Zegaroth Posted August 5, 2012 Posted August 5, 2012 After building some amazing things in Tekkit and Technic I always felt as if it was missing something. I had played with Ugocraft before, and it seemed like my factories were missing the awesome rotating mills, bridges, and giant looming machinery twisting above my head. The first question, however, is whether or not Ugocraft would be compatible with the other mods in Technic/Tekkit and how hard it would be to install it with the pack and how hard it would be to code the installer that helps it. In case you're wondering what Ugocraft is, observe this spotlight by the Yogcast:
Xylord Posted August 5, 2012 Posted August 5, 2012 I agree that Ugocraft is really cool, but it's the kind of mod that looks like it would have a lot of compatibility issues, due to how many physics are changed or created. Plus, Ugocraft is a mod so awesome I would have thought it would have been added to the mod pack long ago if it was possible.
Torezu Posted August 5, 2012 Posted August 5, 2012 I agree that Ugocraft is really cool, but it's the kind of mod that looks like it would have a lot of compatibility issues, due to how many physics are changed or created. Plus, Ugocraft is a mod so awesome I would have thought it would have been added to the mod pack long ago if it was possible. I agree. It would be awesome. You would just have pipe and wiring errors all over the place, I have the feeling.
The Merchant of Menace Posted August 5, 2012 Posted August 5, 2012 Last time I checked it wasn't compatible with forge, and the developer wasn't interested in making it compatible.
Lothos Posted August 5, 2012 Posted August 5, 2012 Last time I checked it wasn't compatible with forge, and the developer wasn't interested in making it compatible. isn't the point of forge to try and get modders to come to some form of standard?
Xylord Posted August 5, 2012 Posted August 5, 2012 isn't the point of forge to try and get modders to come to some form of standard? Yeah, but making your mod compatible with forge is supplementary work, and modders are still people... And people can be lazy.
The Merchant of Menace Posted August 5, 2012 Posted August 5, 2012 No, he just straight up hates forge.
Lothos Posted August 6, 2012 Posted August 6, 2012 Yeah, but making your mod compatible with forge is supplementary work, and modders are still people... And people can be lazy. it's not so much being lazy as it is being unwilling to have your mod truly be played by a wide audience.
Zegaroth Posted August 6, 2012 Author Posted August 6, 2012 It was programmed in Java, no? Maybe I could make it my quest to learn Java and ask the creator if I could make a forge-compatible version of Ugocraft.
bwillb Posted August 6, 2012 Posted August 6, 2012 There was the Zeppelin mod in Technic 6 which did a lot of similar stuff (though no vertical rotation for some reason) but it was removed in Technic 7 because it was too buggy. Ugocraft unfortunately doesn't play well with other mods, and even on its own it can be pretty unstable.
Zegaroth Posted August 7, 2012 Author Posted August 7, 2012 Eh, I bet that if I put some work into it I could make Ugocraft compatible, if I can get permission from the creator of course. While I'm at it I might as well design how the Ugocraft things would interact with the Tekkit and Technic things, such as moving pipes around for whatever reason.
liam1110 Posted August 7, 2012 Posted August 7, 2012 Doesnt redpower allow moving doors and muc guffins like that
The Merchant of Menace Posted August 7, 2012 Posted August 7, 2012 It allows you to judder blocks along one block at a time, Ugocraft and Zeppelin mod form the blocks into entities, which allows unconstrained movement.
jakj Posted August 7, 2012 Posted August 7, 2012 Asking for permission just wastes everybody's time and annoys you. Most mods can be made compatible with decompilation and class merging, but the time and tedium is rarely worth it. Took me hours just to merge Finite Liquid back a while ago, and that barely had any conflicts at all.
bwillb Posted August 7, 2012 Posted August 7, 2012 Asking for permission just wastes everybody's time and annoys you. Most mods can be made compatible with decompilation and class merging, but the time and tedium is rarely worth it. Took me hours just to merge Finite Liquid back a while ago, and that barely had any conflicts at all. I was actually looking at that mod just last night... any premade files or tips on that specific one?
jakj Posted August 7, 2012 Posted August 7, 2012 Yeah, it's too laggy to bother with. But if you want it anyway, decompile it against vanilla, diff the sources against vanilla with forge installed, and go to town. You're in for a bumpy ride.
bwillb Posted August 7, 2012 Posted August 7, 2012 Yeah, it's too laggy to bother with. But if you want it anyway, decompile it against vanilla, diff the sources against vanilla with forge installed, and go to town. You're in for a bumpy ride. ah laggy, that's unfortunate. I noticed it added a bunch of other stuff... all I really wanted was to fix the infinite water pool glitch XD
bwillb Posted August 7, 2012 Posted August 7, 2012 What glitch? maybe not a glitch, but I see it as such. Perhaps a design flaw instead. Where a small pool of water will infinitely create new source blocks instead of drying up if you take the existing source blocks. I think water should be a limited resource like lava and oil when you're not near the ocean.
The Merchant of Menace Posted August 7, 2012 Posted August 7, 2012 Yeah, that's totally intended behaviour last time I checked. Jakj has a mod posted around here that allows you to disable that.
bwillb Posted August 7, 2012 Posted August 7, 2012 Yeah, that's totally intended behaviour last time I checked. Jakj has a mod posted around here that allows you to disable that. oh awesome, thanks. Nice job Jakj -- well I haven't tried it yet, but I'm assuming nice job Damn forum was giving me database errors anytime I tried to search for something like that, but managed to get it through the profile page.
The Merchant of Menace Posted August 7, 2012 Posted August 7, 2012 It would have been easier to just check the modding boards Regular users can't see the six million deleted threads in there.
bwillb Posted August 7, 2012 Posted August 7, 2012 It would have been easier to just check the modding boards Regular users can't see the six million deleted threads in there. Ah that's true. For some reason I was thinking the Questions sub-board was all there was to the Modder's area.
jakj Posted August 7, 2012 Posted August 7, 2012 A patch to make water finite like lava in Technic 7 is in the Metropolis right now.
Zegaroth Posted August 8, 2012 Author Posted August 8, 2012 So uh... Does anybody object to me making Ugocraft compatible with Forge?
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