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  • Hello Malvegil,

    Is your plugin still under development? I would like to see the trader - integration (see what traders buy/sell with prices). Im a modder myself, so I looked up your code and saw that you already got some parts for that. Will this be finished in time, or if not, may you give me the source code so I can figure it out by myself? 

    Thanks, TheCrafter4000

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    • If you're not developing it anymore, would you consider tossing it up on Github?

      SamwiseFilmore
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    • TheCrafter4000 wrote:
      Hello Malvegil,

      Is your plugin still under development? I would like to see the trader - integration (see what traders buy/sell with prices). Im a modder myself, so I looked up your code and saw that you already got some parts for that. Will this be finished in time, or if not, may you give me the source code so I can figure it out by myself? 

      Thanks, TheCrafter4000

      I paused the development for the last months, but I don't plan to stop developing the plugin. If you want to contribute, I can release the source on Github (tomorrow), so you can open a pull request with your changes. But please be aware that the API of the plugin isn't finished, so the code I wrote will be hard to understand sometimes because I havn't cleaned some parts up. I'll release the versions officially if me or somebody else are making changes. If you have questions, feel free to ask.

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    • I wish we had kudos on message walls for the umpteenth time...

      Still, kudos to that! If I contribute I'll be careful.

      SamwiseFilmore
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    • Here is the repository: https://github.com/CraftedMods/nei-lotr/

      Feel free to create issues and pull request - I'll release new versions if important changes were made. Please note that the repository only contains the sourcecode and the assets - but not the whole dev workspace.

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    • So you need to basically copy in all the stuff from a blank forge workspace for this to work?

      SamwiseFilmore
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    • Yes. I cannot upload my workspace, because it's organized in another way than the common ones and contain's much more, for this project not relevant modules (which can't be simply filtered with .gitignore).

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    • I see. That's interesting. If I did more modding I would ask you how that was done...

      SamwiseFilmore
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    • This has nothing to do with modding, with "common workspaces" I meant the "common" setup for modders.

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    • I created an new branch with an commit, however, im not able to push it. Is your repo read-only, or am I doing something wrong?

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    • You should create a pull request.

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    • Ups...Looks like I forgot to fork before cloning (Its my first time using pull requests). Now there wasn't any problems.

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    • Git can be very confusing. Just because it's the best VCS around doesn't mean that it's easy to use...

      SamwiseFilmore
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    • I got your PR, I'll look at it later.

      Just about the development of the plugin: As you've already seen, I'm not very active at adding more recipe handlers etc., but as new mod updates come, more recipe handlers have to be implemented (occasionally). But as I work on other projects that have more priority for me than this addon, and there are people that are interested and able to add new recipe handlers, but merging and checking PR's and releasing new versions for every change seems a bit unneccesary, so I came to the following solution:

      How about if I design the addon in a way, that it only provides core functionalities for implementing recipe handlers, a recipe handler API, and the actual recipe handlers are submodules (separate Jars/classes), that are loaded and managed by the core module? So I can provide a set of default recipe handlers that are currently supported by the addon, and another set of "unofficial" recipe handlers that can just be dropped in the mods folder and that will be loaded by the addon. So I wouldn't have to test and check foreign recipe handlers, and the community would have a more flexible way to have NEI support, even if I don't have the time to implement a new recipe handler. So, TheCrafter4000, you could implement every recipe handler you want, and I don't have to merge, check and test it and release a new version every time you'll create one, but only if I have the time to work on this. In between I'll only have to provide a link on the MC Forum page or on this wiki to the third party submodule, so the people that want this handler can simply drop it in their mod folder.

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    • If you did it that way, wouldn't it be possible to extend it beyond just the LOTR Mod? The only problem I see with that is that the users are going to need a lot more things in their mods folders...

      Is there such a thing as a sub-jar, or could you package the default handlers into the main jar?

      SamwiseFilmore
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    • Yes, this could be expanded. Sub-jars aren't possible, but the way the addon would discover these plugins would be by looking for these plugins in the classpath, so the default plugins would be packeded to the addon's .jar. And if someone writes one or more handlers, they could be packaged together to a single jar.

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    • How many times have I said I wanted kudos on message walls? That sounds great.

      SamwiseFilmore
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    • Just a quick info: I didn't forget this, in fact I'm currently working on the plugin mechanism. As soon as the API is finished and tested, I'll provide more informations.

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    • Thanks!

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    • Here is a quick update: The plugin mechanism is finished, and a large part of the API too. I'll now work on the basic recipe handlers (crafting table, alloy forge, trader) to test the API and the plugin mechanism.

      I created an abstraction layer over the recipe handlers of NEI, so you can build your own recipe handlers without to reference a single part of NEI. There are several reasons why I decided to create this abstraction layer, the two main reasons are that I don't like the way you have to manage recipe handlers with NEI and that I added features that needed this abstraction layer. Furthermore my recipe handler API should be more clear (I hope), more powerful and especially it's documented in detail.

      If finished, I'll provide the documented sourcecode of the API and the integrated recipe handlers (as an example on how to use the API) on GitHub. I won't provide the other parts of the sourcecode, because they are internal modules of the plugin and not part of the public API and no recipe handler should depend on them (if you need them for some reason, I'll provide them of course, but referencing internal code from the recipe handlers indicates design issues with either the handler or the addon itself).

      Currently you don't have to contribute your own handlers, because I plann to (re)write them by myself. But as Sam pointed out before the plugin mechanism with the API is no longer bound to NEI or the LOTR Mod - you can write recipe handlers for other mods if you want (to example for TC if necessary, I don't know how much NEI support is there for it).

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    • I released a new version: http://lotrminecraftmod.wikia.com/wiki/Thread:174874 

      The API is still in progress, I'll release the sourcecode if it's finished.

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    • A FANDOM user
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