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About TaeoG

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  1. Honestly the fix wasn't difficult, mods just need to implement support for PlayerAPI. Its just no one ever bothered. Sounds like a bug. And you're right, development has stopped, probably for good. I actually came here to delete this thread, but maybe I'll ask the moderators to put it in abandoned so people have a reference. Life circumstances have unfortunately eaten up my free time.
  2. yes, a small mod using ChestExceptions.getInstance().addException(Item) will add what you want. Be warned, the code it uses is supposed to be used for ingots only, but as far as I can tell it won't hurt anything to put other Items or itemblocks in there. As for the trees, each mod handles its own tree generation, and that would have to be disabled and only called when appropriate. Also, for example, the thaumcraft trees will only generate on vanilla grass, so I had to trick its generator into thinking TFC grass was vanilla grass. I wish it was simpler. climate based ore gen works the same way. You provide it a block and list of requirements, like "volcanic" and "not humid" or whatever, and it will only generate the ore in areas that have those features. There is also a fishing registry that adds items to the fishing loot table, kinda. I implemented it for the fishing golems, but it should work for normal fishing as well, I'll admit its not well tested.
  3. The Api has some unimplemented parts, and the bow revamp is only partially finished, but it does what I need. It's mostly an api for addon/mod developers, so there isn't an .ini option for everything. I assume you're referring to the registry to keep things out of chests, for developers its done like this For yourself... well I could add an option to the config file to enter in a list of items, However, you also mention the ore and tree generation, which would much harder to make into a config-file style change. I assume you want certain trees from other mods to also generate?
  4. Thats a fair question. The answer is: not really. It's taken much too long for me to finish it, and people have lost interest. Especially when you combine it with an Alpha for TFC2 being out and Azanor reappearing to start Thaumcraft 6, I don't think anyone wants this. Maybe I'm wrong and there are people checking this thread for replies every day, but I doubt it, lol. It's not dead, I still work on it from time to time, but it's not a priority, for the reasons mentioned. I'm sorry for the disappointment
  5. alright, well I've done as much as I can to clean up that error. I'm currently working on incorporating your inventory slot fix, as well as a less intrusive way to handle my inventory code, which should be able to be turned off in my config file. After that, I'm going to take another look at that time sync issue that was causing issues for you guys, as well as cleaning out my build environment to hopefully get rid of that spammed error.
  6. Happy New years everyone Interesting. Best I can tell, some gravel tried to fall into an ungenerated chunk, causing it to generate, but something went wrong when my generation code asked TFC what the climate was there. Since my generator works based on climate information, this caused the crash. Not sure how their climate cache works but maybe this is an edge case. I'll see what I can do to make my code more resilient in this instance.
  7. hmm, thats two people with the same error, yet that debug message hasn't existed in my code for 2-3 releases. There must be something wrong with my build environment
  8. I talked to Azanor about how I was handling things because I was concerned as well, it should be ok. I am actually using ASM to replace these classes altogether, because doing it surgically is difficult to implement and debug. Its something I want to get to, but right now my job is taking all my time. I work in automation and we're developing a new piece of equipment. I hope things will slow down after the christmas holidays so I can get back to this project. I'm itching to play again.
  9. yes, thats true, I needed to do so toremove the hard cap on magic damage, as well as make armor enchantments work. As your fork gets more in depth, I imagine these conflicts will come up more often. We'll have to figure out some way to make our stuff work together. If you don't care for the changes I made to the armor code, Ibelieveyou should be able to delete the EntityDamageHandler from my jar without any negative consequences.
  10. if I follow what you're saying, some enemies are dropping gold ingots and gold armor, but they are the vanilla kind? Which enemies?
  11. I'd likely do something similar to what bunsan said, creating a damage handler that checks if a player is taking damage, if they're wearing a certain kind of armor (ie the IC2 stuff) and then doing the calculations based on damage type. You'll have to decide how much resistance each type of armor has to the damage types. The real trick, I think, will be finding the right priority for the damage handler. You can't just have it be first and then cancel the event when you're done, because other mods will likely want to see that event, but if you go last then the damage has likely been modified a time or two already in ways you may not be able to predict (ie thaumcrafts runic shield). Tricky. This is why I modify source code instead, lol. I guess another option is to make a TFC compatible version of the armor and swap some recipes around or give players some other means of quickly swapping the old stuff for the up to date stuff
  12. can you explain why your fix adds 3 extra slots to the container? Just trying to understand what your patch does.
  13. alright, had a chance to look at this today. Yep, I replace the entire InventoryPlayerTFC class with my own just to add a couple lines to it (to allow other players to see your back item). Completely overkill but super easy to do. I should be able to fix this though, make it less drastic. yes they are! But to avoid disappointment, I should advise you to not hold your breath Time absolutely flies when you have as many projects as I do, and while I feel like I'm making steady progress, it may be months before you see anything of worth. Currently my focus has been a free standing addon for TFC (freestanding as in it's new content and not a compatibility patch). It has proven to be quite challenging, to the point that I've been reading research papers spanning decades to try and find the best way to accomplish my goals. Anyways, Mo' creatures is pretty high on my list, so you may see it sooner than the others.
  14. I'm not terribly surprised. A lot of my patches are very hamfisted, and I try to make them a little less so over time. I'd like to remove all the code injection altogether if I could. I noticed that if you open the inventory screen for an armor rack like in bibliocraft that the armor is screwed up, but I've never tried to fix it. I'll have a look at your fix when I'm home and see what my code could be doing to effect it. Or, with your permission, I could incorporate it into TTFCAPI.
  15. well, to say I'm confused is an understatement. I've gone through every single time I call my log output, and that error message doesn't exist. I've got a bit more work to do on my current build of TerraThaumcraft, that will require an update of TTFCMAT as well, but hopefully that new version will not have this bizarre problem for now, I guess it would be best to roll back to before you updated and got the crash from the time error