Jekyll2017-09-24T08:15:07+00:00http://oldcofh.github.io/oldcofh.github.ioNew Site!2015-06-17T00:00:00+00:002015-06-17T00:00:00+00:00http://oldcofh.github.io/posts/2015/06/17/new-site<p>The new site is finally complete! Well, most of it.</p>
<p>That doesn’t mean we’re done with it. The documentation of the various mods still needs a lot of work. <a href="/docs/cofh-core/">CoFH Core</a> and <a href="/docs/thermal-foundation/">Thermal Foundation</a> are fully documented by now, though. Expect to see documentation of the other mods gradually appear over time. It’s a long and tedious process.</p>
<p>You may have visited the previous ‘new site’ before. The gray, ugly one (that’s why it was redesigned again). Because that was still a work in progress, <s>any links to that version of the site are probably broken now. Sorry about that. It won't happen again. Probably.</s><br />
<em>EDIT:</em> Broken links shouldn’t be a problem anymore. They will simply redirect to the new links now.</p>
<p>Hope you’ll enjoy the new site! I’d have liked it if KL himself could have written this post, but he’s still pretty busy right now. He’s going to defend the dissertation he has been writing for quite a while now pretty soon. Let’s wish him the best of luck!</p>ToniusThe new site is finally complete! Well, most of it.Release Candidates No More2015-04-11T00:00:00+00:002015-04-11T00:00:00+00:00http://oldcofh.github.io/posts/2015/04/11/release-candidates-no-more<p>And we’re released!</p>
<p>That doesn’t mean we’re done. Just means we’re at a point that we have enough features complete and there are extremely few, if any, actual bugs left in the code.</p>
<p>We plan on adding more, don’t worry.</p>
<p>In the coming updates, expect to see new Devices in Thermal Expansion. A miner, pump, and chunkloader are in the works. Handheld tools to make things a bit more interesting are also coming.</p>
<p>Thermal Dynamics will be getting a few new features as well. Fluiducts with no throughput limit. Potentially player transportation as well.</p>
<p>Thermal Foundation will be fleshed out shortly as we’re able to get textures for some of the new things. Once that groundwork is laid out, we’ll be looking at the beginnings of Thermal Ascension. That’s basically all of the things that are going to be fun, but don’t quite fit into Thermal Expansion. for balance or thematic reasons.</p>
<p>CoFH Core will of course keep developing, and have some great new world-gen ideas to add.</p>
<p>And of course, skyboy still has about 3 years worth of stuff on the to-do list for Minefactory Reloaded.</p>King LemmingAnd we’re released!So GitHub exploded.2014-11-16T00:00:00+00:002014-11-16T00:00:00+00:00http://oldcofh.github.io/posts/2014/11/16/so-github-exploded<p>Or so anyone following our repos might think.</p>
<p>Here’s what’s up - CoFH now has a Bronze level account on GitHub. We have some private repos now and we’re bringing more people onto the team as it were. It’s an interesting challenge but it’s the kind of thing that I’m able to do as my time is quite limited these days.</p>
<p>Anyways, given this development, we went and wiped everything out and re-uploaded to get things to a stable state. Old PRs and irrelevant issues have been wiped. Issue tracking is disabled, for now.</p>
<p>In the future, we’re going to push for a better method of handling issue tracking. It’d be nice to have a central location to just handle localization PRs and issue tracking.</p>
<p>And, although I haven’t done too much aside from the occasional cleanup here and there, the rest of the team has been doing some pretty cool stuff.</p>
<p>Skyboy has been making a lot of new world gen stuff and optimizations which will go into CoFHCore. Zeldo made some pretty fundamental progress with ThermalDynamics, and now RWTema is stepping up to help get that out the door at some point.</p>
<p>Frankly, we see 1.7.10 sticking around for a long time, since MC 1.8.1 or 1.8.2 or whatever it’ll end up as isn’t out yet and the new builds are still far from stable.</p>
<p>The Microsoft acquisition doesn’t change much for us in the short term. We’ll see what happens when they rewrite it completely.</p>
<p>~King Lemming</p>King LemmingOr so anyone following our repos might think.So, RF is a thing…2014-09-03T00:00:00+00:002014-09-03T00:00:00+00:00http://oldcofh.github.io/posts/2014/09/03/so-rf-is-a-thing<p>MC 1.8 has dropped…yay…no mods for that for the foreseeable future. But don’t panic; Mojang will patch it at least 4 times before they get a stable version.</p>
<p>As far as the state of our current releases, we’re going to move out of “beta” here soon. The team is pretty busy with RL obligations at this point, so beyond bug fixing, no promises on any major releases in the near future.</p>
<p>Chances are that most of you are aware of certain mods making the switch to the Redstone Flux Energy API. Along with this support, some members of the community have suggested just rolling the API itself into Forge. Let’s be clear on that - it’s not happening. Ever. There are a few reasons for it:</p>
<ul>
<li>
<p>RF is not the end-all be-all energy API. It may be popular right now; it may remain popular for the life of Minecraft, but Forge has disproportionate influence on how mods can and should behave. It’s not fair to mods that wish to use other energy systems.</p>
</li>
<li>
<p>Energy is not a Minecraft concept that is universally agreed upon. The Liquid API was merged into Forge because every mod under the sun largely agrees on what liquids are. It was then rewritten by the Forge Team to be the Fluid API. It benefits the entire community to have this API in Forge, with no exceptions.</p>
</li>
<li>
<p>Forge has no reason (or right) to act as the gatekeeper for Redstone Flux. The development was not co-opted in any way with the Forge team, nor is there any maintenance benefit to migrating it to Forge’s codebase.</p>
</li>
<li>
<p>Redstone Flux has a particular theme to it - it doesn’t fit every mod and shouldn’t be foisted on every mod, even as an “optional” API.</p>
</li>
</ul>
<p>As far as that last point goes, we’d like to emphasize something - we certainly welcome mods adopting the Redstone Flux API and choosing to be part of the energy ecosystem that mods such as Thermal Expansion and MineFactory Reloaded inhabit. However, if you are adopting purely out of pressure to conform, and the fundamental theme of the API - Redstone - goes against your mod, then STOP NOW.</p>
<p>We want people to embrace it willingly and not grudgingly accept it because they may feel that it’s the only game in town. It’s not the only game in town, nor is it necessarily the best game in town. It’s simply freeform, malleable, and open. It’s by no means perfect.</p>
<p>Even so, it’s your sandbox.</p>
<p>Game on.</p>King LemmingMC 1.8 has dropped…yay…no mods for that for the foreseeable future. But don’t panic; Mojang will patch it at least 4 times before they get a stable version.Open Beta is upon us!2014-07-30T00:00:00+00:002014-07-30T00:00:00+00:00http://oldcofh.github.io/posts/2014/07/30/open-beta-is-upon-us<p>Alright, so here’s the deal with the Open Beta.</p>
<p>It is a BETA. Things might not work quite right. There might be bugs. There are a couple of minor graphical things. The Lexicon isn’t implemented. We know.</p>
<p>Recipes might change. Machines might change. Anything <em>might</em> still change.</p>
<p>The takeaway? Download this and understand that something could possibly go wrong. If you aren’t comfortable with that, wait another week or two.</p>
<p>For those of you brave people, and those of you who get stuck with the mod due to your bleeding-edge admins, please use the github repos at https://github.com/cofh to report your bugs!</p>
<p>We’re going to continue working on it, but I’m fairly swamped through the middle of next month. Ducts will be coming. For now, I know that it might be a little awkward, but there are so many mods using RF now that I think it’ll work out.</p>
<p>~KL</p>King LemmingAlright, so here’s the deal with the Open Beta.Whas goin’ on2014-07-18T00:00:00+00:002014-07-18T00:00:00+00:00http://oldcofh.github.io/posts/2014/07/18/whas-goin-on<p>I’ll try and do one of these every week or so, just so people know stuff is still happening.</p>
<p>Code-wise, a ton of refactoring and polishing happened over the last few days. We’re making sure that everything is intuitive for players and fellow modders alike.</p>
<p>On the feature front, we added Redprints this week - schematic-like items which let you copy settings from one machine to another. There’s also an API and some helpers for these, so in theory, anyone using CoFHLib can make use of these OR add their own items that will work on TE’s machines.</p>
<p>We’re figuring out textures and redoing some localization things. Sounds may or may not happen, depending on how configurable and non-obnoxious we can make them. Ideally, the release order will be CoFHLib/Core, and then the mods a couple days later.</p>
<p>A lot of the crossmod support has been removed from TE, if only because the state of some mods is up in the air. The Bucket and Wrench turtles, for example, have to wait a while, as ComputerCraft isn’t updated for 1.7. Specific Forestry compatibility will be shunted to a side mod, given the nature of that particular project at the moment.</p>
<p>Ducts will be a fair bit later, as we want a really awesome and modular API for interacting with these things this go around. There’s a lot of thought that goes into doing this, given their code complexity.</p>
<p>Still no solid ETA, but we’ll shoot for a release this month, though it will most certainly be flagged as a “beta.”</p>
<p>I’m not entirely convinced that’s a bad thing given that Forge isn’t fully ready for 1.7.10 yet it would seem.</p>
<p>I can promise it’ll happen before Half Life 3, though. And XyCraft.</p>
<p>~King Lemming</p>King LemmingI’ll try and do one of these every week or so, just so people know stuff is still happening.1st Milestone!2014-07-11T00:00:00+00:002014-07-11T00:00:00+00:00http://oldcofh.github.io/posts/2014/07/11/1st-milestone<p>So, we’ve just crossed the first Patreon milestone. I don’t even know what to say. Thank you all SO much for the support.</p>
<p>We’re at the point now where textures are being added and some render tweaks are being finalized.</p>
<p>1.7.2 had a lot of render bugs that we compensated for. When 1.7.10 rolled around, those fixes conflicted with our fixes, so now we have to figure out what the new fixes are.</p>
<p>As far as everything coming down the pipe, here’s what to expect:</p>
<p>CoFH Core:</p>
<ul>
<li>
<p>Common Framework for both MineFactory Reloaded and Thermal Expansion now.</p>
</li>
<li>
<p>HD Capes are going away, we’re respecting Mojang’s wishes on that one, obviously.</p>
</li>
<li>
<p>World Gen is being changed for more flexibility and power. JSON-based files.</p>
</li>
</ul>
<p>Thermal Foundation:</p>
<ul>
<li>
<p>We’ve taken the resources and a lot of the material items and put them here. This is essentially a resource mod that packs can use without requiring TE.</p>
</li>
<li>
<p>The fluids - Redstone, Glowstone, Ender, Pyrotheum, Cryotheum, Mana, Coal, and Steam are also in here.</p>
</li>
<li>
<p>The Forge Lexicon will be returning, in a slightly different form.</p>
</li>
</ul>
<p>Thermal Expansion:</p>
<ul>
<li>
<p>“Conduits” are being renamed to “Ducts”- they’re all “conduit” in the code, but the different names confuse people. It’s all the same code. So, “Fluxduct” from here on out. However, Ducts will not actually be part of Thermal Expansion, but rather a standalone mod. This keeps TE a bit more light weight and also gives pack creators the option of having Ducts without the rest of TE, which is fine.</p>
</li>
<li>
<p>New stuff: Caches, Sponges, Satchels, Machine and Dynamo Augments, and some tools. More to come, potentially.</p>
</li>
</ul>
<p>~King Lemming</p>King LemmingSo, we’ve just crossed the first Patreon milestone. I don’t even know what to say. Thank you all SO much for the support.