cyclopsmc / integrateddynamics-compat Goto Github PK
View Code? Open in Web Editor NEWIntegrated Dynamics compatibility with other mods.
License: MIT License
Integrated Dynamics compatibility with other mods.
License: MIT License
NotAfter: Tue Aug 25 05:19:04 AWST 2020
still getting this when trying to build the repo so i can't make a new merge request since the repo won't build but i already fixed this with mixins by using the following code
/**
* @author ShinyAfro
* @reason https://www.youtube.com/watch?v=HCQ0kbMBSvc (Item Spawn Exploit)
*/
@Overwrite
public void actionServer(World world, EntityPlayerMP player) {
if (!(player.openContainer instanceof ContainerLogicProgrammerBase) || player.openContainer.inventorySlots.size() <= slot) return;
final Slot itemSlot = player.openContainer.getSlot(slot);
if (itemSlot instanceof SlotExtended && ((SlotExtended) itemSlot).isPhantom()) itemSlot.putStack(itemStack);
}
Currently the exploit still works if you open the GUI, whereas my fix forces the slot to be phantom in order to work.
Originally posted by @shinyafro in #24 (comment)
I.D. appears to continue having all parts check all unique item ids every tick.
This screenshot is from 1.12, but I had the same problem with 1.16, and haven't bothered to test the 1.18 version. At least, that's what I and several members of the FTB University discord think is the problem. As far as we are aware the mod never recycles unique part ids, and new parts always have a new id. Our best guess is that new parts always check every part id, to see if they're connected, even when the part that was assigned that id no longer exists (either being decommissioned in the crafting table or being otherwise destroyed). In the screenshot I had the over 1200 part ids but only about 200 active parts (not counting logic cards).
After that point the lowest I could get it to be was about 1.3 million event subscribers at under 25 parts (including logic cards). This is what led us to the conclusion that all parts, check all unique ids, at all times.
Make a bunch of parts, like, a lot a lot of parts, and put them in use.
Apparently, not certain and irrevocable world-ending lag.
It was reported first to the pack author, where I and other mods went about diagnosing the problem. Testing alone indicates that it was wholly self-contained in just the mod itself.
No crash, no log.
Commit b50f1a6 updated the version of Refined Storage we pull in, and as of refinedmods/refinedstorage@bfaae24, it requires Forge 2694 or later or it crashes on startup. However, we're still on Forge 2655. As such, it's currently not possible to run Minecraft in this mod's dev environment. We should update our version of Forge.
Hi,
Was wondering why item count to craft is hard-coded to one for RS craft task? Maybe add a Count
property?
https://www.youtube.com/watch?v=HCQ0kbMBSvc
Video has a hack which uses this packet.
Hacks obfuscated but there's ways around it and i found that it used this class to achieve the item spawn exploit.
You can't currently run IntegratedDynamics-Compat in the development environment without disabling almost all of the mods. If you try, your game will crash with a NoSuchFieldError or NoSuchMethodError. This is because of changes to the MCP mappings. For example, Tinkers' Construct contains several references to "isBlockContainer", but this was changed in more recent mappings to be "hasTileEntity". In a normal environment, these would both be the same SRG name in the compiled classes, but in the development environment they're not, resulting in this problem. This can't be easily fixed by changing the version of the mappings we use; doing that will only result in it crashing somewhere else.
We should add compat with the Signals mod. Here's what I have in mind:
As reported on ForgeCraft: this currently allows cheating in of arbitrary items, and is apparently being used "in the wild".
There's a lot of stuff in the main Integrated Dynamics repository that belongs in this one. Here's what I've noticed so far:
trying to remove the gravel squeezing recipe with Squeezer.removeRecipesWithOutput(<minecraft:flint>,1.0f,<minecraft:flint>,0.5f);
doesn't work in cyclopscore 1.0.5, yet it did in 1.0.4; adding a fake liquidstack like <liquid:water>*0
doesn't remove the target recipe and null
just flat out refuses to work
cyclopscore 1.0.5
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.