Ender Client

Forum for alternative clients, mods & discussions on the same.
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ogey
Posts: 156
Joined: Sat Apr 03, 2021 12:39 am

Re: Ender Client

Post by ogey »

Juukin wrote:Add Minimap tracking of specific trees please, as it was in Amber.

Like you could select a specific tree, and it would give it an icon on the minimap.

I've seen it for rocks and tiles, but not for trees.
Image
This?
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Juukin
Posts: 323
Joined: Fri Oct 11, 2013 2:10 am

Re: Ender Client

Post by Juukin »

ogey wrote:
Juukin wrote:Add Minimap tracking of specific trees please, as it was in Amber.

Like you could select a specific tree, and it would give it an icon on the minimap.

I've seen it for rocks and tiles, but not for trees.
Image
This?

Ah apparently there is a settings button for it at bottom left, had that menu closed all the time so never seen it before. And in the "compact" minimap, it doesn't show.
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mvgulik
Posts: 4090
Joined: Fri May 21, 2010 2:29 am

Re: Ender Client

Post by mvgulik »

EnderWiggin wrote:
mvgulik wrote:Is there some way to get rid of those empty (test case leftovers) records.
Image
huh... not easily. You can try to find file where those settings are stored inside resource cache and remove it
Aha. Roger that.
(one python-class later) Solved, Fix, There gone.
mvgulik
Posts: 4090
Joined: Fri May 21, 2010 2:29 am

Re: Ender Client

Post by mvgulik »

Prospecting arrow could use a little face lifting.
Image
(beta only checked)


Some way to be able to see more of the text here would be nice.
Image
mvgulik
Posts: 4090
Joined: Fri May 21, 2010 2:29 am

Re: Ender Client

Post by mvgulik »

Radar:
Is there currently some alternative to simply something like:

Code: Select all

[
  ...
  {"match": "gfx/terobjs/trees/birchlog", "icon": "radar/dot_red", "visible": true},
  ...  potential a lot of other tree-"log" lines.
  {"match": "gfx/terobjs/trees/pinelog", "icon": "radar/dot_red", "visible": true},
  ...
]
?
mvgulik
Posts: 4090
Joined: Fri May 21, 2010 2:29 am

Re: Ender Client

Post by mvgulik »

Kinda minor. (easy to fix in-game / none showstopper. ie: potential undocumented feature)
Its possible to have no hitboxes showing on hidden trees. (after general traveling action (ie: enter/exit house).)
- Travel (exit house)
- Hide trees (if not already hidden).
- Flip trough general "show-hitbox" modes.
(is fixed (until next travel action) after switching from "hide-trees" to "show trees" mode)
User avatar
EnderWiggin
Posts: 1156
Joined: Sat Mar 20, 2010 8:23 pm

Re: Ender Client

Post by EnderWiggin »

Updated both client versions:
  • fixed trees sometimes have no hitboxes while hidden
  • added tooltip to marker list for markers with long names
mvgulik wrote:Radar:
Is there currently some alternative to simply something like:

Code: Select all

[
  ...
  {"match": "gfx/terobjs/trees/birchlog", "icon": "radar/dot_red", "visible": true},
  ...  potential a lot of other tree-"log" lines.
  {"match": "gfx/terobjs/trees/pinelog", "icon": "radar/dot_red", "visible": true},
  ...
]
?
Unfortunately not right now. But I'll try to add it.
mvgulik wrote:Prospecting arrow could use a little face lifting.
What do you mean?
mvgulik
Posts: 4090
Joined: Fri May 21, 2010 2:29 am

Re: Ender Client

Post by mvgulik »

EnderWiggin wrote:
mvgulik wrote:Prospecting arrow could use a little face lifting.
What do you mean?
The (permanent) prospecting-arrow is not drawn at, or near, the same height as where the prospecting was done.
In the second image the prospecting-arrow is way below at the bottom of the image. Unless one looks at it from the top down (first image), its kinda awkward to judge where it is pointing to.

Adjusted image:
Image
kmarad
Posts: 150
Joined: Mon Jan 06, 2020 7:46 pm

Re: Ender Client

Post by kmarad »

when sparring the "you win" "you lost" things won't go away :(
mvgulik
Posts: 4090
Joined: Fri May 21, 2010 2:29 am

Re: Ender Client

Post by mvgulik »

Just some odd graphical tree hit-boxes thing.

After I initially planted some trees, I always felt there was something a bit off on there hit-boxes.
While planting a lot more trees it became more clear.
The tree hit-boxes points seem to use odd height values (on flat ground). (?)

Here the Birch and Fir hit-boxes seem to be tilted in relation to the grid and other tree.
Image

The additional odd thing is that the hit-box also seem to change(height values) between different trees of the same type.
Image
(Note that the most right Birch has no foliage compared to the other two, although that might not matter. (all 3 Birch's planted in the same orientation).)

(Beta + Tile centering was used on all these trees)

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