Thursday, September 18, 2014


Hey guys, just started up grad school again, so my time is going to be whittled away towards homework and other things.  Regardless, I still have progress to report.


That's right!  I promised configurability, and now you've got it.  I implemented a registration system to easily register class constants to pull their values from the Femtocraft configuration file.  This means that you can alter things like power usage, ticks to craft, or other values.

I generalized the configurable loading system so that it will even work with instances of classes.  Remember that flexible tech tree plotting algorithm? I'll give you three guesses to how I combined the two.

If you guessed: fully configurable technology tree, you guessed right!

That's right folks.  By default, Femtocraft will generate a technology tree with dependencies, names, recipe hooks, and other things. Set a single false to true in the configs, and instead Femtocraft will parse the Technology section and build up a list of Technology instances from that.  Yes, this means new Technology nodes can be made in the tech tree from configs alone.

Some of you may be worried about how built-in Femtocraft tiles or systems might break if their dependant technologies are removed, but due to the configurability of the classes, the names of technologies that the machines look for can easily be swapped out in the configuration files.

Also, to support more than simple text rendering for Technologies, I also wrote a parsing system.  Mod pack makers or others have a sub-system for rendering things such as Crafting Grids, Assembler Recipe, Temporal Recipe, or Dimensional Recipes anywhere in the description text.

Soon, I will also port over the Femtocraft crafting recipes and other defaults to load from configs as well, offering full customizability to aspiring tinkerers.

Work has not stopped, guys!  Stay tuned for more updates!

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