Closed richardhendricks closed 6 years ago
I haven't had much time to work on it lately (wow it's been an entire year)...
Thanks for commenting. Would you accept PRs?
Sure, that would be awesome!
I'm not exactly sure what has changed in GT5U's API that needs to be updated here for the mod to function, but I'm sure some changes will need to be made just to get it to build.
Oh a few other things I remembered:
Advanced sieve should probably be using ITexture for rendering instead of TESR for performance reasons, it would be great if you could figure that out.
There's currently no way to get GT gems, I was thinking I would add an HV era machine that could sift "gem sand" which would be made with a diamond, and emerald, and 2 gravel into a random GT gem with a random quality. Something super hard.
Some people wanted MineTweaker support for my machine recipes.
Assume I am a friendly idiot at this point. :D
Aight, feel free to ask anything.
I actually didn't realize that there was any interest left for this project, I could probably find some time to work on it if people are actually interested in using it.
ITexture is an interface for GregTech's custom rendering system that it uses for pipes, machines, cables, etc... and supposedly it's really fast, but I don't know much about how it works or how to use it. TESRs or TileEntitySpecialRenderers are Minecraft's way of doing fancy rendering, but as far as I understand it's super slow and runs on a single thread, so having a ton of advanced sieves will destroy FPS. This is a problem that the older versions of Ex Nihilo sieves (which my advanced sieve rendering code is based on) also had.
We have had some requests in the Gregtech New Horizons discord for a skyblocks version, so there is definitely some interest for the Ex Greglio style mod.
yeah i asked a long time ago about support for sky block, Some kinda ID conflict but didn't seem to work.
Something to with NH's slightly modded gt5u probably. But also needed some features to make it more inline with how gtnh would be played for skyblock. Like gated ores, Sifting moon dust for titanium kinda stuff
I would love to see Exgregilo in a Greg Tech: New Horizon way. I started some Sky Block maps, but most of my fun is based on Greg. I saw your Mod a few month ago and until now I'm waiting for a skyblock Greg mod. So I wish it will be done in the future :-)
It would be cool, would need some tweaks to make it fit inside gtnh. But I'd help do config changes for that
On Dec 4, 2017 12:08 PM, "BelanaBelow" notifications@github.com wrote:
I would love to see Exgregilo in a Greg Tech: New Horizon way. I started some Sky Block maps, but most of my fun is based on Greg. I saw your Mod a few month ago and until now I'm waiting for a skyblock Greg mod. So I wish it will be done in the future :-)
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Alright, I can try to find some time to work on this, but keep in mind that I am very busy with school and other programming work, so progress probably won't be super rapid.
Also I'm not sure how much GT5U's APIs have changed over the past year, so it could take considerable time just to get the mod into a functional state with its current features.
If you need help or ideas I can help, Only thing is perhaps check both gt5u jars and gt5u from gtnh. Slightly different sometimes and would need different configs
On Dec 9, 2017 12:19 PM, "Dylan" notifications@github.com wrote:
Alright, I can try to find some time to work on this, but keep in mind that I am very busy with school and other programming work, so progress probably won't be super rapid.
Also I'm not sure how much GT5U's APIs have changed over the past year, so it could take considerable time just to get the mod into a functional state with its current features.
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I am very interested in this as well, I'm willing to add it to my playthrough as soon as its in an even semi-working state.
It's in a sort of working state right now, you just have to compile it yourself until I decide it's time for a release. I just fixed the recipes for Auto Sieves.
Sounds great. I've downloaded the source and now I just have to figure out how to build it.
libs.zip You'll want to use those in your libs folder, everything else is provided by gradle. (Hoping to upload those to my maven repo soon too)
I'm having an issue with a few dependencies. It says "Could not resolve :Railcraft:1.7.10-9.40.0" as well as two others. Sorry if this is not the place to ask this question.
Edit: It says that peer not authenticated
The railcraft repository is in the build.gradle file, it should work with no further configuration assuming your forge workspace is setup correctly.
On Wed, Dec 13, 2017 at 12:50 AM, WSpadaro notifications@github.com wrote:
I'm having an issue with a few dependencies. It says "Could not resolve :Railcraft:1.7.10-9.40.0" as well as two others. Sorry if this is not the place to ask this question.
You want to upload the jar when your done for noobs like me that can't compile it?
Here's the railcraft jar http://addons-origin.cursecdn.com/files/2219/321/Railcraft_1.7.10-9.4.0.0.jar
You can find the others on the internet too, just make sure you get the "dev versions" of the mods because they don't have dependency requirements.
Edit: Put them in the libs folder, then remove dependency line from the build.gradle file.
Thanks for the help, I have downloaded the three libraries it was looking for (Railcraft, EnderIO, and EE3) now I just have to figure out how to get forge to use local copies instead of going out and looking for them and failing with a "peer not authenticated" failure. Thanks for the help, I'll keep working on it tomorrow. First time using gradle so sorry for the headache.
Sorry didn't see your edit. I will do that tomorrow morning. Thanks so much for the help. Can't wait to try it out
Alright, I resolved all of the dependency issues I was having. I had to download all of the following dev files and place them in the ./libs folder: EnderIO, EE3, Ex-Astris, Excompressum, gregtech-5.09.31, Railcraft, forestry, and NEI). I have one final error that involves states: exgregilo\link\gregtech\tools\MetaGeneratedTools.java:19: error: MetaGeneratedTools is not abstract and does not override abstract method used(ItemStack,EntityPlayer,BlockPos) in ITool Thanks again for all the help
Thanks! Nice to see activity on this again.
Ok so theoretically with the addition of gem sand the entire GT tech tree should be completable. It would be great if someone could confirm that.
Here's a compiled version of the mod if anyone wants to test it out. https://mega.nz/#!I0BDXLAD!6yK8aLLSkMOvKcKKpTeKRInnQ5xx49NukXdpBybLMfo
Will be testing Tonight then, was it possible to add minetweaker support?
I added minetweaker support and it should work but I havn't tested it. Right now it supports adding and removing recipes from the auto sieve.
Probably going to modify it slightly for gtnh. But will test tonight and let you know
On Dec 13, 2017 4:09 PM, "Dylan" notifications@github.com wrote:
I added minetweaker support and it should work but I havn't tested it. Right now it supports adding and removing recipes from the auto sieve.
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Do you know offhand if regular sieve recipes can br overridden with minetweaker or if it can be forced overridden by another mod?
On Dec 13, 2017 4:13 PM, "Hakameda" krestaicus@gmail.com wrote:
Probably going to modify it slightly for gtnh. But will test tonight and let you know
On Dec 13, 2017 4:09 PM, "Dylan" notifications@github.com wrote:
I added minetweaker support and it should work but I havn't tested it. Right now it supports adding and removing recipes from the auto sieve.
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I will also test tonight when I get home. Excited to try it out.
Did you also get nei support working? Says it was an issue opened last year
Not sure if regular sieves can be overridden by default but if not it's something I might be able to add to this mod since it already has a system in place for editing default sieve registries.
NEI mostly works but it still has the issue where my machines have a missing GUI texture when displaying recipes. I have no idea why.
Should build out of the box with no libs folder now.
@WSpadaro You have to add in the Forestry mod. @Quantum64 I needed to populate the libs folder like this
12/13/2017 09:04 PM
That's based off your commit of 586d4b8cd3fb9293c52c806b9f046a83f394504a
I had to also remove the enderio line from build.gradle and add in the libraries.
@richardhendricks What error do you get without the libraries. Everything needed to build is hosted on remote repositories now, so I can build with an empty libs folder.
DId anyone test Minetweaker support? I should be able to address most of the tickets today, although I currently have no idea how to fix the NEI or crafting ones.
I'll see if i can test minetweaker before work today else it wouldn't be until tonight
Playing with minetweaker now to see if i can get it working
Minetweaker does not appear to be working, Can remove other recipes from mc and mods but not exgregilo stuff
The minetweaker support is currently only for sieving products (though it should probably work for recipes too). You should be able to use the methods addProduct and removeProduct on mods.exgregilo.AutoSiev
Each time I make a commit a compiled version of the mod will automatically be posted here: https://github.com/Quantum64/ExGregilo/releases Should make testing easier.
Nice. Will keep playing with it
Looks like a crash after updating to latest - fml-client-latest.log
It isn't crashing for me. Also that crash doesn't look mod related.
i'll double check that
Edit: Weird musta been something else
Was using ancient version of java and new version of gradle. :D All is building fine now.
Closing ticket.
Just wanted to check and see if this project is no longer under development. Thanks.