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arcanearchives's Issues

Chest movers results in tile entity being associated with incorrect location

This isn't something I necessarily want to support, but given the wide variety of ways in which tile entities can be moved, it's entirely possible for a situation where a new tile entity is instantiated from a moved one which, for some reason, does not have last position saved.

Potential solution:

  • Serialize last position when saving tile entities
  • Modify the incoming tile entities function to refresh and/or update the position & dimension of a tile id if the tile id already exists in the system (instead of just presuming the current entry is valid).

Invalid tile entity persistence

The /brazier command is showing that a non-existent tile entity is still accepting targets. This implies that the brazier weights is not correctly culling out invalid tile entities; alternately, tile entities are being kept alive when they should be destroyed.

To-do:

  • Properly cull invalid tile entities
  • Determine if invalid tile entities can persist without being properly marked as invalid

This coincides with issues with chest movers (see next issue).

Non-stacking items are not able to be inserted into Troves except by one at a time by hand.

This bug effects non-stacking items such as identical swords, Reliquary or Quark witch hats, and presumably others. It was tested on those three somewhat, but mostly on witch hats.
I will explain with Witch Hats as that's where I noticed it.
I setup a voiding Trove with a witch hat in it.
When a witch hat is inserted into a brazier, it goes to an overflow chest, instead of the Trove.
When I have several witch hats in my inventory and I double right click on the trove with an empty hand or another item, no hats are inserted into the Trove.
When I right click (or double right click) on a trove while holding a witch hat, the one in my hand is inserted.
When I set up a hopper to insert witch hats into the trove, they are are not inserted.

Bug: Fluid Duplication when transferring fluids from containers via Radiant Amphora

Tested on Arcane Archives 0.2.0.1, Minecraft 1.12.2, Forge version 14.23.5.2836

If you try to move a fluid from a container to a Radiant Tank using a Radiant Amphora, the fluid going into the Radiant Tank is doubled.

Test Scenario:
Using an Immersive Engineering Metal Barrel, add one bucket of water with a vanilla bucket. Place an empty Radiant Tank and link a Radiant Amphora. With the Amphora in input mode, right click on the barrel to transfer the water to the tank.

Expected: The Radiant Tank will contain 1000mb of water

Actual: The Radiant Tank will contain 2000mb of water

I was also able to reproduce this with an Embers Rekindled Fluid Vessel in place of the metal barrel, and when using different fluid types like Liquid Starlight from Astral Sorcery.

Radiant Amphora has no placement sound and a (slightly?) different pickup sound.

Radiant Amphora does not make any sound when placing liquids (tested with water, starlight, and lava)

Radiant Amphora does not make the exact same sound when picking up liquid as a vanilla bucket does. I think perhaps the bucket is playing two sounds on pickup. This may be intentional, however, since the 2nd sound is kind of the Minecraft "equip" sound.

Network command to "rebuild" the TileList

How this would be properly leveraged I'm not entirely sure, and it wouldn't be inexpensive. It may involve manually iterating over the current tile entity list, which is something I'm not sure I want to be doing or whether I should be doing.

Suggestion: Making slivers of light connect to each other. and gem socket bauble slot adjustable

Making slivers of light connect to each other in various Directions.

Would make placing them or stacking them onto each other look way better as you could make them into a fancy poles or sideways bares and fences.

Also having the gem socked be bound to the body slot is a bit bad as most backpacks and wings and whatever go in there. Making it a ring with a socket or a necklace type item would be better. You could than also have 2 rings and a necklace with a socket at once if possible. (when the system is refined I enabled it during testing to see what it does)

[Suggestion] Crafttweaker Crafting Table Support

I use a lot of custom crafting recipes in my modpack, and I have several different types of crafting tables that I input recipes into. I was wondering if there was a way to implement crafttweaker support into this mod so that the crafting table can have recipes unique to it (like the gem cutter table has), so that I can lock some recipes behind needing the radiant crafting table.

Radiant Crafting table's quick craft buttons consume "returned" items

When using the quick craft slots on a radiant crafting table, recipes do not return items when the recipe indicates they should.

Ex, quark's rusty iron plate (8x iron ingot + 1 bucket of water) consumes the bucket. If you craft it normally you get the bucket back.
Blood magic recipes involving the orbs show the same issue.

Request a "do not sort new items to this chest" checkbox

As I understand it, the algorithm the brazier uses to sort items is

  1. if there's a trove and it can fit in it, put it there;
  2. if there's a radiant chest that already contains this item and has room for more, put it there;
  3. randomly pick some radiant chest with free space.

My usual chest sorting workflow is to have a number of "topic" chests, like mob drops or lumber, and then a catch-all "misc junk" chest. As such it would be nice to mark all the topic chests as "do not sort items that do not already exist in me", so that the misc junk chests are confined. As it is if I pull, say, all my iron ingots out for some silly reason and then try to put them back in with the brazier, it is totally random which chest gets them, when I would prefer them to go to the misc junk chest if there is room or to pop out of the brazier if there is not.

InventoryTweaks integration failing

While it appears to have compiled correctly, actually attempting to do anything with the Gem Cutter's Table results in a significant crash from Inventory Tweaks. (Evidenced by what was copy/pasted into the Discord).

Requires further inversigation.

Stacks "disappear" until reopening upon clicking, sorting, etc, with Inventory Tweaks, Quark

This issue is visual only, and fixes itself when you exit the radiant chest GUI and reopen it.

To reproduce this issue, take any radiant chest with a lot of slots filled. Pick up a stack from the chest onto your mouse cursor. While the stack is on your mouse cursor, right-click rapidly to place individual items from the stack into a slot in your inventory. Several slots in the radiant chest should now be invisible. The items don't seem to delete themselves, it's only visual.

Orbs are difficult to distinguish from one another for a colour blind person

Depending on the type of colour blindness a person has, the orbs become fairly difficult to identify which is which at a glance. One would have to memorise the symbols but even then they fade in and out and aren't easy to make out when dropped. This means picking up the item and using tooltips is the only reliable way of knowing for sure.

Disclaimer: I myself am not colour blind. I simply use the Android dev options on the camera to test.

FakeHandler insertion can potentially void single items when no valid inventory is found

If no valid inventory is present for the Brazier to accept the items you throw in they normally just pop off the flame.

But if you for example attack a hopper or pipe of any kind to it to auto input (works fine as long as radiant chests are near that can accept the items) but when no items can be put in the chests or they are set to only accept items that are already in them. The items just got into the brazier and vanish forever (I set the range down to minimum to make sure they weren’t feed into some random chest somewhere)

This will be a big problem as many people will want to automatically feed into it in some way like from a chest into a hopper into the brazier or with pipes from a dump chest.

So basically it shouldn’t accept auto inputs if no space is available. Maybe by giving it an inventory that it teleports the items from and only if there is space in a hopper/pipe can put something new in.

Also the default range of the brazier is way too big you should let players adjust it upwards and default it to something like 64 at most.

Also it seems like setting the config default for the radiant chests to force set them to no new item accept always sets this setting when a world loads up meaning even if you unlocked a chest it will not stay unlocked and be item specific again. And the other way around to If you set a chest to be only items already inside accepting it unlocks itself when the no new items accept is set to default false.

Improvement Suggestion: Upgradable Brazier.

Improvement Suggestion: Upgradable brazier.

Currently the Brazier defaults to a giant range higher than the manifest could even check. You should consider making the default something more manageable like 32 blocks range around it. As default! And you should only be able to adjust this value downwards with the staff.

Instead you should add upgrade slots to it so you can upgrade the max range to 64 with tier 1 to 96 with tier 2 and 128 with max upgrade and maybe add a special upgrade to make it limitless.

As the current default is so immensely high if people live near other players who also use this it can be a bit tricky. Also its simply lackluster giving this giant range right from the start. If you have such a neat looking upgrade slot system for the trove and tank etc.

You could do the same for the Manifest pedestal tingly giving the manifest itself a small range but making it have a higher range in the form of the stand and making that range upgradable as well.

Possible Loading Crash

latest.log

Crashed after hitting play on the launcher without ever opening another window. Not sure if this is even ArcArc or something else, but there are a lot of Arcane Archive mentions in the log right before the crash.

Suggestion: A better more Arcane visual for the tracking beam.

Suggestion: A better more Arcane visual for the tracking beam.

I have been thinking that the visual for tracking items may be practical with its glow beam but not very visually appealing.

For example: I have played countless mmorpgs and other games that gave players a quest tracker that shows them the way and they all had different appeals from the plain arrow line sometimes even animated, to giving you a fairy that shows you where to go or glowing orbs as guideline. Most of them even found a rout to said location bending around obstacles instead of pointing right and straight onto the goal.

So I wanted to ask if it’s possible to make the visual something else instead of a plain beamline. Making it bend around obstacles may be a bit too much in minecraft but even the straight line could be a bit improved.

So I had some ideas I wanted to share maybe some are to your liking:

  1. Themed visual fitting to the manifest: maybe instead of the beamline it could be a trail of random runes glowing and floatingly showing you the way.

  2. A plain and simply approach: an arrow trail instead of the beam with tiny arrows animated into the direction of the location to make it feel less static than the beam.

  3. A better beam: maybe instead of having the beam be a static thing that feels more like a reskinned direction line from the bounding box and hit box checking feature of miencrafts debugsettings, make it a beam that slowly pulses, gets bigger and thinner at spots like energy is flowing through it.

  4. A little fairy guide that shows you the way: this may be nice when its only one chests the item is in but if it’s more at once it wouldn’t be that good still putting it on here since I think if you made the fairy guide visually look like a floating manifest it would be super cool XD.

I don’t know if any of this is even possible but currently the straight beam line feels just way too static with the rest of the mod being pretty visually appealing. (Well maybe adding a few glow effects to the grown crystals and crystal light sources would also be a good thing)

And lastly here is an example of what I meant with the rune trail since I suck at describing things.

IMG_0912
norway_x_reader___no_favor_is_free___chapter_1_by_etiheline-d7q13n7

GZ
SirAron

Known Issues (Please check here before opening a new issue!)

Please note the following known issues with unknown solutions/causes. These will likely not be resolved, although alternatives and ways around them will be discussed in the comments.

#42: It may not be possible for you to toggle the range, hive-only or "no new items" features of Braziers & Radiant Chests when you are a member of a hive network and these tiles were placed by another member of your network. Workaround: none currently, but code is being worked on for it. Solved as of 0.2.0.6 (unreleased).

#41: Cannot break down Scepter of Manipulation, Mountaintear, Rivertear, (others?) by throwing into a Thaumcraft Cauldron. Workaround: none, outside of using the Essentia Smeltery. The cause of this issue is unknown.

#16: Stacks randomly disappear when clicking or using sorting mechanisms on Radiant Chests. Workaround: none. This is an issue with the sorting implementation in various mods (Quark, Inventory Tweaks) assuming that no slot will ever contain more than 64 of an item. Closing and reopening the chest will make the problem go away.

#31: Tile entities with accessors (Manifest Lectern, Gem Cutter's Table) moved with tile movers (CarryOn, Moving Wand, etc) lose their accessor block. Workaround: none. Code will be added to provide an in-mod mechanic for moving chests, work tables, etc, and when this code is implemented it will likely be possible to leverage it for other tile movers as well. However, this is a low priority. Breaking the tile and re-placing it will not cause this issue.

No associated issue: Quark's "drop-off" and "merge" functions may require you to specifically add Radiant Chests and Troves to the configuration in order to function properly. Workaround: This is not something we can do via the API, as far as I'm aware, and it may only affect troves at this time. Adding it to the configuration manually should solve this issue.

No associated issue: XP automatically picked up by other storage devices may not be affected by the Mindspindle's effect. Workaround: This occurs as these events have a higher priority or are triggered before the Mindspindle's amplification. Disabling auto-collect while using the mindspindle should solve this issue.

No associated issue: Pirated versions of Minecraft are unsupported. This mod will not work with hacked, cracked or patched launchers as it requires on the UUID system. Workaround: Buy the game.

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