So after some thought I have come up with a handful of potential solutions for the issue:
1. Get Pahimar to fix the 1.7.10 version of EE3.
- I believe he has gone on to 1.10, so do not think this is a likely solution.
2. Write a bunch of code that tracks each players known transmutations and periodically checks to see if they have changed.
- This would require a fairly large change to how transmutations are handled and would represent a vast difference in the handling between EE3 and ProjectE. It would also mean running a fairly CPU costly comparison every few seconds for each player (online or not). Because of this I think this idea is a no go.
3. Fix EE3 and provide the fixed version alongside Equivalent Energistics.
- This would mean that anyone that wanted to use Equivalent Energistics would need a special custom EE3. Since I do not have official permission to make my own fork/releases of EE3 this may cause issues with distributing modpacks with Equivalent Energistics. In addition, it would cause confusion for users and a support nightmare since some users may not realize that they need a special EE3.
4. Add a coremod component and patch the event back into EE3 at runtime.
- This would make Equivalent Energistics require the latest version of EE3, and also require a fair amount of development, but is the most likely to be successful. This is the option I am leaning towards.
1. Get Pahimar to fix the 1.7.10 version of EE3.
- I believe he has gone on to 1.10, so do not think this is a likely solution.
2. Write a bunch of code that tracks each players known transmutations and periodically checks to see if they have changed.
- This would require a fairly large change to how transmutations are handled and would represent a vast difference in the handling between EE3 and ProjectE. It would also mean running a fairly CPU costly comparison every few seconds for each player (online or not). Because of this I think this idea is a no go.
3. Fix EE3 and provide the fixed version alongside Equivalent Energistics.
- This would mean that anyone that wanted to use Equivalent Energistics would need a special custom EE3. Since I do not have official permission to make my own fork/releases of EE3 this may cause issues with distributing modpacks with Equivalent Energistics. In addition, it would cause confusion for users and a support nightmare since some users may not realize that they need a special EE3.
4. Add a coremod component and patch the event back into EE3 at runtime.
- This would make Equivalent Energistics require the latest version of EE3, and also require a fair amount of development, but is the most likely to be successful. This is the option I am leaning towards.