GregTech Classic

GregTech Classic

25k Downloads

Breaks Oil Generation in Pneumaticcraft-Repressurized

AbieTheFishman opened this issue · 17 comments

commented

This breaks or turns off the Oil Generation in Pneumaticcraft-Repressurized

  • pneumaticcraft-repressurized-1.12.2-0.11.14-395

It changes the config setting in Pneumaticcraft for oil generation to 0 (default is 15)

    # Chance per chunk in percentage to generate an Oil Lake. Set to 0 for no spawns
    # Min: 0.0
    # Max: 100.0
    D:oilGenerationChance=0
commented

@AbieTheFishman eh this mod does not have a single line of code that interacts with Pneumaticcraft,
Configfiles are handled by Forge, and I know for a fact he is not even capable of doing this.

Why is this issue even a thing.

commented

@AbieTheFishman Do you have proof of this or just guessing? GTC makes no reference to oil generation or pneumatic-craft re-pressurized anywhere in the entire mod. Would be happy to fix it if is indeed my issue 🤷‍♂️

commented

closed because it has nothing todo with GTC, good catch @Rongmario

commented

These are the mods I have installed.

When GregTech Classic is enabled - no Oil is generated and the the P-R config file is changed as mentioned above.

Gravisuit Classic trinsdar gravisuit-1.0.8.2.jar
**GregTech Classic e99999 GTClassic-1.1.4.jar.disabled
IC2 Classic sfPlayer1 IC2Classic 1.12-1.5.4.5.jar
IC2C Addons MedurisDev ic2caddons-1.0.2.jar
IC2C Extras trinsdar IC2CExtras-1.4.4.12.jar
JourneyMap techbrew journeymap-1.12.2-5.7.1.jar
Just Enough Items (JEI) mezz jei_1.12.2-4.15.0.291.jar
PneumaticCraft: Repressurized desht_08 pneumaticcraft-repressurized-1.12.2-0.11.14-395.jar
The One Probe McJty theoneprobe-1.12-1.4.28.jar
TOP Addons DrManganese topaddons-1.12.2-1.13.0.jar
World Stripper EwyBoy World-Stripper-1.6.0-1.12.2.jar

I'll report to the P-R site.

Thank you gentlemen for your quick responsiveness.

commented

This is neither a problem in GTC nor PNC. PNC will switch off its own oil generation if it discovers another mod has already registered the "oil" fluid (and there's no associated block). In this case, it will accept GTC's Oil in the refinery, so I don't see what the problem is.

Tell PneumaticCraft author to use his own oil's block.

No.

commented

No.

So its obviously not intended, and you're going to close the issues after coming up with an excuse? Watch your tone young lad.

commented
  1. It's not an excuse. It's correct behaviour, as I've already clearly explained, and I have zero intention of changing it.
  2. I'm neither young, nor do I particularly appreciate being spoken to in this way.
commented

You've not explained it that way in the original issue thread, and I couldn't care less on how you wanted to be talked to.

commented

Doesn't matter. I will not be commenting further. Neither GTC nor PNC are broken by this (unless someone can actually demonstrate otherwise), and your suggestion that I use my own fluid name (which would break a ton of existing worlds) is non-viable.

We're done here.

commented

Good on you mate, just don't go back on your words in the future; it's for your own good.

commented

No, that's not really the case. I've been through this before with other mods (BuildCraft and Immersive Petroleum), so I have a fairly good idea how it functions.

When PneumaticCraft registers its fluids, I check if a fluid has already been registered by that name. If one has been, I do not overwrite the fluid, and I do not register a block for that fluid. Instead, I log a warning that a fluid has already been registered, and continue.

So in the case where GTC loads first and registers "oil" with no block, I don't add a block. Which is exactly why PNC oil lake worldgen is then disabled, as the OP reported. You call that "a bad attempt at compat", but as far as I'm concerned, it's the most reasonable course of action given a bad system (i.e. no namespaced fluids in 1.12.2). If you have a better proposal, then by all means make a suggestion. But I won't be renaming the "oil" fluid in PNC.

commented

@desht no mod is required to add a Block to a Fluid, the only reason fluid compat exists to reduce duplicated fluids. FluidBlocks on the other hand, can have as many as they want. You can choose to do it your way but @e99999 can to do the same. That your mod makes itself unplayable in some regards is because you do not acknowledge that other ways exist. That is the problem.
In other words. If you don't find a fluid block present with the fluid then you can do 1 simple thing,
register your block with the new fluid you found that matches yours.
That removes the potential issue that this user is having.
Otherwise these issues will show up and they are your own fault.
But if you don't want to do that that's your choice, but do not blame others for your mistakes.

Edit: Better language

commented

If I could double close this issue I would, has nothing to do with GTC just a bad attempt at compat by Pneumatic Craft.

commented

Please do - I'd like to share that desht did suggest a reasonable work around for my purposes.
[https://github.com/TeamPneumatic/pnc-repressurized/issues/452#issuecomment-619386583]

Thanks again. And I apologize for my clumsiness and any unnecessary drama I may have caused.

commented

Actually I take that back, its worth noting what i found @desht

when you overwrite a fluid you do not overwrite the block association. I found this out when I added brine in gtc a while ago without a fluid block - you could place Mekanism brine blocks using MY fluid.

So in your check for a fluid block, you find MY oil but YOUR fluid block associated with it because GTC has no fluid block. so if anyone from any mods adds an "oil" fluid your mod block is automatically associated - which will ALWAYS return not null in your check.

commented

??? I have blamed no one. I've said repeatedly that neither mod is doing anything wrong. PNC:R does not in any way "make itself unplayable"; it simply switches off its own worldgen, because the fluid it needs for the Refinery ("oil") is available via another mod (in this case, GTC, but it could also be BuildCraft, or Immersive Petroleum...)

Having said, registering a PNC:R "pneumaticcraft:oil" block with your fluid is a good idea (although TBH it's unlikely to happen now; I'd need to do a lot of testing, PNC:R is pretty much in maintenance mode for 1.12.2, and there's already a good solution - the modpack author chooses which oil takes precedence, by setting the mod load order).

But I have a BIG problem with this concept that I'm blaming anyone at all, or that I've somehow broken either mod or made a "mistake", because I am not, and I have not. I deliberately chose to do it the way I do, and if you don't like that, that's your prerogative. But don't go accusing me of mistakes, or bad coding.