Antimatter Chemistry

Antimatter Chemistry

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Antimatter Chemistry - LTS - Version

MasterEnderman opened this issue · 8 comments

commented

Greetings everyone,

Enderman here bringing you some information about the future of AMC, before I spend time on settling for a version for AMC2. I think you may like it so let's get started. As I'm the current maintainer of AMC, VB, GA and CE, besides having my own projects, I really dislike abandon things. That is why I came up with the idea of a LTS (long time support) version for each pack, so maintaining it will be easier in the future, especially as some packs still get a lot of traction nowadays. So after some consideration I concluded Antimatter Chemistry as the first pack that gets it's LTS treatment.

Introduction

Yes there already is a discussion thread in our discord, but I thought it would be helpful to summarize some of the things we're going to change and to further collect the feedback of the community. As stated before I want to remove most of the mods that cause trouble with running them on large servers or having bugs that won't be fixed anymore as they are EOL ("end of life"). Exceptions are available forks or small enough issues that I can fork and fix them myself.

Once the modlist is in a more stable position, I'm going to revamp the current progression as it'll probably break with the changes. I'm still looking for potential mods, that would fit into the pack so feel free to engage in our discussion over on discord.

We are still looking for people to help us transitioning to the LTS version, so if you're an artist or want to contribute in another way, hit us up!

Implementation

Mod Changes

REMOVE (EOL, buggy, unable to fork)

  • ExtraUtiltites
  • RFTools Dimension
    • #44
    • the amount of issues this caused on the official server
  • the whole FTB Mod suite
    • Yes I know everyone likes them from a player perspective, but not from the one of a modpack maker or server administrator, this will be replaced with a maintained version of BetterQuesting in combination with a mod @X-Niter is currently working on
    • #380
    • #356
    • #348
    • #329
  • OreExcavation
    • DUPES and we don't like those, there isn't much that needs to be veinmined to begin with
  • Gamestages
    • They are only used to gate like 4 recipes, I can definitely come up with a way to simply gate this through recipes

REPLACE (forks, alternatives)

  • NuclearCraft
    • replace with the overhaul version, maybe add QMD
  • Singularities
    • replace with Extended Crafting Nomi Edition
  • CraftTweaker
    • replace with GroovyScript and rewrite all the scripts, it supports recipe reloading without having to restart the pack and I can hijack directly into other mods if needed
  • Thermal Series
    • This isn't that in stone yet, but there were some reports pointing out some issues with it #342 , being unable to insert items into drawers, AE2 seeds can't be grown in the photogenic insulator
    • the only mods that came to my mind to replace it is either EnderIO or Mekanism CEu. I'm open to discussion on this one as it shake up the current progression quite a lot as it currently relies on Thermal Expansion Machines, before allowing the switch to the NuclearCraft Machines.

ADDITION (fix some holes in the progression, extend some questlines)

  • Another Dimension?
    • I'm going to remove RFTools Dimension, so the only dimensions left will be the Beneath and the Atum, besides the vanilla dimensions, but I'm not sure if the pack needs another dimension for progression)
  • Emerging Technology
    • I really like the lab feeling of the mod and it doesn't add a lot
  • Flux Networks
    • That one was already suggested in the past and I don't see a reason why I shouldn't fit into the pack
    • #375
  • PackagedAuto
    • it was brought up in another issue and I'm open to discussing its inclusion
    • #396

Balance Changes / Tweaks

  • the Deep Dark from Extra Utilites can easily be replaced with the Beneath
  • integrate NuclearCraft more into the progression
  • remove some of the questionable chemicals in Alchemistry, they aren't a part of the modern version anymore so they should be removed here as well
  • I have an idea on how to replace the beloved angel ring so no worries there
  • the endgame needs another balance change as the required amounts are just ludicrous in relation to the time you need to spend on them

Overhaul

  • I'll redo the endgame part of the pack, so instead of mindlessly letting your game run you can actually unlock much more powerful versions of the base machines to supply the amount of resources needed to finish the pack
  • this will include more custom multblocks that will function as "advanced" version of the default Alchemistry Machines
  • there also have been some feedback about a few other multiblocks that I consider implementing

Alright that should suffice for now. I'm going to update this issue from time to time to reflect the newest ideas and feeedback I get while working on the LTS version. As always if you have anything you want to mention either leave a comment in this issue or hop on our discord and start talking in the #antimatter-chemistry channel or in the LTS thread that's located there as well. Writing this took way longer then i might want to admit (roughly 3 hours), but I rewrote almost 3 times as well, so yeah. Have a great day and I hope to hear from you soon!

commented

More feedback from the official discord:

  • XU Spikes: Extra Utilities will be removed anyway and handling mobs in the early game before switching to deep mob learning will be reiterated on
  • Sulfur Block: no problem if you really want one
  • thermal blaze variants: I already talked about adding a recipe for the spawn eggs
  • flowers: already on my list for the LTS version. I know in my last playthrough I just afked my quantum quarry until I had one sunflower, not really time efficient
  • Alchemistry fusion reactor: like stated before, either use one of the more advanced pipe mods or wait until I’m experienced enough with kotlin to implement that feature (already would be a thing if the mod was written in Java) I already forked the mod for a reason
  • NuclearCraft Gas collection: I could probably add a quest to point out their existence
  • collectors for other gases: I’ll just put them on the list of things for the LTS version, shouldn’t be too hard to add them (if they are still not a thing in the overhaul branch of nuclear craft)
commented

Another Things I want to put up for discussion is how to continue with Atum2.

  • it currently only works as a filler in the pack, as you only need it to get some chemicals
  • there is a quest to kill the main boss of the dimension
  • it hasn't seen any updates in over 4 years
  • it doesn't really fit the "theme" of the pack
    Things I want to discuss about it (preferred over on discord):
  • should we replace it with another dimension mod?
  • should we just keep it and integrate it further into the pack?
  • should we remove the "have an extra dimension in the questline" in general and only keep the deep dark, nether and end?
    There already has been some feedback in the past, that the mods feels a bit misplaced in the pack as a sandy dimension doesn't really has a purpose. It was added to the pack to be featured as a lesser known mod, which Antimatter Chemistry tried to use over the more mainstream alternatives, which doesn't mean it has to be replaced by a mainstream dimension.

Also quick side note: If you're interested in contributing to the LTS version in any way feel free to hit me up on discord and let us discuss, what you can do to make this a reality faster. :)

commented

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hi yes I'm too lazy to type out a message

commented

When will AMC2 be out? Cause I really like alchemistry packs

commented

NOTE FOR 1.20.1 IF YOU DECIDED TO DO THAT VERSION:
Glowstone, Quartz, and Netherite combiner recipes doesn't exist in Alchemistry 1.20.1 (and possibly other versions)

commented

almost as if you couldn't just add the recipe back

commented

almost as if you couldn't just add the recipe back

Ok, I'll try some KubeJS then

commented

Won't touch the newer versions yet as Arcana is busy and Alchemistry needs a few more fixes. Also Techemistry isn't even a thing yet. So no newer version for now.
Anyway discussion for the LTS version died down as well over the past few months. Looks like we need to get things going again if this ever going to be a thing.