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practicalities's Introduction

I am what some people call a self sufficient "full stack developer". I know my way around data modeling, database tuning, scale-able architecture, front end code, service design, and performance. My passion is building a product, solving problems, and mentoring young engineers.

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practicalities's Issues

Port the Sitis Stick

The Sitis Stick is an item that when used and "used" will stop the rain. It doesn't just set the weather to clear, it needs to reset the timer as well so it doesn't start raining right away. Think of "sleeping" without resetting your spawn point.

Item at a time from magnet

(I'm in 1.7.10 - but I don't think it's a feature later)
So, my issue is, I've got a dev\null\ in my inventory collecting cobblestone, right? When I mine anything while my magnet is on (Rare earth magnet, I think this has changed names in later versions) it seems to skip the player picked up, and goes nearly straight into my inventory. By passing the player picked up, it makes my dev null useless, as cobble will not go into it if that code is skipped.

So was just thinking, that if you update 1.7.10 still (if not, thats fine too) adding the feature to allow the dev\null\ to work with the magnet, that would be great!

Thanks :)

Port the Nom-o-Tron

The Nom-o-Tron is an item that when you right click a gui open with a single inventory slot. That slot can only take food items.

When you are hungry (and the Nom-o-tron is in your inventory) it will automatically feed you. The amount of food/saturation given is dependent on whatever food item is in the slot. If you put something "bad" in the slot (like rotten flesh) it will feed you that

I don't have a crafting recipe in mind for it yet.

nomotron

Distribute items piped into the Wither Killer

Right now, if I pipe in Wither Skulls, it will entirely fill up one slot, then the next, then the next, meaning I need at least 129 skulls before it will begin fully automatically doing it's thing. Same applies to the Soul Sand.

While there may be some pipe systems that will distribute items into each slot, I propose that the Killer should do this automatically, placing piped in items into the slot with the least amount of that item in.

A defensive version of the Tesla Coil

There should be a defensive version of the Tesla coil. Instead of powering remote blocks, it channels the RF as electricity to nearby mobs, damaging them.

Bonus points of the Tesla coil I struck by lightning and becomes more powerful (think charged creepers)

Vampiric Generator Catalysts

This is the remaining work from #19

it will have a GUI that can take a catalyst. The catalyst is a way to generate more RF/tick, but they do not last for ever. Examples (subject to change):
Rotten Flesh/SpiderEye/Bone: generates 10% more RF. Will last for 30 seconds
Splash Potion of Harming: generates 20% more RF. Will last for 60 seconds
Splash Potion of Weakness: generators 15% more RF. Will last for 80 seconds.
Potion of Poison: generates 20% more RF. Will last for 60 seconds
Potion of Weakness: generators 15% more RF. Will last for 80 seconds
Potion of Poison: generates 25% more RF. Will last for 60 seconds
Poison Potato: generates 20% more RF. Will last for 90 seconds.

[inter-mod] Ender Monitor

The Ender Monitor would be a very simple block, place it like a comparator facing away from an ender chest from Ender Storage and it will emit a redstone signal as long as the chest is open. It would allow you to set your ender chest to only pull out items if you don't have it open. that way you don't accidentally shift-click things in and have to go back home for them.

Add the Vamiric Generator

The Vampiric Generator is a new way of making power. It can suck the life force from any mob standing on the block and use that to generate RF.

  1. The mob has to be standing on the block
  2. Mobs killed from this generator will not drop any items
  3. it will have a GUI that can take a catalyst. The catalyst is a way to generate more RF/tick, but they do not last for ever. Examples (subject to change):
    • Rotten Flesh/SpiderEye/Bone: generates 10% more RF. Will last for 30 seconds
    • Splash Potion of Harming: generates 20% more RF. Will last for 60 seconds
    • Splash Potion of Weakness: generators 15% more RF. Will last for 80 seconds.
    • Potion of Poison: generates 20% more RF. Will last for 60 seconds
    • Potion of Weakness: generators 15% more RF. Will last for 80 seconds
    • Potion of Poison: generates 25% more RF. Will last for 60 seconds
    • Poison Potato: generates 20% more RF. Will last for 90 seconds.
  4. Once a catalyst is used up, the generator just goes back to default.
  5. It is a mid game power source. The generator without any catalyst will push out a max of 100RF tick and be able to generate around 40 rf/tick. The catalyst values above are for both aspects. So if you have bones added, it will generate 44/tick and push 110 out.

Imbuing Ritual

Just a place to discuss the possible Imbuing Ritual. It needs to be unique though, it shouldn't be just another ExtraUtils ritual or something.

Create a "Magnetic Chest"

Some kind of container that will automatically suck in all items in range if upgraded with an Item Magnet. If an Electro Magnet (#10) is used as the upgrade, the chest will honor any filters placed on the magnet.

Port the "Polarity Negator"

The Polarity Negator is a block that when placed on the ground will stop any magnet from picking up items around it. The distance isn't set yet. Maybe a 5x5 centered around the block?

I was thinking about this. It would be nice to work with any magnet, but I am not sure how possible that is. In the current implementation, the magnet actually looks for a Polarity Negator within X blocks on the item. If it finds one, it won't pick the magnet up. that is a big backwards

Ideally, the polarity negator will intercept ItemPickup events and cancel the event if needed. I am not sure how performant this would be though. I haven't looked at the API but I would think all items would have to have the area scanned around it. not good at all.

If there is a way to cancel the event and not impact performance, that would be best

Port the Magnetic Mob Manipulator

The Magnetic Mob Manipulator is a block that will pull mobs towards it. A redstone signal should turn it off.

  • It has a front side and can be rotated with a wrench like item
  • It reaches 4 blocks out on either side and 9 block in front (the total range is 9x9)
  • it will reach 2 blocks above and 2 blocks below

Create an "Electro-magnet"

The Electro-magnet is an upgraded version of the Item Magnet. The key difference is that the magnet has a UI to open and can take a Filter Card. Whatever items are in the Filter Card will be ignore by the magnet.

It should have the flair "Get all the Stuff&Things" when you mouse over it

Things to consider:

  1. Filter Cards only have 9 slots. People are going to want to black list more than 9 items. Currently Filter Cards aren't recursive and I don't really want to go down that route. Maybe an easy solution is to allow the magnet to take multiple cards? 3 maybe?
  2. Should the range change? I think the Item Magnet is 5 blocks away. Maybe the range of the item magnet should be increased to 7 or 8?
  3. What would the recipe be?
  4. This will probably best be implemented by refactoring the Item Magnet so the Electro-Magnet can extend it easily.

Shift clicking doesn't work properly in the shipping crate

Shift clicking doesn't work properly in the shipping crate, it is as if the region taken into account when shift clicking is only the bottom right area.

Having an item outside of this region and shift clicking will move it to the region, and shift clicking an item inside the region will move it outside of the region, not to the player's inventory.

Player Interface

Other than PneumaticCraft I don't know of very many mods that add a player interface block. It's kind of something that would be pretty practical to have around, but some packs coughInfinity*cough* don't include PneumaticCraft.

I think it would be cool to have one, it should also have a GUI where you can select what slots should be exposed.

A few other cool stuff that could be added would be:

  • Charging items - Make it accept RF to charge items in the player's inventory. The charge should be round-robin
  • Feeding the player - Make it accept Nutrient Distillation (EnderIO) or an equivalent (Pre-Chewed Food) from Practicalities. It would use maybe 100mb per shank. Always topping off both hunger and saturation.

Pre-chewed food should be created by putting water and two or more different food items into an Industrial Masher, which would create Pre-Chewed Food based on the average hunger+saturation of the two foods.

Ender-Vacuum bag

I was thinking while mining with my Botania Terra Shatterer (love that thing) that I wish there was something I could use to send my ores back home.

The Ender-Vacuum bag would suck in items that you pick up if they match an item filter. One thing that would need to be added is an OreDictionary item filter with wildcards, that way I could just add "ore*", "gem*", "dust*", and any other items I need to send home automatically.

The reason it's an Ender Vacuum bag would be you could link it to a special block and it would act akin to the ender pouch, meaning I could have all my ores sent to a processing system back home.

[1.8.8] Matter Transporter doesn't transport TileEntites correctly

The Matter Trasnporter is working great for blocks, but if you move something with a TileEntity attached, it doesn't move the TileEntity right...or so it seems

  1. Put down a chest, and put a few blocks in it
  2. Pick up the chest with the matter trasnporter
  3. Place down the chest somewhere else.
  4. Open the chest, and see the items you put inside are gone

I have done a trace, and the contents of the inventory are being save in the transporter. I also saw the the call to TileEntity.createAndLoadEntity(tileEntityNbtData) is creating the TE with the correct inventory (the items are in the chest). Stepping through the code, worldIn.setTileEntity(targetPos, te); ends up doing a call into the Chunk and the reference to the chest from the chunk still has the inventory. Somewhere along the ling after the TileEntity is placed the inventory is removed.

It almost seems like the chest isn't being associated to the TileEntity and doesn't see it.

[1.7.10]Wither killer dupe

noticed that there's a dupe bug with wither killer.
if you shift click skull or soul sand in it's inventory, it doubles that item. so if you shift click 1 skull, it turns into 2 skulls in other slot inside that killer, and it works with any size of stacks.

Port the Imbued Tool

The Imbued Tool is an end game tool that an insta-mine any material except bedrock (and other not harvestable blocks of course) The art asset is already checked into source.

  1. It can be enchanted
  2. It should not take any damage
  3. it should be indestructible to fire/lava/explosions
  4. it can despawn if left on the ground
  5. It should have the flair "The OPness" when you mouse over it

The recipe would be something like below, where 'c' is the ImbuedCore and 'd' is a diamondRod

"ccc"
"cdc"
" d "

[1.8.8/9] Crash while running on a dedicated server

net.minecraftforge.fml.common.LoaderException: java.lang.NoClassDefFoundError: practicalities/items/ItemMagnet
    at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:162)
    at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:551)
    at net.minecraftforge.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:88)
    at net.minecraftforge.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:319)
    at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:112)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:441)
    at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.NoClassDefFoundError: practicalities/items/ItemMagnet
    at practicalities.ProxyCommon.preInit(ProxyCommon.java:19)
    at practicalities.PracticalitiesMod.preInit(PracticalitiesMod.java:36)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:497)

Duplication glitch with Anti-Builders from Artifacts when paired with Practicalities Matter Transposer

I'm reporting this dupe bug from a Modsauce 2 multiplayer server; modpack provided through ATLauncher. When using the Matter Transporter item from the Practicalities mod in the range of an anti-builder typically found in the ruined towers, the block picked up by the matter transporter is immediately replaced, and the transporter retains a copy of the block, which can then be placed down; effectively replicating the block.

I will also be posting this issue on Artifacts side.

Fluid hopper

Just like it sounds. Takes a source block above it and sends to any tank

Port the Imbued Sword

The Imbued Sword is an end game weapon. It is expensive to craft and can deal about 30 points of damage per hit. The art asset is already checked into source

  1. It can be enchanted
  2. It should not take any damage
  3. it should be indestructible to fire/lava/explosions
  4. it can despawn if left on the ground
  5. It should have the flair "Watch out for the quick draw!" when you mouse over it

The recipe would be something like below where 'c' is the ImbuedCore and 'd' is a diamond rod.

" c "
" c "
" d "

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