use this in my modpack? Full credit will be given for the record.
It's on Curse and Modrinth
Follow whatever their rules are for modpack/mod distribution and idc
Largly the point of using such platforms
What about adding trims to backpacks?
i tried to replicate the situation but i couldn’t
i guess it was something very specific&rarely occuring
thanks for the promptness sir
I'd more so go that it went somewhere unexpected. It prioritizes curios slots and if you were wearing a frame pack it'd have gone in there
What like armor trims? I've got a pretty limited understanding of how those work but bare minimum it'd be quite a hassle. Absolutely none of the vanilla trims or modded trims would work out of the box
Could do some shenanigans with UVs but I think that's kinda too much work
Fair. If it’s not feasible, no need to look into it.
A really basic TLDR for trims is that it's a armor layer texture that's pasted onto the normal armor textures to result in the trim textures
Could maybe adapt the frame pack into being an armor texture but I suspect it wouldn't be that simple
Far as customization goes I've thought about letting you dye stuff
I'm like cripplingly bad at textures, spent an hour trying to make a buckle and got absolutely nowhere
Lot of thought for me at least goes into minimizing textures and whatever so I can mooch off friends if needed
Can do models fine textures are just so hard 😒
Just cannot make them from scratch. Got none of that art skill
If I'm modifying or adapting one then I do pretty good
I can do art. I did the textures for Waterflasks. I wouldn’t say they’re the best but they look nice enough.
If @gilded knot doesn't plan on doing textures I'd accept em. @sinful wigeon also offered to make some textures but I said aleki would probably do them at the time
I believe this is a bit out of date but the current planned content is in here https://github.com/Traister101/Sacks-and-Such/tree/nets-boots-and-horseshoes
Model data Gen is annoying and won't work without textures so atm that isn't present
Unsure if I'll have a fancy held model for the Lunchbox or not atm as well
There is one thing I do know. I need to make a transformation
Perfect
Heat definitions fear me.
what do you need exactly?
The new items really. A Buckle, Net, single horseshoe, multiple horseshoes (maybe same texture I can't really imagine anything else besides like layering the single texture a couple times), probably just one hiking boot texture cause I don't think the toe variants having unique textures is needed (also need an armor texture annoyingly), leather strips and then bound leather strips
I have a horseshoe slot texture I did but I'm actually rather happy with that. Haven't tried to make any horseshoe textures though
For the most part it's all just in JEI, it's just the armor textures that you'd overlook
I have a lunchbox hud element which could use a fancy background but it works as is. I've no idea how it should look so it's just some text
Bound leather strips look kinda like this, but a strip https://static.wikia.nocookie.net/tekkit-main/images/c/c6/Bound_leather.png/revision/latest?cb=20130530200237
Sew marks or whatever on the edges
Recipe is similar
Well sorta similar it's my reinforced fiber that it's sewn with
Give the horseshoe a chance to negate fall damage when in the player’s inventory. Make that chance incredibly low. The unlucky horseshoe.
I’ll take a crack at those strips
How are these for the strips?
What the hell just happened? Message edit moment.
Take 2
@torn finch
Yeah these seem to be good. Will kinda have to see what it's like when it's smaller but I can't imagine it looking bad or anything
Doesn't look like a copy of the ones that sewing mod has too which is good
Oh, also my sleep schedule is all outa wack
I chose smaller because strips would be well, smaller. They’ll look small in the inventory and hands don’t get me wrong but I doubt they’ll look bad.
So I might effectively dissappear tomorrow to fix it
Nah I mean when it's actually in game
Always a bit hard to see what it looks like from just a texture
Leagues better than what I attempted
Ah fair. Lighting and all that in world
Earlier I was messing around to see if I could get a nice hiking boot model. I wanted to see if I could get an extended toe cap to rather than them looking like a vanilla boot model. I may have to revise my Blockbench addons because what I was using wasn’t going so well. I might see how Artifacts does their boots because I’m pretty their boots are similar to what I have in mind.
From what I'm aware the easiest fancy armor model stuff is via gecko lib which I'd rather uh not
I'd have to refresh myself on armor layer rendering
Might be I just have to add a custom model layer that renders the boots
Though as is the boots are setup as armor
one called sacked
Could be for making one of each sack
Or just all the containers
I wanna do something funny with horseshoes but I can't think of anything but like a terraria reference
i mean theres the horseshoes of speed from dnd
That's a good one
un-sophisticated backpack: Craft a frame pack
They should make horseshoes out of uranium
So the horses get radiation poisoning
Make them out of lead so they get lead poisoning
Ooh me like
Literally a comparison I've invited and yet I didn't think of that lol
I was thinking back to the discussion about the lunchbox preservation bonus and realized that maybe it should have a higher preservation than the small vessel? The small vessel is intended as the first portable storage option you have and acts as a jack of all trades. Its functions get replaced in better ways by the specialized containers later on. The argument isn’t “would you rather use the container that makes food last longer or the one with more qol” it’s “would you rather use the container that happens to give preservation bonus AND can be repurposed as extra storage if need be, or the one that can only carry food but it’s more useful for that role.” In the same vein I see an icebox existing, which would have a longer preservation bonus and can only hold food as an alternative to the large vessel and (maybe?) the cellar seeing as it needs active upkeep and doesn’t just give a passive bonus (plus can be moved around, maybe on a ship?)
I think that's a fair argument for a better preservation bonus on the lunchbox
Now that I think about it an icebox that you can put on a ship would be super practical like I would definitely use it to pack a bunch of sandwiches for a long trip
That should be added to firmaciv
An icebox is at least an interesting idea to me but tbh with how busted Firmalife cellars are I don't think it'd be super valuable
That’s true but I think that’s a fault of tfcs farm balancing rather than cellars themselves
Both
Firmalife cellars have no upkeep whatsoever
With stronger modifiers than the cellars addon
And are cheaper to build
TFC farming in it's modern state is vanilla farming with a funny hat
The modifiers aren’t that much stronger than just sticking food in a large vessel at normal temps
Excluding hangers those are broken
The preserved modifier (what all vessels provide) is 0.5
The worst cellar modifier, shelved is 0.4
Cellars are at minimum 10% better than a vessel
There's also the other bonus you get from just like using the oven, bees, greenhouse
That isnt 10% that’s like
25%?
Worst modifier is 25% improvement to large vessels which isn’t that much for the infrastructure (bees and a building)
Was referring to to the modifier rates themselves
Yes
That's my point in it being a both issue
Firmalife cellars are extremely strong for how cheap they are and the complete lack of maintenance
I feel like this should be a criticism of large vessels instead tbh
Cellars have to be stronger than large vessels since they need more infrastructure and can’t be moved around
Yet large vessels are stone age and already provide a 2x modifier to preservation
The cellars in the cellar addon were stronger than large vessels, there just was maintenance
And the materials were expensive
Tons of wood and clay
And some straw but tbh that's not actually much of a problem
Yeah but can’t you say the same for current cellars
No
I think you just want them to have maintenance
They need glass making, brass, and bees if you’re not including the extremely expensive shelves
At least old cellars could hold tons of food per shelves
Glass? What do you need glass for
Hmm, yeah I probably forgot that then
I looked at the bricks and door and was just kinda shocked
Yeah they’re really cheap
Aqueducts are more expensive
I mean the climate station also needs redstone dust but yeah. I wish they required actual upkeep
Forgot about that too
Maybe the climate station has to be fed ice or redstone to power it idk
Also aleki mentioned they wanted to do some kind of ice box/ice harvesting thing for firmaciv, cause I had a similar idea and then didn't because she said she'd do it
I feel like this has been answered before but would you be able to eat directly from the lunch box? Aka eating the contents without opening the box and just "eating" the box?
Actually now that I think about it more I don’t think the cellar needs a nerf food just need a nerf in general
It’s not strong enough to warrant needing actual upkeep compared to regular large vessels
Yeah you eat directly out of it
That's the main reason I feel like it shouldn't have as good preservation as vessels, but ank made a good point with vessels being generic storage
If you usually carry around just one stack of sandwiches or whatever you'll be happy to know you can mix it up if you want
Also said awful hud element I have for it atm
Can scroll through the contents like how Dank null works
You know looking at this it probably makes sense to put the nutrition on there when you crouch
As an argument for the icebox. It doesn’t need to be better or worse than a cellar. It can just be an item that exists for fun. Look at Firmalife. It has a few features that don’t really provide an advantage to their counterparts and are just there for fun. A few of the foods aren’t nutritionally dense and just exist so the player can make them for fun.
icebox is an upcoming firmaciv feature 
I’m getting confused with what chats I’m in. I thought this was firmaciv XD
Yeah I think I like this far as information goes (must be crouching for the food tooltip)
Should move stuff around a bit through. Does a particular order make more sense than Food Tooltip (again only when crouching), stack, stack name & then selected slot?
I was thinking it’d show your current nutrion bars in a minimal ui, arrows indicating which stats are increasing and which are decreasing, and state the food being eaten
I think you were one of the very people saying not to do something like that
I don’t remember saying that
I was suggesting that to be added to alekis new texture pack (?) but I guess it makes sense here too
There’s this mod for project zomboid that I think looks nice
Each bar here indicates a different stat but I think it’d work well if it was instead 5 bars for each nutrition type and just put in the corner or something
Well mainly like idk where to put that on the screen?
Anyway I think this is probably what I'll settle on format wise
Hmm wrapping text... I really don't wanna deal with that
Mind you my resolution is stupid atm cause I don't dev in full screen
Breaks on GUI Scale 6 for me
So it should probably be fine for most people but that'll really bug me 😭
Oh sick there's vanilla code for this
Thanks Mojang
Hmm, this'll still be a bit of a pain
Should re think how I do this
Might make sense to put some simple config in too
Gonna take another crack at the hiking boots model tomorrow. The armor model that is. I need to make sure the drip is through the roof.
Heat Definition Man got [All dripped out]
Yep. That’s a perfect achievement
That took me much too long cause of bad math 🤓
Tbh I'm pretty happy with it as is
Is it the text wrapping?
Yeah
Some food names get pretty long so it can be an issue at lower resolutions/high GUI scales
Unlikely course but I'd inevitably get an issue about it
Seeing and disliking MrThomas' TFC datagen lib has for whatever reason driven me to make a bunch of stuff myself all the sudden
Well more than I already did
Doubt it'd ever get any use besides me even if I split it off so yay
Thanks me
I would love if there was a keybind that if u had a backpack in ur bag it opens it directly like other backpack mods do. Maybe do it for the ore pouch and everything else and let people set them up however they like
Yeah I have a backpack keybind in dev
Always meant to have one it just escaped me
I'll maybe have a belt/sack keybind
Well, as I'm thinking about it I probably should
@torn finch I'll have to get it in a resource pack, but I feel this is certainly drip
They're meant to mimic fluff. I wasn't going for 100% minecraft-y
The micro details on the top floof is making me uncomfortable lol
Yeah it should just be an extra layer like the vexxed tfc armor does
(armor as two layers - similar to how player skin head do it)
The little parts that point poke out? I can remove them. I do have another way of doing it that I want to try though. It might look better.
The slope thing yeah
I have another way in mind of doing it that won’t just look like a straight line. If it doesn’t look good then I’ll just remove those details.
i has an idea for an item!!!
dunno where to post it
quality of life - Time over a bit of resources.
A FIRED BRICK MOLD
Instead of knapping every 3 bricks out of clay, you simply craft the mold with 2/3 clay to get 2 bricks
prolly a stupid idea
very stupid even
Tbh, it’s not unrealistic
People did make bricks that way (with molds)
Although (atleast where I live) those molds were made out of wood
That is your whole reason why it's "unrealistic"?
I said it’s not unrealistic
Sorry i slept 5 hours and had some scrumpe
https://youtu.be/0CCciJHrh_4?si=0Ih5kTMHr4pTZfiv&t=11m40s The man himself
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How about this instead of those straight lines. It looks better than what it was.
Hm. I've only just learnt you can select per-face UV for individual faces. I thought once you set it to per-face UV, the whole thing was a per-face UV
That’s not good..
Why not?
You don’t want smaller pixels mixed with bigger pixel scales
Again, why not? Is it a limitation with Minecraft?
There's pixel art fundamentals?
Yeah most of it is color theory but there’s also stuff like pillow shading is bad, shade with shape and definition in mind and not just as a flat gradient, dithering doesn’t work for everything (really depends on style imo) and biggest of all don’t use mixels
hmm, I could scale the entire thing up but then it won't fit the rest of the mod. It looks fine without those details either way.
Yeah I think a straight line and 1 or 2 pixels jutting out would work to convey the idea
If not just 1 or 2 pixels jutting out altogether
Gonna also work a bit more on the shading and see if I can get it any better
I was worried single pixel floofs wouldn't convey it very well but I'm suprised. I still feel it looks a little strange but that could just be my subjective opinion. I darkened the area just under the floof. Hopefully it's not too dark. Still not sure how I feel about the light part at the back. I think it may be a tad too bright compared to the rest of the boot.
It has a fair amount of dithering, I'm a bit concerned that it's not subtle enough. The only areas without dithering are the floof at the top and the buckle. I don't think they need it but I might give it a test to see how it looks.
Doesn’t look like dithering
That scale is too small to notice it and either way I don’t think it’s egregious to use it
I might be thinking dithering is something else. I was on about of the slightly darker pixels placed about. Sometimes I worry that I make them a bit too obvious
Feeling a lot better about it now that it's applied to both boots
Dithering is where you try to make shading more gradual by making lighter shaded areas a crosshatch of shading instead of just using a different color
Just read a big article on it. The different pattens you can use to do it are cool.
It works when you’re trying to convey a roughly textured surface but not a universal tool
For mc textures..
Yeah. After reading about it, I realised it wouldn't be needed for this. Not that I'd be able to fit it in easily into something that's 4 pixels long. It would have a greater impact on larger textures but even then, at least for this it wouldn't fit the style. Still something useful for me to keep at the back of my mind though. I never know when I might want to use it,
Anyway time for the 2D item texture. Hopefully I can put what I have in mind onto the digital 16x16 canvas
2D item texture. Yay or nay?
I'll cook something up soon.
Don't know whether to take that as a "It's not good" or just you wanting to try for yourself. Either way I take no offense.
Oh, sorry
I didn't really mean anything by it other than that what it literally says
I'll give it a try soon
Aighty. Make sure they're drippy
@lean nebula You close the PR on purpose?
Huh well alright
They will update when you push changes
Conflicts are almost certainly cause I committed the strip textures. I'll just have to drop them on my end
Shouldn't cause any issues since you are branched from 1.20
I was worried about that. I thought I forked the wrong version. Things might be a bit messy. Had trouble navigating those folders and piecing together where everything went
Yeah I can be confusing at first
Textures aren't generated to they live in main
Models are, or at least most of them so they hangout in generated
The held and icon directories are to separate the held textures from the icon textures, so atm all the item containers
Otherwise I'm doing like held_leather_sack and leather_sack or something
Makes more sense to me the first way
Minecraft directories are confusing. One day I'll have it all figured out... then they'll change the way they work
For mods the main thing that should be helpful is that they bundle resource packs and datapacks at resources
So from here you've got assets and data which respectively is the resourcepack assets or the datapack data
From there if you know about resourcepacks or datapacks you are off to the races
And I thought I mentioned this but it seems I didn't. The only way you could have tested the boots model via resource pack only would be using its model for some sort of block/non armor item and then wearing it on your feet via commands
The way I tested it (tried to) was creating a resource pack for the Artifacts mod and replacing the rooted boots model. Didn't go well. Only got it working for the held model, and it didn't have textures. Safe to say my directories were quite off.
They probably have a custom model layer for the boots
I just remembered your legs like uh move
So you couldn't really use a block model
So it wouldn't be resourcepackable
I did initially try putting it over the carved pumpkin. You can imagine what that looked like consider the pumpkin is usually attached to the head.
Is this https://github.com/Traister101/Sacks-and-Such/tree/1.20/resources folder just an extra spot to store all the textures?
It was originally for python datagen but aleki plonked all her textures and models in there so it's for that now
Just some old size datagen left in there now
An ancient relic from aeons ago
From before I realized the wonders of Java datagen
Makes a surprisingly large difference in ease of use
Java datagen I get to use the actual registered objects so the names are impossible to mess up and they'll always stay in sync if they are updated
I can reference the exact lang keys I use in code, typos and all for generation of my lang
Is nice
Yeah boots are about as much of a headache as I thought they'd be
Though there is a ton more code than I thought for custom armor models
I thought I'd have to mixin tbh
This is extremely usable
I just can't get these stupid things in the right spot on the player model
Take a peek and see what artifacts does to solve that. They might have the answer
Though that’s probably easier said than done.
They have some abstracted bs for multiloader
For whatever reason I just can't seem to translate the model down
Also it looks alright. Might tweak it a bit but I'm rather happy with how it looks
The floof may or may not get changed to just be flat overlays
Also yet to be seen how it interacts with leggings
It should be on top of the leggings hopefully. I wonder if the Aether has the same thing going on with their gloves. Maybe what's being applied to the gloves could be applied to the boots. In fact the Aether does have an armour set that is just boots. Sentry boots. I know armour textures are usually bundled together in layer 1 and layer 2 pngs which can't be helpful here.
Also I did set their on head model to be on the feet. I don't know if that could be causing some issues.
No, as I said earlier can't (really) use a block model for it
Copied it into an entity model, fixed things up a bit cause it was wonky like it usually is when you do that and then exported that
Might have something to do with how the legs model part includes the boots and the pants
I could have sworn there was like a model origin you could mess with but I wasn't able to find anything so I'll probably try messing with bones today
Very little experience with entity models
Alekis done all the boats and largly everything I've ever done with them is just using them in code
Thing with the armor is I don't control the renderer so I can't just translate it there like I do for curios
I doubt you'd agree with this but you could just make them a curio
Being worn in the boots armor slot is currently at least quite intentional. The steel toe variants are also imo at least invalidated if it's wearable in curios
True
I feel it's supposed to be a tradeoff
Also it's more work than you'd expect to just slap curios in there
Iirc there's an interface you can impliment on items which should allow me to handle the majority of it but I'd still have to query the curios capability in the player mixin so it prevents grass slowdown like it should
Looking at some of those resource packs that use EMF for 3D armour models. Mainly to figure out how it works. Maybe we need an enitre hiking armour set XD
Likely not. I'm just messing with it atm
Yeah not great with pants
Also fiddling with bones did indeed let me translate the boots down
So that's good
Will try that out lot sooner next time
Rip. Then again, those are vanilla diamond leggings. Those two things aren't going to be worn together in TFC gameplay. Still the issue stands. Does the player's second layer on the skin go through the boots too?
All of em
Yeah looks like the models gonna need to get modified to account for it
Current model if you want to fiddle with it. https://github.com/Traister101/Sacks-and-Such/blob/dev/1.20/resources/models/HikingBoots.bbmodel
If you are comfy enough with code you could also export it as a java model and copy the contents of createBodyLayer to HikingBootsModel#createBodyLayer and even test it yourself allbeit slowly
You'd want to run gradlew runClient in a terminal in the project directory
If you want to setup Intellij you could hotswap the model at runtime though that's a good bit more involved
Model has the dimentions for the player legs, though not any of the layers
So should be an easy time if you wanna try a hand at it
I've got a mighty headache atm so I'll probably just chill out for awhile
I'll look into it. I'm not that great with code so I'm going to do a copious amount of reading before I go anywhere near that.
It would actually be as easy as I described lol
gradlew runClient should just work from a clean setup
Though you might need a java 17jdk
Should be able to use winget to grab one. winget install Oracle.JDK.17
Winget is iirc default with windows nowadays
I believe I already have a java 17 jdk. Let me check
Blockbench will export working code long as you copy the contents of that method correctly. The rest of the file is more or less useless
You've probably got the one for normal people
I'm reasonably sure you need a JDK to dev but it might just be sources or something idk tbh
Bit too tired and headachey for this lol
I have a vague memory of installing the JDK variant. It was in case I wanted to try and learn Java again. Still got that old project lying around somewhere
All of my java versions are JDKs. Why did I get JDKs for each version?
Idk don't ask me lol
Might be easier to access
Oracle is a huge pain in the ass after all
I'd really just not use CEM tbh
It's a different format
There's different rules
It's been awhile since I've touched any mcpatcher optifine stuff but iirc CIT enables you to change armor models
But whatever works I guess
I'll definitely leave this one on the backburner. Definitely getting a bit ahead of myself.
Context, I have not opened IntelliJ in awhile. I am immediately greeted with this.
It was nice of past me to document what I had learnt to I can understand what's going on.
I opened the project in IntelliJ. It has been syncing for about 11 minutes. Maybe more. My PC is not happy with me and is in fact heading to upper management to complain
That sounds about right for initial setup
Lots of shit to download
One of the tabs, build, run or something should have some sort of log of what's happening
Yeah. I see why people use IntelliJ. I initially tried with VScode but something tells me that would be extra setup.
I think it'd be about the same actually, just it poorly integrates and you'd be using the runs directly through gradle
I did have to stop it doing that for a moment. My only brain cell thought it would be wise to open steam while it was doing that.
I hope this isn't a big issue and doesn't have anything to do with the fact I stopped it awhile ago
Nevermind, it seems fine.
I cannot figure out how it works. It probably would have just been wiser for me to load the leggings model in Blockbench and then just expand it from there. Looking at it, if the flood are just a little too big, I could just make them a little bit smaller
My main concern is that if I scale to boots up too much, they’ll look like clown shoes.
Also due to converting it to a Java model, the textures on the floofs have become smaller. There’s probably a way around that, I’ll look into that later
Yeah UVs don't work the same
Yeah, we adding quivers
Douno how to have it like work with the backpack, probably be mutually exclusive by default I think
Should be the last thing I add for the time being
It could be a big quiver. Or a leg quiver.
belt quivers are also a thing
Head quiver
you could just have a quiver that could go in a number of slots
Boat quiver
I wanna let you put javelins in it
That or a separate one for javelins which I don't really like the idea of too much
Sadly I do actually have to fix items with durability not working correctly with my containers if I do javelins
Will fix dragging while I'm at it
Dragging is gonna be a bit of a pain though
Finally got my test build working. I have to delete my .gradle file and rebuild it. There were some missing dependencies, likely due to me stopping it.
Also why is it minecraft always generate the coolest shit for test worlds but never on worlds I intend on playing on.
¯\_(ツ)_/¯
It just be like that
Shouldn't have needed to delete anything, just refresh the project and it should figure itself out
I ain’t complaining. If it worked it worked.
Also I know you said you didn’t need different textures for the varying types of boots but I’m not opposed to doing such a thing if you feel the need for it at any point
I don't feel like it'd needed. Steel toes aren't exactly visible on the outside
If there's a good idea for them then yippie but nothing comes to mind for me
Aleki might come up with something got them artist skills
Maybe if we’re lucky, she’ll replace the boots with wearable canoes.
Honestly my 2 cents is she'll probably change the item texture but the armor model and texture will probably get left alone
The item is a bit like weird somehow
If I had any actual skill in art I could describe it better
It’s a bit hard to see in the hot bar for a start.
I think like the shading is off or something idk
I've got it being used ingame, it's a tad just weird somehow idk
I couldn't fix it even if I knew what I didn't like so ¯\_(ツ)_/¯
Better than what I can do
Could be spoiled by aleki and other good artists
Yeah I can see that. Maybe the tones are a bit off. We’ll see what Aleki does. I’m sure it’ll look better than that. Not that I think it’s the worst but there’s room for improvement
Definitely better than what pneumaticcraft was looking like for like a decade lol so hey
I think it's probably the shading. The front boot at least has some weird I think contrast on the edges? The like brown color bordering the leather
It looks like it's a different material from the other boot
And like that's probably color theory bs which I don't understand at all
The only texture I've made so far is this lol https://github.com/Traister101/Sacks-and-Such/blob/dev%2F1.20/src%2Fmain%2Fresources%2Fassets%2Fsns%2Ftextures%2Fgui%2Fhorshoeslot.png
And I guess the GUI texture but that's really just using parts of other ones
It kind of seems to be an issue across all my leather textures. The gradient between the outline and the interior border of the items don't seem distinct enough and it makes it seems fluffy almost. That would be my way of describing it. Pillow shading I think that's called, though I might be wrong on that. The border on the waterflask is more pronounced because I don't use that light tone of brown near the border.
I actually quite like the Waterflask lol
That’s what I’m getting at. The water flask has a better transition from the border to the inside of the texture. The others are a lot softer on that transition which is part of the issue.
I wonder if I had the same issue with the iron flask
A little but it's not as obnoxious as the boots.
Vexxel must do some Waterflask textures, I used the metal one a good bit and I don't remember it looking like that lol
Probably. In the recent update I added back the water level from the older textures
You could also just be thinking of the 1.12 texture
Mad. I didn't play that much 1.12 but I can say you weren't missing out on much. Vessel were op in that version though.
Well 1.20 cause of Lithic
Lithic is actually the only time I've played 1.20 mc
I did a little bit of messing about in the 1.18 TFC betas but I don't think I've played that version either
I've still gotta get Together We Thrive 3 out. I bet by the time it's ready for release, 1.21 tfc drops. Always the way.
New version horny is strong
If TFC does the transition to components correctly it'll be awhile I expect
But they really didn't even transition to menus from 1.12 so
I haven't look too much into components. I wonder how it will benefit us.
I'm intrigued with some aspects
But ultimately I'm going into them with the perspective of vanilla capabilities
That's not quite accurate but they attempt to encapsulate a similar idea
Would you say it’s an overall improvement of the old system or more the same?
I've not had to deal with them yet
I think moving away from stack NBT is a good idea
But there's some unfun issues that can crop up
Like apparently items that shoot projectiles is dome via components
Thats cool, but how does that effect like providing ammo to a bow from like a quiver for example
Neo will probably have some sort of event for that but where? Patched into the component?
We used to patch the events into the bow item, is patching into the component better?
My containers obviously have over 64 stacks. That means I have to probably make my own component cause the vanilla one caps out at 99 from what I've heard
My stance, currently with my lack of actual experience using them is that it probably makes life harder for modders
For datapacks it's definitely a major improvement
The model component or whatever it is has a ton of utility
Custom game modes like Hypixel Skyblock could ship a resourcepack that looks correct in vanilla. That's massive
Though obviously such gamemodes are usually 1.8 based
So I doubt we'll see anything like that happen
Typically when things make things harder, people look for ways around it. For modders that’s no exception. I could imagine that if it makes modder’s lives harder, someone is going to make something that will make it a bit less hard.
Well the way around components is just using NBT like we do in every version prior
The classic “if it ain’t broke don’t fix it” except it is a little broke
It's discouraged, but from my limited understanding I'm not sure how most Forge/Neo capabilities would actually work as a component
I'd have to see how vanilla handles bundles and shulkers
In 1.20 vanilla parses and directly manipulates the NBT of bundles to store their contents
I would expect components were created to make that less nasty
But I believe they are immutable so I'm not sure how that'd work with capabilities
Vessels, or my containers directly modify the capability to store the container contents. The capability is then serialized to NBT separately
Basically I guess what I'm getting at is I can mostly just speculate atm
However I'm quite confident in saying that this isn't anywhere near as big for modding as some people are making it out to be
Neither will data driven registration
It's the classic pitfall of over abstraction
Just as an example how do you compose a TFC barrel item in a fully data driven way?
Don’t ask me
You need to interact with fluid capabilities in world, you need to interact with fluid blocks, you need to interact with TFC size/weight, you need to be a place able block, you need to store contents ect
It's a lot of stuff
A lot of stuff you have to write in a lot of different places just for what today is a single class with a couple method overrides
It's a lot more reusable which is cool, but at what cost
Most actual modded content I fundamentally cannot see being easier when we have data driven registration
When you have a bunch of building blocks that works great. When you have a sword but red that's also great. A jetpack? Not so much
We'll see, but I'm pretty confident in my stance atm
I think data driven registration will kill all the interesting mods that don't have a huge team like Create
My modding knowledge is limited, hell I spent an entirety of a day trying to get an if statement to work in KJS (it still doesn’t work) but from the sounds of all of that, there’s a potential it could help, but there’s a also a potential for it to make things harder unnecessarily.
I think it'll be a mix
But it's still early days and I don't have any experience
I don't buy into the hype at all though
Plus it’s still a system Mojang themselves have yet to hear a lot of feedback on too. Maybe some improvements will be made.
Vanilla is vanilla
It'll work fine for vanilla
If they want to add a jetpack they can just do that
Vanilla always works fine. It’s just a shame it’s not my kind of style.
It's kinda like how Bedrock has datapack facilities for custom entities
You can register your own entities but ultimately it's just a rough template of a vanilla entity that behaves a bit different, looks a bit different and has different loot
Your left to using mcfunctions to make them do anything interesting and that's a nightmare
Way better off making a custom entity in code
That's honestly the best thing for me to point at as to why I think fully data driven registration isn't going to be pleasant
To such a degree I'm extremely confident both vanilla and mods will have a way to register custom items still
That is to say it won't be fully data driven
That's still off in the future, and I'm really doubtful it'll ever happen
Time will tell. In other news I have made the decision to keep the floofs one colour. Mainly because with the UV changes, adding extra tones give the appearance of mixels. I doubt anyone is going to look at the boots that closely or care that much. Now to make the floofs smaller
Blockbench only lets you use full integers for cube sizes and UVs with modded entities.
If Blockbench didn’t want me to use decimal values for cubes, they wouldn’t have let me copy and paste!
That's weird, I'm pretty sure Java models are all floats
The values don’t seem to get changed when it’s exported, so it seems to be more an issue with the program than the file type.
That's why I went and removed the tones on the floof. If it's all one colour, you won't notice that they've went wonky
If I had a nickel for every mod I have found that adds jiggle physics to Minecraft, id have two nickels. Which isn’t a lot but it’s weird it’s happened twice.
Ayo
