Mekanism

Mekanism

111M Downloads

AE2 - Power Support

AlgorithmX2 opened this issue ยท 15 comments

commented

Trying to figure out what the best course of action is here, AE2 and Mek both seem to only use the APIs available to them at run-time, sounds great, sadly.

if just the two of them are installed there is no common api in place, and so https://imgur.com/a/mbLmz

So I'm trying to think of what the best solution to this dilemma is, there appears to be a API in mek for its power system, what units does this use? Should I implement it?

Thoughts?

Originating Issue: http://ae2.ae-mod.info/Features/0702/

commented

Perhaps there could be some conditional code to load a placeholder version of the Redstone Flux API if Thermal Expansion (or EnderIO) isn't installed? The RF API is free open source software now.

commented

@NotGyro problem is that either Mek or AE2 has to include it for that to work, either that or someone make and release a "RF Api - The Mod"

commented

Perhaps you and aidancbrady should have a chat?

commented

That's kinda why I posted this.

commented

Give him time, I'm certain he'll be willing to work with you. I doubt he's even seen this yet.

commented

Its not like i'm in a rush or anything...

commented

Hey Algo - I've noticed that too, and it's a real bummer. The best course of action would be to have your stuff implement IStrictEnergyAcceptor - it's fairly straightforward, and I can answer any questions that you have regarding it. I doubt it will be changing anytime soon, either.

I'll close this once I get confirmation from you.

commented

Are there Dev builds available for mekanism? I looked but didn't see any, just the API ( MDK as its labeled )

commented

You mean deobfed builds or development builds? Fresh 1.7.10 builds are on my website, you should just be able to drop those into the mods folder of your development workspace and run just fine. If you mean v8 testing builds, I could give you a link, but nothing has really changed so far other than a couple buggy new machines and items.

commented

Deobf, seems the new stanard is to call them Dev.

commented

I've found that with Forge versions since 1.6.4 it's unnecessary, seems like you can put any mod file in there and it will run just fine with Eclipse. I'd be happy to patch something up for you if that's not the case, though!

commented

Ok, next build will have support. cya around.

commented

with my last instance it didn't work, I setup a new one and it appears to be working, might be cause I have CCC I hear it dose something magic with non-deobf mods.

commented

On a secondary note your api has a few references to internal code that might be nice to clean up,
https://gist.github.com/AlgorithmX2/bdd2926b1a367a82b5fd

commented

Ah, thanks - fixed in development