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FEATURE: Add Forge Energy Modifier Support #5346

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thatmaxplayle opened this issue Feb 18, 2025 · 8 comments
Closed

FEATURE: Add Forge Energy Modifier Support #5346

thatmaxplayle opened this issue Feb 18, 2025 · 8 comments
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1.20 Issue affects 1.20 Enhancement Issue or pull request addresses a change to an existing functional feature Resolved Issue is fixed in code, but there is not a release with that fix yet.

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@thatmaxplayle
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Minecraft Version

1.20.1

Forge Version

47.3.29

Mantle Version

1.11.36

Tinkers' Construct Version

3.9.1.19

Problem description

Tinkers Construct is a mod that inspires creativity for many, but for others - it is simply a utility mod made for creating tools better than what is available in vanilla.

I understand that you've invested heavily in a new tool system, and it's a cool system. However, those who use the mod as a utility may wish to regain support for the RF-powered tools, however OP they may be.

Suggested solution

Please add a Forge Energy modifier allowing a tool to re-gain durability when it receives power. It can be down to other mods to charge this tool via the player inventory.

This could be a configuration option, disabled by default - to maintain the balance whilst those who want the feature can have it.

Alternatives considered

Creating high-durability tools, which are now immensely expensive with thanks to the inclusion of Netherite in the recipes. I know we can change these recipes, but it's still expensive.

**I haven't considered the data pack support. ** I'm not sure if something like this could be implemented via a data pack, however given we'd need to utilise the Forge capabilities API, I have my doubts.

Additional context

No response

Searched for existing enhancement?

Used the search bar

@thatmaxplayle thatmaxplayle added 1.20 Issue affects 1.20 Enhancement Issue or pull request addresses a change to an existing functional feature Unreviewed Issue is new and is awaiting the team to review it labels Feb 18, 2025
@Mrthomas20121
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that's addon territory. Tinkers has no forge energy blocks/items.

@thatmaxplayle
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that's addon territory. Tinkers has no forge energy blocks/items.

Generally, I agree - however there's no readily available addon template as far as I could see. Perhaps that's worthy of a separate suggestion issue though?

@KnightMiner
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I have zero intention of adding a modifier that uses forge energy to regain durability.

What might fit is using forge energy as a shield over durability akin to overslime or stoneshield; it would consume energy first, then durability if the energy ran out. However, such a thing would take some effort to balance, and ultimately you just will end up with a more boring version of overslime.

Next update adds a new slimy material which uses smeltery fuels to produce overslime over time in the tool; if you have one of those you won't have much need for RF as its just more steps to the same result.


If you wish to pursue the forge energy shield idea, feel free to join our discord and we can discuss it more. It wouldn't be hard to rig up an energy capability on the tool for addons to use even without any additional features like using it for durability.

@KnightMiner KnightMiner removed the Unreviewed Issue is new and is awaiting the team to review it label Feb 18, 2025
@KnightMiner
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Creating high-durability tools, which are now immensely expensive with thanks to the inclusion of Netherite in the recipes. I know we can change these recipes, but it's still expensive.

What is this about netherite? Netherite is probably the weakest option to get more durability. Better options include:

  • Diamond
  • Emerald
  • Reinforcements
  • Better tool handle
  • Overslime

@EtSH-C2H6S
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I have zero intention of adding a modifier that uses forge energy to regain durability.

What might fit is using forge energy as a shield over durability akin to overslime or stoneshield; it would consume energy first, then durability if the energy ran out. However, such a thing would take some effort to balance, and ultimately you just will end up with a more boring version of overslime.

Next update adds a new slimy material which uses smeltery fuels to produce overslime over time in the tool; if you have one of those you won't have much need for RF as its just more steps to the same result.

If you wish to pursue the forge energy shield idea, feel free to join our discord and we can discuss it more. It wouldn't be hard to rig up an energy capability on the tool for addons to use even without any additional features like using it for durability.

I think it's unnecessary to add FE enhance modifiers. But it is quite necessary to provider a FE handler or provide a certain resource location for addons to store energy. When I was developping a modpack on 1.19.2 I always ran into a problem that defferent addon stores energy in different locations and one addon's energy-storing modifier can cause the others to malfunction (Because capability provider can only provide 1 FE optional a time and ignore others).

KnightMiner added a commit that referenced this issue Mar 2, 2025
We currently don't do anything with Forge energy, but figured we might as well standardize how addons interact with energy on tools as a multi-battery is not a thing.
Addons can use the new max_energy stat, and the helper methods on the tool energy capability to control tool energy
@KnightMiner
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I pushed a commit that adds a simple forge energy tool capability. To use, simply make use of the max_energy tool stat to increase the storage amount. Then you can use ToolEnergyCapability#getEnergy and ToolEnergyCapability#setEnergy to do any energy updates you need.

The only thing its missing compared to the basic fluid handler is clearing the energy field if the last energy using modifier is removed; along with reducing energy if the cap becomes too small. I'll probably add something like that in a later commit; its not far from what I do with tanks currently.

@EtSH-C2H6S
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I pushed a commit that adds a simple forge energy tool capability. To use, simply make use of the max_energy tool stat to increase the storage amount. Then you can use ToolEnergyCapability#getEnergy and ToolEnergyCapability#setEnergy to do any energy updates you need.

The only thing its missing compared to the basic fluid handler is clearing the energy field if the last energy using modifier is removed; along with reducing energy if the cap becomes too small. I'll probably add something like that in a later commit; its not far from what I do with tanks currently.

That's really good and helpful !

@KnightMiner KnightMiner added the Resolved Issue is fixed in code, but there is not a release with that fix yet. label Mar 3, 2025
@KnightMiner
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I am going to go ahead and close this. New release 3.9.2 has the modifier and the handler for ensuring the energy does not exceed the capacity stat. At this time I have no further plans to add energy modifiers, though that could always change. For now addons should have a nice API to be compatible over.

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Labels
1.20 Issue affects 1.20 Enhancement Issue or pull request addresses a change to an existing functional feature Resolved Issue is fixed in code, but there is not a release with that fix yet.
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