Better P2P and memory card for Applied Energistics 2, requires Forgelin.

Related tags

App kotlin minecraft
Overview

BetterP2P

License: GPL v3

logo

Better P2P and memory card for Applied Energistics 2, requires Forgelin.

Documentation is now available to read: https://lasmgratel.github.io/BetterP2P-Manual/

Features

Obtain a Better Memory Card.

Right-click on a P2P device or any ME attached device to inspect all P2P devices in your ME Network.

Select one of the P2P devices and pair it with other P2P, you can choose the binding mode. Once you have P2P devices paired, devices with same frequency will be highlighted in aqua color.

Input P2P will always be on the top.

A wrong setup (usually P2P devices without input) will be in red color, and devices with no channel will be in yellow.

Version 1.1 update:

P2P location is shown.

When you select one of the P2P device, outlines will render at other devices with same frequency.

You can Shift-click better memory card to clean this outline.

TODOs

  • Documentation
  • Sort modes
  • Better predicate to reduce crashes
  • Backport to 1.7.10
  • A border show in the world to identify the selected P2P device
  • Optimize cache
  • A minimap shows all P2P devices

Credits

Cyclic for its block outline code

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Comments
  • Fix crash when attempting to bind P2Ps on network with Security Station

    Fix crash when attempting to bind P2Ps on network with Security Station

    When interacting with a network containing a Security Station without a blank card, having null as the player was causing the crash displayed in issues #1 and #5. This is consistently reproducible by:

    1. Place down 2 p2ps, a cable, a security station, and a source of power.
    2. attempt to bind one p2p to another.
    3. observe the crash as described in issue #1.
    4. when logging back in, the P2P that was attempted to be bound no longer exists, due to https://github.com/PrototypeTrousers/Applied-Energistics-2/issues/149 (discovered while testing this).

    By passing in the player (and hand, to avoid a NPE), the crash is avoided in the most common cases. However, the crash still occurs when attempting to bind P2Ps in a network the player does not have access to. This is unlikely to occur, and I believe this would be best resolved via a fix to this process in AE2-EL.

    I have built and tested this change (needed to change the forge version to 14.23.5.2847 in gradle.properties to start). If the master branch is not deprecated, this change should be applied there too.

    bug 
    opened by WaitingIdly 1
  • Crashes with AE2 Extended Life

    Crashes with AE2 Extended Life

    refer https://github.com/PrototypeTrousers/Applied-Energistics-2/issues/93

    It seems that AE2 Extended Life altered original P2P behavior to N-to-N network in https://github.com/PrototypeTrousers/Applied-Energistics-2/commit/5e21101619d7cf8c7d2c135659e665e7c7823770 , and i don't know why.

    Better P2P may attempt to fix this issue.

    bug 
    opened by LasmGratel 1
  • Feature Request: Add P2P in-game tunnel item name to description?

    Feature Request: Add P2P in-game tunnel item name to description?

    Would it be possible to add the in-game P2P tunnel item itself to the binding selection GUI please?

    It seems like the description is set here https://github.com/LasmGratel/BetterP2P/blob/AE2-Omnifactory/src/main/java/com/projecturanus/betterp2p/client/gui/InfoWrapper.kt

    with

    append("P2P ")

    At the moment you can't tell what sort of P2P device you are selecting, and a huge advantage would be renaming the object in-game with an anvil so you could at a glance see what you are connecting, not just needing to use frequency and location.

    This would be especially useful for the AE2 GTEU P2P where you need to connect the correct voltages together and connecting to the wrong P2P could end up with explosions.

    Does it seem like a good and possible change to replaced the fixed P2P text with the tunnels in-game name? This presumably would also help localisation, unless they are always called P2P everywhere, but I'd guess languages which are not Latin based may have a different abbreviation?

    Thanks!

    enhancement 
    opened by chrisshearing 3
  • Server disconnect when trying to bind

    Server disconnect when trying to bind

    Same issue as #1 due to your packets seemly doing nothing. I had a similar packet issue recently with an addon I am developing which was due to only testing in Creative. The reason that mattered is my item renaming system only ran on the client which only in creative mode can work at all (although with jank).

    Your packet doesn't seem to do anything which is a problem seeing as it's the only way I saw for the client to modify the server from the GUI (which is required to bind the P2P tunnels).

    You ideally call a method from the packet to update the server such as this packet from my addon. It's sent from the client through a GUI and it carries a string for the item to be named. It calls a method in my server container (you don't have one of these) which renames the item.

    Now I should say that I haven't spent more than 10 min trying to figure out what's going wrong and while I have used Java enough to feel confident to some degree but I've never used Kotlin and 10 min really isn't anywhere near enough to act like I know the codebase perfectly but it stinks of the same issue I was having which I only solved cause I asked more experienced modders if they had any idea what I was doing wrong.

    Now for how to reproduce.

    1. Connect to a dedicated server (least that's what I've been playing on)
    2. Use a Better Memory Card on a network with valid P2P tunnels
    3. Select a P2P tunnel
    4. Bind the selected P2P tunnel to another tunnel
    5. Get disconnected.

    I don't happen to have a easy log file to provide you (and the part you care about is the same as in #1) but my friend has told me the server has a panic attack when you attempt to Bind Tunnels via the Better Memory Card which only farther supports the idea that you are trying to bind them on the client rather than on the server

    opened by Traister101 1
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