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"Recurrent" boolean in starting_equipment doesn't work. #345
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Will look into what's happening here when possible. |
when I respawn, I do notice that I'm missing a bundle or maybe one or two items... so... maybe I'm misunderstanding how the boolean works and I need to put that on each item? not just at the end for the whole set? Guess I'll have to try it. and see if it gets mad or not. |
https://origins.readthedocs.io/en/latest/types/power_types/starting_equipment/ Linking the docs page for the Fabric version, the boolean does work at a power level instead of being placed at the individual items. I'll look into the behavior after I resolve the badge order bug. |
oh. welp. I had a feeling that might be it. cause I did notice that whenever I respawn I don't have the bundle. I'll give that a go then. sure wish they specified where it went or made an example of it. >_>' |
It's not specified in an example, but maybe it should be on the docs' end. It does default to false, so if you leave the field out, it should be false. |
Huh. well... it's been left out, from the example. every single one, it's left out cause it's not set. but I'm 100% getting all the loot except for like, one thing, which the recurrent seems to actually be working on properly. |
I'd give yourself this power, and to try and see what the output is upon respawning. {
"type": "origins:action_on_callback",
"entity_action_gained": {
"type": "origins:execute_command",
"command": "say Gained power!"
},
"entity_action_lost": {
"type": "origins:execute_command",
"command": "say Lost power!"
},
"entity_action_added": {
"type": "origins:execute_command",
"command": "say Added power!"
},
"entity_action_removed": {
"type": "origins:execute_command",
"command": "say Removed power!"
},
"entity_action_respawned": {
"type": "origins:execute_command",
"command": "say Respawned!"
}
} |
The reason why I'm asking this is because Starting Equipment only runs when gained and on respawn is recurrent is true. Another mod may be totally resetting your powers upon respawn. |
Gotcha, I understood what it was looking for. Gonna do a bit of writing for a patchoulie book, then I'll reload when I got some pictures and stuff and put that in while doing so, or something. Although it was my understanding powers get readded or removed when the player respawns or relogs (from the page of that power, actually) to a world or something of the sort. but yep, I'll see what it does. |
Okay, for some reason, it's running "Gained power", "Added power" "Removed power" and "Lost power", when it shouldn't be. It's the running of "Gained power" that's causing this bug to happen. |
This issue is the exact same as this issue: Would you mind sending me your entire modlist? No downloads of course, but just a list of mods. |
Roger-roger. would the big printed list out of a crash report do? or screenshot of mod folder? |
Okay, I actually think it might be a multiple power specific bug. Scratch what I said. |
oop. ok. just wait for a bit then? while you figure stuff out? |
Okay, no, that's not it. It's most definitely a mod incompat. |
wait. I don't use multiple power for that micro origin specifically. I do use it for several things that manages "deaths door" for one shot/cheese death protection and some other hidden origin related shenanigans I try to do. but ok, time for modlist? |
Yup, time for modlist. |
Roger-roger.
I popped into your discord if you want to ping me to try test some stuff or whatever, if it helps with the reaction time when I'm not paying attention. |
hello darkness my old friiiiend~ Yeeah, I've done enough binary searches... usually with a pinch of educated guessing. otherwise I'd be there for an eternity. :V maybe tomorrow, gonna sleep now. but... I was actually probably gonna end up binary searching some stuff for you eventually anyways if you didn't find it on a guess/whim immediately.' Guess I'll make a dud origin that has just some start gear and your callback checker power. and cycle myself to death until it stops being weird/gives a different effect.
btw, if you were REEEEAALLY wanting to do that, I could've literally just sent you an export of the pack exactly as I have it now. complete with datapacks and configs etc no issues at all. |
alright. any bets? down to 67 mods out of the nearly 300 now... left in the stuff that might need to manage a dead player to give them back stuff. and picking through them few at a time on educated guess now... only thing in. a bundle of start gear from vanilla and the callback checker. I have a hunch or two. edit: |
Hmmm, I think I might know what's up now. |
it kinda requires the mods, cause the starting gear has stuff tailored to various mods. or you just need to see what I'm actually doing with it? |
Yeah, I might need the modpack too. Feel free to export it. |
roger-roger. one moment. lemme package it. |
[link delet. bug is replicate] |
I'm guessing that it's something to do with another power syncing. |
could it be the layers? I edit the original layer to only be humangs. but then have sub origins on a second layer that govern the start location+gear with a little flavor story for people to maybe roleplay, and then a 3rd, which only contains "deaths door" mechanics. which is a custom thing I do to prevent being one shot and DoT murdered cheaply without any way to fight back. I'm also planning to sneak some other mechanics in there related to pack progression also, likely under the deaths door stuff which I'll probably explain through quests or fancy tell messages... |
I don't think so as I now have a second layer inside data that only runs inside a developer environment, and with it, I couldn't replicate this issue. I think it's an issue with how the mod is syncing a power type. |
It could be a layer issue, as I was testing using /power grant. |
I've replicated it! |
OWO |
I don't quite know where it's coming from yet, I need to test it with a single layer. |
Wasn't expecting a bluescreen by saving and quitting a world with your modpack 💀 Probably just inefficient ram I'd guess. |
OH SHIT. never had that before. |
My PC seems fine upon reboot at the very least. |
Alright, I've figured out what's happening here. Apoli's /power is fine but it's when you put a power on an origin, that's when the issue arises. It's replicable with 1 layer. |
Well alrighty. Hope you can fix it! ... and hope the pack doesn't blue screen you again. X_X |
I won't need the pack from here-on out, I've replicated it by just adding a callback power to human. |
Okay, I've fixed it. The issue was within NBT loading and differences between Cardinal Components API (Fabric) and Forge Capabilities. Origins Fabric's previous origin persists on players across respawns, as it uses sync packets to handle it as per CCA, Origins Forge's doesn't and instead uses the previous player's NBT. The codebase did not account for this difference as the new player doesn't have NBT. This should also fix other weird event calls such as logging in, etc. |
you beauty. :D all the birds with one big stone (since it can fix other issues that haven't come up yet)? will definitely look forward to the bug fix release. :) who'da thought me trying to put a bundle of fancy stuff in someones pocket would cause that level of an oof. X_X |
Can I expect a patch update soonish? I'd kinda like this patch so I can have start gear that doesn't return when I hope to test my pack on a server towards the end of the week. :< or do you still have a lot to go through? |
I could probably release a patch sometime today. As I've gotten through quite a large chunk of the broken stuff. I've just been busy with other things. |
Ah nice. |
I have several origins setup in such a way that they act as starting locations and start gear bundles for players at the start. however despite setting recurrent to false whenever I get respawned I still get the gear again, which is a bit of an exploit at this point...
Can it be patched?
using versions:
origins-forge-1.19.2-1.7.1.0-all.jar
and MC forge 1.19.2 43.2.21
The following is one such start kit that I give as an example of what is and should be working but isn't completely.
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