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Update ExtraCells 2 to a more up to date fork.

Open ElektroKill opened this issue 2 years ago • 9 comments

URL

https://www.curseforge.com/minecraft/mc-mods/extra-cells-2-samlam140330s-fork

Why would you like the mod added?

The old ExtraCells 2 mod has been unmaintained for quite a while now. This new version fixes a couple of bugs with the mekanism gas integration and would be nice to have included in the pack.

ElektroKill avatar Jan 25 '22 10:01 ElektroKill

Thanks for the suggestion. Do you know which bugs it fixes specifically?

NielsPilgaard avatar Jan 25 '22 11:01 NielsPilgaard

Here is a list of bugs it fixes I could find using the github commit log:

  • GUI title text for Gas Level Emitter
  • Fixes all gases rendering as a white fluid in ExtraCells GUIs
  • Selection of gas for Gas Level Emitter works properly
  • Fixes ME Gas Terminal sometimes showing incorrect amounts of gas.
  • Fixes Walrus UV mapping

ElektroKill avatar Jan 25 '22 11:01 ElektroKill

Thanks for digging that up 😄 Switching the two mods should not remove any items from existing worlds, correct?

NielsPilgaard avatar Jan 25 '22 11:01 NielsPilgaard

The modid is the same for both mods and the author of the fork did not change any item/block id's so it should be a drop-in replacement. The only real differences are the version number and the bug fixes.

ElektroKill avatar Jan 25 '22 12:01 ElektroKill

Perhaps a shameless plug, but I maintain a fork of extra cells 2. I've made some changes to it, other than just bug fixes.

https://www.curseforge.com/minecraft/mc-mods/ae-additions-extra-cells-2-fork https://github.com/the9grounds/AE-Additions

Few things beyond just bug fixes:

  • Added a Gas Interface - Works just like the fluid interface from AE2, but for mekanism gas
  • Reworked the fluid autofiller - It now takes a fluid in it's slot and allows you to add speed. It will then autocraft buckets filled with the fluid you selected
  • Reworked fluid assembler. Before it would take 9 recipes and it was horrendously slow. Now it takes capacity cards and acceleration cards.
  • Allowed partitioning of fluid cells from the mod.
  • Extended the config - Including allowing reconfiguring how big each cell is from the mod and how many types it can accept.

The best thing is just the gas system works pretty flawlessly now. I've been using my mod in my personal E2E for quite some time and the gas interface is super helpful.

Now, the only downfall is that since I renamed the mod to AE Additions, there's a mapping issue. I can solve that with pretty easily with an event called MissingMappings, however, since I also removed the deprecated fluid parts, that changed around the meta number for each part(i/o buses, terminal).

I can look into trying to fix this. The one thing I can't really fix, is if a player is still using the deprecated fluid items from Extra Cells 2 instead of the ones from AE2. I removed those items from my mod.

If I can figure that out, I'd be happy to throw up a PR to implement my mod into the modpack.

GitHub
Contribute to the9grounds/AE-Additions development by creating an account on GitHub.

Beachman4 avatar May 22 '22 00:05 Beachman4

Acceleration Cards in Fluid Assemblers? hell yeah! that is enough for me to give you a thumbs up :D

Perhaps a shameless plug, but I maintain a fork of extra cells 2. I've made some changes to it, other than just bug fixes.

https://www.curseforge.com/minecraft/mc-mods/ae-additions-extra-cells-2-fork https://github.com/the9grounds/AE-Additions

Few things beyond just bug fixes:

  • Added a Gas Interface - Works just like the fluid interface from AE2, but for mekanism gas
  • Reworked the fluid autofiller - It now takes a fluid in it's slot and allows you to add speed. It will then autocraft buckets filled with the fluid you selected
  • Reworked fluid assembler. Before it would take 9 recipes and it was horrendously slow. Now it takes capacity cards and acceleration cards.
  • Allowed partitioning of fluid cells from the mod.
  • Extended the config - Including allowing reconfiguring how big each cell is from the mod and how many types it can accept.

The best thing is just the gas system works pretty flawlessly now. I've been using my mod in my personal E2E for quite some time and the gas interface is super helpful.

Now, the only downfall is that since I renamed the mod to AE Additions, there's a mapping issue. I can solve that with pretty easily with an event called MissingMappings, however, since I also removed the deprecated fluid parts, that changed around the meta number for each part(i/o buses, terminal).

I can look into trying to fix this. The one thing I can't really fix, is if a player is still using the deprecated fluid items from Extra Cells 2 instead of the ones from AE2. I removed those items from my mod.

If I can figure that out, I'd be happy to throw up a PR to implement my mod into the modpack.

Attention Required! | Cloudflare

GitHub**GitHub - the9grounds/AE-Additions**Contribute to the9grounds/AE-Additions development by creating an account on GitHub.

GitHub
Contribute to the9grounds/AE-Additions development by creating an account on GitHub.

ReiDaTecnologia avatar May 22 '22 00:05 ReiDaTecnologia

If you're curious, this is how the fluid assembler now works:

image

By default, there is only 1 slot enabled and that would allow you to put 5 acceleration cards in. However, what I've been doing in my playthrough is 1 capacity card and 4 acceleration cards and I think that's a nice tradeoff.

Now the gas interface:

image

There are sides in the tooltip, because I made this interface in mind that you're only playing with mekanism and not with ender.io gas conduits, however, I programmed it so that if a side contains a gas conduit, any gas in the interface can output to that side.

Beachman4 avatar May 22 '22 00:05 Beachman4

@Beachman4 If you can somehow make your mod compatible with existing worlds, and even do the switch in a PR, I can't refuse 😄

I can look into trying to fix this. The one thing I can't really fix, is if a player is still using the deprecated fluid items from Extra Cells 2 instead of the ones from AE2. I removed those items from my mod.

I can live with that, if you put a note in the changelog file about this deprecation :)

NielsPilgaard avatar May 22 '22 19:05 NielsPilgaard

@NielsPilgaard I think I can find a way to do this. I'll let you know when that happens.

P.S. I also updated my mod to 1.18, bringing upgraded cells and crafting storage units along with some other additions that will be coming soon :)

Beachman4 avatar May 28 '22 01:05 Beachman4