Yes it is. Development progress can be tracked through our GitHub ("Source" link at the top of the page), or you can see the combined notifications feed tracking updates to the code repositories we maintain in our Discord (invite link at the top of the description).
We are aiming to make the update process as painless as possible, with the full intent that players will be able to update from version 1.2.2 to 1.3. There are three things that I can think of that complicate this a little, but we are ensuring in our development testing that we account for them:
First, as part of updating to the latest version of GTCE, some recipes will have changed. It took a lot of effort and collaboration with the mod devs, but we were able to switch from an old version of GTCE from 2019 to the latest one. Among a variety of new features and improvements, there were notably several major reviews and corrections in GTCE to address exploits, bugs, and other weirdness in the chemistry mechanics. You will want to check your automation to make sure it remains functional, and determine whether a more effective recipe has become available (like Rotor Molds for the Fluid Solidifier).
Second, we have transitioned from using Modular Machinery to Multiblock Tweaker for our custom multiblock structures. Existing structures will un-form in the world and need to be rebuilt, but there are conversion recipes to get the new equivalents with as little trouble as possible. This bit of inconvenience is well worth the massive benefit of having custom machines that function like native GTCE multiblocks (and aren't as buggy and weird). In a subsequent update, we will be removing Modular Machinery once players have had an opportunity to convert things over to MBT.
Finally, we realized that we are being a bit wasteful in our use of Forestry and are going to be phasing it out of the pack across two updates. In the 1.3 update, the items from the mod will no longer craftable and alternative custom items are replacing some of them. Conversion recipes are available for the items with replacements. In a subsequent update, we will remove Forestry entirely, since players will have had the opportunity to convert everything.
There are a great many things we've done to improve the pack as we approach 1.3, but those are the ones that are kind of disruptive. Most of the rest should be trivial to adjust to.
I'm at the early game and wonder if the next update has any large gameplay changes. I tried to install the snapshot but custom main menu seem to have problems with vanilla fix.
I would be interested if you can share details of your issue with us on GitHub as we want to make sure players can update smoothly from 1.2.2. I have not heard of an issue between CMM and VanillaFix.
Our releases are compatible with worlds from or migrated to the immediately-preceding release version of the pack. The gameplay itself is not substantially different, however there are notable changes to some things. For example. the snapshots are on a much more current version of both GregTechCE and Shadows of Greg, and with that comes new features, bug fixes, and some changes to chemistry recipes (DStrand1 spearheaded two pull requests to standardize the rules of GT chemistry which fixed the accuracy of many recipes and prevented violations of conservation of matter).
The more notable changes include a switch away from Modular Machinery to using Multiblock Tweaker, which is made by Eutro on our dev team. This gives us effectively native-GTCE custom multiblocks rather than the buggy and clunky multiblocks we used through 1.2.2.
We are also deprecating SimpleFluidTanks (there are known issues with it, there are alternatives now, and the author actually removed it from CurseForge) and Forestry (we barely used anything from it so it's wasteful to load the whole mod; we made some custom items to use instead).
I just wanted to give a quick bit of appreciation to everybody working tirelessly to maintain this pack. When it first came out I saw the potential for it to be an incredible pack, and the fact that people are putting in the effort to reach that potential is just awesome to see.
At this time we have our own versions of MoreFurnaces, DimensionalEdibles (though the original author also started working on theirs again), and ExtendedCrafting. The Omnifactory Dev team also now maintains Shadows of Greg and regularly contributes to the development of GregTechCE.
You can find the source code and issue trackers for our versions of the mods through our GitHub organization, as well as links to each mod's respective CurseForge listing.
Is this modpack still maintained?
In reply to 83ndf:
Kinda, there is a good successor for this pack: take a look at the Nomifactory modpack.
thanks for everything you've brought to us.
Is version 1.2.2 only available on Github now?
If so, how would you update from Github?
Do you have a fresh manual on how I can install the 1.3 version, and how to further adjust it to the current branches?
In reply to lost_optimism:
There's no 1.3 version yet, it's still in dev, but the dev version is stable and much better than 1.2.2. See the instructions on Github: https://github.com/OmnifactoryDevs/OmnifactoryGuides/blob/latest/guides/PlayingOnDev.md
Hello, is this modpack still being worked on?
In reply to PowerfulAtom111:
Yes it is. Development progress can be tracked through our GitHub ("Source" link at the top of the page), or you can see the combined notifications feed tracking updates to the code repositories we maintain in our Discord (invite link at the top of the description).
Is migrating from 1.2.2 to 1.3.0 gonna be possible? or will it be breaking to the point we should start a new world?
In reply to CodeMonkey13981:
We are aiming to make the update process as painless as possible, with the full intent that players will be able to update from version 1.2.2 to 1.3. There are three things that I can think of that complicate this a little, but we are ensuring in our development testing that we account for them:
First, as part of updating to the latest version of GTCE, some recipes will have changed. It took a lot of effort and collaboration with the mod devs, but we were able to switch from an old version of GTCE from 2019 to the latest one. Among a variety of new features and improvements, there were notably several major reviews and corrections in GTCE to address exploits, bugs, and other weirdness in the chemistry mechanics. You will want to check your automation to make sure it remains functional, and determine whether a more effective recipe has become available (like Rotor Molds for the Fluid Solidifier).
Second, we have transitioned from using Modular Machinery to Multiblock Tweaker for our custom multiblock structures. Existing structures will un-form in the world and need to be rebuilt, but there are conversion recipes to get the new equivalents with as little trouble as possible. This bit of inconvenience is well worth the massive benefit of having custom machines that function like native GTCE multiblocks (and aren't as buggy and weird). In a subsequent update, we will be removing Modular Machinery once players have had an opportunity to convert things over to MBT.
Finally, we realized that we are being a bit wasteful in our use of Forestry and are going to be phasing it out of the pack across two updates. In the 1.3 update, the items from the mod will no longer craftable and alternative custom items are replacing some of them. Conversion recipes are available for the items with replacements. In a subsequent update, we will remove Forestry entirely, since players will have had the opportunity to convert everything.
There are a great many things we've done to improve the pack as we approach 1.3, but those are the ones that are kind of disruptive. Most of the rest should be trivial to adjust to.
In reply to Exa4096:
When it will be realesed?
I'm at the early game and wonder if the next update has any large gameplay changes. I tried to install the snapshot but custom main menu seem to have problems with vanilla fix.
In reply to GokuTMC:
I would be interested if you can share details of your issue with us on GitHub as we want to make sure players can update smoothly from 1.2.2. I have not heard of an issue between CMM and VanillaFix.
Our releases are compatible with worlds from or migrated to the immediately-preceding release version of the pack. The gameplay itself is not substantially different, however there are notable changes to some things. For example. the snapshots are on a much more current version of both GregTechCE and Shadows of Greg, and with that comes new features, bug fixes, and some changes to chemistry recipes (DStrand1 spearheaded two pull requests to standardize the rules of GT chemistry which fixed the accuracy of many recipes and prevented violations of conservation of matter).
The more notable changes include a switch away from Modular Machinery to using Multiblock Tweaker, which is made by Eutro on our dev team. This gives us effectively native-GTCE custom multiblocks rather than the buggy and clunky multiblocks we used through 1.2.2.
We are also deprecating SimpleFluidTanks (there are known issues with it, there are alternatives now, and the author actually removed it from CurseForge) and Forestry (we barely used anything from it so it's wasteful to load the whole mod; we made some custom items to use instead).
I just wanted to give a quick bit of appreciation to everybody working tirelessly to maintain this pack. When it first came out I saw the potential for it to be an incredible pack, and the fact that people are putting in the effort to reach that potential is just awesome to see.
All that to say,
Thank you for your hard work!!!
Hello, i just wanted to ask 1 thing: Which are these mods with extended support for 1.12?
if asking this is disallowed, sorry,
In reply to gato_borrachon:
At this time we have our own versions of MoreFurnaces, DimensionalEdibles (though the original author also started working on theirs again), and ExtendedCrafting. The Omnifactory Dev team also now maintains Shadows of Greg and regularly contributes to the development of GregTechCE.
You can find the source code and issue trackers for our versions of the mods through our GitHub organization, as well as links to each mod's respective CurseForge listing.
In reply to Exa4096:
oh, ok, it's just that i saw that fork of AE2 (https://github.com/PrototypeTrousers/Applied-Energistics-2) made for Omnyfactory.
thanks
In reply to gato_borrachon:
Our dev team is not managing that particular project, PrototypeTrousers is. We are using his fork of AE2 in development snapshots though.
In reply to Exa4096:
oh, ok, many thanks
Good day, I want to find the translation of quests and descriptions, where can I find this information ???