ldtteam / minecolonies-features

This is a repo only to discuss minecolonies features (requested and planned)
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Mod Compatibility Requests #135

Open Raycoms opened 4 years ago

Raycoms commented 4 years ago

This is a list of all requested mod compatibilities. Please comment below if you want to request an additional compatibility that is not in the list.

lucsoft commented 4 years ago

Support for Storage Drawers or AE2?

hron84 commented 4 years ago

Or a generic item storage providing interface block... :thinking:

someaddons commented 4 years ago

all hut blocks already do that

hron84 commented 4 years ago

@someaddons So, e.g. warehouse hut block provides an IInventory interface?

Also, e.g. Builder's hut could contain one or more chests. Can you access their inventory via the hut block?

Raycoms commented 4 years ago

IItemHandler

Raycoms commented 4 years ago

Yes

drakray commented 4 years ago

Quark, it's the cause for ldtteam/minecolonies#4699 , and probably trouble with the Compass too(both get nbtData when in player's inventory). TempFix is to craft Clock/Compass and drop them on Builder without going in player's inventory

EDIT: 1.12.2

someaddons commented 4 years ago

1.12 is not getting any new features anymore

GridCube commented 4 years ago

It'd be nice if the [Farmer] could work with Mystical Agriculture seeds

Fornitz123 commented 4 years ago

Regarding ldtteam/minecolonies#4699 : I solved this problem by using the schematic of another builders hut (in my case upgrading from medievaloak 3 to 4) and located the itemframe with the clock. Then I placed it manually in my own builders hut and spoke with my builder and pressed "Try cancel that request!", some seconds later she resumed and finished the upgrade. (edit: added illustration of me using the schematic of the builders hut level 4 to locate the clock and itemframe) image

zoltan046 commented 4 years ago

Please make it compatible with optiforge and optifine. On multiMC it only runs when i disable those 2.

ToMe25 commented 4 years ago

This will only get optifine compat(if at all) once optifine works with forge by itself.

Raycoms commented 4 years ago

that's not on us, that's on optifine to adjust =D

Am Do., 30. Apr. 2020 um 11:38 Uhr schrieb zoltan046 < notifications@github.com>:

Please make it compatible with optiforge and optifine. On multiMC it only runs when i disable those 2.

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AlMasque commented 4 years ago

Not sure if I should be posting here, or on Optifine's github but I'll post it anyway,... So, the newest optifine (HD G1_pre16) works with minecolonies, however it ends up breaking most building textures. In Particular: (this issue persists with or without texture packs)

  1. Warehouse
  2. Farm
  3. Swineherder
  4. Chickenherder
  5. Archery
  6. Combat Academy
  7. Stone Smeltery
  8. Flowershop
  9. Hospital
  10. School

2020-05-09_09 28 57

Raycoms commented 4 years ago

Optifine github, their problem

zoltan046 commented 4 years ago

@AlMasque how do u use optifine with minecolonies? Im using optiforge , optifine and minecolonies but whenever i use optiforge and optifine i get an error with structurize. But structurize is needed for minecolonies

Raycoms commented 4 years ago

@zoltan046 newest optifine doesn't need optiforge

zoltan046 commented 4 years ago

@Raycoms ah lol, thanks for saving me👌. Been strugglin with this for a while now.

ellbristow commented 4 years ago

Compatibility with Silent's Gear, Silent's Gems etc would be useful. Currently colonists will accept the tools/weapons when you hit fulfil but still can't use them. Since the mod nerfs vanilla tool durability it would be nice if they could use the replacements. Currently I can't arm my farmer because she won't take a Mattock and the Guard doesn't like swords/Katanas from the mod

Profilename1 commented 4 years ago

Better support for modded ores. It appears that the list for the miner's lucky blocks doesn't accept blocks that use sub ids. That is, minecraft:diamond_ore is fine while immersiveengineering:ore:3 doesn't seem to work at all.

hron84 commented 4 years ago

@Profilename1 is this for 1.12? As far as I know, 1.14+ moved away from sub ids, they use flat block/item names instead.

Profilename1 commented 4 years ago

@hron84 yes. I've found a workaround for my specific application but figured I would mention it here anyway.

Asherslab commented 4 years ago

@Profilename1 1.12.2 is no longer receiving updates beyond important bug fixes.

NateKDavis commented 4 years ago

At least in the 1.14.4 version the villagers can't path across bridges from Macaw's Bridges. You can place waypoints over every bridge and then ends of the whole bridge but they will only sometimes slowly hop over them. Tried adding blocks under the bridge and way point under the bridge and a few variations of the two. But they will only cross if there is a waypoint on every bridge block. It'd be awesome if they would path find over those. Let me know if any more info is needed.

Justen-N commented 4 years ago

Animania now has a Maven repo, so it should be much easier to add compat. Of course, I don't think animania is past 1.12 yet

On Thu, May 28, 2020 at 5:39 PM KumulaKai notifications@github.com wrote:

At least in the 1.14.4 version the villagers can't path across bridges from Macaw's Bridges. You can place waypoints over every bridge and then ends of the whole bridge but they will only sometimes slowly hop over them. Tried adding blocks under the bridge and way point under the bridge and a few variations of the two. But they will only cross if there is a waypoint on every bridge block. It'd be awesome if they would path find over those. Let me know if any more info is needed.

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Asherslab commented 4 years ago

@Justen-N entirely true, but Animania adds too many changes to animals to justify supporting it within the mod itself. If support for those mobs is wanted it's extremely easy to make an addon mod to do such a thing, all the base classes are there and should be easy enough to extend to what you may want, but the changes needed would warrant their own AI classes, which suits an addon more.

MatthiasMann commented 4 years ago

The florist is randomly creating functional / generating Botania flowers. This breaks Botania progression. This seems to be because Botania dds all it's flowers to SMALL_FLOWERS: https://github.com/Vazkii/Botania/blob/09bb48a66393647aa3fd35827c26fc6615211286/src/main/java/vazkii/botania/data/ItemTagProvider.java#L50 I think the best option would be to have a block list for plantables too, add add Botania to that.

McKitten commented 4 years ago

Serene Seasons compatibility. Fields require glowstone under the water to prevent it icing over and drying the farmland out. Sugarcane plantations can get away with extra lighting in the center but not sure about the others.

devpanda0 commented 4 years ago

Please add AE2 and Refined Storage and Logisticspipes

Noromical commented 3 years ago

Compatability with Botania (for tools) and Forbidden and Arcanus (Indestructable Enchantment) would be wonderful to have!

Rosethorns commented 3 years ago

the Farmer does not know how to handle Immersive Engineering hemp. It would be great if hemp could get support

Pelemesh commented 3 years ago

Snow! Real Magic! Makes snow covered stairs/blocks/shingles, builders hate them and don't recognizeas part of build. When broken by them unsuable stairs are produced

WaldeckTBD commented 3 years ago

Please, support the "/back" command.

Right now, if you are in some place, example mining, and you do "/mc home" and you want to go back to the mine using the "/back" command doesnt get you back.

I am playing a version for 1.15.2

Asherslab commented 3 years ago

@WaldeckTBD There is no /back command in minecraft or forge, any mod that adds such a command would have to add support themselves as we can't feasibly add support for every "essentials"esc mod that adds such a command

LucidDreamer0322 commented 3 years ago

I have an issue where I moved a building with world edit before it was finished building. I have moved finished buildings multiple times with minor issues, you just have to replace the foundation block and have your builder check that everything is where it needs to be and you're good to go. However, if you move a building while it's being built you will have a request in your town hall forever apparently, as in, i can't figure out how to get it to go away, i can still build things around it, i just have to manipulate the build order so that other builds are accepted first, or just have a builder set to that request forever. I have tried using the commands to reset the request system, didnt help, i have tried replacing the block at its original location to reactivate/clear the request, no luck. i've broken and replaced my town hall block, I've even hired and fired the builder, though i didn't expect that to do much

Update: Made my second builder, went to the town hall to manipulate her into holding that request for the rest of eternity and it vanished, no idea why, about 2 in game weeks later....?

Justen-N commented 3 years ago

Question: would it be easier to spin mod compat issues out into a separate mod that interacts with our api's instead of building them directly into the mod itself? I've been thinking about this for awhile, and it seems to me that while it may add a perhaps unnecessary level of abstraction, it makes sense to me. Especially as more mods are added to the compat list, it would make sense to move the checking and registering of new features to its own mod, leaving only those core features in Minecolonies/Structurize main.

Justen-N commented 3 years ago

@LucidDreamer0322 , because a builder uses block locations and other information registered at the beginning of building, that request basically got stuck in limbo, because its information was made invalid, and its such an edge case that adding code to fix it would be a burden on those who do not use worldedit. In other words, I don't think this will be fixed, as it falls under 'don't move building while they are being built.'

Asherslab commented 3 years ago

@Justen-N

Depends on the compatibility. If it's adding a new feature (such as a worker that interacts with refined storage) definitely. if it extends an existing feature to support a mod (such as lumberjacks supporting dynamic trees) it depends. If it's a lot of code reshuffling to make an addon, no, if it's relatively easy yes.

Justen-N commented 3 years ago

@Asherslab, my thought was to take incoming new compatibility requests and create a single mod to handle most of them, so long as that request could be handled via current api calls or small changes to the api. that way, we retain control of both how the mods interact and reduce bloat in the main mod.

I'm bringing this up because I worked on the Animania compatibility request in the past but never completed it due to health issues and school. Recently, a similar request was made for Genetic Animals, and that got me to thinking that if we had a method to register an AIState that replaces the standard breeding state, it would work pretty well. The issue with that is having an API endpoint that allows a mod to register a new AIState sounds like a nightmare for public consumption, but with a compatibility layer, the risks associated with that particular call would be much reduced. Maybe I'm crazy, but it feels like a good option compared to adding new features to the main mod constantly that aren't used by a large portion of the community.

Wow. Here I am, thinking about this again with new free time, and if I had looked back at our conversation from may, I'd have seen that that was basically exactly what you suggested. Sometimes, I wonder how I get anything done.

NRBLACKRED commented 3 years ago

Hi, I don't know if this enters here but, the problem I have is in the compatibility of structurize and minecolonies since when I tried to open minecolonies versions 1.5.2,1.6.4 it appeared that they needed version 0.13. 93 of structurize, which does not exist, how do I do?

ravenbuilder934 commented 3 years ago

Hi, I don't know if this enters here but, the problem I have is in the compatibility of structurize and minecolonies since when I tried to open minecolonies versions 1.5.2,1.6.4 it appeared that they needed version 0.13. 93 of structurize, which does not exist, how do I do?

What minecolonies version did you get?

GruffRumble commented 3 years ago

Any chance of adding support for the Aviary to work with Resource Bees mod? Not sure if this is possible as they use all sorts of items for breeding, even if they could just harvest the hives and such. Going to assume not as this would most likely take an immense amount of coding to do.

NRBLACKRED commented 3 years ago

#

Hi, I don't know if this enters here but, the problem I have is in the compatibility of structurize and minecolonies since when I tried to open minecolonies versions 1.5.2,1.6.4 it appeared that they needed version 0.13. 93 of structurize, which does not exist, how do I do?

What minecolonies version did you get?

I tested with the 1.6.4 without structurize because it is only up to 1.6.1 and then I tried with minecolonies 1.5.2 and the structurice 0.13.31, in the latter it is that I get the error uqe it tells me that minecolonies needs the structurize 0.13.93

ravenbuilder934 commented 3 years ago

Hi, I don't know if this enters here but, the problem I have is in the compatibility of structurize and minecolonies since when I tried to open minecolonies versions 1.5.2,1.6.4 it appeared that they needed version 0.13. 93 of structurize, which does not exist, how do I do?

What minecolonies version did you get?

I tested with the 1.6.4 without structurize because it is only up to 1.6.1 and then I tried with minecolonies 1.5.2 and the structurice 0.13.31, in the latter it is that I get the error uqe it tells me that minecolonies needs the structurize 0.13.93

Get https://www.curseforge.com/minecraft/mc-mods/minecolonies/files/3117665 and https://www.curseforge.com/minecraft/mc-mods/structurize/files/3100325 with 1.16.4 forge, then it should work

NRBLACKRED commented 3 years ago

Hi, I don't know if this enters here but, the problem I have is in the compatibility of structurize and minecolonies since when I tried to open minecolonies versions 1.5.2,1.6.4 it appeared that they needed version 0.13. 93 of structurize, which does not exist, how do I do?

What minecolonies version did you get?

I tested with the 1.6.4 without structurize because it is only up to 1.6.1 and then I tried with minecolonies 1.5.2 and the structurice 0.13.31, in the latter it is that I get the error uqe it tells me that minecolonies needs the structurize 0.13.93

Get https://www.curseforge.com/minecraft/mc-mods/minecolonies/files/3117665 and https://www.curseforge.com/minecraft/mc-mods/structurize/files/3100325 with 1.16.4 forge, then it should work

thanks, will try again

kihgy commented 3 years ago

I want to summit a compatability: Minecolonies guard structures also register other mobs from mods, I play the game with other enemy that attack the colonies, and right now the guard only attack after they are hit, not automatically. I also want mobs on the list be automatically aggressive toward citizens or guards as they will be attacked back, and this also increase the necessary for guards

SomewhatDamaged commented 3 years ago

Quark overwrites the cactus + smelting -> cactus green recipe to be cactus + smelting -> cactus paste and then cactus paste + crafting -> cactus green.

Any chance of having the Dyer detect this and adjust its already-known recipes to match?

Minithra commented 3 years ago

If you run an RF Tools builder over the area, even if it's not set to break any of the blocks (in my case it was whitelisted only to Flare Lanterns), it will break the hut blocks - on right-clicking the huts it gives the error "This block is missing its respective building, try restarting or loading a backup". Perhaps a way to tell the RFTools builder not to even look at the hut? Depends what's causing the issue, I suppose...

Asherslab commented 3 years ago

@kihgy we support all mobs that implement the vanilla Mob class. otherwise you may use the config to manually add mobs to the list (there is an example with slimes)

Justen-N commented 3 years ago

Regarding #3906, enhanced animals compatibility: I've spoken with Moki and Saemon, and they are planning to expose an api in the future. As is, I have a dev environment set up to accomplish the compat in a new mod, but their code is rather complex and some of the values I need aren't readily available.