Upgrade to 1.10+?
Nuinethir opened this issue ยท 45 comments
Really enjoyed this mod in 1.7.10, would love to see it ported to 1.10 and up. A lot of modders are making the move, and just recently COFH announced they too are upgrading. Any chance this might get the same treatment? Thanks! :)
+1, 1.10.2 seems to be new "milestone" for a while given the number of devs porting their mods to it. Subscribing the issue to receive news about it! =) @thraaawn
@thraaawn any news for us? Really loved this mod (edit: idk if this mod depended on anything in CoFH/ThermalE/D/F, if it did, then I guess we got our answer, and teamcofh did not release anything as of now.)
Started working on it again. I'm hopeful to get some more things done this week. I got the basics (cube generation, player teleportation etc). Other things are still in the planning phase (e.g. how to power the machines).
No real dependencies, especially as I'm starting from scratch. Edit: mostly from scratch.
There is still lots missing (interfaces, energy consumption, upgradeable machines and machine upgrades, cosmetics, testing), but I'll probably release feature incomplete alpha versions every now and then. My goal for a first alpha is this weekend. Absolutely no promises though.
@thraaawn ah, that answers my previous post heh, you replied right when I hit "comment". Looking forward to that!
Progress! Thought I keep you updated.
Interfaces, now called Tunnels are implemented for Capability based systems (i.e. fluids, items, energy and whatever other mods add) and can be mapped to wall tiles freely, i.e. any wall tile can be mapped to any external side, but each external side only once.
Edit: Oh, and they don't buffer stuff anymore but connect directly.
Next up: chunk loading and groundwork for upgradeable machines, e.g. small -> giant without losing the interior. Then energy consumption, items and recipes. Then alpha.
Awesome! thanks for keeping us up to date @thraaawn, is Mekanism Gas capability based? EnderIO has Gas Conduits when Mekanism is installed, would be cool to have them work inside the CM's too.
Looks like Mekanism is capability based: https://github.com/aidancbrady/Mekanism/blob/333cc7f/src/main/java/mekanism/common/capabilities/Capabilities.java#L43
I have not tried it though.
Well, I'll test that as soon as I can :)
You do a full rewrite right? If so, in that case, one more thing .. bigger rooms, will they be a thing in the future maybe,hopefully :P? (Feels like now is the time to ask)
I've added a project board to keep track of things still needed to be done before I can release something worth testing. It might also hint at some new functionality and stuff :)
For the people that do not know what he means: It's here: https://github.com/thraaawn/CompactMachines/projects/1
EDIT: @thraaawn can we somehow contribute on the project board? e.g add comments (I've never used projects on github)
@thraaawn Will Compact Machines support Refined Storage (AE2 successor)? I know it is somewhat cheaty in terms of routing storage from one area to another (I believe you had an option in the configs previously to disable AE2 usage), but I am not a hardcore player and would prefer the functionality.
I was about to mention that too, keeping AE and possibly add RS support, but figured its a little too early to ask that.
@Nuinethir also.. "successor"....
Probably not, as RS is currently not using forge capabilities on their network nodes to determine neighboring blocks, but classic java interfaces. It's also a lot easier and cheaper to set up network transmitters with Refined Storage than it is in AE2 and it only takes up one block space. So the effort of having to maintain custom mod code is not really worth it in this case, i think.
๐ญ changing rs to use capabilities would arguably be the better solution, but also a rather invasive change on their end.
edit: @Nuinethir , missed this part "I know it is somewhat cheaty in terms of routing storage from one area to another". You mean using entangled machines to connect different areas? That's a feature that won't make it back into CM2. It was way to cheaty, not originally intended and caused lots of issues on all ends. Sorry :( but as said above network transmitters from RS are way less painful than they were in AE2.
@thraaawn Hey, no problem, thanks for the explanation. I had planned on using the Network Transmitters, but just liked the idea of utilizing CM for the entanglement. Still, looking forward to this great mod. :)
@thraaawn about the tree sap, afaik ThermalEX/Found, will have some kinda "tree sucker" in 1.10, i played around with it.
Or you could use the oreRubber type of stuff, like IC2/Techreborn and previously MFR.
Other possibilities could be a mixture kind of type, e.g rubber + water in a CompactMachines added machine could turn into some kind of "shrinking oil" (RF/Tesla/FE/etc + water + rubber)
EDIT: Or hey, a machine that requires acacia or jungle tree logs specifically + water or so, to create some exotic oil, doesn't have to be rubber, was just an idea.. I always like making things that exist in MC right now more useful, e.g think of an Item that every big modpack player has a ton of but it rarely ever has a use.
EDIT2: or more grindy.. Grind diorite and shulker shells into a bright purple dust that + water = shrinking juice :p
@DeadSix27, the fluid is already fully implemented (incl. custom flow physics and miniaturizing living entities on touch), just need a way for players to mass produce it. Currently trending towards this:
- find a pool of miniaturization fluid somewhere,
- place/push an animal/mob into it so it gets shrunk,
- make it dead while its miniaturized.
- There's a certain chance that it will drop an item, maybe some sort of gland, that can be combined with a bucket of water (or sth else) to make miniaturization fluid.
You will need it to a) power your PSD (currently thinking 100mb per enter/exit operation), b) to craft different items by pouring it over multiblocks (e.g. to craft a tiny CM you'd build a 5x5x5 cube from Machine Wall blocks, then pour the fluid over it and trigger the crafting by throwing some sort of catalyst into the fluid). But you can also use it to shrink yourself for a limited time using either a pool of the stuff sitting somewhere or by brewing potions with it.
i wanna post here that i miss this mod for 1.10... also Opencomputers... it is gonna be kinda difficult to implement this but i think it is possible.
@Nuinethir, oh, just saw that refined storage for mc 1.11 is using forge capabilities for their network nodes. Once I ported this mod to the newer version (first want to get a stable 1.10.2) it should work out of the box.
@thraaawn thought about using things like: https://minecraft.curseforge.com/projects/compatlayer ?
To get the mod working on both, 1.10 and 1.11 at the same time? Mcj does that with all his major mods I think, could be a good idea.
EDIT: http://wiki.mcjty.eu/modding/index.php?title=CompatLayer-1.11
The travis builds are now being uploaded to dropbox here, you'll want the latest cm2-2.0.0-bXXX.jar package.
These are rather early -not even alpha- builds with probably lots of bugs, e.g. there are issues with enderio conduits not handling capabilities properly and you might get shrinked and never returned to your original size. Bug reports are very welcome, thanks for your help! But do not use these builds in worlds without a backup!
It should be rather safe to use the mod now. Still: please make backups of your worlds.
ANY feedback on the current builds (>= b87) is very appreciated. I need to know as many of the bugs and issues as possible to fix them before being able to release a beta on curse.
Thanks for your help!
An example: Take 9 Iron Blocks and place them 3x1x3 flat on the ground. Take 4 buckets of miniaturization fluid and cover all of the iron blocks with it (i.e. place one bucket in each corner). Throw a piece of Redstone Dust on top of the 9 iron blocks, into the fluid.
You should get Machine Walls for it, no?
Yes, it worked (I didn't know abou the redstone, you should say this is the jei recipe)
Redstone is now being mentioned in the JEI recipe.
The PSD serves as a book for documentation now, it says about Miniaturization Fluid: You can obtain it by either searching for old broken machines found in the overworld or by killing entities that are under the effects of the miniaturization fluid.
So basically: to get large quantities you will want to build a mobfarm and shrink them before they are being killed.
I added cm2 to a generated world, so I didn't find any other machine, it's hard to find it?
The chance for a broken machine to spawn in the world can be tweaked in the config file, by default it's at a low 0.05% chance per chunk. There is no retrogen.
Do you intend to add an alpha build to curse for pack inclusion by chance? I understand this is an early build but we would like to use it and help test and get you curse credit as well if possible.
If I understand curse correctly alpha builds wont sync to the curse app to begin with even when uploaded to curse ๐.
They dont automatically propogate and mark for as latest for people to manually update, however if packs have your mod added they will work and sync with those pack downloads np.
Oh, did not know that. Will upload the current build manually now and automate it soon. Thanks for the info!
Edit: Done and approved. Enjoy!
While I'm not sure if that's just my screen issue, which occurs whenever I boot my PC, as of now Compact Machines 2.0.0-b98 together with More Player Models for 1.10 causes weird flickering wave on my screen, this occurs only when you make your player model taller or shorter. It works fine with normal player height.