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Hi I'm Leon, or am I?

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betterchests's Issues

Error on mod load

Running on latest stable version of tmodloader.
The error:

[22:13:01.384] [.NET ThreadPool Worker/ERROR] [tML]: An error occurred while loading BetterChests v1.7.1.1
The mod(s) have been automatically disabled.
Newtonsoft.Json.JsonException: Exception of type 'Newtonsoft.Json.JsonException' was thrown.
   at BetterChests.SortOption.SortOptionToStringConverter.ReadJson(JsonReader reader, Type objectType, SortOption existingValue, Boolean hasExistingValue, JsonSerializer serializer) in BetterChests/src/SortOption.cs:line 52
   at Newtonsoft.Json.JsonConverter`1.ReadJson(JsonReader reader, Type objectType, Object existingValue, JsonSerializer serializer)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.DeserializeConvertable(JsonConverter converter, JsonReader reader, Type objectType, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Populate(JsonReader reader, Object target)
   at Newtonsoft.Json.JsonSerializer.PopulateInternal(JsonReader reader, Object target)
   at Newtonsoft.Json.JsonConvert.PopulateObject(String value, Object target, JsonSerializerSettings settings)
   at Terraria.ModLoader.Config.ConfigManager.Load(ModConfig config) in tModLoader\Terraria\ModLoader\Config\ConfigManager.cs:line 208
   at Terraria.ModLoader.Config.ConfigManager.Add(ModConfig config) in tModLoader\Terraria\ModLoader\Config\ConfigManager.cs:line 70
   at Terraria.ModLoader.Mod.AddConfig(String name, ModConfig mc) in tModLoader\Terraria\ModLoader\Mod.cs:line 123
   at Terraria.ModLoader.Mod.AutoloadConfig() in tModLoader\Terraria\ModLoader\Mod.cs:line 113
   at Terraria.ModLoader.ModContent.<>c.<Load>b__42_0(Mod mod) in tModLoader\Terraria\ModLoader\ModContent.cs:line 281
   at Terraria.ModLoader.ModContent.LoadModContent(CancellationToken token, Action`1 loadAction) in tModLoader\Terraria\ModLoader\ModContent.cs:line 368
   at Terraria.ModLoader.ModContent.Load(CancellationToken token) in tModLoader\Terraria\ModLoader\ModContent.cs:line 277
   at Terraria.ModLoader.ModLoader.Load(CancellationToken token) in tModLoader\Terraria\ModLoader\ModLoader.cs:line 127
[22:13:01.386] [.NET ThreadPool Worker/INFO] [tML]: Disabling Mod: BetterChests

Full log: client.log

Causing Crashes upon reloading world, specifically in host and play.

Me and my friends were doing a playthrough with this mod and kept getting the same error

System.NullReferenceException: Object reference not set to an instance of an object.

After doing more digging, we found that this was being caused by the BetterChests mod. I'll attach an entire log to sift through, but I believe it has something to do with UIs.
client.log

Buggy behaviour while interacting with furniture in certain situations

When hovering the cursor over storage furniture that's not loaded fully, it freezes the character in place and pauses actions like swinging a pickaxe until the cursor is moved away. Also neither the furniture nor the blocks it is on can be broken or used.

How to reproduce:

  1. Run alongside Magic Builder https://steamcommunity.com/sharedfiles/filedetails/?id=3024322683
  2. Build a structure that creates dressers (e.g. large house)
  3. optional: disable Magic Builder
  4. hover over dresser while standing nearby

Testing showed that manually placed dressers work as intended and that problem persists while Better Chests is the only mod installed.

[02:45:32.655] [Main Thread/WARN] [tML]: Silently Caught Exception: 
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at BetterChests.Edits.ChestHoverEdits.MouseOver(Int32 i, Int32 j, Int32 type) in BetterChests\src\Edits\ChestHoverEdits.cs:line 29
   at Terraria.ModLoader.TileLoader.MouseOver(Int32 i, Int32 j) in tModLoader\Terraria\ModLoader\TileLoader.cs:line 947
   at Terraria.Player.TileInteractionsMouseOver(Int32 myX, Int32 myY) in tModLoader\Terraria\Player.cs:line 28250
   at Terraria.Player.TileInteractionsCheck(Int32 myX, Int32 myY) in tModLoader\Terraria\Player.cs:line 25574
   at Terraria.Player.LookForTileInteractions() in tModLoader\Terraria\Player.cs:line 25477
   at Terraria.Player.Update(Int32 i) in tModLoader\Terraria\Player.cs:line 22472
   at Terraria.Main.DoUpdateInWorld(Stopwatch sw) in tModLoader\Terraria\Main.cs:line 14967
   at Terraria.Main.DoUpdate(GameTime& gameTime) in tModLoader\Terraria\Main.cs:line 14603
   at Terraria.Main.Update(GameTime gameTime) in tModLoader\Terraria\Main.cs:line 14141
   at Microsoft.Xna.Framework.Game.Tick() in D:\a\tModLoader\tModLoader\FNA\src\Game.cs:line 546
   at Microsoft.Xna.Framework.Game.RunLoop() in D:\a\tModLoader\tModLoader\FNA\src\Game.cs:line 878
   at Microsoft.Xna.Framework.Game.Run() in D:\a\tModLoader\tModLoader\FNA\src\Game.cs:line 419
   at Terraria.Program.RunGame() in tModLoader\Terraria\Program.cs:line 266
   at Terraria.Program.LaunchGame_(Boolean isServer) in tModLoader\Terraria\Program.cs:line 240
   at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs) in tModLoader\Terraria\Program.cs:line 213
   at Terraria.MonoLaunch.Main_End(String[] args) in tModLoader\Terraria\MonoLaunch.cs:line 78
   at Terraria.MonoLaunch.<>c__DisplayClass1_0.<Main>b__1() in tModLoader\Terraria\MonoLaunch.cs:line 64
   at System.Threading.Thread.StartCallback()

Hover doesn't work on multiplayer sometimes

The hover to see items feature only works on multiplayer if another player has opened the chest before. If the chest unloads (?) the other player has to open it again for the feature to function.

Multiplayer "loot all" being disabled.

I found a bug in multiplayer, if you click on "loot all" but press esc to close the chest when the confirmation button is up it will disable the "loot all" button from working for that session, it doesn't happen in single player though.

DepositAll/LootAll hotkeys deposit/loot piggybank even though it's not open

Needs testing.

Seems to be vanilla behavior. Snippet from ChestUI.LootAll:

for (int l = 0; l < 40; l++)
{
  if (player.bank.item[l].type > 0)
  {
    player.bank.item[l].position = player.Center;
    player.bank.item[l] = player.GetItem(Main.myPlayer, player.bank.item[l], false, false);
  }
}

There is no check if the player has the piggybank open or not.

Personal Chests

Idea

Users can mark Chests as their personal chest which prevents others from quick stacking into it. Trying to should give a error message along the lines "This chest is owned by ".
Hovering over the chest should also say who owns it.

Maybe expand the "Chest Lock" functionality to allow it to work on every chest the player owns and let owners open locked chests (naturally spawned chests are owned by nobody)

Implementation

Store a unique identifier for each Steam user in the world data for the chest. This data gets checked every time a personal action is taken.

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