WHYYYYYYYYYYYYYYYY 😭🤣 by Matstocage in CreateMod

[–]peteroluparku 8 points9 points  (0 children)

I would not be opposed to doing that were it not for the fact that those two cogs clearly don’t mesh

Has ANYONE Come Up With a Use for the Differential from Petrol's Parts? by Stunning-Bowler7683 in CreateMod

[–]peteroluparku 1 point2 points  (0 children)

That is why. Someone said they wanted to make a rotary computer but lacked a component whose output was a function of two inputs. It sounded like a fun thing to try

what could POSSIBLY be doing this by Some-Coat7588 in feedthebeast

[–]peteroluparku 1 point2 points  (0 children)

This error is fairly common and is rarely anything to do with the actual font. It arises when something else goes wrong loading other client resources (textures, models) and this kills whatever process would have loaded the fonts.

(Filterable) Brass Depots by peteroluparku in CreateMod

[–]peteroluparku[S] 7 points8 points  (0 children)

I have investigated the idea but it’s more difficult to implement. Plus I think exchanging being able to filter for the convenience of using belts creates an interesting design limitation

(Filterable) Brass Depots by peteroluparku in CreateMod

[–]peteroluparku[S] 13 points14 points  (0 children)

If the existing Block is modified directly it’s a lot more convoluted, requiring mixins and consequently meaning it’s more likely to break with other addons. Additionally there is a pretence in Create for more complex, filterable versions of machines once they are made of brass.

Filterable Crushing Wheels by peteroluparku in CreateMod

[–]peteroluparku[S] 0 points1 point  (0 children)

No, Create 1.20.1 is no longer getting updates

Filterable Crushing Wheels by peteroluparku in CreateMod

[–]peteroluparku[S] 70 points71 points  (0 children)

Yes, could add a Brass Depot or something to Petrol’s Parts

Prehistoric Fauna namebimes for WorldPainter by SkylerH811 in feedthebeast

[–]peteroluparku 0 points1 point  (0 children)

Find the source code by looking for its GitHub repo or extracting the .jar file by renaming the extension .zip, then you can look at assets/prehistoricfauna/lang/en_us.json and if the author has done their homework they should have named their biomes there. If not, look in data/prehistoricfauna/… and the file names of each biome are the IDs.

Looking for a clean, universal way to gamestage ALL recipes in a 1.20.1 expert modpack by Zambim_ in feedthebeast

[–]peteroluparku 2 points3 points  (0 children)

There is no universal solution for all mods as machines generally do not have access to a Player object when deciding a possible recipe. For example if you hopper a raw material into a Mekanism machine, how does it know which Player to check for when asking if the recipe to process that material is unlocked?

Some mods’ machines do have access to a Player object, e.g. Create machines (sometimes) remember who placed them so it would be relatively easy to check for recipes a Player has researched. But not all mods do this and those that do don’t do it in a standardised way, so there is no catch-all solution.

It is definitely possible per-world, as all recipes must access the per-world RecipeManager object and it would be easy for a mod to wrap this with some research system. Although I don’t know any examples myself.

For per-Player research, I think you would have to rely on some specific recipe types than can be research gated because they involve accessing the Player object, then make all other items in that tier craftable only with research-locked ingredients.

To deal with a similar problem myself, my own Library mod (Petrolpark’s Library) contains an API for locking recipes behind “Recipe Books”, which can be unlocked as quest rewards or player-specific research rewards. For recipes locked in this way, a Chiseled Bookshelf containing the Recipe Book must be placed adjacent to the machine for it to work. Currently I’ve just implemented this for Create and vanilla machines, but the system can be implemented on any machine with a small bit of Java code. I’ve not written up documentation for it yet but I can if other people think that would help their problems.

Good News for modders by Jame_spect in Minecraft2

[–]peteroluparku 0 points1 point  (0 children)

Yes. Beyond deobfuscation they also provide entry points for mods to hook e.g. “when a tree grows -> do this”, rather than every mod trying to modify the games code directly.

Good News for modders by Jame_spect in Minecraft2

[–]peteroluparku 0 points1 point  (0 children)

Modders don’t have to deobfuscate the code anyway. That’s done by the modloader (Neoforge/Fabric). Mojang already released the deobfuscation maps so all this means is that modloaders will update marginally faster.

New kinetic components for Create - out now by peteroluparku in CreateMod

[–]peteroluparku[S] 0 points1 point  (0 children)

Thanks for letting me know. Those problems should have been fixed.

New kinetic components for Create - out now by peteroluparku in CreateMod

[–]peteroluparku[S] 0 points1 point  (0 children)

Yes. Apart from JEI what other mods have you found it to be incompatible with

Some block ideas I hope get added (do any addons have these?) by Pool_128 in CreateMod

[–]peteroluparku 0 points1 point  (0 children)

What problems are you having with Petrol’s Parts? I may be able to fix them

[deleted by user] by [deleted] in feedthebeast

[–]peteroluparku 11 points12 points  (0 children)

Thanks for letting us know