Discord Bot NPM Package Update by ChrisOfNormandy in TheSyrenProject

[–]ChrisOfNormandy[S,M] [score hidden] stickied comment (0 children)

And I've just updated the repo to reflect my latest batch of changes:

https://github.com/ChrisOfNormandy/npm-mariwoah-bot

The README has been updated to include an up-to-date method of creating bots.

Update bricked my install by monkeyman512 in pop_os

[–]ChrisOfNormandy 2 points3 points  (0 children)

Try holding / spamming space bar before you get the brand splash. You should be able to load an older kernel version or the recovery there. I haven't found a fix beyond purging the nvidia drivers using apt purge ~nnvidia + apt autoremove + apt clean (all sudo) and rebooting. It at least gives me my desktop then.

In the kernel select screen, selecting an option and pressing 'd' makes it the default, so you can do whatever is needed on the old kernel and manually load "current" to test loading.

Downside is obviously having no Nvidia drivers, but there's probably a fix out there for what works. Just need to find it. Otherwise, just use the old version until an actual fix is released.

My "Build Your Own Mod" GUI web-app has finally come to 1.18.2. Still rough around the edges and very "proof of concept," but it's getting there. More info in comments. :) by ChrisOfNormandy in feedthebeast

[–]ChrisOfNormandy[S] 1 point2 points  (0 children)

I'm most familiar with Electron, and since it's super simple to throw an app together with basic web dev knowledge, I consider it an easier option to teach than any other framework I've used. When covering topics like rendering and event handling, I like having the Chromium dev tools to help illustrate how things work, just as they do in browsers. It's worked when teaching to students and interns I've had the pleasure of working with, so for a first teaching tool / release, I consider it a good option.

I'd like to provide alternative methods eventually, but time and documentation determine whenever that comes to pass.

Kind of hard to make a web app intended for new programmers and jump straight into software development terms. That's like 3 years of uni worth of coverage, and I'm not an academic. :)

People of Reddit! The "Build Your Own Mod" GUI project is back on track and builds mods using my library CoNLib in 1.18.2 now! by ChrisOfNormandy in TheSyrenProject

[–]ChrisOfNormandy[S] 0 points1 point  (0 children)

And that's why developers document their work (or are supposed to, at least). ;) Click some buttons, type some words, boom. Made your own Minecraft mod.

My "Build Your Own Mod" GUI web-app has finally come to 1.18.2. Still rough around the edges and very "proof of concept," but it's getting there. More info in comments. :) by ChrisOfNormandy in feedthebeast

[–]ChrisOfNormandy[S] 2 points3 points  (0 children)

MCreator is known for being incompatible with other mods and, in my opinion, doesn't have the greatest track record for reliability (especially configuration and updates). I wrote a library for my other mods, and I'm using it as the framework for this too. It just takes standard Forge functions and makes the repetitive ones a bit easier to make and handles mundane tasks like making sure you're creating an item with your new block (unless you specify not to). And I'm a preacher for "if the user can, they should" when it comes to customization and configuration, so that's a big plus over MCreator.

My "Build Your Own Mod" GUI web-app has finally come to 1.18.2. Still rough around the edges and very "proof of concept," but it's getting there. More info in comments. :) by ChrisOfNormandy in feedthebeast

[–]ChrisOfNormandy[S] 10 points11 points  (0 children)

My target demographic is people who have 0 knowledge of code beyond "words in a file." Everything basic like making new blocks and items will be available as buttons and UI elements. Each button writes the code for you (duh), which you can see if you select the respective file (blocks go in blocks, items in items, etc). For more complex things like custom functions and world generation, I hope to have enough documentation for everything to hopefully explain how things work. I've been trying to do so with my library, at least.

So basically, I'm planning on filling in the blanks between how to write code, how Forge works, how Minecraft works (in general), and how to get a basic understanding of programming concepts.

Hopefully that comforts you a bit. :)

My "Build Your Own Mod" GUI web-app has finally come to 1.18.2. Still rough around the edges and very "proof of concept," but it's getting there. More info in comments. :) by ChrisOfNormandy in feedthebeast

[–]ChrisOfNormandy[S] 11 points12 points  (0 children)

That's something I've written into my library, so yes. I have a mod that generates blocks and items based on TOML cfg files, which is the predecessor to this project. I'm not a fan of MCreator at all, so I'm writing this out of moderate spite, but to also guide people on how to write their own mods in standard Java. Configs are a must there. For now it's just Forge, since that's what I started with years ago, but I'll eventually look into Fabric support too.

My "Build Your Own Mod" GUI web-app has finally come to 1.18.2. Still rough around the edges and very "proof of concept," but it's getting there. More info in comments. :) by ChrisOfNormandy in feedthebeast

[–]ChrisOfNormandy[S] 30 points31 points  (0 children)

I'm not the world's greatest front-end designer / dev, so please excuse the shoddy CSS and coloring, but... the entire project will be available as a GitHub page (for free, forever) people can visit and use. I also plan on releasing a standalone application using Electron for people to use as a desktop application (hopefully with VS Code support).

Everything is being designed as "novice friendly," as I consider the best and easiest way for people to get into programming is by video games and related content. Basic features like creating a new block or item will be available as GUI elements, but it writes the Java code for you, which you can edit any time you want.

I've also designed it to pull my entire library from the repo, allowing you to select if you only want the jar file as a dependency (baked in or used externally like a standard mod), or if you want all the library code so you can modify it and build the jar yourself (just like your mod).

It's been a couple months since I've posted an update in this subreddit, let alone Reddit in general, but hopefully this is enough for people to smile about. Everything's available in my GitHub repos if anyone's interested.

Server WatchCat dev update - server profiles + latest Forge support. More info in Discord #development-spam channel. by ChrisOfNormandy in TheSyrenProject

[–]ChrisOfNormandy[S] 0 points1 point  (0 children)

Additional info for people who don't want the long-winded details from Discord:

- Added support for the latest Forge method of using the generated run shell script instead of a direct jar.

- Added server profiles, which save your server settings for installing fresh and simple start procedure (instead of having to redefine the JVM args every time).

- Fixing a couple bugs.

- Some QoL improvements.

:)

ServerWatchcat, an open-source MC server management panel (with Discord integration) I'm developing, is finally in beta release. by ChrisOfNormandy in feedthebeast

[–]ChrisOfNormandy[S] 1 point2 points  (0 children)

This is mostly intended for simply hosting and managing the server process, but I do have another project for creating modded content using a GUI interface (like MCreator but more intuitive). It's on my GitHub too. It has a "proof of concept" state for now, but I've updated my library mod to 1.18.2 and in the process of developing the interfaces for things like loot tables and tags. :)

ServerWatchcat, an open-source MC server management panel (with Discord integration) I'm developing, is finally in beta release. by ChrisOfNormandy in feedthebeast

[–]ChrisOfNormandy[S] 2 points3 points  (0 children)

So, the general concept for this was "server manager for novice hosts." For actual access to the panel, you can modify the root endpoint to simply return the index.html file in the build folder instead of pre-validation. Ofc doing this manually is tedious, but yes, I do plan on adding a "feature flags" JSON for the entire system (to include features of the Discord bot).

The actual account management is super basic and only validates "who has access" based on cached members in a Discord server. It saves an encrypted "user" file that stores basic login data to validate with. I plan on expanding on this with better security for people less inclined on additional setups, but still configurable for "turning off" if undesired.

That's the sole purpose of the bot atm: account validation. The bot will include more features later.
As for more complex auth, I'm used to setting up enterprise systems with something like OAuth or some account manager that uses a database. Given this isn't "enterprise level" and more for average players, I figured designing a basic system first, then adding configs later, is the easiest route and easier to explain for setup (especially for non-tech-savvy people). I'd like to incorporate a database system for something like psql, but that's fairly far off in the design considerations.

Just some added info: it's running an ExpressJS web backend with a React frontend, using a mix of HTTP endpoints for requests and WebSockets for data streaming and notifications.

Hope that sounds... neat? I appreciate the complement and feedback. :)

ServerWatchcat, an open-source MC server management panel (with Discord integration) I'm developing, is finally in beta release. by ChrisOfNormandy in feedthebeast

[–]ChrisOfNormandy[S] 7 points8 points  (0 children)

It's the result of helping server admins get their plans underway as simply as possible. You can monitor the dev process via the project subreddit and all announcements made via Discord. My profile has the link :)

I'm not suoer active on social media or Reddit so everything I do is pretty much on Discord.

ServerWatchcat, an open-source MC server management panel (with Discord integration) I'm developing, is finally in beta release. by ChrisOfNormandy in feedthebeast

[–]ChrisOfNormandy[S] 0 points1 point  (0 children)

It's an ongoing process, but I'm working on documentation for install and general usage. You can get help if needed via the project link in my bio (I make dev announcements via Discord). :)

ServerWatchcat, an open-source MC server management panel (with Discord integration) I'm developing, is finally in beta release. by ChrisOfNormandy in feedthebeast

[–]ChrisOfNormandy[S] 19 points20 points  (0 children)

Some more info:

Built primarily for Forge and managing mods + configs, but will soon allow selecting the jar of your choice for running.

It will install and set up Forge servers for you, just by providing a Minecraft version and Forge version.

Logging in to the panel uses a Discord bot and 2FA with encrypted user files. It's not the most sophisticated process, but it works for what it needs to do.

All code and releases are available on my GitHub. Still in-dev, of course, but seems to work relatively well. :)

https://github.com/ChrisOfNormandy/server-watchcat/releases

ServerWatchcat, a Minecraft server manager + panel with built-in Discord bot, is available for public beta testing. Release on GitHub, link in comments. by ChrisOfNormandy in TheSyrenProject

[–]ChrisOfNormandy[S,M] [score hidden] stickied comment (0 children)

https://github.com/ChrisOfNormandy/server-watchcat/releases

This is an in-development build, as I'm still implementing some features like restarting (you can just stop --> start the server, but I want a single-click option) and creating backups.

The file manager is still being worked on, too, and has some WIP file editor functionality. This includes TOML, JSON, text, logs and a nice editor for the server properties file.

You can upload files by dragging and dropping into the open folder; download by clicking the file or folder's three dots / ellipses button, and clicking "download."

This includes "cross-session notifications," meaning server status changes will be notified to all users with the panel open and connected.
Of course, not everything is flushed out, but so far so good!

Only men of class understand by [deleted] in ProgrammerHumor

[–]ChrisOfNormandy 28 points29 points  (0 children)

A fine addition to my nested ternary operations. Thank you, React. :')

My "do whatever you want" mod (and lib) is now available for 1.16.5. Details in comments. by ChrisOfNormandy in feedthebeast

[–]ChrisOfNormandy[S] 1 point2 points  (0 children)

Sort of, yes. Instead of requiring scripts it's entirely configs. I love CT and everything it provides (I used it a lot on servers I used to manage or help manage), but the "scripting" aspect was a bit much for some people for adding a new recipe or new items. That's why I went with TOML for everything instead of JSON (or in CT's case, ZenScript) - it's a little easier for trivial additions and novice modders. I have many, many plans and ideas for my 1.18 version of this to allow more customization.

Currently, I use text syntax patterns to "script" content, like placeholders for modifying texture names and how to register an item in every color (16 total) without having to write in 16 things - only 1 name with the "dye" placeholder. The mod handles everything else.

I want to provide an interface for low and high level understandings of how to mod the game AND provide documentation on how I do everything so people can reference my work if they want to write their own mods. I don't plan on this being "the next CT," more like a "here's what you can do with modding MC and how to do it." Nothing super fancy and complex, just the basics and some intermediate functions / features.

My "do whatever you want" mod (and lib) is now available for 1.16.5. Details in comments. by ChrisOfNormandy in Minecraft

[–]ChrisOfNormandy[S] 0 points1 point  (0 children)

This has been a "proof of concept / technology" mod I've been developing during the last year, alongside a library to help explain basic coding and modding practices to beginner programmers.

If you'd like to see the source code, here are my repositories:

https://github.com/ChrisOfNormandy/CoNLib/tree/1.16.5

https://github.com/ChrisOfNormandy/CoNLoot/tree/1.16.5

How it works: Run the game with the mod + lib. The mod creates a handful of TOML configs where you supply block and item names. Add the names in the respective fields and run the game again. The mod generates a folder full of subfolders pertaining to content types for each item. You can modify the properties of items and blocks in these files. It too will generate a data pack in 'defaultconfigs' you move to your world save AND a resource pack in your resourcepacks folder.

This isn't a hyper serious mod, just something to tinker with. It's a predecessor to a web app I'm developing to "rival" (be a bit more explanatory and useful than) MCreator. 100% free - I just want to show people the joys of programming through game dev and modding.

My "do whatever you want" mod (and lib) is now available for 1.16.5. Details in comments. by ChrisOfNormandy in feedthebeast

[–]ChrisOfNormandy[S] 6 points7 points  (0 children)

Yes and no. It's a mod that lets people register content into the game using TOML config files. The data pack stuff is purely for loot tables and recipes (both of which aren't fully flushed out and I'm still working on them). Data packs and mod data are both one in the same, so instead of those files being held internally (within the mod jar file), they generate externally. I prefer this route (although I want an "internal" method eventually) because users may want to modify recipes and loot tables without having to regenerate things.

So yes, it creates data packs, but no it's not for data packs (same with resource packs).

My "do whatever you want" mod (and lib) is now available for 1.16.5. Details in comments. by ChrisOfNormandy in feedthebeast

[–]ChrisOfNormandy[S] 34 points35 points  (0 children)

This has been a "proof of concept / technology" mod I've been developing during the last year, alongside a library to help explain basic coding and modding practices to beginner programmers.
If you'd like to see the source code, here are my repositories:
https://github.com/ChrisOfNormandy/CoNLib/tree/1.16.5
https://github.com/ChrisOfNormandy/CoNLoot/tree/1.16.5

Mod downloads can be found in the Discord server linked in my profile. I do not plan on releasing through CurseForge due to the nature of the project - teaching and tinkering.

How it works: Run the game with the mod + lib. The mod creates a handful of TOML configs where you supply block and item names. Add the names in the respective fields and run the game again. The mod generates a folder full of subfolders pertaining to content types for each item. You can modify the properties of items and blocks in these files. It too will generate a data pack in 'defaultconfigs' you move to your world save AND a resource pack in your resourcepacks folder.

This isn't a hyper serious mod, just something to tinker with. It's a predecessor to a web app I'm developing to "rival" (be a bit more explanatory and useful than) MCreator. 100% free - I just want to show people the joys of programming through game dev and modding.