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update zeta-todo
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quat1024 committed Nov 7, 2023
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56 changes: 29 additions & 27 deletions zeta-todo/README.md
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Expand Up @@ -25,7 +25,7 @@ So tl;dr for zeta-fying a module:
* create cross-platform versions of any missing `@SubscribeEvent`s in Zeta and subscribe to them with `@PlayEvent`,
* remove all other mentions of Forge and add an appropriate indirection layer in Zeta.

Repeat ~~164x~~ 136x.
Repeat ~~164x~~ ~~136x~~ 47x.

# The initial Zeta pitch

Expand Down Expand Up @@ -81,13 +81,12 @@ Just the netcode that was already in Quark/ARL tbh

## Zeta Registry

its literally autoreglib
its literally autoreglib. Except its not

# code goals

* Cut down on `static` usage
* Keep the components of Zeta relatively loosely coupled if at all possible
* I'm still deciding how many fields should go in `Zeta`. Like does the module system belong there (probably). Does the registry belong there (maybe?)

# notes from vazkii

Expand All @@ -99,36 +98,39 @@ Some of these fit nicer as event arguments too, instead of singletons that need

Bring to zeta:

* "If the feature exists only to interact with a specific quark feature it stays in quark, otherwise it goes in zeta"
* Piston logic override in zeta? :eyes:
* Recipe crawler -> zeta
* Advancement modification system
* "ig the worldgen shim?"
* "pretty much everything in `block` is viable to pull out"
* some stuff wrt to module loader - anti overlap
* ItemOverrideHandler is used by variant bookshelves/ladders but it's pretty standalone
* ToolInteractionHandler is "literally only used for waxing" but it's important
* QuarkBlock and QuarkItem are really for "disableable/enablable blocks"
* WoodSetHandler is important, but there are some quark uniques in there
* VanillaWoods is used in a few modules, could be moved out since it's useful
- "If the feature exists only to interact with a specific quark feature it stays in quark, otherwise it goes in zeta"
- [x] Piston logic override in zeta? :eyes:
- [ ] Recipe crawler -> zeta
- [ ] Advancement modification system
- [ ] "ig the worldgen shim?"
- [ ] "pretty much everything in `block` is viable to pull out"
- [x] some stuff wrt to module loader - anti overlap
- [ ] ItemOverrideHandler is used by variant bookshelves/ladders but it's pretty standalone
- [ ] ToolInteractionHandler is "literally only used for waxing" but it's important
- [ ] QuarkBlock and QuarkItem are really for "disableable/enablable blocks"
- [ ] WoodSetHandler is important, but there are some quark uniques in there
- [ ] VanillaWoods is used in a few modules, could be moved out since it's useful

Keep in quark/reform:

* ContributorRewardHandler (ofc)
* CreativeTabHandler will need rethinking for the new creative tab scheme in 1.19.4
* EntityAttributeHandler is "essentially just a bridge"
* DyeHandler -> some simple utilities fit in Zeta, others not so much
* capabilities: pain point. Some can be made non-capabilities
* InventoryTransferHandler is quark specific so it can stay
* MiscUtil should probably be dissolved (addToLootTable is very important though -> maybe into a LootTableLoadEvent shim)
* SimilarBlockTypeHandler is for quark shulker box stuff
* UndergroundBiomeHandler is overengineered
- [x] ContributorRewardHandler (ofc)
- [x] CreativeTabHandler will need rethinking for the new creative tab scheme in 1.19.4
- stub api is in place, CreativeTabHandler is just a bridge to it
- [ ] EntityAttributeHandler is "essentially just a bridge"
- [x] DyeHandler -> some simple utilities fit in Zeta, others not so much
- [x] capabilities: pain point. Some can be made non-capabilities
- tried to abstract over all quark capabilities, still gotta deal with IItemHandler and such tho
- [ ] InventoryTransferHandler is quark specific so it can stay
- [ ] MiscUtil should probably be dissolved
- ~~(addToLootTable is very important though -> maybe into a LootTableLoadEvent shim)~~ Done
- [ ] SimilarBlockTypeHandler is for quark shulker box stuff
- [ ] UndergroundBiomeHandler is overengineered

Obsolete things:

* "External config" stuff can be removed and does not work anyway
* RenderLayerHandler might be different
* worldgen can be simplified a bit - just need a way to add a Singular feature to a biome in every step, then everything works itself out
- [x] "External config" stuff can be removed and does not work anyway
- [x] RenderLayerHandler might be different
- [ ] worldgen can be simplified a bit - just need a way to add a Singular feature to a biome in every step, then everything works itself out

# can you add a note to the todo about datagen

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