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Buildcraft Wrench, Crescent Hammer, etc don't work

Open da3dsoul opened this issue 10 years ago • 10 comments

They just don't.

da3dsoul avatar Dec 27 '14 04:12 da3dsoul

https://github.com/planetguy32/RemainInMotion/blob/master/src/main/java/me/planetguy/remaininmotion/core/ModInteraction.java#L166 is supposed to detect pretty much any wrench known to Steve-kind.

planetguy32 avatar Dec 27 '14 13:12 planetguy32

Indeed it is, but it doesn't. I will write an extensive log system for it so I can figure out why it isn't working.

da3dsoul avatar Dec 27 '14 15:12 da3dsoul

I think I fixed it, I'm testing as soon as Minecraft stops crashing on startup from my attempts to not erase all previous carriages.

da3dsoul avatar Jan 01 '15 02:01 da3dsoul

Yay I fixed it.

da3dsoul avatar Jan 01 '15 04:01 da3dsoul

I lied only the Project:Red Screwdriver works...

da3dsoul avatar Jan 01 '15 15:01 da3dsoul

Suggestion: Rather than look for other mods' tool implementations and supporting those, it would be preferred if you could create an interface that other mod developers can use to pull in functionality of your screwdriver. In this way, you prevent breakages in other mods (in my case: Powersuits) and ensure that the mods which would like to support your mod can support it without potentially causing ill-defined behaviour. In this case, the bare powerfist, with no powerfist modules whatsoever installed, acts as an RiM screwdriver due to it implementing several tool interfaces and, though the normal functionality is limited based on which modules are installed with which MC mods, simply testing for these tool interfaces outside of the MC mod in question may in some cases cause this ill-defined behaviour.

Korynkai avatar Feb 22 '15 23:02 Korynkai

I agree. We can make an interface, only the Project:Red screwdriver works as intended anyway as they all do strange things (like rotate).

da3dsoul avatar Feb 22 '15 23:02 da3dsoul

If it's doing bad things we should remove the special wrench stuff, but IMO the last thing the world needs is another wrench API. I'd be inclined to stick to the Buildcraft and CoFH wrench APIs since they seem to be the most common.

planetguy32 avatar Feb 22 '15 23:02 planetguy32

Well, that would be one sane way of doing it, so long as RiM is inherently runtime dependent on whichever mod implements said tool API... On the other hand, if you're looking to eliminate runtime dependencies, you have to take into consideration if a mod inherits said tool interface specifically to support RiM and the mod which adds the aforementioned tool interface is not present (i.e. buildcraft), it would break functionality for the inheriting mod; therefore your own tool interface would be the way to go in this case. The choice is up to you, really just needed to report (as current maintainer of Powersuits) this is definitely not only related to, but causing the Powersuits' bug reported here: https://bugzilla.qmxtech.com/show_bug.cgi?id=19

Korynkai avatar Feb 22 '15 23:02 Korynkai

or, you could simply include a copy of the API you use (eg: Buildcraft Tool API) in your build and use it as a plan B if there's no newer version found.

Blue64 avatar Apr 10 '17 21:04 Blue64