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AE2 Compatibility #5378

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AE2 Compatibility #5378

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ZZZank
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@ZZZank ZZZank commented Apr 21, 2023

This is an attempt to bring AE2 support to e6e, because it seems that none of the developers has time to work on it :(

Those scripts used for AE2 compatibility should be safe for the current version of e6e(which did not include AE2)by using Platform.getMods().containsKey("appliedenergistics2") to avoid running those scripts when AE2 is not installed.

this attempt mainly focuses on AE2 compactibility, but will also include its extensions like Wireless Terminals, if I have enough time.

And one more thing: I'm not a native English speaker, so my expression may not be clear, feel free to ask if something confuses you.

starting with texture and naming
[基础资源,以及完善的隐藏手段]
@ZZZank
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ZZZank commented Apr 21, 2023

Basic Resources

A key principle of my tweaking is to reuse the resources and infrastructures of(from?) RS, and given that there are many duplicate items in these two mods, I decided to redirect most of the basic AE resources to their RS equivalent.
An Example:
image

And the full list, for now:
image

There is also a special recipe for Fluix Pearl(renamed to Activated Dimentional Pearl, also with a new texture):
image
The texture might not look very good, I tried my best.

additional points:
all worldgens (meteor and ores) hava been disabled, because the resources has been redirected or no longer needed. But the Sky Stone will remain as a good decoration block and crafting material.
image

@ZZZank
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ZZZank commented Apr 21, 2023

Conversion Between AE and RS

Before tweaking the recipes block by block, knowing which AE block is similar to a certain RS block will be helpful for properly setting the difficulty of a certain recipe.
This also helps reusing those RS infrastructures.
Conversion should be simple, but should not be as simple as a single 1 to 1 shapeless crafting, because this might be triggered by accident. I use a Quartz Enriched Iron for AE to RS conversion, a Sky Dust for RS to AE conversion.
example:
image
image

the full list:
image

@NielsPilgaard
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I'm sorry but I'm not going to merge this :/ The added complexity of having to maintain more scripts is not worth it, to me.

But, we could always leave this PR open so people can copy-paste or download your scripts, so your work doesn't go to waste, what do you think? :)

@Discomanco
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I'm sorry but I'm not going to merge this :/ The added complexity of having to maintain more scripts is not worth it, to me.

But, we could always leave this PR open so people can copy-paste or download your scripts, so your work doesn't go to waste, what do you think? :)

That's a shame. I'd say the RS integration scripts we have in E2E were quite a success for those wanting to make that choice. I don't think we ever did any maintenance on those?

@ZZZank
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ZZZank commented Apr 22, 2023

: (

@ZZZank
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ZZZank commented Apr 22, 2023

Machine Blocks

The amount of tweaks I need to make is surprisingly lower than my expectation.
Anyway, the cost of AE blocks is intentionally set to be similar---if not identical---to their RS equivualent. And the original recipes for glass cable and wireless access point are removed, just use the conversion recipes.
Some examples:
image
image
image
image
image
full list:
image

@ZZZank
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ZZZank commented Apr 22, 2023

P2P and Spatial Components

/*
2023/4/28
*/
P2P......that could be a problem, because many things can be easily transfered using it, like fluids and redstone signal.
But one p2p tunnel will drain 160RF per tick now, so it might not be overpowered.
memory card:
image
As for spatial pylon, it can be partly replaced by teleposer(from Blood Magic), so I add it in the recipe, as a reminder, and an "upgrade path":
image

And spatial cell, using one less pearl:
image

@NielsPilgaard
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I'm sorry but I'm not going to merge this :/ The added complexity of having to maintain more scripts is not worth it, to me.
But, we could always leave this PR open so people can copy-paste or download your scripts, so your work doesn't go to waste, what do you think? :)

That's a shame. I'd say the RS integration scripts we have in E2E were quite a success for those wanting to make that choice. I don't think we ever did any maintenance on those?

True, but the RS compat in E2E was very basic, this is quite a bit more complex.

@ZZZank
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ZZZank commented Apr 28, 2023

Items

I just found out that there's very few item to tweak
So, speed card:
image

@ZZZank
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ZZZank commented May 19, 2023

Polishment

I currently have no PC avaliable to take screenshot, so this will be pure text.

  1. Energy Accepter is more expensive, making it slightly harder to build a small and independent network.
  2. Interface(AE) now equivalent of Interface(RS) instead of Crafter(RS), Molecular Assembler(AE) now equivalent of Crafter(RS).
  3. Blank Pattern now require a Blueprint in its recipe.

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ZZZank commented May 22, 2023

@NielsPilgaard sorry for bothering you, I have some questions.

  • Are there some tools that I can use for testing the compatibility of this PR? I know you guys are busy working on something else, so I want to do it myself.
  • Am I allowed to modify e6e and upload the modified version to Curseforge or other website? Just like what e2e-unofficial do to e2e. Should I ask for permission in somewhere?
  • If the answer to the 2nd question is true, what should I put special attention on when using e6e resources? The "resources" include textures, texts, structures, and more.

@ZZZank ZZZank marked this pull request as ready for review May 22, 2023 03:33
@NielsPilgaard
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@NielsPilgaard sorry for bothering you, I have some questions.

  • Are there some tools that I can use for testing the compatibility of this PR? I know you guys are busy working on something else, so I want to do it myself.
    I'm afraid not, we manually verify everything in-game.
  • Am I allowed to modify e6e and upload the modified version to Curseforge or other website? Just like what e2e-unofficial do to e2e. Should I ask for permission in somewhere?
  • If the answer to the 2nd question is true, what should I put special attention on when using e6e resources? The "resources" include textures, texts, structures, and more.

Yes, I hereby grant you, ZZZank, permission to modify Enigmatica 6 Expert and publish the modified version to CurseForge, under the following conditions:

  • You may not use Enigmatica assets on the CurseForge page. Assets include:
    • Logo
    • Banners
    • Fonts
  • You must make it clear on the CurseForge page that your version is unofficial, and not supported by the Enigmatica team.
  • I retain the right to subtract this permission at any time, for any reason.

In the modpack you're free to use all assets from base Enigmatica 6 and Enigmatica 6 Expert.

Does that sound okay to you? :)

@ZZZank
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ZZZank commented May 22, 2023

That's great, Thank you!

@Kanzaji
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Kanzaji commented May 22, 2023

Would there be a possibility I will in some point in the future (probably like a month or two) rework the code of this PR to be in the Enigmatica style and be responsible for maintaining it, and it will be merged 👀?
Just from curiosity, as I would like to have AE2 in E6/E to play around when I play with my friends 😄

The hardest work is done, and just getting that integrated shouldn't be that hard :D

@NielsPilgaard
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Would there be a possibility I will in some point in the future (probably like a month or two) rework the code of this PR to be in the Enigmatica style and be responsible for maintaining it, and it will be merged 👀? Just from curiosity, as I would like to have AE2 in E6/E to play around when I play with my friends 😄

The hardest work is done, and just getting that integrated shouldn't be that hard :D

We'd prefer this kept separate, no thank you :)

@ZZZank ZZZank deleted the branch EnigmaticaModpacks:develop May 24, 2023 07:14
@ZZZank ZZZank closed this May 24, 2023
@ZZZank ZZZank deleted the develop branch May 24, 2023 07:14
@ZZZank ZZZank restored the develop branch May 24, 2023 07:15
@ZZZank ZZZank reopened this May 24, 2023
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4 participants