#Embers Rekindled Feature Extension
1 messages · Page 1 of 1 (latest)
Oh and is this a money commission or what?
Dumb question but how do you summon a magma worm?
/summon only drops a totem for me.
Oh is this Ember's Rekindled specifically? Or do I have to re-implement the mob?
Alright, would it work if I made a pull request on the mod itself?
It's not in active development it appears but I can message the head of the project to see if they would accept a PR still.
Yeah it seems like they aren't accepting PRs: https://github.com/DaedalusGame/EmbersRekindled/pulls
Still, I'd probably rather fork, modify, and publish a version rather than make a ludicrous amount of mixins.
MIT, it's fine
I'd keep the mod id and API the same.
An ore whitelist/blacklist for the metallurgic dust and an API for custom ember arcs if feasible.
@human what budget do you have in mind?
What is "Heat & Climate" compat first?
Okay, so they way I'd like to think about this is: If unnecessary was competent (I'm not overcharging you because I don't know things I should), how many hour blocks of time would it take to add each feature?
And standard Junior dev pay is around ~15 but I'll go a bit lower I guess if your having trouble making ends meet.
So I think everything except the boss monster would be about four hours if I was competent.
And the boss monster could vary quite a bit depending on what I have to do.
Yes
In fact, I'm clearing my schedule to begin work on it immediatly.
What are the chance the gradle file works first try? :p
It immediately failed
@human progress is slow as I am having trouble setting up the environment using modern tooling. will update on next major feature I get added.
Haha no, I've had IRL issues and literally was getting productive in the community again today lol.
I will PR to there any feature request they haven't done yet for a cut in pay.
They haven't added anything you requested actually.
I'll get a PR soon. IDK what you would want to pay me still but at this point I feel bad.
That's mine actually. I didn't see this commission before, but I was quite annoyed myself that embers stopped receiving updates. So I took it on myself. 🙂 Sadly the public repo only contains version 1.17 so I still need to figure out what changed in v1.18 and v1.19, but it's a start for now.
@sick echo If you still feel like paying after I made you wait so long, you should consider splitting with him, just having a repo that builds is extremely helpful to me.
College has been screwing me over tbh, ended up with the equivalent of six classes at once near the end.
Late start classes suck.
Ehy, whenever development fornthis will resume, i would gladly add my monetary contribute to this c:
Let me give a quick update on what I did in my fork so far. For now it’s mostly a refactor of the current config system with much more settings and a refactor of the registry class to make it easier to maintain. Once both of them are merged I’ll add even more config options as someone already suggested them on the GitHub. One of those will be the custom seed output. Custom seeds is also a point on my list, but with lower priority as there are some bugs in other embers addons, that should be fixed first.
Another short update. The registry refactor is finished and the config rework is almost done. There are a LOT more config options then before. So I hope Embers will be easier to integrate into whatever project you have in mind. Once the rework is merged and published, I'm going to start integrating the first addons, to finally end this dependency hell, where one addon needs the original embers version and another one needs the rekindled version. Here are some screenshots of the new config system:
Ngl, this is really awesome
I just can't wait for the Worm to be finished
I mean the worm is still tagged as a WIP and there are a lot of things on my list before I get to implement actual new features, we will get there eventually, but it still take time. While working on the mod I also found 3 new materials that currently aren’t used, so I may take some creative freedom to implement those in the future. For now I added a config option, to enable a lot of unused items, if a packmaker wants to check them out. (That is once I release the config overhaul version)
I remember there is a turret similar to the beam cannon that fire automatically at everything that come near it, but it'a bit bugged: it target things behind itself and depending on it's angle, sometime the projectile vfx does not show, if you have a way to look into it in the future, it could be an interesting environmental threat in custom structures!
I don't have a ton of time to work on things, but if you need any help with some of the more menial or tedius tasks, I'd be happy to pitch in if I can