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Update to 1.19.2 and fix various bugs #22
base: 1.18.x
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This uses a somewhat primitive check of seeing if the container ID is not-negative for determining if it should send at all.
On 1.19.2, testing locally with single player and LAN, it does seem to work perfectly fine with no additional packets, just let the client component of ResultSlot set the ItemStack when it's installed on the client. This also removes a dependency on Fabric API entirely, as it is now not needed for this mod to function.
It appears that there's still some bad interaction with the manufactory halo, will take the time to investigate it some more. FastBench is somehow consistently hitting the slow route with the manufactory halo failing to internally place items? |
Fixes the expensive 20 ticks a second recipe search by not doing the recipe search when the access doesn't require it. This mimics Vanilla, and again doesn't appear to change behaviour when it shouldn't.
…ame. Makes it less confusing when looking for the mixin from stack.
…lla name. Makes it less confusing when looking for the mixin from stack.
Found that it was because Vanilla called access to evaluate it, which normally is populated by a crafting table, but not by Botania's manufactory halos or any other auto-crafters that do a fixed recipe lookup. This has been changed to also use access as a gate to only evaluate it when there's actually a player looking at the inventory, and to not otherwise. There's still some potential optimisation left with having clear not send slot updates or attempt to evaluate recipes 9 times. |
Perhaps calling the method to stop matrix updates on |
This prevents the server from doing an expensive check of if the crafting grid matches a valid recipe at every stack when it'll just be cleared right after.
And it appears I managed to accidentally deoptimise the packet spam, I wonder if the attempt to smartly optimise clearGrid did something wrong. |
I blame the Minecraft Dev plugin.
Now recipes you use will be awarded as expected.
Seems no more unexpected issues are coming up. Is working fine in a modded environment without tanking the TPS in unexpected ways or spamming packets, while still retaining vanilla features. |
@Tfarcenim any news on merging this? |
Can you please merge and release 1.19.2? @Tfarcenim |
This project seems unmaintained for some time. The project is CC0 licensed meaning that a forked release could be made to provide updates to newer versions. @Ampflower have you had any thoughts on re-releasing and becoming the maintainer for this mod as you seem to have interest in fixing it up? |
I'll take a look into it; shouldn't be much but I'll need a new name for the mod |
Few ideas for name
Quickbench
Immediately benches
Bench tweaks
Table tweaks
Fast Workstations (if you like to combine both fast bench and fast furnace
together)
Also the word fast in fast Workstation can be changed to
quick/Immediately/tweaks as well
And thanks for your help ❤️
…On Tue, Sep 5, 2023, 22:07 Ampflower ***@***.***> wrote:
This project seems unmaintained for some time. The project is CC0 licensed
meaning that a forked release could be made to provide updates to newer
versions. @Ampflower <https://github.com/Ampflower> have you had any
thoughts on re-releasing and becoming the maintainer for this mod as you
seem to have interest in fixing it up?
I'll take a look into it; shouldn't be much but I'll need a new name for
the mod
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FastBench: Even Faster |
Hm, looking around at the based off of codebase, https://github.com/Shadows-of-Fire/FastWorkbench, it appears that it's supposed to be MIT-licensed. I'd still consider that safe although I'd need to try to trace out licensing in such a case regardless. @Tfarcenim Curious, did you mean to license your own changes and adaptation as CC0 or MIT? Mainly so I know what to credit as. |
Okay, consulting the codebase a bit and comparing with Shadows of Fire's, I can tell a fair amount should've been under the MIT license, so I shall assume it was intended to be that and that CC0 was a left over from the template. |
I suppose that's one way to close a PR lol; renamed the branch which technically deletes it |
A few updates to FastBench to bring it up to speed (not really required, as it worked as is on 1.19.2), fix some odd issues, and try to see if it's possible to not require the client component of this mod, rendering it entirely server-side.