The Meaning of Life, the Universe, and Everything.
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oliverrook
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Hey ya. I posted a topic on the forge forums, and LexManos said it would be up to the modders to do this.
So, here's what I said:
Hiya. I've been toying with mods for a while, and I noticed something:
While forge does allow for ores to be used in the same manner, it does not allow this for ingots. For instance:
If you use 2 Industrial Craft Copper ingots, and 1 RedPower copper ingot, and 1 piece of tin from either, it will not create bronze.
If the directory was extended to use ingots as well, than all the problems about not being able to use ingots from different mods with each other would be resolved.
Along with this, I have noticed that mods that have their own energy system are also not compatible. You need to use the correct type of energy for each mod.
This could also be resolved by adding a universal energy system.
Now, if a modder wants to have their own unique energy, then they can use a class to make their own kind of energy. This could be used for stuff like EE2 and the like.
This way, things like industrial craft generators could power redstone sorting machines and similar situations.
How does this sound?
The mod could be a forge add-on, requiring the forge ore directory to be loaded. The mod would add a separate directory for the ingots and alloys made possible by the forge ore directory. It would also add a universal system of energy, allowing all machines made in various mods, such as redpower and industrial craft, to be compatible with one another.
The system of energy could be extendable by the author of the mod, making it so they could still use their own energy counts, and modders that want to have their mods supported by each other could set up their own counts for energy.
The ingots would include every possible ingot in the forge ore directory, and then some of the common possible alloys. The mods could use the directory to make the mods with the same ingots compatible.
Anyone like or dislike this idea? Any comments or possible modders? Please, I would like some criticism.
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Famouse quotes to live for:
"You can own the earth and still, all you'll own is earth until you can paint with all the colors of the wind."
"I wanna fly high! So I can reach the highest of all the havens. Somebody will be waiting for me, so I have got to fly higher."
"Wait, think about this. Chaos comes with chocolate rain! Chocolate! Rain!"
This is for suggestions to Minecraft, not Minecraft modding. You're in the wrong forum. Anyways, the ingot problem can be fixed by only having one mod generating your copper and tin ingots.
The Meaning of Life, the Universe, and Everything.
Location:
Goffstown
Join Date:
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Posts:
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Minecraft:
oliverrook
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Umm... I think you're confused. Did you read the whole post? The post states that ingots from one mod aren't compatible with another. You can't use industrial craft ingots to make a red power machine, just like you can't use inficraft rubies to make a ruby handsaw from red power.
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Famouse quotes to live for:
"You can own the earth and still, all you'll own is earth until you can paint with all the colors of the wind."
"I wanna fly high! So I can reach the highest of all the havens. Somebody will be waiting for me, so I have got to fly higher."
"Wait, think about this. Chaos comes with chocolate rain! Chocolate! Rain!"
Right. That's minecraft modding. This is the suggestions forum for vanilla minecraft. On this website, the most appropriate forum would be http://www.minecraftforum.net/forum/52-requests-ideas-for-mods/, but there is a bug tracker for Forge, so that is probably a better place. Or bring it up in the IRC channels, and see what people say.
Also, I can indeed use redpower ingots to create industrialcraft machines and vice versa. I know this because I'm already doing it.
The Meaning of Life, the Universe, and Everything.
Location:
Goffstown
Join Date:
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Posts:
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Minecraft:
oliverrook
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I know this is in the wrong forum. I don't know how to move it though. And as I said, I did suggest this to Lex, and he said that it would be up to modders. Also, the alloys don't work together, and neither does energy, so this post is still valid. And are you sure you're using redpower and industrial craft ingots for each others machines? I can't seem to do that.
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Famouse quotes to live for:
"You can own the earth and still, all you'll own is earth until you can paint with all the colors of the wind."
"I wanna fly high! So I can reach the highest of all the havens. Somebody will be waiting for me, so I have got to fly higher."
"Wait, think about this. Chaos comes with chocolate rain! Chocolate! Rain!"
A mod should move it soon enough. And yes, I am positive I'm mixing ingot usage. RedPower2 is the only copper/tin generating mod I have configured, and I macerate it into IndustrialCraft dusts which then get induction furnaced into IndustrialCraft version ores. I build everything (Forestry, IndustrialCraft, RedPower2) with these.
The only conflict I know of is RedPower2 rubies and the Laser mod rubies, which I accept because one is natural and the other is crafted.
As for the power generation, Thaumcraft has a vis->{RP2, IC2, BC} item called the thaumic enchanter and Forestry has a IC2->BC engine. The balance of each mod is different, otherwise the modders probably would have chosen to combine their energy networks. The fact they did not tells you that they did not shows they have a reason to do so. Anyways, these mods have APIs so other modders can make network connectors should they want to.
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So, here's what I said:
The mod could be a forge add-on, requiring the forge ore directory to be loaded. The mod would add a separate directory for the ingots and alloys made possible by the forge ore directory. It would also add a universal system of energy, allowing all machines made in various mods, such as redpower and industrial craft, to be compatible with one another.
The system of energy could be extendable by the author of the mod, making it so they could still use their own energy counts, and modders that want to have their mods supported by each other could set up their own counts for energy.
The ingots would include every possible ingot in the forge ore directory, and then some of the common possible alloys. The mods could use the directory to make the mods with the same ingots compatible.
Anyone like or dislike this idea? Any comments or possible modders? Please, I would like some criticism.
"You can own the earth and still, all you'll own is earth until you can paint with all the colors of the wind."
"I wanna fly high! So I can reach the highest of all the havens. Somebody will be waiting for me, so I have got to fly higher."
"Wait, think about this. Chaos comes with chocolate rain! Chocolate! Rain!"
"You can own the earth and still, all you'll own is earth until you can paint with all the colors of the wind."
"I wanna fly high! So I can reach the highest of all the havens. Somebody will be waiting for me, so I have got to fly higher."
"Wait, think about this. Chaos comes with chocolate rain! Chocolate! Rain!"
Also, I can indeed use redpower ingots to create industrialcraft machines and vice versa. I know this because I'm already doing it.
"You can own the earth and still, all you'll own is earth until you can paint with all the colors of the wind."
"I wanna fly high! So I can reach the highest of all the havens. Somebody will be waiting for me, so I have got to fly higher."
"Wait, think about this. Chaos comes with chocolate rain! Chocolate! Rain!"
The only conflict I know of is RedPower2 rubies and the Laser mod rubies, which I accept because one is natural and the other is crafted.
As for the power generation, Thaumcraft has a vis->{RP2, IC2, BC} item called the thaumic enchanter and Forestry has a IC2->BC engine. The balance of each mod is different, otherwise the modders probably would have chosen to combine their energy networks. The fact they did not tells you that they did not shows they have a reason to do so. Anyways, these mods have APIs so other modders can make network connectors should they want to.