I forgot this earlier but just opt out of the beta builds to get R27 back if you want it.
Nice, that works. Thanks.
It seems that thread was added in this version - might explain a few things. Interesting could be
if not decoda_break_on_error then
decoda_break_on_error = false
end
if not decoda_output then
decoda_output = false
end
so probably we should try set that to true once and see what happens. Iāll update RP and the mods for now to r3499.
Sucks that, that happened.
Well looky what we have here!
function ResourceCallHandler:_harvest_node(resource_node, component_name, task_name, task_args)
It looks like itās quite useless though, as the component itself isnāt used anywhere at all. I guess I can patch that though to something that makes a little more sense.
function ResourceCallHandler:shear_sheep(session, response, sheep)
asset(false, "shear_sheep was broken, so i deleted it =) -tony")
end
I donāt know what youāve expected when trying to shear a sheep with an axe, Tony. Good to see the sheep insanity coming to an end, however.
The unit control handler that theyāve added is a bit weird. But then again itās not used anywhere.
The new AI seems to be somewhat context based. If I see this correctly-ish, the commands are still chained, with newer commands being able to access results of later ones. I havenāt really looked into it though, but references to āTOPā, āPREVā and āBACK(1)ā seem to go in that direction.
A few name changes regarding commands, basically tooltip => description.
More hardcoding to civ as faction, sadly.
Something about items injecting (and un-injecting) AIs into an object. Interesting I guess?
huh, there was a destroy entity command the whole time and I didnāt notice it. Probably should take a list of commands at some point.
Attributes and their ranges are defined as component now, with some pretty weird way for derived attributes to work.
Some dead zone behaviour for mouse control. Iām not too sure if Iām going to honour that in rp_hotfix.
The game starts an hour later, at 8.
Really weird embark images. If I had to take a guess, this is part of some blueprint/city planning thing. The images seem to be side-encoded. Are they trying to mimic DF?
Other than that, there donāt seem to be many changes that I would need to take care off. RPās patches can very likely be re-added easily, although Iāll have to change a few things.
19:12:
Events can return radiant.events.UNLISTEN to force the event listener to remove the event. Pretty nice for fire-and-forget events or execute-one things that might are built using an anonymous function.
Porting the mods isnāt difficult, the changes in the world generation took some time to read and adjust to though. I think Iām almost done and can likely release all updated mods (at least those that arenāt deprecated) in an hour or so. This isnāt going to use any of the new features, such as mixintos, or a new API, but r3499 is going to contain the first āworkingā versions I believe. After thatās done, I can start moving on to prettier APIs and re-design RPās internal flow. Switching from certain hacks to more appropriate versions, using real loggers (at least partially) and last but not least a file API.
stonehearth:is_harvestable is quite a weird event name to indicate that something is harvestable again⦠It sounds like a query.
19:27: Iām not sure if it was already the case, I think not - lua files are now preferred over luac. Bad news is that stonehearth/components/scaffolding_fabricator/scaffolding_fabricator_component.luac is also unusable in the decompiled version (attempt to subtract boolean from number - :empty() sounds like a boolean thingy).
Two files affected, I wonder how many more there are - and what is causing unluac to fail all of a sudden.
#r3399
It aināt pretty but it sure works. You can get the three RP mods here and the zip containing all my mods here. Alternatively, as always, GitHub is up-to-date.
After the stream tonight I might tackle several design flaws in RP and my mods, including but not limited to:
- Using mixintos to get rid of
rp:entity_created(and more). Letās see what mixintos are capable of. - Re-designing the logging system; properly use several loggers so people can tune what they want in their stonehearth.log (and what not). If Iām feeling extra fancy I might add tracer listener support too - the console could profit greatly from that.
- Introduce a
fileAPI to RP (that currently will just wrapio's files) - Export timers into
rp.timersand add a few more functions. And so many aliases. - Re-work the event system; introduce a lua object which allows to capture events for objects, or entities, without being subscribed to them (for example, subscribe to every factionās event without subscribing to each faction individually).
- Think about implementing the deadzone stuff for rp_hotfix.
to summarize, this is RP working for R34 right?
Yes, it is. It hasnāt been tested much, but from what I can see it works.
ok I will test it then I guess 
Release 41 Update News
-
radiant.events.trigger(entity, "stonehearth:entity_created", {entity = entity}). Err. Itās triggering the entity_created event on the entity? Question time! -
Terrain.get_entities_in_blockandTerrain.get_height. If those two functions are working and doing what theyāre called, we could now have fancy stuff like ādrag and drop to chop down stuffā. -
NewGameCallHandlerwas modified quite a lot for the plans. -
tinymaps are now 2x2 instead of 1x1 it seems. - A change in the personality logs to make for easier mixinto (I assume)
-
client_cast_aoeandserver_cast_aoe. - The landscaper was quite a bit redesigned it seems. Just as I was done patching that one. A few adjustments need to be done but it seems like my system would be compatible - although the code was heavily changed. Weāll see.
I will see if I update RP to R41. Technically, I want to ākillā RP. I have already prepared its successor - dubbed Jelly - which tries to move away from an essential modding framework to a library.
Jelly currently just has the possibility to completely override the tree spawning by using json files that describe where trees should be spawned - but I have a few more things planned.
I might release a quickly fixed r4099, but that would likely be the last version of RP. Iām not even sure what currently breaks.
Edit: rp_test_world, rp_developers_dreams and rp_time_is_money seem to be broken. The fact that one girl here is called āZenia Fosshopā determined that those mods still work.
So I guess it was just broken decompiled files again.
Edit 2: Itās just rp_time_is_money that seems to be ābrokenā. rp_developer_dreams seems to work⦠somewhat. The preview is of course totally wrong, but thatās as good of a fixing as I will offer with RP.
yes, it seems there was an issue with how the personality service was handling array valuesā¦
Well, the problem was that the mixinto didnāt āmergeā the arrays - the same thing that makes merging recipes impossible. Itās doable in lua to fix that⦠but this way itās much nicer ![]()
Edit: Iāve pushed the last update I believe. rp_test_world, rp_developers_dreams and rp_time_is_money now work as they should.
To be honest, Iām quite amazed. A lot of the mods are still going with very little update required - rp_lucky_worker had merely 9 commits, of which 4 were merely manifest updates. The others were API changes that were kind of necessary (to make the mod prettier and compatible to rp_alternate_naming and friends).
Stay tuned for Jelly. I think I might be able to release the first developer preview today. First feature: Moddable landscape generator. Override trees, mixinto your own trees, and more.
thanks for updating your āmod packā, as they may be the only way I can get the new client to runā¦
looking forward to said Jelly!!
I see that this is part of the āMore Treesā Mod. Is there any way to prevent the landscape generator stopping the generation of bushes?
Itās not part of the mod, thatās actually a developer preview of my Jelly (that was not really intended to be public, but eh).
The current Jelly is unstable at best (experimental?) and therefore, the missing bushes are a bug that I didnāt catch (nor really paid attention to - focus was on the tree algorithm).
I wonāt release Jelly officially before Iāve finished my kitchen project, however. It would make updates so much easier for both me and you, so thatās something to look forward to. That being said, there might be a smaller bugfix release which addresses this issue before the official release, but I am not guaranteeing anything.
You need testers, no? ![]()
Thatās true, Iām not a big fan of releasing clearly unfinished things though. The fact that Jelly seems to kill every other landscape feature is something grave enough to not warrant a release in my eyes.
I guess. Although I managed to at least get food in my mod⦠so itās all right for me.
Problem with windows? Reinstall windows.
Stonehearth equivalent:
Problem with adding custom entities? Make them from wood. ![]()
@chimeforest
Why didnāt you follow the rule @Alfie ? ![]()
Disregard safety measures, monkey patch everything.
I am @Avairian and I approve this message.
I kinda did⦠you have to chop a āBerry Treeā to get food⦠![]()
