GTNewHorizons / GT-New-Horizons-Modpack

New Modpack with Gregtech, Thaumcraft and Witchery
https://www.gtnewhorizons.com/
Other
887 stars 275 forks source link

Feature requests for AE2 #11349

Open Divran opened 1 year ago

Divran commented 1 year ago

Your GTNH Discord Username

Divran

Your Pack Version

2.1.2.3qf

Your Proposal

This is a list of some features I've thought of over time. I don't expect all of them to be implemented. Some may be difficult, impossible, or not worth the effort. I understand this. I'm just throwing ideas. Basically just pick any you like. I posted this in a discord chat and boubou asked me to make a ticket.

Crafting status screen

Crafting

Other

Your Goal

AE2 has always been missing a ton of features in my opinion. GTNH has done an excellent job so far with the changes to the interface terminal and oredicts and whatnot. But there's still a lot of possibilities left.

Your Vision

Improve AE2

Final Checklist

Divran commented 1 year ago

I believe developers can edit the main post so if you do implement anything on this list it would be great if you could cross it off by making it strike-through. And link to the commit too, that'd be great.

Alastors commented 1 year ago

Yes, we can

Divran commented 1 year ago

Yes, we can

yeah someone else already edited it to have checkboxes since I completely forgot that feature existed

added the following item

  • allow interfaces with crafting cards to take unused items crafted by other sources
  • for example if two interfaces have let's say 64 each of the same item in keep stock, and the recipe they use is encoded to produce 256 of that item at a time, both interfaces will start a request, but they will only take items to use themselves once their own request is completed. but in this situation, the second interface could be filled much quicker if it used the excess items from the first craft.
Szajkop commented 1 year ago

Some thoughts:

Divran commented 1 year ago

Both excellent ideas. The latter one I've also had in the past but forgotten about (I've forgotten a shit ton of random ideas over the years). Will add them to the main list later when I'm not typing from my phone.

edit: added

Divran commented 1 year ago

Added feature request

  • [ ] ability to charge wireless terminals with GT wireless chargers so we dont have to rely on EIO's shitty range. that, or charge it from armor, and then the armor will be charged by GT instead
repo-alt commented 1 year ago

Intrefaces do have priorities though, I don't understand why I keep seeing this request

Divran commented 1 year ago

Intrefaces do have priorities though, I don't understand why I keep seeing this request

I think I tested it the last time someone mentioned that they already had priorities, but I don't remember the results perfectly. I think that for encoded patterns the priority does nothing and that maybe it only affects the stocked items. But it was a while ago so I may be remembering wrong. I'm editing the original post to split up these two things into different checkboxes. If you would like to test it again and confirm the results then feel free to check the corresponding checkbox if the feature is already available.

Divran commented 1 year ago

New suggestion invented by a friend of mine: intent-based crafting so basically, gt machines would no longer "guess" which recipe they should be crafting, and instead ae will directly tell them what to craft. this would not only instantly solve all recipe conflict issues, but would also significantly reduce server cpu load because gt machines would no longer need to check which items are in their inventories every tick and would also no longer need to loop through every item in their inventories and every recipe to check if those items make a valid recipe.

To know which recipe to use, if the user shift-clicks in the recipe from NEI then it's simple and there's only one. but if they construct the recipe themselves or otherwise modify the shift-clicked recipe, then ae could at the very least tell the gt machine which items it has in its input, and more importantly, which item(s) it expects to produce, which should narrow down the results to one single recipe basically all the time. after that, the gt machine could use the same inventory checking it already uses to see if it's being constantly filled with fluids or items in a different bus, but it'd still save server cpu time due to the fact that it wouldn't need to keep checking this over and over (only when ae tells it to check)

bizzlebazzle commented 1 year ago

For the above, (I am the friend) this is more of a bilateral integration request as it would presumably involve GT code changes not just specifically AE2. It would also likely need machines to have a toggle that will let you chose if the machine applies this intent mode or uses the traditional method similar to bus isolation toggles- as if it strictly looked for pattern intents before commencing crafting then hand crafted recipes would obviously be broken. Or from an alternate perspective maybe a toggle that would let you specify the machine will only craft intent based recipes might be more logical?

I assume it would probably be a non-trivial change to implement but figured it made sense to suggest anyway, id try it myself but I have exactly zero knowledge of java.

repo-alt commented 1 year ago

https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/10968 ?

Divran commented 1 year ago

10968 ?

yes, definitely some similarities to that

Divran commented 1 year ago

Added

SweptWasTaken commented 1 year ago

Don't move around items in terminals when shift clicking them, like refined storage.

I'm not sure if this is related or a bug, but when shift-clicking items in the terminal a lot of the time any view cells in the terminal will pop-out into your inventory, without even clicking on them. I think it might be something to do with mouse tweaks, but i'm unsure.

Divran commented 1 year ago

Crossed off the list due to being added:

chochem commented 1 year ago

Hmm, can we slow down with the ae2 features a bit? Like focus on the most important stuff only maybe?

I mean I like them too, but AE2 features break the game a lot, are often very hard to debug, and delay stables forever. Case in point, the crafting status hightlight bricked autocrafting completely in the dev release it was added. And the substitution changes took months to resolve.

github-actions[bot] commented 1 year ago

This issue is stale because it has been open 90 days with no activity. Remove stale label or comment or this will be closed in 3 days

Divran commented 8 months ago

Added the following

  • [ ] Add a button in all interfaces that allows you to multiply all recipes in the interface.
  • The most basic implementation of this feature would be to just have a 2x button that works the same way as the normal 2x button except it's applied to all recipes in the interface at once.
  • However, a more useful feature may be to have a text box where the user can type a number, after which the recipes will be multiplied such that the smallest output item count is at least that much, or any input or output becomes at least 2.14B, whichever comes first. For example, if I have a bunch of ingot -> rod extruder recipes and they are all different amounts, say one is 64 ingots -> 128 rods but the next 1k ingots -> 2k rods. And I want to unify the amounts into the same multiplier, I might type 10k into the box, which results in every single one being set to 5k input and 10k output (Or more, it should try to get as close as possible, while staying above the number you gave it, without breaking the ratios).
Divran commented 7 months ago

Added

  • [ ] digital singularity sized crafting cpu
github-actions[bot] commented 1 week ago

This issue is stale because it has been open 90 days with no activity. Remove stale label or comment or this will be closed in 3 days