MachineMuse / MachineMusePowersuits

Minecraft mod, take 2
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Incompatible RF API with other mods #816

Open EdgarMagdaleno opened 7 years ago

EdgarMagdaleno commented 7 years ago

Tested with EnderIO 3.1.193 machines and Immersive Engineering 0.10-61 items and machines, it was impossible to charge any part of the power armor. Specifically with the Wireless Charger from EnderIO and even the Capacitor Bank, the Power Armor behaved as if it was not an RF capable item, as the Capacitor Bank does not even let the user drag it to the manual charging slots.

eyeonus commented 7 years ago

Can't do anything without at least mc and power suit versions, and logs would be good as well.

gdarai commented 6 years ago

MC: 1.10 - MCP 9.32 - Forge 12.18.3.2511 Modular Powersuit Version1.2.126 Tested mods: Actuallz Aditions t105, EnderIO 3.1.193, ImmersiveEngineering 0.10-61

Suit can use the battery power from AA, but it cannot be charged Wirelessly or in any machine, like AA charger, IO Capactor or IE charger.

lehjr commented 6 years ago

Most likely those mods that support RF don't bundle it and I'm not about to do so.

lehjr commented 6 years ago

The best solution would probably be for me to switch over from RF to Forge Energy. Unfortunately, at the moment, I don't have time to do that as every bit of free time is committed to working on the 1.12 version.

gdarai commented 6 years ago

Hmm... I'll not pretend I understand the explanation, but ok. If you think that it is better to abndon 1.10... than ok. You see this makes the whole internal power system unusable. Because if IC2 also does not work, than there is no way to actually power the suit up, right? Player just has suit without power and an external battery which is the suit using for everything.

I hoped that it would be enough to just register the items somewhere that they would be recognized as Chargable. but if you think it is more complex issue than ok.

But thanks for the answer.

lehjr commented 6 years ago

I've never had an issue charging anything in 1.10.2. The issue with RF is that in order for mods to use RF, the API has to be available, either by bundling with one of the installed mods, or installed separately. The problem with bundling the API with a mod is that it can cause problems when multiple versions of the API are present in different mods. Forge solves this with a different system altogether, but I have not had time to investigate or implement it. I have not abandoned 1.10.2, I simply cannot work on it at this time. When I have enough done on the 1.12 for a beta release, then I can backport some of the fixes to 1.10.2. I simply cannot do it all at once. I am only one person.

lehjr commented 6 years ago

@gdarai As to why the 1.12 port is taking so long, again, time. 1 person doing all the work. And I'm not just doing a 1:1 port of the same old same old, but actually fixing things that need to be fixed, like cleaning up old code that does nothing, replacing the tinker table model with with a new one, with a new skin that had to be done 1 pixel at a time. Fixing the power fist so that it can be colored the same way the armor is, that is, every part can have a different color instead of just a single color. Fixing the rendering code for the armor models so that kilobytes of data don't need to be synced for every render pass, and fixing the code so that custom models can be used, and fixing the code so that all of this can be customized in the same cosmetic window of the tinker table GUI instead of having to install a bunch of different models for cosmetics. And fixing the code so that all of this can be disabled or enabled on the server, so that megabytes of bandwidth aren't needed for cosmetics. All of that and more, but if you think I should stop what I'm doing and work on 1.10.2 after thousands of downloads and almost no bug reports, then you probably know what's best. Like I said, it's not abandoned and quite frankly I take offense to the implication that it is.

Bluexin commented 6 years ago

@lehjr do you want me to look into adding FE support? Either keeping both APIs or ditching RF (most RF-compatible mods are now also FE-compatible) I could probably do so in the near-ish future. 1.12 of course, but if you want backporting it shouldn't be too hard.

As for a temporary workaround @EdgarMagdaleno @gdarai did you try adding RF api (1.12+) or COFH Core (until 1.12) ?

lehjr commented 6 years ago

I have FE already setup in another workspace that I haven't merged yet, along with a different setup for IC2-EU that doesn't require extending IC2 classes. Once I finalize the rendering code, that will be next.

Bluexin commented 6 years ago

Aight :) Didn't notice this issue was a month old, sowwy ^-^'