Immersive Engineering/Geolosys compat seems to be semi-broken
cloakable opened this issue ยท 3 comments
Versions:
- Minecraft Forge: 14.23.5.2838
- Geolosys: 3.0.2b
- JourneyMap (optional): 5.5.4
- ImmersiveEngineering (optional): 0.12-89
What happens:
Excavator integration seems to be nonfunctional.
What should happen:
Geolosys ores should probably show up in the Engineers manual (only Silt does, which is a non-Geolosys vein).
I also assume that the Core Sample Drill should find, say, a Cinnabar vein in the same chunk as a Cinnabar sample.
Logs (if necessary):
Additional Comments:
Addition: Just added Silt to the Geolosys config file for removal and now the Engineers Manual shows zero veins.
Ah yeah, this has to do with when I moved the order of reading geolosys.json
in and making it work.
It looks like there's a bit of a race condition, where if I wait too long to read in geolosys.json
, I can guarantee that 99% of all blocks from other mods have been created and are ready, but it's too late for me to add recipes to Immersive Engineering. So there are a few options:
- Remove most IE Compat, leave that to users to do via CraftTweaker, and just have IE compat only include automatically including Geolosys as the first item in the
preferredOres
entry of IE's config - Revert load order to how it was, maintaining the original IE compat but breaking some integrations with Geolosys and some mod blocks. I can make the error message more detailed so I know what mods I need to load after, but this isn't optimal for me either.....
- Request IE to allow for recipes to be added in later stages of initialization.
Ok, I've come to a resolution.
I'm going to continue to do everything in init()
(such as compatibility stuff, like this IE compat). That'll make sure all of that works.
But, if an ore isn't properly registered from the JSON in init()
, it will be registered in postInit()
. This allows the ore/stone to still generate via Geolosys, but mod compat may be broken.
It's the best I can do I think.