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Various fixes and Improvements #10242

Merged
merged 6 commits into from
Sep 29, 2024
Merged

Various fixes and Improvements #10242

merged 6 commits into from
Sep 29, 2024

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someaddons
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@someaddons someaddons commented Sep 20, 2024

Changes proposed in this pull request

  • Fix accuracy research to better fit its name, it now increases the guards chance to critically hit
  • The guard sleep less research is now called coffee, and moved slightly down in the tree, its effect value also got fixed it incorrectly defaulted to 5 resulting in a negative chance.
  • Research effect default level values are now 1 instead of 5 when no levels are declared. So value 1 = researched, 0 = not researched by default.
  • Research Tree choices now display a tooltip to clarify that an "OR" really can only choose one of the two


  • Sleeping guards no longer constantly move their head, nor look at nearby players anymore
  • Sleeping guards now sleep for the intended duration, they no longer get woken up by unstuck


  • Improve Itemlookup performance when searching for a stack within a list
  • Improve citizen Interact goal performance, it now uses our already existing custom lookat goal


  • Fix Ship raids no longer spawning, being always overtaken by underwater raiders, now it is 20% for underwater raiders chance(except for underwater spawnpoints ofc)
  • Fix entity registration check, forge field is unreliable as it gets reset on player visual tracking radius
  • Fix visitor NPE when they have no home building
  • Fix some enchanter scrolls saving the colony name to nbt
  • Improve backup loading
  • Fix sleeping citizens spawning in bad locations
  • Improved refreshdimension entity movement
  • Improved Spawnlocation util

Testing

  • [ x] Yes I tested this before submitting it.
  • I also did a multiplayer test.

Review please

@Thodor12
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Is it smart to be changing research effect ids, these are stored inside the research manager NBT data aren't they?

@someaddons
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ye I'm just exchanging the effect a research contains, not the research itself

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@Raycoms Raycoms left a comment

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Tiny things

@Raycoms Raycoms merged commit 832c601 into version/main Sep 29, 2024
5 checks passed
@Raycoms Raycoms deleted the fixesimprovements branch September 29, 2024 12:33
Raycoms added a commit that referenced this pull request Sep 29, 2024
Fix accuracy research to better fit its name, it now increases the guards chance to critically hit
The guard sleep less research is now called coffee, and moved slightly down in the tree, its effect value also got fixed it incorrectly defaulted to 5 resulting in a negative chance.
Research effect default level values are now 1 instead of 5 when no levels are declared. So value 1 = researched, 0 = not researched by default.
Research Tree choices now display a tooltip to clarify that an "OR" really can only choose one of the two

Sleeping guards no longer constantly move their head, nor look at nearby players anymore
Sleeping guards now sleep for the intended duration, they no longer get woken up by unstuck

Improve Itemlookup performance when searching for a stack within a list
Improve citizen Interact goal performance, it now uses our already existing custom lookat goal

Fix Ship raids no longer spawning, being always overtaken by underwater raiders, now it is 20% for underwater raiders chance(except for underwater spawnpoints ofc)
Fix entity registration check, forge field is unreliable as it gets reset on player visual tracking radius
Fix visitor NPE when they have no home building
Fix some enchanter scrolls saving the colony name to nbt
Improve backup loading
Fix sleeping citizens spawning in bad locations
Improved refreshdimension entity movement
Improved Spawnlocation util
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4 participants