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[MC 1.8.9-1.12.2] Plethora


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#81 EveryOS

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Posted 23 May 2018 - 04:01 PM

I've used gradlew runClient, is that close enough

Anyways,surely you wrote the mod on a development environement

Edited by EveryOS, 23 May 2018 - 04:02 PM.


#82 SquidDev

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Posted 23 May 2018 - 04:26 PM

View PostEveryOS, on 23 May 2018 - 04:01 PM, said:

I've used gradlew runClient, is that close enough
It depends on how you're running it, what environment you're using, etc... I suspect this page is going to be the most useful in solving your problem though.

#83 EveryOS

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Posted 23 May 2018 - 05:13 PM

No thanks, I'll just not use plethora

#84 blunty666

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Posted 29 May 2018 - 01:01 PM

View PostSquidDev, on 23 May 2018 - 03:27 PM, said:

I'm really sorry, I didn't see this earlier. Yeah, there's a whole load of other stuff on the todo list for it, there's just an awful lot of decisions I need to make as to how it all fits together.
No worries, I can see you've got your hands full with quite a few projects! Thanks for all the work you're doing keeping CC up to date and adding new features. Hopefully Dan will find some time soon to get a proper release sorted!

View PostSquidDev, on 23 May 2018 - 03:27 PM, said:

Grouping would be very cool, but I'd have to have a thunk about how it would work internally. The current system of syncing between the server and client is pretty naive, so I'd need to improve that a lot in order for groups to not have a large network cost.
In theory it could reduce network traffic as instead of moving 100 things individually you could have them grouped and just send one update to move them all in one go? I ended up doing something similar entirely on the Lua side of things with my Tiles API for the OpenPeripheral Terminal Glasses which allowed me to create some pretty interesting programs.

#85 SquidDev

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Posted 29 July 2018 - 06:53 AM

I've just pushed another (long overdue) version of Plethora: 1.1.12. As always, you can get it on Curse.

I'd like to give a massive shoutout to zeroeightysix (086) and apemanzilla for their pull requests, kepler155c and shelbykauth for helping me test AE and Tinkers' integration, and everyone on SwitchCraft who has patiently waited by whilst I crashed the server.

Features
  • Add line height and drop shadow setters to the overlay glasses' text (zeroeightysix)
  • Support tab stops and new lines in the overlay glasses (zeroeightysix)
  • Module blacklist now disables the item from being used
  • Add nl_be language file (zeroeightysix)
  • Send glasses_ equivalents of mouse events when using the keyboard and overlay glasses.
  • Wait for energy to regenerate instead of erroring with a "Insufficient energy" message.
  • Add support for CC:T's server timing tracker
  • Add support for querying tinkers' multiblock structures
  • Use ore dictionary for recipes
  • Allow the beealzer to be used to query bee breeding data (apemanzilla)
  • Make some recipes a wee bit harder

Bug fixes
  • Entity sensor returns positions relative to the eye height, rather than its block
  • Fix Refined storage integration only working on the controller
  • Fix AE item filtering from not functioning correctly
  • Only proxy metadata on armour items
  • Fix overlay glasses sending information more often then needed
  • Fix redstone intgrator being thread unsafe
  • Fix numerous issues with running code after the peripheral being detached


#86 SquidDev

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Posted 03 August 2018 - 08:09 PM

Spoilers:

Posted Image

#87 Bomb Bloke

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Posted 04 August 2018 - 12:55 AM

I never took you for a twelve flasher, SquidDev.

#88 SquidDev

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Posted 04 August 2018 - 02:26 PM

View PostBomb Bloke, on 04 August 2018 - 12:55 AM, said:

I never took you for a twelve flasher, SquidDev.
My Microwave is still set to 00:00, so apparently I am!. In this case, all my testing worlds are stuck at 12:00 - it's just easier than having to worry about it getting dark. That being said, I did pretend to make an effort for the screenshots in the documentation. Speaking of which...

I've recently done a bit more work on fleshing out the docs. As well as the oft request introduction to terminal glasses, there's also some basic info on block scanners and entity sensors. Any feedback on this is welcome - I'm rather too familiar with the mod, which makes it hard for me to see potential sticking points.

#89 Bomb Bloke

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Posted 05 August 2018 - 12:42 AM

My only gripe would be the lack of example output for the getMetaByID / getMetaByName functions. Sure I could run the provided script that serialises it for me, but in my view, the whole point of documentation is that I shouldn't have to waste time on "probing" code such as that. It's the sort of thing I'd end up writing if I didn't have access to documentation at all.

Edited by Bomb Bloke, 05 August 2018 - 12:44 AM.


#90 SquidDev

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Posted 05 August 2018 - 10:03 AM

Quote

My only gripe would be the lack of example output for the getMetaByID / getMetaByName functions.
Yeah, the lack of documentation on meta functions has definitely been a friction point for me. I'm not entirely sure what the best solution for this would be, as some things can end up rather complex (especially entity metadata).

One idea I've had would be to generate "example items" which are then fed through the metadata system to see what sort of things you might get. It's obviously not as comprehensive as documenting each field individually, but hopefully helps give a better idea. I've put together a small demo with some of the vanilla providers filled out - any thoughts on how useful/usable this is would be very much appreciated!

Edited by SquidDev, 05 August 2018 - 06:21 PM.


#91 Bomb Bloke

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Posted 06 August 2018 - 12:51 AM

That certainly works for me. :)

#92 SquidDev

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Posted 25 August 2018 - 10:23 AM

I'm happy to announce, at long last, Plethora 1.1.13 (aka, the update squid finally paid attention to terminal overlay glasses). This update includes all sorts of exciting features such as:
  • Object groups on the 2D canvas, making it possible to move multiple items in one go.
  • An augmented-reality-esque 3D canvas, allowing you to place cubes and displays in-world.
  • A token third bullet point, because 2 didn't look quite enough.
Special shoutout to Shiranuit for helping me test the overlay glasses' 3d functionality (and finding lots of problems!). It's still very much work in progress, so do let me know if you find a problem/have suggestions. The documentation isn't quite updated yet (only includes 2d groups), but I'll try to get that updated today.

Of course, if there's something you feel the documentation is lacking, do let me know or send a pull request! This release saw the addition of metadata providers to the docs directly as a result of user feedback (♥ BombBloke).

Changelog
Features
  • Allow clearing the introspection and chat recorder player bindings by shift+right clicking.
  • Expose a module's bound player via a metadata provider.
  • Add "object groups" to the overlay glasses, effectively acting as a sub-canvas with its own position and children.
  • Add support for 3D objects in the overlay glasses. This currently supports a basic cubeoid "box" and a 2D canvas-like object.
  • Rewrite the documentation generator to provide more consistent output.
  • Include metadata providers within the documentation generator.
Bug fixes
  • Fix .getBlockMeta not reporting entirely correct metadata.
  • Prevent some overlay glasses colours being mangled when returned from .getColour.
  • Lots of fixes to argument parsing within the overlay glasses.
  • Fix neural interface thinking modules had changed when they hadn't.
  • Fix introspection module not providing a peripheral on relog.


#93 Jummit

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Posted 21 September 2018 - 08:18 PM

I have a question; I wanted to interact with a Shield Projector from RFTools, but there are no functions to set new filters/shield textures or damage types. Will this every be made possible, or does plethora have a limited range of modded blocks that will be implemented?

#94 SquidDev

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Posted 21 September 2018 - 08:21 PM

View PostJummit, on 21 September 2018 - 08:18 PM, said:

I have a question; I wanted to interact with a Shield Projector from RFTools, but there are no functions to set new filters/shield textures or damage types. Will this every be made possible, or does plethora have a limited range of modded blocks that will be implemented?
If you could file an issue on the issue tracker with what sort of functionality/methods you need, I'll try to look at it. I don't really play heavily modded packs, so very much rely on the community to tell me what integrations are missing!

#95 Jummit

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Posted 21 September 2018 - 08:30 PM

View PostSquidDev, on 21 September 2018 - 08:21 PM, said:

View PostJummit, on 21 September 2018 - 08:18 PM, said:

I have a question; I wanted to interact with a Shield Projector from RFTools, but there are no functions to set new filters/shield textures or damage types. Will this every be made possible, or does plethora have a limited range of modded blocks that will be implemented?
If you could file an issue on the issue tracker with what sort of functionality/methods you need, I'll try to look at it. I don't really play heavily modded packs, so very much rely on the community to tell me what integrations are missing!
Awesome to hear! I will happily spam the Github issues with proposals of apis as large as my modpacks :D

#96 Jummit

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Posted 21 September 2018 - 08:40 PM

I made a small list of blocks that could be cool peripherals: https://github.com/S...hora/issues/158

#97 SquidDev

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Posted 21 September 2018 - 09:02 PM

View PostJummit, on 21 September 2018 - 08:40 PM, said:

I made a small list of blocks that could be cool peripherals: https://github.com/S...hora/issues/158
Thank you! I can't guarantee how much I'll be able to do for all of these, as it's very dependent on how easily modifiable the RFTools blocks are for another mod, but I'll definitely investigate them all.

#98 Jummit

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Posted 22 September 2018 - 08:37 AM

I think a [Mod Compatibility] label would be useful it could make it easier to find what has already been suggested.
I will make some more issues for mods with their peripherals.
btw, can I also make proposals that a modded item can be used in the Manipulator?

Edited by Jummit, 22 September 2018 - 08:46 AM.


#99 SoruCoder

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Posted 12 October 2018 - 05:34 AM

It's been a while since I've used plethora, but I have a question about the Keyboard module - if it's bound to a computer, does it also capture mouse events while typing on it? And if not can we have that as a feature?

#100 Jummit

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Posted 12 October 2018 - 01:28 PM

View PostsoulfighterX, on 12 October 2018 - 05:34 AM, said:

It's been a while since I've used plethora, but I have a question about the Keyboard module - if it's bound to a computer, does it also capture mouse events while typing on it? And if not can we have that as a feature?
I made this request some time ago, and I think SquidDev implemented it in commit afd952a? I'm not sure about that though.

Edited by Jummit, 12 October 2018 - 01:28 PM.






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