GregTechCEu / GregTech-Modern

GregTech CE Unofficial for modern versions
GNU Lesser General Public License v3.0
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GTCEu Modern TODO-List #125

Open Yefancy opened 1 year ago

Yefancy commented 1 year ago

Cross-mod Integration

No response

Feature Description

TODO List

machines

multiblocks

parts

covers

....

items

misc

new features

stanieldev commented 1 year ago

Here's a list of things I noticed while looking around.

Irgendwer01 commented 1 year ago

Why have an assembler and a circuit assembler?

@stanieldev It's intended for both to be kept.

If possible, adding a recipe section for each extruder with a certain mold? It's not 100% needed.

IMO it would clutter JEI/REI/whatever recipe viewers are out there for newer MC versions very much.

screret commented 1 year ago
Hexasphere0 commented 1 year ago

Some more things I noticed that are missing:

serenibyss commented 1 year ago

Any missing recipes should be present in code, but commented out due to things previously missing (such as cleanroom, assembly line, fusion etc.). Wetware should be that way as well

34486 commented 1 year ago
h3tR commented 11 months ago

Might want to add the 1.12 2.7 features?

screret commented 11 months ago

2.7 CONTENT

h3tR commented 11 months ago
nekomaster commented 11 months ago
mikerooni commented 11 months ago

Covers:

Not to be ported:

lukaslcf commented 11 months ago
Rundas01 commented 10 months ago
screret commented 9 months ago
MasterSparkInYourFace commented 9 months ago
screret commented 9 months ago
  • [ ] Crafting recipes for bedrock ore miners when enabled?

IMO that's DIY for the packmaker to do.

MasterSparkInYourFace commented 9 months ago

IMO that's DIY for the packmaker to do.

in that case, how do I add assembler recipes via datapack?

DancingSnow0517 commented 7 months ago
Irgendwer01 commented 7 months ago
  • [ ] Crafting recipes for bedrock ore miners when enabled?

IMO that's DIY for the packmaker to do.

If it's an standard machine for CEu modern, it should have an recipe IMO.

Irgendwer01 commented 7 months ago

IMO that's DIY for the packmaker to do.

in that case, how do I add assembler recipes via datapack?

Why not just use KubeJS?

DancingSnow0517 commented 6 months ago

IMO that's DIY for the packmaker to do.

in that case, how do I add assembler recipes via datapack?

Why not just use KubeJS?

how to add some GT recipes use KubeJS? I don't understand how to write it....

mikerooni commented 6 months ago

Decorative Blocks:

Stone Variants:

Types:

Variants:

VaroxF7 commented 6 months ago
Irgendwer01 commented 6 months ago
CactusCool commented 6 months ago
Ghidhor commented 6 months ago

[ ] 2.8 content [ ] MA and prodbees support maybe?

Ghidhor commented 6 months ago

[ ] particle accelerators

phrostt commented 5 months ago

Smart filter from gtce

marisathewitch commented 5 months ago

Re-check colorcodes and color names for blocks. Example: Diode block using full color name. Muffler block using voltage only colorname

TBiscuit1 commented 5 months ago

IMO that's DIY for the packmaker to do.

in that case, how do I add assembler recipes via datapack?

Why not just use KubeJS?

Here is 5 reasons why it would be great to have datapack support on top of KJS

1 - (Almost) Every mods that has recipes uses datapack as it is the standard Mojang used themselves, having to use a different format for that mod in particular can feel weird for people that aren't used to it 2 - Removes the necessity of KubeJS to add/remove recipes, it will also prevent the following

3 - It is way easier to change recipes with datapack then with KubeJS as you only need to put the recipe at the same location in the custom datapack and boom, recipe is changed while KubeJS requires to both remove then add the new recipes 4 - Datapack format doesn't require to know codding at all as it is just a take values then plugging them in while KubeJS can be somewhat hard to understand when first used (especially since newer version removed the example script and replaced them with empty scripts instead) 5 - Since the default recipes are inside the jar file, you get a buck load of example for the players to use without needing to do documentation like KubeJS integration

Also, I will point out that I said "On top of KJS" and not "Better then KJS", KubeJS is an amazing tool once you get the hang of it, but it is undeniable that, for recipes at least, datapacks are really valuable if you know what you are doing. They both have their pros and cons and not being able to use both really annoys me personally (especially the "modify recipes quickly" part of datapacks that KJS lacks)

Edit: changed a few things

Drackion commented 5 months ago

@TBiscuit1 GTCEuM already supports datapacks tho i would say the easiest way to see them is with kubejs and probejs,

gtceum just doesn't use datapack recipes itself

TBiscuit1 commented 5 months ago

@TBiscuit1 GTCEuM already supports datapacks tho i would say the easiest way to see them is with kubejs and probejs,

gtceum just doesn't use datapack recipes itself

Why tho that removes the whole point and advantage of having datapack support for modpack makers, easy change, no documentation needed and no other mods being required

screret commented 5 months ago

Why tho that removes the whole point and advantage of having datapack support for modpack makers, easy change, no documentation needed and no other mods being required

we support datapacks. We don't bundle the recipes by default, because that'd bloat the filesize 20x. you can enable the dumpRecipes config option to get the recipe JSONs if you so wish. even though prototyping would be significantly faster with KJS.

MaxNeedsSnacks commented 5 months ago

3 - It is way easier to change recipes with datapack then with KubeJS as you only need to put the recipe at the same location in the custom datapack and boom, recipe is changed while KubeJS requires to both remove then add the new recipes

You... can also just set the recipe id with KubeJS and it'll replace any existing recipe with the same ID? I'm confused...

screret commented 4 months ago

Re-check colorcodes and color names for blocks. Example: Diode block using full color name. Muffler block using voltage only colorname

make a new issue please.

TheFlames096 commented 3 months ago

So are we going to add small ores? Also there should be a map mod like xearos map ore vein support

edshPC commented 2 months ago

Long term suggestion:

screret commented 2 months ago

Long term suggestion:

  • [ ] Ad Astra integration to make hi-tier veins generate on different planets (if mod installed) as well as changing rockets and fuel recipies to relate with GT tiers similar to how its done in GT new horizons

I have a space mod specifically designed as a GT addon :)

marlonus commented 2 months ago

we need the fancy effects.. I am not a coder, and this may be unnecessary, but hell they look fabulous.

stanieldev commented 1 month ago

we need the fancy effects.. I am not a coder, and this may be unnecessary, but hell they look fabulous.

If you're willing to work on it, I would be willing to review it. Depending on the spirit of the game, might want to make it an addon instead.

34486 commented 1 month ago

we need the fancy effects.. I am not a coder, and this may be unnecessary, but hell they look fabulous.

This can be done through KubeJS though can't it? Just throwing that out there as a maybe and for future reference?

Miner239 commented 4 weeks ago
touhumk9 commented 1 day ago

Is it possible to revert to the conventional 3×3chunk generation of iron, copper, and tin veins? At least the way it is generated now is not interesting