Open ghost opened 1 year ago
are you the one that is going to put in the work? disabling stuff, adjusting recipes, fixing compat bugs, etc.?
I wish I could but, I don't know a thing about modding or coding in general. Though the mod is provided with a config to disable it's features if it is not wanted
Yeah I'm done asking for anything
I'm not though, this is a good addition
Link to the mod: https://github.com/yuma140902/UpToDateMod1.7.10
my opinion carry's no weight but id prefer to only have a single type of button door excreta its one of the reasons i still play old versions it makes the game feel cluttered which is kinda hypocritical since im playing with mods but dose having 7 different buttons for vanilla wood really matter since carpenters buttons exist anyway
if you don't like it don't use the new buttons. Simple no?
The thing is the new doors/trapdoors are not used mainly because of their color in building, their design is what makes them unique. Carpenter's only provides different color for each wood type. And what boubou said.
additional upon inspection some of the stuff in the mod already exists like fences, doors and lanterns (kinda) meaning we'd only get a couple new blocks but someone would have to disable most of the mod which probably wouldnt be worth it
if you don't like it don't use the new buttons. Simple no?
well if there added i cant use any wood to make a button it would have to be oak
well if there added i cant use any wood to make a button it would have to be oak
That's called laziness.
Alrighty done some more documenting about the mod if anyone would like to take a look
well if there added i cant use any wood to make a button it would have to be oak
That's called laziness.
how is it lazy i still have to go out and get wood i just want them all to make generic products
well if there added i cant use any wood to make a button it would have to be oak
That's called laziness.
how is it lazy i still have to go out and get wood i just want them all to make generic products
my man, I need you to re-read that sentence
Alrighty done some more documenting about the mod if anyone would like to take a look
I will say, we're more looking at adding Et Futurum Requiem rather than UpToDate, the former is significantly more complete and we have a relationship with it's dev so it'd be a better option to be added to the pack overall
It's effectively the same mod though.
well if there added i cant use any wood to make a button it would have to be oak
That's called laziness.
how is it lazy i still have to go out and get wood i just want them all to make generic products
my man, I need you to re-read that sentence
in what way i want all the vanilla wood to make oak buttons if this mod is added i can only use oak to make buttons the rest would make there own buttons which i don't want
well if there added i cant use any wood to make a button it would have to be oak
That's called laziness.
how is it lazy i still have to go out and get wood i just want them all to make generic products
my man, I need you to re-read that sentence
in what way i want all the vanilla wood to make oak buttons if this mod is added i can only use oak to make buttons the rest would make there own buttons which i don't want
That's hardly an issue that would prevent us from adding the mod to the pack, quite frankly, one could say this would be an issue of skill on your end. But I wish to point you to one thing, were you aware that oak trees are one of the most commonly spawning tree types in the pack if not the most common?
This is hardly going to affect you or anyone, so sir, if this is your only issue with the mod, I will kindly ask you to just not, we're obviously not going to accept this as a valid reason to drop all and reject the mod from consideration outright
i think this idea is great. dont forget to add deepslate to boldarnator/rock breaker :)
Alrighty done some more documenting about the mod if anyone would like to take a look
I will say, we're more looking at adding Et Futurum Requiem rather than UpToDate, the former is significantly more complete and we have a relationship with it's dev so it'd be a better option to be added to the pack overall
It's effectively the same mod though.
Oh that's actually hype, I came across Et Futurum but didn't wanna include it cause of the extra work it might cause. But if it is possible I'd rather have Et Futurum Requiem over UpToDate!
As mentioned at the beginning, anything like this would certainly need someone that is willing to take on the work. otherwise this is a non-starter.
As mentioned at the beginning, anything like this would certainly need someone that is willing to take on the work. otherwise this is a non-starter.
Of course, I'm not setting any expectations. Just happy it is being considered.
are you the one that is going to put in the work? disabling stuff, adjusting recipes, fixing compat bugs, etc.?
Just my opinion: since there is configs to dissable all items, blocks, new mobs and generation, the first thing is easssy, all the things that already has a duplicate or similar can go away, for adjusting recipes it can be done eassy in the mod itself for the crafting table recipes, and then make a list of the ones that need to be placed at core, also I haven´t noticed any compat bugs, better than than add some features that are op:
you are missing my point entirely
Yes that you neeed someone to do it
Im forking the mod to attempt to modify it to fit the requirements to Mabey be included in the pack at some point. link to fork https://github.com/BOB450/GTNH-UpToDateMod1.7.10/tree/master im starting by first migrating it to using the GTNH-template and translating all comments I will then remove features that are unneeded and clean up unnecessary stuff. If or when i get to a point were I think it is up to standard for the pack ill submit a pull request that links back to this.
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
Ponk, dang stale bot, wish there was a tag to nuke the stale tag
There is, add the reminder tag and it will be excemt from stalebot, @Alastors , just remember to not forget about it.
Current EFR Issues:
registerOre for Prismarine fails (crashes due to Null Recipe Check) due a missing GT_OreDictUnificator
.itemOutputs(GT_OreDictUnificator.get(OrePrefixes.dustImpure, aMaterial.mMacerateInto, 1L))
- aMaterial - Prismarine
I disabled EFR's prismarine in the config so it uses Botania's. Additionally I added Village Names, and disabled its prismarine as well -- it adds ocean monuments and guardians as EFR's are incomplete.
I should probably add an option to only enable the prismarine and bountiful stone slabs and stairs and walls and stuff since other mods are typically being used that have the full block but not the other variants of it.
I am playing around with this and it seems like the @
in NEI for searching for things from this mod does not work in it's current state.
Let me know if this should be reported somewhere else, but it didn't feel appropriate to report upstream, and it also didn't feel appropriate to report to the GT:NH JEI given this is not yet in the pack.
Current EFR Issues:
Enchant 200 collides, shift all enchants up by 1 to fix. registerOre for Prismarine fails (crashes due to Null Recipe Check) due a missing GT_OreDictUnificator .itemOutputs(GT_OreDictUnificator.get(OrePrefixes.dustImpure, aMaterial.mMacerateInto, 1L)) - aMaterial - Prismarine
I disabled EFR's prismarine in the config so it uses Botania's. Additionally I added [Village Names](https://gitgud.io/AstroTibs/> VillageNames), and disabled its prismarine as well -- it adds ocean monuments and guardians as EFR's are incomplete.
Is there anything one can do to contribute? I really want a bunch of blocks for my buildings! Having them in 2.7.0 (or a working preview jar) would be great! I couldn't find a GT-specific fork for this mod.
Your GTNH Discord Username
Srdra#7777
Your Pack Version
2.3.2
Mod Name
UpToDateMod
https://github.com/yuma140902/UpToDateMod1.7.10 (Link added by Alastor)
The Mod to Add
The mod backports quite a lot of features that were introduced in later minecraft versions such as: Magma blocks Deepslate Vanilla wood variants of fences, doors, buttons and more... Grass path blocks Red nether bricks Stripped logs Lanterns More noteblock instruments https://docs.google.com/spreadsheets/d/1OiqEOgDV31E1ZJaxhGSqJT37xrWkqHZGmpzVUvk4uZs/edit#gid=0 More features can be found here. Only the ones with [Added] next to them exist in the mod right now.
Your Reason
Give the player a wider block palette to use, and give the players coming from later versions a more welcoming experience with blocks that they are already used to
Preliminary Investigation
Main Item List:
What should be removed/disabled from the mod and why:
Notes:
Deepslate does not seem to mess with the oregen
Fences are missing oredict
Barrel does not have an implemented recipe
Stripped Barks seems to be missing the logWood oredict
Andesite, Granite and Diorite have world gen, but a chisel alternative exists without worldgen. Up to devs on what to do with it.
Tinker's shovels seem to work in Grass Path creation, but the GT shovel does not work.
Recipe Notes:
-> My Proposal:
-Deepslate recipes need changing (Done based on vanilla recipes and GT recipes)
Cobbled Deepslate to Deepslate Bricks:
Cobbled Deepslate to Polished Deepslate:
Cobbled Deepslate to Deepslate Tiles:
-Red Sandstone needs a GT recipe:
-Nether Wart Block needs a GT recipe:
Final Checklist