Open Yefancy opened 1 year ago
Here's a list of things I noticed while looking around.
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.
Some more things I noticed that are missing:
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
[x] Mining hammer
[x] a power drill?
[x] Correct/update/add tooltips for wires and pipes I think need done?
Might want to add the 1.12 2.7 features?
[x] Computation
[x] recipeviewer pages for ores/fluids/etc
[x] HPCA
[x] Research Station
[x] Power Substation
[x] Lasers
[x] Active Transformer
[x] ghost circuits in input buses
[x] ME hatch/bus
[x] Long-Distance pipes
[x] config option to remove vanilla ores? (can be "add this datapack")
[ ] maintenance rebalance
[ ] add minimap integration to prospector
[x] item magnets
[ ] lasers in assembly lines (https://github.com/GregTechCEu/GregTech/pull/462)
Not to be ported:
- [ ] Crafting recipes for bedrock ore miners when enabled?
IMO that's DIY for the packmaker to do.
IMO that's DIY for the packmaker to do.
in that case, how do I add assembler recipes via datapack?
- [ ] 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.
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?
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....
Types:
Variants:
[ ] 2.8 content [ ] MA and prodbees support maybe?
[ ] particle accelerators
Smart filter from gtce
Re-check colorcodes and color names for blocks. Example: Diode block using full color name. Muffler block using voltage only colorname
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
@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 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
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.
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...
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.
So are we going to add small ores? Also there should be a map mod like xearos map ore vein support
Long term suggestion:
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 :)
we need the fancy effects.. I am not a coder, and this may be unnecessary, but hell they look fabulous.
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.
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?
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
Cross-mod Integration
No response
Feature Description
TODO List
machines
multiblocks
parts
covers
....
items
misc
new features