mercuriusxeno / goo Goto Github PK
View Code? Open in Web Editor NEWA Minecraft mod about Goo, and making stuff with it.
License: MIT License
A Minecraft mod about Goo, and making stuff with it.
License: MIT License
Kat has been working on an improved gooifier texture that would, for the sake of consistency, change the composition of the recipe. Once the textures reworked, it will be incorporated as the official texture (I've seen it and it's lovely) and the recipe will be modified to make sense in its new form.
I only really tested this for Silent's Gems content, but it seems some modded items aren't convertible into goo. I'd like to be able to convert gems into goo and back, but I may likely just be a dummy and this is no longer an issue.
Work on getting some kind of search mode for JEI that lets users hunt for things that contain goo of a specific type.
I want the basin to be more than a bucket.
Since the gauntlet now has a relatively sophisticated placement system, I can take that system and give it to the basin, on steroids.
What I want the basin to do is this:
Seemingly nondeterministic. According to tterrag it shouldn't be doing this, but I must be doing something weird.
Since I'm doing something weird, I've decided to sort the list until I figure out why I'm weird.
This related error was in the log: https://pastebin.com/58n4Fcfd
Crucibles don't accept goo from any direction. I was using plant goo specifically in this case. This is in version 1.16.1-0.6.2.7. (edit: and 0.6.3.5)
Not sure exactly why yet, but working through it, something to do with custom render types, targets, or perhaps something else.
The incompat is with Aequivaleo really but it has to do with empty itemstacks being interpreted as in an item group for wool recipes or something like that.
Aequivaleo 100+ fixes this, so the latest 1.16.1 and 1.16.3 respectively should target those versions and that fixes it.
Aequivaleo throwing a null pointer when loading pretty much any world.
It doesn't happen in dev, but sadly this makes the 0.6.0.1 release completely unusable
We're still working on a fix.
Sorry for the shattered hopes - hopefully we'll get it sorted in the next couple of days.
It's difficult to explain, so here's exactly what I did.
Inserted netherwart (Strange and Shroom goo) into gooifier with tank on side, placed crucible a block away.
Placed pump facing crucible. First issue is that the 'Strange' goo goes into the crucible, even though there's no recipe for Strange goo in a crucible. (Should I write a separate issue for this?)
Second issue is that once I placed a red mushroom (Shroom goo) into the pump, it continued to pull out the Strange, when it should have only pulled out the Shroom.
If I let the tank empty, then filled it with different goo (I did Luxury and Metal from gold) and then filled it with again with Strange, the Strange goo was no longer pulled out, and Shroom still was. I think that points towards some sort of timing issue to when the filter starts to apply.
I need a cloudy sort of goo particle that can be colorized similar to the existing goo particles that spawn when goo splatters on things, except it would be more like a vapor. It will be used to indicate:
People probably aren't sure where to look. It was in the bulb entry but that's a bit cryptic. Let's give them a new page.
When there's a relatively small amount of goo in a bulb it's hard to see, and also results in some funky z fighting due to just being a really small amount.
Make it so that even at small values, minimal amounts of goo still have a relatively substantial enough presence in the bulb to avoid tearing and make it easier to see.
Thought I fixed this nonsense but it seems to be happening again.
Actually caused by a line of code in the PumpRenderModel that doesn't respect localization [using Locale.ROOT] resulting in a misdirected particle crash (because it never hits the factory registration!)
Should be fixed in the latest build, but leaving this open until confirmation.
Splats coming out of drains have a weird frustum check problem that makes them
This is jarring pop-in, but also a mechanical imperfection and not just cosmetic.
It's annoying me greatly, so figure out why the render bounds are failing frustum checks and fix this nonsense.
Similar to Essentia crystallization but less unitary.
Would like to be able to crystallize goo in increments of powers of 10.
(1, 10, 100, 1000, 10000, think I'd stop at ^5? ^7?) allowing you to store goo as chunky crystal items.
This would make it easier to isolate and automate specific goo types and work out ratio bottlenecks with more factorization.
Concept: put a quartz crystal inside a bulb by right clicking, the quartz crystal in the bulb will absorb the most prominent goo inside and grow (speed at which it increases in size is configurable). Right clicking with a crystal in the bulb will remove the crystal from the bulb at its current size and reverse any progress toward the next step (so it doesn't lose goo).
goo-1.16.1-0.5.7.1
Patchouli-1.16-39
aequivaleo-0.0.46-alpha
forge 32.0.108
When I start up a world in either survival or creative everything lists as "not goo" when I use the book in my off hand and the machines do not seem to accept any items or blocks to turn into goo.
Thanks
Right now goo blobs just bounce harmlessly off of entities.
This was mainly a placeholder for more interesting entity-based interactions, which are planned but currently underdeveloped.
Right now only three things have entity interactions, and then only as splats, not in blob form.
Some suggestions/ideas:
-Aquatic should deal damage to blazes and magma cubes, specifically.
- Maybe aquatic can "wash" slimes, causing them to slough off slime goo and shrinking them by a level. The last hit would be lethal.
-Chromatic should something something sheep.
-Metal and crystal are probably heavy and hurt to get hit with.
-Decay should damage most things but heal undead.
-Earthen too maybe, but less heavy.
-Energetic should explode on hit and probably deal quite a bit of damage. Also the explosion from the splat should damage you and living entities nearby (but not items for the sake of utility)
-Faunal should pretty much perform its splat effect on entities immediately on contact.
-Floral doesn't need to do anything new, but maybe worth considering.
-Fungal can poison, maybe.
-Honey should do something sticky when it hits an entity, even if it just involves falling straight at their feet and rooting them rather than bouncing.
-Logic can pretty much stay as is.
-Obsidian can just be a heavy goo for damage/basic strike.
-Molten should do obvious fire damage. Molten goo should transform a slime into a magma cube for fun.
-Regal could be a looting strike.
-Slime can be extra bouncy and have a big knockback with no damage.
-Snow should deal damage to anything fire immune, more generally.
-Vital should heal most things but damage undead, and the damage it deals should be directly player damage (and pretty strong)
-Weird can force a random enderman teleport on an entity.
I want to make it so that block exchange mechanisms in the mod are fully configurable and read their type from a file instead of getting it from procedurally generated, and ultimately hard coded, configurations.
I want to make it so that people can register their own transformations in-world, potentially exposing Goo to blocks that exist outside of vanilla and letting it do much, much more than it's currently capable of.
This would also drastically simplify the maintenance and creation of new exchange mechanisms (and flatten the hell out of them, generally) while getting rid of a very large number of hard coded structures. Things would move towards a much flatter, fiddly system, but I think that's an okay price to pay for being able to modify the internals with a JSON.
Quartz, quartz blocks, pillars seem okay.
But stairs, slabs and chiseled quartz all claim "not goo!".
Not sure what's going on, Orion's looking into it.
If you view the goo of an item that can be turned into goo in a RefinedStorage grid, all other items that can be turned into goo will show the same goo ingredients unless you bring them into your inventory.
When solidifiers push items to a chest, they're ghost items with incorrect amounts (not really there) and they seem to bug out and not stack? Fix this crap.
The slivers of goo in bulbs with containment 4 are really hard to target, harder still to see, and just generally unpleasant and not visually "good".
Experiment with other techniques for displaying how much is in the tank.
The first port of call is to display a logarithmic representation of the quantity in the bulb, making it so that small and middling quantities still take up a respectable amount of the space in the tank, while still showing a relatively clear indication of "progress" that slows down the more full it gets. The representation would then be divided proportionally among the goo in the bulb, but would still be required to respect the "minimum" rules in order to avoid making small goo amounts virtually untargetable.
Alternatives to this include showing the bulb as full when sneaking (or perhaps even always), suggested by Ento, and possibly other techniques I haven't thought of yet.
Minecraft: 1.16.3
Goo Version: 1.16.3 - 0.7.5.2
aequivaleo Version: 0.0.105-ALPHA
Forge: 34.1.19
When placing goo in the world on a server it crashes the server:
Crash Report: https://gist.github.com/darkphan/404bdcaa3d6edad69bd7976ac8702132
Not sure why. It exists; it works in dev, but not in local.
A new goo type suggested by Skyboy.
Fling it to place a light source, an alternative to torches per se.
Potentially it can be a temporary light source, but I don't have issues with it being permanent. This new light source would be a custom "air" block with some visual representation to make it clear that it exists. (It would have a hit box, no collision, and possibly custom particles)
Technical design notes:
Evaluation design notes:
New Procurement Routes:
Interaction Design Notes:
Throw the goo and it consumes a bit (4?) to place the glowing block. That's basically it. It's a remote torch, in goo form
This is in version 1.16.1-0.6.2.7. I see this is a closed issue, but it's in the current release.
Blocks in the mod have an onHarvested hook so that they drop themselves when a player breaks them, but that doesn't work when goo breaks them. This is not great.
Make it use the loot tables to drop itself so that it is instead great.
hate to report this so early after you had an upload, but you uploaded that just as i was discovering this and it happened with the new version too
crash report
versions:
minecraft: 1.16.3
forge: 34.1.19
aequivaleo: 0.0.105-ALPHA-universal
patchouli: 1.16.2-44
goo: 1.16.3-0.7.5.1
Make it so you can disable and enable goo machines via redstone signal; AT LEAST the gooifier and solidifier.
Title says it all
The reason Goo And You shows values isn't for gating reasons, but for QOL reasons. Ideally players should be able to choose whether they want to see the values:
With Goo And You and Shift
With Goo And You
With Just Shift
All the Time
I think I might just make it a client side config, but my hope was to be able to put a config "button" somewhere in the Patchouli book so that it is easier to toggle/switch. Honestly, the Patchouli thing is the hard part, so I think let's at least get the config option in client side at a minimum, and then leave this open for future improvements.
Minecraft: 1.16.1
Forge. 32.0.108
Goo: 0.5.3.2b
I tried creating a single player world with Goo to makes sure i could add it to a modpack. When trying to generate a new world, the above message is received. I did not change any single player world settings. Clicking Safe Mode does nothing. When i remove Goo from the modpack, a world generates without error.
When you put an already-typed crystal into the bulb it should respect you want to crystallize that, and not prevent it from growing just because the bulb has more of a different goo type in it (which is how it selects the initial crystal to make quartz into, but beyond that, it's a bug).
According to Ento this is the current behavior - will try to repro and then fix, presuming it is wrong.
It completely hangs the game, I have to manually shut it down as it becomes completely unresponsive.
Log file: latest.log
Hope you can get this fixed ASAP Xeno, cause I love this way of handling equivalence in minecraft about 100 times as much as I did the EMC mechanic! ๐
2 possible causes:
Spitballing solutions in discord, hopefully will be a simple fix.
some weirdness has happened with goo values, several items have been declared not goo when it seems like they should be, it's also not just hidden, the gooifier will refuse to melt them
versions:
minecraft: 1.16.3
forge: 34.1.19
aequivaleo: 0.0.105-ALPHA-universal
patchouli: 1.16.2-44
goo: 1.16.3-0.7.5.5
Example: cakes, made with milk buckets, think they have metal in them, because milk buckets are made of metal.
In other words, items in recipes that ordinarily return their containers don't account for their containers being returned, so the outputs contain things they shouldn't.
Orion says he'll sort this out in Aequivaleo but I'm putting it on the tracker so people don't report it.
Book name changed (Goo and You) internally to fix a model issue, but forgot to update the check that detects whether you're holding the book so you can see tooltips.
Big derp.
fair warning, this is using Goo 0.5.7.1, and some work seems to have been done since then, so i couldn't say if this happens in the current dev version
basically: tooltips on goo bulbs can get kinda.. weird.
this is the setup i used to reproduce. i marked the bulb in question affected by the bug.
for the first screenshot, i built the setup and then placed 1 cobblestone in the gooifier.
i suspect nbt shenanigans; something about not properly clearing tags after the goo pump empties the bulb.
if you use an item with a lower goo volume, like an iron ingot, the tooltip will be much smaller, but still feature a lot of dead space.
It seems gooifiers and solidifiers can't push or pull from their sides, respectively. This is not intentional.
I've noticed a sort of peculiar thing with specific blocks and right clicking with the gauntlet that are things I consider problem behaviors.
Any block with an activation consumes your throw.
For the most part, this is a good thing:
Chests being opened, tile entities being interacted with, levers and general interactions don't want you to throw goo at them.
But sometimes it isn't:
Redstone ore, it has an activation; It doesn't matter, I want to throw goo at it.
I'm considering a potential solution to the inconsistency sort of as follows:
When you right click a block with the gauntlet, instead of throwing goo, place the splat directly. Not only would the effect be more instantaneous, but generally it gives me more control over two key things:
The controls, I think, would feel a bit more direct for players in range to place on a specific block. It would also be relatively intuitive to the targeting system that everyone is already familiar with: if in range, placement is direct.
Mega bad issue and goo is bad and should feel bad.
This is occurring in the client loop where the targeting handler tries to determine if an item is a goo container that should display item tooltips containing goo.
Minecraft 1.16.1
Aequivaleo 0.0.46
Patchouli 1.16.1-1.1.0
Goo 0.5.7.1
When I have the book in the offhand, I'm not able to identify the goo of any items. I hover over the items in the inventory and they show what they normally show and nothing else.
If this is possibly from conflicts with other mods, I'm willing to send the list. Speaking of which, is there a way to give goo data to items from other mods?
Add more bulbs! 16 buckets is weirdly not enough space for some things (but it is for others)
Make some expansion recipes!
Bees produce crystalline combs of the goo they ate. This on it's own is reason enough for the bees, as the combs will be worth a touch more than the amount they consumed (25% of a relatively small amount [eg 15, of 60]), and contain just a tiny bit of crystal [eg 1].
Snails eat crystalline combs to produce primordial goo. Primordial goo is a rare resource used to produce specific valuable things and, on its own, can be used to do some specific utilitarian things. Primordial goo produced will be configurable and very lossy.
Slimes fed a goo crystal will digest the crystal and become a slime variant of that goo type. This tames the slime. From this point forward, the goo slime will feed on primordial goo produced by snails, causing it to grow. Periodically you can squish the slimes to obtain the goo they're made of, completing the production triangle. The idea here is default configurations would have the slime produce more from the Primordial goo than then bees produced in the comb, and certainly more than they ate in the first place. So if it took 60 goo to make a 75 goo 1 crystal comb, the snails eat the comb and make, for example, 5 mB of primordial goo, the slimes would take that 5 primordial goo, eat it, and make 100 goo. This is just an example.
Actual values TBD.
ANOTHER goo type, but this one feels like it deserves a place among the ranks as the true "rarity" goo.
Diamonds and Netherite scrap have a sort of problem, they're relatively easy to acquire through conventional means.
You can construct obsidian fairly easily, you can get metal by decomposing regal, and you can get crystal fairly commonly in the world in the form of quartz, diorite, granite, ghast tears (a little less easy) and emeralds from villager trades are by far the most abusable vector.
The means of producing the two best materials in the game is, in a sense, more direct than I intended.
Primordial Goo is a goo type themed around being very old and, sort of directly, very rare.
You'll be able to obtain it from snails, once they exist, and that's the only way to get it, unless you're willing to sacrifice netherite scrap and diamonds.
Primordial goo's effect in world is intended to be very unique.
When primordial goo resolves on a splat, it dematerializes the world around it, forming what I'm calling a Glorb. Glorbs are big heterogeneous blobs that do not splat, and do not resolve. Intended as a sort of late game mechanic for the Goomancer to travel to exotic locations and directly dematerialize the world into the goo they need rather than relying strictly on machines.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.