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This is the GitHub repository for Charset.

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The mod is currently not being actively maintained, albeit severe issues may be fixed from time to time. Nonetheless, for documentation, please report issues on the issue tracker - future maintainers and/or other users may find them handy.

For feature requests and discussion, I highly encourage you to visit #charset on the EsperNet IRC network. (Webchat)

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charset's Issues

Almost-full inventories will drop non-inserted part of stack on insertion attempt.

Rather hard to explain this one, but I'll try:

I have an inventory (A hopper, for example), and it's completely full. Stuffed. No room. I send it more items via a Pipe, and boom, instead of jamming the pipe, the item gets inserted into the hopper.... but where? Hopper does not receive new items, and the ItemStack does not spawn in the world.. so voided? This bug isn't specific to hoppers, it happens with all of CrissCross's TileEntities too, and I checked to see if it was a bug in their code, but when using a hopper to insert into their inventory, the items don't get voided.

Keep up the good work
๐Ÿช

Seemingly random NPE in PartWireBase

This happened in Multiplayer (me being the only person online) while I was spelunking in a cave for some .

java.lang.NullPointerException: Ticking block entity
    at pl.asie.charset.wires.logic.PartWireBase.func_73660_a(PartWireBase.java:436)
    at mcmultipart.block.TileMultipart.func_73660_a(TileMultipart.java:152)
    at net.minecraft.world.World.func_72939_s(World.java:1716)
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2089)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1024)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:349)
    at net.minecraft.client.main.Main.main(SourceFile:124)
    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:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

World Breakage when breaking a Pipe with contents on its way

Breaking a pipe while a connected pipe is going to be sending an item to the broken pipe causes a world-breaking bug. Not sure what more help I can offer, but I do have this crash report! Short story long: sent an item from a chest into one of my CrissCross machines, and it was sending them off just fine. But, after one had been sent off (but before arriving to my machine), I broke a pipe in the connection and got this once the item arrived to what used to be the meeting point of the now broken pipe.

Freestanding Bundled Wire does not update

Normal bundled wire works GREAT!! Freestanding, on the other hand, requires me to break a neighbor cable and replace it before it updates which color frequencies were receiving a signal.

Example:

2015-12-20_09 03 10

Investigate recipes not being deleted properly

The tweak that disables vanilla tools is enabled by default and actually set to 2 which tries to disable vanilla tool recipes.

Also: setting this config to 2 doesn't seem to actually disable vanilla tools recipes but does remove recipes for mod tools that extend the vanilla tool classes.

Tested on Charsets 0.1.5

Wire MultiPart Crash

Crashlog

The crash occurred when placing a wire down alongside a chiseled bit: when the wire in the bit had to change its shape to connect to adjacent wire, this crash occurs, but after reloading the world, everything works as expected (including the wire connection at both endpoints)

[Not A Crash This Time] Pipe Priority Issues

So I'm just going to leave this one here. It's not game crashing, so that's wonderful! BUT:

Pipes seem to have a destination in mind, and then if they arrive and cannot insert, jam instead of searching for alternatives. Is this intended? For example, I put both gold and Iron ore in the same chest to be extracted into an ElectroExtractor (of which I had 4 hooked up), and they both left the chest pretty quickly. The Gold Ore beat the Iron, and instead of the Iron going to one of the other 3 connected ElectroExtractors, it just sits above the originally mapped one and waits.

<3

2015-12-01_12 07 04

EDIT

Also, the shifter / pipe setup beneath the ElectroExtractors isn't working ideally either. Some of the Electrolytic Gold Dust is trying to path to the other shifters (then falling out into the world) instead of choosing the chest, which is a valid inventory

DOUBLE EDIT

Putting extra redstone blocks in my fuel insertion chest (connected via shifter / pipe, shown in the photo above), the extra redstone goes to the (full) ElectroExtractor and is then basically lost. MergeItemStack issue?

Add item detection API

I need some way of reading which item is currently passing through a pipe.
Would it be possible to add a method like getItem(...) to IItemInjectable or some new interface?

Another minor thing: Would it be possible to add a method to the IShifter to enable it without requiring it to have a redstone signal? Or would this require too much changes to the code?

Connection Issue with Chisels and Bits

Was trying to play with bundled wire when I was foiled by a silly bug! D:

Here's the issue. I don't know if it's got to do with the face, or if maybe I don't understand something? Not sure... and it might be on Chisels and Bits side of things, but I don't think so.

Anyways, here's what happens:

2016-01-10_16 53 16

And here's what was expected (and what works on the top face of a block, specifically):

2016-01-10_16 53 19

Launch Crash with Charset 0.1.0

Just going to leave this log here. I only have Forge 11.15.0.1684, Baubles (accidentally left it installed, but shouldn't be causing this crash), Charset 0.1.0 (this jar is without &, but the same crash occurs with & too), and MCMP 1.0.2.

Looks like an outdated Lib? Not sure :P

game froze up after making audio tape

made a audio tape and followed recipe but it made a 2 mintue tap not a 8 minute one and then went to record in tape drive and it made the game freeze up and didnt go back to responsive after so had to force close

Equipping a non-backpack chestplate and then having a backpack in inventory causes it to get stuck.

I'm using the latest version with all modules installed, and latest forge.
http://paste.ee/p/iQ1dg Here's a log but I'm not sure if it's relevant. I died a few times near the end and that removed the chestplate, but I was able to recreate this issue multiple times.
Having a backpack in your inventory also prevents any chestplates from being equipped regardless of whether or not the backpack is equipped.
I also tested it with just Charset and MCMultipart and it was repeatable.

Sorry if this is a known issue.

Maven publishing

Is it possible to provide a maven repo where deobfuscated builds are made available? (I need this for my CI server)
I'm always a bit hesitant to add third-party api files to my mod repos...

Client NPE in Shifter on login

Roadcrosser got this one as was logging into the server:

java.lang.NullPointerException: Ticking block entity
    at net.minecraft.tileentity.TileEntity.func_145832_p(TileEntity.java:130)
    at pl.asie.charset.pipes.TileShifter.getDirection(TileShifter.java:27)
    at pl.asie.charset.pipes.BlockShifter.func_176221_a(BlockShifter.java:56)
    at net.minecraft.block.Block.isSideSolid(Block.java:1105)
    at pl.asie.charset.wires.WireUtils.canPlaceWire(WireUtils.java:301)
    at pl.asie.charset.wires.logic.PartWireBase.onNeighborBlockChange(PartWireBase.java:157)
    at pl.asie.charset.wires.logic.PartWireBase.pokeExtendedNeighbors(PartWireBase.java:398)
    at pl.asie.charset.wires.logic.PartWireBase.func_73660_a(PartWireBase.java:431)
    at mcmultipart.block.TileMultipart.func_73660_a(TileMultipart.java:152)
    at net.minecraft.world.World.func_72939_s(World.java:1716)
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2089)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1024)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:349)
    at net.minecraft.client.main.Main.main(SourceFile:124)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

Wires: Multiple in/outputs of same color can behave oddly

screenshot

Reproduce by turning on either lever, then turning the other on and then off again.
The same happens with only one bundled cable connecting two separate blue wires.

I've had another set up where turning off an input, while an input of the same color was still on, turned off all the outputs.

Shifters ignoring ISidedInventory

I haven't changed any of my code in CrissCross regarding the new Capabilities set, but ISided shouldn't still be ignored if you ask me - lots of mods will take quite a while to implement Capabilities I'd bet. Any chance you can continue to support both of them simultaneously? I'm going to work CrissCross onto the Capabilities API now.

XOR gate (and possible others) not updating properly

0.2.3

Steps to reproduce:

  1. Place down XOR gate with output facing away from you
  2. Place wire on all four sides of it
  3. Powering left or right will work as intended.
  4. Now, take out the left and right wires and power the gate directly on both sides with a RS torch. Upon removing the torches the gate will not update its state.

Invisible w/ Optifine

Pipes, wires, & redstone components were invisible when optifine was added with the mod.

Redstone Interaction with + Wires

Ohai :3

2015-12-18_08 55 23

Just wanted to put this here. <3
Breaking the redstone block underneath also doesn't trigger an update to the wiring, since it's not considered a neighbor.

Another example where something similar happens:

2015-12-18_08 58 17

Redstone State Update Failure

In the image below you can see that the state of the redstone cable was not updated according to the given logic. I have switched the lever in the center from off to on which has turned off the redstone torch on the block it's attached to leading to the whole cable being in the off state.
Normally the whole cable should have stayed in the on state because the two other redstone torches are still on.
charsetfailure

Wires Don't Stay on the side of Extended Pistons

Wires are whitelisted to stay on the sides of a normal piston / sticky piston, right? Seems as though they are NOT for the side of an extended piston's base, so when I retract the piston, the wire updates and flies off. Proof:

Before:
2016-01-06_14 36 57

After:

2016-01-06_14 37 00

Also Notch Fix boats

Note Block Gate

Plays a note.

I/O: Back (analog) decrements note by signal strength, front (analog) increments note by signal strength, left (digital) modifies increment/decrement size, right (digital) triggers note.

Crafted with a note block. Right-click with a block to insert instrument.

Optionally compatible with NoteBetter by using a fake world.

See Qmunity/BluePower#265 (comment) and Qmunity/BluePower#361

Backpack Differences (issues and suggestions)

I thought I'd just make an issue on all the backpack issues or differences from BetterStorage that I'd like you to address eventually / take a look at / get a response for.

Issues / Todo

  • Backpack renders too small in inventory.
  • Bounding box is not dependent on orientation.
  • Backpack is instantly equipped. (Equipping should be faster than breaking though.)
  • Can't open other players' backpacks. (Should include config setting to disable for servers that can't trust players and don't want items being stolen.)
  • No lid animation.
  • No opening sound. (BS used low-pitched snow step sound.)

Differences

  • Crafting recipe: Is there a reason for the difference? In my opinion, BS' recipe nailed it. I thought of the wool as the padding. Current recipe feels very "pick some items that somewhat fit but not really" - also isn't the Tinkers knapsack similar?
  • BetterStorage backpacks functioned as armor, similar to leather with increased durability.
  • Another feature was that protection enchantments worked similar to unbreaking.
  • In BetterStorage, mobs rarely (~0.1%) spawned with backpacks with random early game loot, sometimes dungeon loot.
  • Special backpacks with usually unobtainable enchantments as dungeon loot?
  • Friendly Endermen / ender backpack?
  • Config setting for controlling backpack size (1 to 6 rows) and whether it takes up the chestplate slot. This allows the backpack to be useful in any modpack, regardless of target audience, difficulty or gimmicks (imagine one in space, where you have to wear a spacesuit or else you'd die).

I'll update the list as I remember other stuff or come across new issues. I won't include totally new content suggestions in this since it's a bit early for that, though I've already shared some with you.

Placing Freestanding Wire using the sides of other Freestanding Wire does weirdness

I can't really properly explain this one, so for once, I'm going to just list the steps to reproduce the bug:

  1. Place (any) freestanding wire down
  2. Place another freestanding wire next to it by right clicking the side of the first freestanding wire to place it
  3. Repeat this process, but on the same, first freestanding wire placed.

Place sound is played, stack size is decreased, and blocks that can be replaced are replaced (at sideFacing + 2), but no wire is placed.

EDIT: Doesn't just happen when placing on the side of other wires. It happens when placing anywhere. Take a freestanding wire, look at the ground, place it, and then place it again and again and again all while looking at the same exact ground block you first looked at :P

Wire Broken by water doesn't drop

Tested with all variants of wire, results were consistent regardless of what side of the block it was placed on.

Can we just "solve" this problem by changing their material from circuits to like... cloth? It'd make sense for bundled / colored wires :)

Cross-mod glass dupe bug

When breaking glass with the Botania Vitreous Pickaxe (works like Silk Touch on glass and glass panes only), I still get glass shards in addition to the full glass block. Granted, it is only glass, but still worth noting.

NPE with Shifter Destination being another Shifter

Got another one for you! Here's the crashlog, and here's a photo of the setup I had before it crashed (granted, no items are in the chest to avoid the crash from happening before I could photograph it:

2015-12-01_10 48 51

The coal was pulled out of the left shifter, and seemed to be sending the item to the right shifter, but of course upon arrival, crashed.

EDIT

Also happens if the items get sent out but have no destination at all. Just discovered that. So it wasn't that they were routing towards the other shifter, they simply reached the end of the Pipe line and could not determine where to go, and instead of doing your freezing / locking / jamming animation, they're sending the user to the desktop :P

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