Buildcraft builder : reactorcraft

Discussion in 'Mod Discussion' started by MongrelVigor, Jul 10, 2015.

  1. MongrelVigor

    MongrelVigor Active Member

    I'd love too use it to mass produce my reactorcraft reactors, but I've gotten used to it not working in very many non vanilla items. My reactors are only rigged with Reika's stuff and TE stuff. I use templates, in the architect, and made sure only one type of item was within the markers at a time, and that works, but it's certainly laborious. Is there a better way?
     
  2. Sidorion

    Sidorion Well-Known Member

    Nope, sorry. Due to the fact that every mod autor has his(her) own method of storing informations of their blocks and tile entities (rotation and many more) it is impossible to implement a standard method for placing unknown blocks.
    Therefor it is up to the mod autors themselves to make their blocks compatible with the builder (which has an api for that)
     
    asiekierka likes this.
  3. immibis

    immibis Forum Addict Mod Developer

    It might be added to ReactorCraft or to Buildcraft Compat if you ask nicely (not me).
     
    asiekierka likes this.
  4. MongrelVigor

    MongrelVigor Active Member

    Thanks guys
     
  5. MongrelVigor

    MongrelVigor Active Member

    Are the buildcraft builder bots any better or worse in terms of compatibility?
     
  6. Sidorion

    Sidorion Well-Known Member

    Nope, same principle.
    The problem is: You'd have to place an exact copy of the unknown TE in the blueprint. This would open the gates to item duping. E.g. a TE with inventory would be placed including all items in the inventory, but those items wouldn't be demanded in the needed item list.
     
  7. MongrelVigor

    MongrelVigor Active Member

    I wonder if the builder could have been designed with an "inventory" setting, that would honor inventories when copying OR a compatibility mode, that doesn't do inventories
     
  8. Sidorion

    Sidorion Well-Known Member

    The 'inventory' setting is impossible to code as there is no way to tell, how an unknown TE handles their inventory.
    The compatibility mode is built into buildcraft compat. Afaik there is a builder API that mod authors can use to make their TEs compatible.
     
  9. MongrelVigor

    MongrelVigor Active Member

    To be clear, it was my understanding that inventory duplication was the thing to watch for. I'm saying what if you had a mode that insists on proper compatibility and buildcraft compat integration, and does copy the inventories of blocks, and a mode that makes no attempts to copy any inventories at all. It only places empty stuff
     
  10. Sidorion

    Sidorion Well-Known Member

    You don't get it: A TE is just a bunch of bytes from the outside (the builder's view). There is no way to decide, which of those are meant to hold inventories. There is no way to decide, which of those bytes are vital to the TE. So you either place the whole thing as exact copy or not at all. For if you leave out vital infos, the whole world could crash to the ground (maybe even unrecoverable).
    Nevertheless, there IS a way to place incompatible TEs: You have to start a creative world and record the blueprint in creative mode. Then the builder should place all TEs, but without listing them as needed material.
     
  11. MongrelVigor

    MongrelVigor Active Member

    Thank you for explaining that...TE stands for what?
     
  12. lenscas

    lenscas Forum Addict

    Probably Tile Entity
     
  13. asiekierka

    asiekierka Over-Achiever Mod Developer

    IInventory is one thing, yes, but then you have oddballs like Carpenter's Blocks storing items outside of an inventory, or multiparts which are built out of five or ten items. getDrops() often works, but not always - we also don't want to keep things like energy so you can't turn empty batteries into full batteries... It's complicated.
     
  14. MongrelVigor

    MongrelVigor Active Member

    Thank you :)
     

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