That’s what I do, steal other people’s ideas, crush their dreams, poison their villages’ wells and last but not least something horrible with kittens.
I was planning to have it completely independent from lua at the end though, where most behaviour would be defined in json/the entity itself. However, messing around with AI right now isn’t that much fun, so I’ve dropped it for now.
It’s a saner approach as an own entity as you can simply use stonehearth:renewable_resource_node, which is much easier to use and maintain. If mixins were working properly, I guess you could even just mixin trees, add that component and call it a day to “clone” a tree to an apple tree.
My approach was more generic; I’ve tried to add some renewable stuff to whatever entity you want. This could mean that wells would auto-generate/auto-fill buckets, for example, or fruit trees. It could even be used for some sort of mine where it spawns ore at certain intervals…
Uh, I didn’t mean to offend you or anything. I’m not aiming to provide deep, meaningful mods but rather basic bricks that can be used as template - especially since they don’t require messing around with core files they’re pretty interesting in my opinion.
A good example would be back when @BFHDD used my workforce thingy to build a spawner (still amazed at that), or @Miturion’s merging of several of my mods to his wheat/bread/more workers mod.
On top of that, mine isn’t even working - because of the required AI changes that I am not going to do before the update. Even if it did, I doubt I would have made any fine tuning (as in “making stuff pretty”) or added more than one additional fruit thingy to show how it works.
Competition’s good for the business they say, I tend to agree. So, please don’t stop doing your stuff just because I’m doing something that tangents your work!
Right, let’s see. We have now proper entries for client_init_script and server_init_script. So we got that going for us, which is nice.
However, RP is completely borked. This is RepeatPan, live tickering at 4 o’clock in the morning.
RP is completely broken. Loading screen stuck bug.
localhost:1338 is still unresponsible.
Logfile is still useless as always.
client_init_script and server_init_script could make a lot much easier; but there’s not a word on loading order. I kind of refuse to rename rp to something awkward just so other mods can load it before their stuff.
assert(io) does not fail. Would be funny, seeing as ProFi.lua uses io too.
They’ve fixed personality_service
The client got a new service, too. But back to topic.
io.open, io.output still exist. Why isn’t RP logging anything.
Well, logging is still possible. Sooo… RP’s Javascript is likely broken. Joy.
loader.ui, "homepage" : "file(/ui/root/index.html)". Interesting, but I bet this turns out to be boring. Ish? Assumption that it’s only for the game mod itself, not 3rd parties.
I still want a JS debugger.
It’s definitely zzz_rp that’s broken.
Placing a banner doesn’t work, alright, I guess some more stuff is broken? Hmpf. My other mods shouldn’t load at all - or throw lua errors. Uh.
Let’s see if I can get rp_test to load RP so I have at least that logging thing confirmed as working. Then I can work on JavaScript obviously ignoring that.
Right, radiant.log.write_('rploader', 0, text) shows up in the stonehearth.log. Including it using radiant.mods.require('rp.rp') is a bit annoying. I kind of liked the old approach with the api.
I’m an idiot. I forgot to remove the radiant thingy.
Progress!
We got a console that explodes once you try to move it. But the console seems to load properly.
Just updating the manifests seems to do a lot. Who would have figured.
Whatever they’ve changed to logging, my stonehearth.log is spammed. Aaa.
rp is now a thread resource. At least, the client says it is. I think client has no idea what it’s talking about.
I wonder if it would be a good idea to check the files first, then make changes. Too tired to do something that would make sense!
For some really unexplainable reason, rp turns to a thread value on the client. I mean. What.
Okay. Why is radiant.mods.require('rp.rp_client') returning a thread value. Wait.
Side effect of not returning rp at the end of rp_client.lua.
I’ve survived the main menu. Wow. Now let’s see what they did to the world generator. Last update for a while.
So, right, I’ll head to bed now. No matter what I do, I can’t get past the “place banner here” step. It’s just doing nothing. I’ve deleted all mods minus RP, nothing. I’ve removed RP’s patches from normal stuff, nothing. It seems to be impossible to work with folder radiant/stonehearth right now.
Going live in a few minutes to try and figure out why extracted smods aren’t working.
Edit: So what we found out:
It seems to be an issue with unluac.
Whenever an AI component (likely) is spawned, the server becomes unresponsive.
Likely an endless loop/misbehaving of Thread.
3rd party mods, such as RP, still work once they are updated. Although modding new things is a pain now, existing stuff should not necessarily break.
I’ve lost my git repos with the files and the changes… therefore, I can’t diff what was changed. I wasn’t really going to though, those changelogs were huge.