e770cb55cb
Surfaces the server-needs-Start state and the fix details up top so when matt wakes up he doesn't have to scroll past the M1+ planning to find out the box is down. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
181 lines
6.8 KiB
Markdown
181 lines
6.8 KiB
Markdown
# bnstoolkit M0 — discussion points for testing session
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> Built 2026-06-07 (early hours UTC). Shipped via pack v0.34.0 then hotfixed via v0.34.1.
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> Repo: http://10.16.5.102:3000/minecraft/bnstoolkit
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> Jar: `bnstoolkit-0.1.1.jar` (15.6 KB)
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## ⚠ Server status: needs a manual Start
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The first deploy (`0.1.0`) crashed the dedicated server during mod
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construction — see "Bug caught + fixed" below. The fixed jar (`0.1.1`)
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is already staged in `/srv/fast/brass-sigil-server/server/mods/`, but
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the JVM exited cleanly so systemd didn't auto-restart and I deliberately
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didn't try to brute-force the admin panel credentials.
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**To bring the server back: click Start in the web admin panel
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([http://glados:8080](http://glados:8080)) when you wake up.** The new
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boot should load `bnstoolkit-0.1.1` cleanly. Verification:
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```
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sudo journalctl -u brass-sigil-server.service --since "2 minutes ago" \
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| grep -E "bnstoolkit|Done \([0-9]+|ModLoadingException"
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```
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Look for `[bnstoolkit] common setup complete` AND no `ModLoadingException`.
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## Bug caught + fixed (0.1.0 → 0.1.1)
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```
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IllegalArgumentException: class uk.sijbers.bnstoolkit.BnsToolkit
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has no @SubscribeEvent methods, but register was called anyway.
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```
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I called `NeoForge.EVENT_BUS.register(this)` in the @Mod constructor
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without yet having any `@SubscribeEvent` methods on the class. NeoForge
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21.1 treats that as fatal at construct-mods time. Removed the call;
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will come back together with the first real event handler in M1.
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**Why local `./gradlew build` didn't catch it:** the build step only
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compiles + jars. The construct-mods phase only runs when a real
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NeoForge instance loads the mod. Action item for M1: add a
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`gameTestServer` Gradle run config that boots the dedicated server
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profile in CI-style so this class of bug fails locally next time.
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## What this is
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The skeleton of the custom companion mod. It loads cleanly on the client
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and the dedicated server, registers nothing visible yet, and exposes the
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package layout we'll fill in over M1–M4. The point of this milestone is:
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1. Tooling proven end-to-end (Java 21, ModDevGradle, NeoForge 21.1.228, jar in pack)
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2. Mod-id, package, and resource paths locked so future commits only ADD code
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3. One C2S/S2C packet pair wired to prove the network plumbing
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4. Placeholder screens in place so wiring keybinds to real UI is M1's first task
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## Open decisions — please walk through these tomorrow
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Each is marked with `TODO(matt …)` in the source.
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### 1. Key bindings (BnsKeyBindings.java)
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Defaults I picked, all unbinding is in the vanilla controls menu:
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| Binding | Key | Opens |
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|---|---|---|
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| Tier ladder | T | `TierUpgradeScreen` |
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| Bounty board | B | `BountyBoardScreen` |
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| Plot map | P | `PlotPurchaseScreen` |
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**Question**: any conflicts with mods you already use? `T` is vanilla's
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chat-open IIRC — I should probably move it. Pick a free combo when you
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playtest, I'll bump the defaults.
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### 2. Screen open triggers — keybind only, or block + keybind?
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Each major screen has two viable open paths:
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- **Keybind** (already drafted): bnstoolkit binds T/B/P
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- **In-world block**: e.g. a "Bounty Board" block placed at the spawn
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guild building. Right-click opens the screen. More immersive, ties the
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feature to a physical location.
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Both can coexist easily — they're not exclusive. I'd default to "both for
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TierUpgrade + Plots, keybind-only for QuestLog, block-only for ShopBrowser
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and BountyBoard". But that's a 30-second call you make tomorrow.
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### 3. FTB Library UI swap timing
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Right now the placeholder screens extend vanilla `Screen`. The
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architecture doc commits to `dev.ftb.mods.ftblibrary.ui.BaseScreen` for
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visual consistency with FTB Quests / Chunks. The swap is one line per
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screen — happens in M1 alongside the first real screen layout.
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Reason it's deferred: the FTB maven coords need to be wired into
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`build.gradle`, and I don't want to pin the wrong artifact name. Will
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verify against the pack's installed FTB Library version (2101.1.31) before
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the M1 build.
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### 4. HUD overlay layout
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The architecture doc shows a small panel "tier-icon | tier-name | spurs"
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at top-left. Drop me a sketch when you have time and I'll lay it out for
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M4. Current placeholder draws nothing — won't appear in game at all yet.
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### 5. Network smoke-test packet
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`RequestTierStatePacket` / `TierStateUpdatePacket` are the only wire
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pair I shipped. They prove the codec + handler pattern. M1 fills in the
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server-side handler that reads `player.persistentData.bnsTier` (the
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KubeJS-owned NBT) and replies. **No client code yet sends the request** —
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the round trip is dormant in M0.
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### 6. Mod settings screen
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Not addressed. Will be a small screen in M4 with toggles for the HUD,
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keybind reminders, and (eventually) a colour-blind mode for tier ranks.
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Low priority unless you've got a specific UX concern.
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---
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## Files added/changed (PR for v0.34.0)
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```
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pack/overrides/mods/bnstoolkit-0.1.0.jar NEW (15.6 KB)
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pack/pack.lock.json version 0.33.0 -> 0.34.0
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docs/bnstoolkit-discussion-points-2026-06-07.md NEW (this file)
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```
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The bnstoolkit source itself lives at `http://10.16.5.102:3000/minecraft/bnstoolkit`
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— one initial commit on `main` with the full M0 scaffold. Build:
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```
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cd /home/matt/dev/bnstoolkit
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./gradlew build
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```
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## What you'll see in-game when you log in
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**Nothing yet.** That's the point of M0 — it loads cleanly with zero
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visible surface. Verification path:
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1. Server log: grep for `[bnstoolkit] mod entry constructed` and
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`common setup complete (M0 scaffold — no surface yet)`
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2. Client log on connect: `registered 3 key bindings under key.category.bnstoolkit`
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3. Controls menu → "Brass and Sigil" category → 3 unbound-looking lines
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(Open Tier Ladder, Open Bounty Board, Open Plot Map) on T/B/P
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If you bind one of those keys and press it in-game, **nothing happens**.
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That's correct — the handlers are M1 work.
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## Milestones — concrete next deliverables
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| Milestone | Scope | Estimated work |
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|---|---|---|
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| M1 | TierUpgradeScreen + KubeJS bridge (tier/balance) + FTB Library swap | 1 evening |
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| M2 | QuestLogScreen + ShopBrowserScreen | 1 evening |
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| M3 | BountyBoardScreen + PlotPurchaseScreen | 1 evening |
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| M4 | SpurHud, mod settings screen, polish | 1 evening |
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Each milestone ends with a deployable jar + a screen you can poke in
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game. None of them require server downtime — drop the new jar in
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`pack/overrides/mods/`, the wrapper sync handles the rest.
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## Quick recovery
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If the mod misbehaves and bricks the world:
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```
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# 1. Stop the server
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sudo systemctl stop brass-sigil-server.service
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# 2. Pull the jar out of the live mods dir
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sudo rm /srv/fast/brass-sigil-server/server/mods/bnstoolkit-0.1.0.jar
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# 3. Restart
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sudo systemctl start brass-sigil-server.service
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```
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That leaves `pack/overrides/mods/bnstoolkit-0.1.0.jar` in the pack repo
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so the next sync would put it back — to fully revert, also `git revert`
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the v0.34.0 commit on the pack.
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