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farmhelper's Issues

staff check

staff checking for no reason. i keep getting staffchecked every 1-10mins and it wont stop.
image

I'm not lagging cause I capped fps and my network is fine on every thing.

Visitor macro infinitely loops.

When the visitors macro is turned on while macroing, itll keep on saying "The player is stuck, restarting the macro" and then "Couldnt find the closest visitor, restarting the macro" in an infinite loop
image

Interferes with SimpleToggleSprint

While I am on the garden, even if the macro is disabled, the mod automatically untoggles sprinting. Kinda annoying when I just want to fly faster to kill pests manually (I don't use the auto pest destroyer, I don't want to risk it).

Pests

Please add a auto kill pests feature they are aid

I need help

I need help with installing this and opening it the discord link is saying its expired if u could help please msg me on discord AntRec#4727 ty

Too much pest notifications

I get a notification when there are 3 pests on the garden, even though it only starts reducing fortune at 4. Ideally, I would also like an option to set the threshold to like 5 or 6, because the reduction from 4 pests is barely noticeable, and even 5 isn't too terrible.

Also, every time the pest count goes down (because I kill a pest or one jumps off into the void), it sends a notification again if the pest count is still 3 or above.

Stoping

when it tps back to spawn it somtimes just stopes working

Pest Killer

If pest is in uncleaned plot it wont show the plot has any pests in the desk and will softlock the pest killer

How to fix these errors ?

Hi, I have two problems, the first is that after reaching the end of the farm and teleporting to the beginning where /sethome is set it stops farming for me. The second one is that after disconnecting from the server and rejoining (automatically) and entering skyblock I am at the beginning of the farm where /sethome is set, but nothing happens, no script works only standing still. How to fix this?

Can't unstuck with trapdoors

I have the MelonKingDe melon farm, and I put trapdoors on the sides for the lane switches as he suggested that as an option. The problem is, when I get stuck in the trapdoors sometimes and Farm Helper encounters that, it says it can't unstuck and warps back to spawn.

Build error

A problem occurred configuring root project 'FarmHelperV2'.

Could not resolve all files for configuration ':classpath'.
Could not resolve dev.architectury:architectury-pack200:0.1.3.
Required by:
project : > dev.architectury.architectury-pack200:dev.architectury.architectury-pack200.gradle.plugin:0.1.3
> No matching variant of dev.architectury:architectury-pack200:0.1.3 was found. The consumer was configured to find a library for use during runtime, compatible with Java 8, packaged as a jar, and its dependencies declared externally, as well as attribute 'org.gradle.plugin.api-version' with value '8.3' but:
- Variant 'apiElements' capability dev.architectury:architectury-pack200:0.1.3 declares a library, packaged as a jar, and its dependencies declared externally:
- Incompatible because this component declares a component for use during compile-time, compatible with Java 16 and the consumer needed a component for use during runtime, compatible with Java 8
- Other compatible attribute:
- Doesn't say anything about org.gradle.plugin.api-version (required '8.3')
- Variant 'runtimeElements' capability dev.architectury:architectury-pack200:0.1.3 declares a library for use during runtime, packaged as a jar, and its dependencies declared externally:
- Incompatible because this component declares a component, compatible with Java 16 and the consumer needed a component, compatible with Java 8
- Other compatible attribute:
- Doesn't say anything about org.gradle.plugin.api-version (required '8.3')
- Variant 'sourcesElements' capability dev.architectury:architectury-pack200:0.1.3 declares a component for use during runtime, and its dependencies declared externally:
- Incompatible because this component declares documentation and the consumer needed a library
- Other compatible attributes:
- Doesn't say anything about its target Java version (required compatibility with Java 8)
- Doesn't say anything about its elements (required them packaged as a jar)
- Doesn't say anything about org.gradle.plugin.api-version (required '8.3')

Pest Destroyer Rotates My View The Wrong Way

when pest destroyer is triggered it kills the pest like normal but when i get warped back my rotation is wrong so i am facing towards the wrong side of my farm meaning that i get stuck anyone know how to fix this?

pdc
The Right Way I am meant to be facing

pdw
The way it faces me after warping back from pest destroyer trigger

delay not working properly

i set my delay 1 sec less so when i (on a vert design) hit block at end and drop to switch sides, it doesnt wait 1sec less (dt)

Teleport Pads are disabled in Garden - Proposal here.

Hi,

Great project.

As teleport pads were disabled in the Garden last night may you insert an 'if' string where the character will use '/warp garden' and start over after there isn't any movement for more than 2 seconds?

Something like this:

if (!mc.field_71439_g.field_70123_F && !mc.field_71439_g.field_70124_G && !mc.field_71439_g.field_70122_E) {
Minecraft.getMinecraft().player.sendChatMessage("/warp garden");
}

Looking forward to your opinion.

Best Regards,
fer4ak

Nw Script

Be able to change the pitch and so I don't have to have a hoe in my hot bar to use it. I want to do coco but in order to do that I need custom pitch to -90.

Evacuation says "You are during staff check"

When an evacuation happens due to a server restart, while in the Hub, the on-screen text displays some things like "You are during staff check / Press [key] to disable the macro / Do not leave, react". Although if I just ignore it, it goes back to the Garden and resumes farming just fine. So just a minor visual thing but probably worth fixing.

Lily Pads cause anti-stuck to trigger on cane farms

How to Reproduce:

Step 1: Build 3 rows of cane.
Step 2: For the transition in between the 2nd (backward) and 3rd (forward) rows, use a lily pad
Step 3: enable the script, and watch as you get stuck transferring over the lily pad

Only happens when the script is walking backwards over a lily pad, has no problems when just holding left.

Randomization key binding

The movement randomizaton key should be able to be binded to another key, right now "j" is used for it and it cant be changed

Reset Pitch and Yaw on Pumpkin Default Script

When changing rows on the default layout pumpkin script, the set pitch and yaw are not optimal; however, even when you put a custom pitch and yaw, they are reverted after moving to a new row. The macro would be much more efficient if it led the player to stare at the ground less and the already great mod would be a bit more versatile if there was an option to not change the custom pitch and yaw settings on row change.

Manual rewarp triggers teleport failsafe

If I rewarp manually with a keybind while farming, it triggers the teleport check failsafe and doesn't let me restart the macro for a while unless I relog.

Maybe it could check for /warp garden or the warping message.

Cocoa RG macro not being used when selected?

I checked the CocoaBeanMacro.java and the CocoaBeanRGMacro.java.

The RG version has the pitch set to 90 whereas the regular macro has it set to 70.

No matter which option I select in the GUI menu it always sets the pitch to 70 which leads me to believe that it loads the regular macro even when the "RG" version is selected.

MacOS mouse vanish glitch

When using this on MacOS, the mouse vanishes, even in menus. Fixed by restarting the game, however it is very irritating.
Steps to reproduce:
Install it on Mac.
try to macro
watch your mouse permanently vanish

Performance regressions with scoreboard parsing

I have identified a few performance problems, mostly relating to scoreboard parsing:

  • The scoreboard gets reparsed by multiple event handlers. ScoreboardUtils#getScoreboardLines can be cached at least for one tick (probably for a longer time when using reactivity, but recalculating on every call is excessive)
    • On a similar note: some event handlers call the method multiple times in their codepath (see GameStateHandler#onTickCheckCoins and GameStateHandler#inJacobContest for example. Caching this method would make this a non issue instead of a serious performance hit.
  • Various event handlers that call that expensive codepath are called twice per tick. Most tick events get fired with Phase.END and Phase.START, meaning those handlers are called twice (if not more often when handling a non specific tick event).
  • Pretty much every usage of ScoreboardUtils#getScoreboardLines calls ScoreboardUtils#cleanSB afterwards. This could be included in the actual (hopefully cached) getScoreboardLines.
  • #cleanSB already calls StringUtils#stripControlCodes so additional calls to that afterwards are pointless overhead (especially since the StringUtils implementation of that routine is rather slow and could be improved by a handrolled replacement).
  • Sometimes these routines are called on every usage even inside the same method leading to even more overhead.
  • Throwing a NumberFormatException is really slow, even when it is caught. Exception generation in java is slow due to filling in stacktraces. It is more performant to check preconditions first (via regex or otherwise). In the case of the bits/coins parsing i also know that the code is wrong for checking preconditions, since both of them can contain . for decimal values.

The real impact of these performance problems:

I have now seen multiple profiles with just the tick handlers parsing the scoreboard taking up about 40% of the frametimes. Sometimes taking 30-40ms in a single tick just for scoreboad parsing means that 60 fps (16ms) can not be achieved. Now admittedly those profiles were only monitoring the ticks that were laggy (>= 50ms total tick time) so there is some selection bias going on, but given how simple most of these performance problems are and how those checks cannot be turned off (or even auto turn off outside the garden) i think it would be worth to invest some time into fixing those (sometimes even logical, but mostly performance) bugs.

help

how do i set a rewarp position

"Farm manually" when stopping and restarting after server restart

  1. Wait for server restart
  2. Farm Helper successfully evacuates and comes back
  3. Stop the macro manually
  4. Start the macro again

Now I get this message:

Farm Helper » Farm manually and DO NOT restart the macro too soon! The staff might still be spectating you for a while!

There was no macro check, only server restart.

Macro didn't stop on teleport check

I just noticed this happened but it didn't actually stop or alert me. Can't confirm if it was an actual check because I don't have ShadowPlay and I didn't get banned or anything so far. I also can't reproduce this, if I try to manually trigger a teleport check failsafe it works.

Using v2.4.5-pre12.

[12:31:50] [Client thread/INFO] [STDOUT]: [com.jelly.farmhelperv2.util.LogUtils:sendDebug:50]: [Farm Helper] Changing state from RIGHT to SWITCHING_LANE
[12:31:50] [Client thread/INFO] [STDOUT]: [com.jelly.farmhelperv2.util.LogUtils:sendDebug:50]: [Farm Helper] Walking direction: X
[12:31:51] [Netty Client IO #1/INFO] [STDOUT]: [com.jelly.farmhelperv2.util.LogUtils:sendDebug:50]: [Farm Helper] [Failsafe] Teleport 2 detected! Distance: 4.927887916564941
[12:31:51] [Netty Client IO #1/INFO] [STDOUT]: [com.jelly.farmhelperv2.util.LogUtils:sendDebug:50]: [Farm Helper] [Failsafe] Teleport detected! Distance: 4.927887916564941
[12:31:51] [Netty Client IO #1/INFO] [STDOUT]: [com.jelly.farmhelperv2.util.LogUtils:sendDebug:50]: [Farm Helper] Saving state: SWITCHING_LANE
[12:31:51] [Netty Client IO #1/INFO] [STDOUT]: [com.jelly.farmhelperv2.util.LogUtils:sendDebug:50]: [Farm Helper] [Failsafe] Emergency added: TELEPORT_CHECK
[12:31:51] [Netty Client IO #1/INFO]: [CHAT] §6§lFarm Helper §8» §e[Failsafe] Probability of emergency: Teleport Check§r
[12:31:51] [Client thread/INFO]: [CHAT] §6§lFarm Helper §8» §eFailsafe is running! Blocking main onTick event!§r
[12:31:51] [Client thread/INFO]: [CHAT] §6§lFarm Helper §8» §e[Anti Stuck] Enabled§r
[12:31:51] [Client thread/INFO] [STDOUT]: [com.jelly.farmhelperv2.util.LogUtils:sendDebug:50]: [Farm Helper] [Rotation] Resetting
[12:31:51] [Client thread/INFO]: [CHAT] §6§lFarm Helper §8» §e[Anti Stuck] Disabled§r
[12:31:52] [Client thread/INFO] [STDOUT]: [com.jelly.farmhelperv2.util.LogUtils:sendDebug:50]: [Farm Helper] Tool id: 0 current item: 0
[12:31:52] [Client thread/INFO] [STDOUT]: [com.jelly.farmhelperv2.util.LogUtils:sendDebug:50]: [Farm Helper] Changing state from SWITCHING_LANE to LEFT
[12:31:53] [Client thread/INFO] [STDOUT]: [com.jelly.farmhelperv2.util.LogUtils:sendDebug:50]: [Farm Helper] Tool id: 0 current item: 0

Visitor Macro

Please Make your bot Detect Dedication 4 , Overgrown grass and green bandana

i had the visitor macro on and set the common to "profit only" and i dropped a Green Bandana but the Bot Denied it Becouse it wasnt profit. Please Fix

Jump check

I have seen videos where admins make you jump/float as a form of macro check. This doesn't seem to be detected right now (I tried doing it manually).

XRay not instantly doing its thing

Ik how fix ->

Minecraft.getMinecraft().renderGlobal.loadRenderers();

RUN THAT RIGHT AFTER THE BUTTON TURNS ON AND THE MIXIN IS ACTIVATED!

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