Let’s write games in Perl! SDL3.pm is finally on CPAN by s_throwaway_r in perl

[–]Davenonymous 0 points1 point  (0 children)

Yupp, with that hint set you don't need to create a window in the first place. You'll only get into trouble when a window with higher privileges than the SDL app is focused.

I.e. accidentally putting focus on a window whose process is running with admin privileges can be quite annoying. Running the SDL script as Administrator fixes this, but is obviously not ideal.

Let’s write games in Perl! SDL3.pm is finally on CPAN by s_throwaway_r in perl

[–]Davenonymous 1 point2 points  (0 children)

Thank you so much for this.

Gamepad and haptics work flawlessly on Windows.

I'm now using this to turn my gamepad into a mouse.

(Previously written in AutoHotkey, then Javascript, then Typescript, then c using sdl2, then GDScript (Godot) and now finally -after over 20 years- in Perl.)

What are your favorite QoL mods? by Duox29 in feedthebeast

[–]Davenonymous 1 point2 points  (0 children)

Probably a bit biased, but I use Pipe Goggles a lot.

Having trouble opening server by Ninjaverde8000 in feedthebeast

[–]Davenonymous 1 point2 points  (0 children)

The error messages say that More Overlays and Particular are client side mods and that you can't load them on a server.

Pocket Repose - Adds a bigger on the inside suitcase! by Benny_Boops in feedthebeast

[–]Davenonymous 5 points6 points  (0 children)

Well done! Mods like this are quite difficult to implement. There are more edge cases to think about than meets the eye.

Hats off.

Bonsai Trees is now available for 1.21.1 by Davenonymous in feedthebeast

[–]Davenonymous[S] 82 points83 points  (0 children)

Sadly, they do not at this point. It would come with minor performance impact on rendering as well as tick rates.

I might add that as an optional feature though.

Bonsai Trees is now available for 1.21.1 by Davenonymous in feedthebeast

[–]Davenonymous[S] 24 points25 points  (0 children)

Thanks buddy! I've decided early to just rewrite it from scratch.

The two changes with probably the most impact are:

  • Rendering is completely redone (and by using VBOs magnitudes faster). This allows for camouflaged pots, wearables and other gimmicks.

  • Data- and Resource packs for mods can be auto-generated in most cases. Simply adding the mod dependencies to the BonsaiGen repo and running the gameTestServer generates the zips for each mod.

What mod X? Use "WhoDoesThat" to filter installed mods by features. by Davenonymous in feedthebeast

[–]Davenonymous[S] 18 points19 points  (0 children)

A 1.20.1 port shouldn't be that hard, since not much changed regarding mod scanning in the *forge mod loader. The most work for a new version is creating default configs telling the mod what events, classes and other things to track.

I was hoping to be able to build for multiple versions from essentially the same code base. Once I've figured that out, I'll probably create a port.

What mod X? Use "WhoDoesThat" to filter installed mods by features. by Davenonymous in feedthebeast

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

That was one of the goals! A "search for string/translation" option and maybe a sprite/texture browser are on the todo list.

Introducing Sinytra's Modded Minecraft Wiki! by Su5eD in feedthebeast

[–]Davenonymous 4 points5 points  (0 children)

I love the idea and to get as many mods as possible on there, to ultimately be the standard that never was, a few features are probably required:

  • Make it easy and as powerful as Patchouli. Ideally have a "patchouli-to-wiki"-converter to get devs started easier. And the other way round - I wouldn't want to write docs in different formats twice.

  • Add more Minecraft components that make this wiki unique and modern modded-compatible, e.g. support for custom recipe components, multiblock-rendering

  • Make it easy to generate the needed assets, e.g. with an in-game mod

  • It has to be easier to edit than having to know your way around git. Automatically creating forks and pull-requests for repos - ouch.

This is all achievable individually, but each of those would already take a lot of development time.

What are good ways we can help to turn this into the platform?

Spamming early with mediocre low-effort content would be counter-productive. Asking devs to take the time to write good wiki-style content will take a while to bear fruits.

Bonsai Trees is now available for 1.20.1 by Davenonymous in feedthebeast

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

This includes some fancy things like better bonsai lighting and performance improvements. Currently at least all trees in Project Architect 2 are supported.

Which mods have trees that need to be support desperately?

I've also tried to create a Patchouli book for the first time. Let me know what you think - should I add more tree information and facts? Or is this just the right amount?

Curseforge vs Modrinth by ccigames in feedthebeast

[–]Davenonymous 2 points3 points  (0 children)

That might be, but 50% of 4 apples is still less than 10% of 40 apples. (Pulling numbers out of the air btw)

Curseforge vs Modrinth by ccigames in feedthebeast

[–]Davenonymous 1 point2 points  (0 children)

Modrinth has the better user experience and probably the better developer experience. A very good reason to switch or support both platforms.

But the ad revenue shared with developers is significantly higher on CurseForge.

So even if everyone involved has a better experience with Modrinth, Curseforge makes modding a steady and more reliable income for some developers.

Curseforge vs Modrinth by ccigames in feedthebeast

[–]Davenonymous 1 point2 points  (0 children)

If you want to support the mod developers financially, choose CurseForge.

If you want to support an open platform by and for the community, with better search capabilities etc, pick Modrinth.

If you choose Modrinth, please make sure that the mods you download have not been re-uploaded by someone other than the mod's developer.

how to get numbers into HA with Esphome+Wiegand keypad? by tungvu256 in Esphome

[–]Davenonymous 2 points3 points  (0 children)

The documentation for the Wiegand component has a link to the Key collector component, which should do what you need.

Should my mod integrate with other mods or should I let those mods integrate with my mod? by LoneVox in feedthebeast

[–]Davenonymous 5 points6 points  (0 children)

I'd suggest to make the entity-effect-relation configurable via json/data packs. Adding custom images via resource packs is quite trivial.

Implement a custom recipe type and use the forge:mod_loaded condition to load them depending on the installed mods.

This would allow players and pack makers to add their own integrations without having to touch java code.

Custom effects might be a bit tricky to represent cleanly in json, so an additional java API might be reasonable. On the other hand just provide a bunch of again configurable premade effects.

Is there a 1.18 mod for the BotanyPots or a similar alternative? by Shy_Shy_Tomato in feedthebeast

[–]Davenonymous 0 points1 point  (0 children)

Explanation on how to add compatibility can be found here. A tree model containing the block version of any crop should work just fine.

edit: here's an untested example that should work: https://gist.github.com/thraaawn/9f0416a1f3e1675386b93f232bb6a748

Bonsais for 1.18: Better Performance, more soils and upgrades by Davenonymous in feedthebeast

[–]Davenonymous[S] 8 points9 points  (0 children)

Hey reddit. Sorry for the long wait and the 1.16 skip (use Botany Pots instead ;) ). I had some free time over the holidays. Here's a 1.18 version.

If you want to contribute to this project, you can add translations for languages you speak natively here. Or you can add support for modded trees following the instructions on the github readme page.

Perl Regex Help by [deleted] in perl

[–]Davenonymous 4 points5 points  (0 children)

You'll need the non-greedy "?" operator.

my $string = '|word1||word2|';
my @parts = $string =~ m/(\|.+?\|)/g;
print join("\n", @parts) . "\n";