#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 2 of 1
speak of the devil
yeah I made realgar way too common by accident lol
but yeah tbh everything has an indicator now that it can probably just be skipped
don't think that's needed, one of the first pages in the tfc getting started section tells you about indicators
aight peak
@brave cairn is it me or did mineral data had a "tips" section?
i cant find them in the jsons anymore
unless you removed it
only one had a tips section and it was just telling you how to find realgar, lol
no 🤔
gimmie a bit
i swear i saw it
well
not in the mineral data
but in the book itself before i set to write the tool itself
oh those lines
uhhh there were a few but they were never in the mineral data
you can add them if you want tho
anyway my structures are done and committed and it's 4am
yeah its late over here
🛏️🚶♂️
i wont do the tips, i cba
this is already painful enough lmao
and i still need to serialize the damn multiblocks from C# into json

should be easy, they're all the same just with one word changed
now that structures are done it's just a few small final things and then the moon is ready for playtesting
I'm excited to get to mars
assuming i dont get sidetracked i should get the code finished by tomorrow
and then documentated/commented to PR it to your branch
this needs an actual index at the front so you don't have to click hundreds of tims, but looking good!
i thought the index would be in the ore index itself?
there should be two ways to look up information: one by ore (which you have) and one by vein
you got this!
I hope I'm able to get sand piles working like in this pic https://media.forgecdn.net/attachments/808/10/4.jpg
they look really nice
fancy
Not to toot my own horn but making that custom string builder for patchouli formatting was a good idea
Otherwise I would've gone insane
gotta see if this one sandstorm mod will work too
can't have mars without sandstorms
Song name?
zombie nation

chemically accurate film development
anyone know why this recipe isnt being removed?
event.remove({id: 'jei:/exposure/sequenced_black_and_white_film_developing'});
i have issues using the curly braces sometimes. i've just done event.remove('jei:/exposure/sequenced_black_and_white_film_developing')
nah didnt work. theres probably some weird stuff going on with priority order idk
you might need to look at exposure's github for the ID if it's not part of gtceu
idk about making film this annoying though
people already barely ever use this mod
Ayo 👁️
real...
i wish i could make the title for the vein be its file-name
but i cant be bothered....
looks real nice
@brave cairn do you see something off in this output?
json { "type": "patchouli:multiblock", "name": "Sapphire", "mutliblock": { "pattern": [ [ "0" ], [ " " ] ], "mapping": { "0": "#forge:ores/sapphire" }, "symmetrical": false }, "enable_visualize": true, "text": "$(thing)Percentage$(): 15%$(br)$(thing)Source of$(): Aluminium.$(br)$(thing)Formula$(): Al₂O₃$(br)" },
the multiblock doesnt work ,hell it causes the book to error out
idk what "symmetrical" does
but otherwise it looks ok 🤔
(set enable_visualize to false tho)
ya already fixed that
i'll just remove those properties
@brave cairn ...it says mutliblock instead of multiblock
lol
yooooo is it all done?
awesome! thanks so much for this, helps me out a lot
actually
guh
ok i'm not gonna document more
i'm exhausted lmao
i'll still pr it tho
@brave cairn
sick I'll look in a sec
the finalized JSON file on the modpack should have this option disabled to save space
it's minecraft, not a webapp, a bit of whitespace isn't an issue lol
did a review
fair i guess
@brave cairn complied with review 🆒
merged 👍

hm, one of my blocks is showing up as transparent on the map for some reason
fixed it
What would y'all add at the landing page?
a big fat message telling them to read the field guide
yeah that'll be the one with the guidebook
make it bigger!
.
:o
But yeah, I'll do categories for these.
Uncategorized will be the main quest line with tips n stuff, multi block dilemma and development table
stone_age begins when you get rocks and ends obtaining your first wrought iron ingot
Iron_age begins with wrought iron, ends with bucket
I was thinking on doing a metallurgy age that you'd unlock with your first anvil and that would encompass the iron age as a whole
So stone -> Metallurgy -> Mech & Steam -> Voltaic -> Space age
@brave cairn would you unlock the moon at the end of HV or at the beginning?
kinda halfway through
I see
I was thinking on the assumption that the moon was post HV, and ad such the voltaic age would encompass ULV -> HV
And space age would be UHV -> Whatever last electric tier was I forgot it's name
somewhere after ender pearls and before cleanroom I think
I see
I know eventually with the highest tier you go intra planetary do the final age would be interstellar age
I was thinking of putting space as its own section, with like, separate quest "constellations" for each tier
That could work
but that would also work
Yeah
For the space stuff we can shove them into their own quest groups
So on the Voltaic age you'd have the Moon questline right below HV
yeah
Should the iron age be metallurgy age instead
So it starts with the stone anvil and ends with the bucket
idk, I don't mind splitting it up
I think kaolin is basically the halfway point of tfc
of course you can rush it early, but most people don't do that unless they're speedrunning lol
Yeah
I'll likely do that, Stone age starts with your first stone and ends with your first stone anvil
that really doesn't take that long lol
you can do it in under a minute if you get lucky with spawn
knap a stone hammer, find raw stone of the right type, right click, done
🤔 it might make more sense to split tfc up into progression (stone then anvil tiers) and survival (clothes, leather, backpack, bed, food, etc)
Aight
You're right there
It'd be then primitive age starts with rock and ends with your first metal anvil
Maybe maybe
I saw that the field guide wasn't showing all the knapping recipies in the introduction so I figured out how to fix it, but for the life of me I can't find where the recipies are for the tools. Like putting an axe head on a stick to make an axe.
does it not show in EMI?
The EMI is fine. I'm just trying to get the recipe to show up in Patchouli field guide .
I saw that the tfc:crafting/metal/axe/ is removed, but I don't know what replaced it.
in this pack, if you dont find stuff in tfc's files, its in gt's ones
I apologize for the very late reply. Now I have started porting some scripts from tfg-core to 0.9.x and so far everything is not going badly, then I want to combine it all with 0.7.19, so we will get rid of the heavy dependence on tfg-core, I don't have much time now, but I am progressing well enough. If you wish, you can do some PR to port the code from 0.7.19 and 0.8.x to 0.9.x, I would be grateful.
Thanks for the notice! We were wondering what the plan for 0.9 was.
Will it be open source?
I am doing everything I can for space in kubejs, but there might be a couple small things that require code.
After 0.9.x is released, yes we will open the tfg-core code. I would like 0.9.x to be ready before integration with space is ready.
That would be good! Making the updated gregtech stable is a first priority.
if you need a mod, then you can make your own, if necessary, we will add it to the modpack, there is no problem for us.
Ok, I will look into it when I get to that point.
Right now, moon is 99% done, mars is 1% done, recipes are 50% done.
now I can only do anything for the modpack on weekends, closer to the summer I will graduate from university and the time will be decently freed up and we will finally be able to finish the modpack to a stable condition. Thanks for your contributions on github, it really helps 
I am very happy to be contributing, and glad that many others are helping as well!
Is 0.9 just updated gregtech + 0.7 changes?
ok 👍
Deep resonance, The Beneath, and RFtools feel strange, are they included?
Is it possible to remove beneath? I am going to make Mercury similar to the nether
I wanted to make the hellish world look like deep mines near the core of the planet, in this style
Hm, it feels quite magical in a modpack based around realism. There isn't very much to do there except mine, either.
I don't think you need to delete it, but your idea can exist together.
I know many others in the english speaking chats have said the nether would feel weird.
Getting into the nether will be realized by descending into the bedrock, I think this is quite realistic.
Unfortunately, we cannot expand the world downwards seamlessly.
Hm, I think if the nether exists, it should be more interesting. I am trying to avoid this problem with the planets, so there is more to do than just mine.
Okay, in that case, for now we'll think about implementing it another time, in which case 0.9.x won't have a beneath at the start
translators sucks
Thank you for considering it!
The beneath is a cool idea, but maybe for a different modpack that had more magic instead of gregtech lol
I threw away some of the changes in 0.8 with one big pull request.
I should be doing my job programming, but instead I'm cloning the repo of the modpack I'm playing
based
I wish I didn’t just start work otherwise I’d be contributing 😅
the primitive quest if it real...
tbh I didn't even make a ceramic jug I just drank from puddles and sped to getting a flask lol
i'm playing based off what i learnt my first time reaching from primitive to steam
and tbh yeah you could just get a flask
mostly just cuz I was already familiar with tfc
we cant expect everyone to be pros
ik ik lol
Aight, here's a taste on the new primitive age questline.
You begin by reading the questbook quest.
- Get stone
- Learn about stone knapping, create stone axe and stone knife heads
- Get stick
- Learn about putting head on stick for epic tool
- Gather logs, gather straw.
- Learn about clay indicators and obtain clay
- Create your first firepit
- Fire a saw and vessel mold
- Use ore pebbels to create your saw head
- Get 16 lumber, get 4 planks
- Create the workbench
mm, this is already starting to have the same problem as the existing one -- having a quest for every single craft along the way
like it can be
- get rocks and sticks (a single quest with both conditions)
- make stone axe and knife (a single quest with both conditions)
- firepit
i think thats a bit overreacting. considering its nowhere near as bad as this
not that specific part no lol
but more like, all of this
the quest should be about a goal, not a step of the process
i could make the knap axe and knife the same quest, same for the two unfired and fired clays for the saw
i wouldnt do the same for the straw since i already added a bit on firepits (not the big ones, the ones you can heat and cook food in)
I guesssssss
@wet forum @jolly harness update for vis
slowly connecting the forge & first anvil steps with the other branch, logs unlock the quest for going to prospect and mining, followed by the hazard block which redirects the player to learn about ore hazards.
ew pickaxe
you dont even have access to a mining hammer prior to an anvil 😭
stone hammer 👍
I wanna help with the 0.9.x process if I can, js only though because I can't make heads or tails of forge and there is so little documentation anywhere
OHH
right
i'll add both the hammer and the pick there
and say that you can get more ores using the hammer
i almost forgot
i thought you where talking about the mining hammer when you said ew pickaxe
pickaxes in general are redundant in tfg
mining a raw rock with a hammer yields the dust which is annoying
i'd rather get the rocks themselves
There is one use case for pickaxes: turtles. They don’t take mining hammers
But a good use case for turtles with pickaxes evades me lol
oh lol
so uh, does anyone know how to make a new mod? lol
since exception said it would work to put the space stuff in a separate mod, then I can do some code things that I currently can't do with kube
I think Google is your friend for this one hahah
I couldn’t explain it if I tried
You will need intellij, Java sdk, and a specific version of forge downloaded and that’s about as far as I can get you lol
You might be able to do it in vscode but it could just be more hassle than it’s worth
is intellij what everyone uses these days instead of eclipse? it's been a long long time since I touched java lol
god, like 15 years ago
thats what i use
if java code gives me access to using tfc worldgen to do mars' rock layers, that'll free up the biomes to do something a bit more interesting 🤔
there's this one tfc addon that makes the whole world a desert and adds sand layers which looks really nice. But it's hard locked to the minecraft:overworld dim and uses layers from a different weather mod... would be cool if I could look at its decompiled code and see how it did the sand layers
so I could keep that part without the rest
otherwise it'd be nice if I could at least keep the tfc thing of "north = colder" instead of random cold splotches
wasnt it a issue when multiple dimension used the tfc worldgen ? i dont think you can go around that without going deep into tfc
I can't remember if it's a hard limit or if it's just something you can't do without code
alright
on the other hand I might be overthinking it lol
at least making your own mod for space would allow you to make your own chunk generators, or noise router which opens wild possibilities
tbh
i dont think it'd be that difficult?
the main issue is that forge has jack shit for documentation
and if you ask how to register shit two morons will fight about whats the best registration method instead of answering
(deadass happened to me and i never touched modding ever again)
lol
but yeah since you already know C# and have dipped your toes in java it shouldnt be too bad i think
since java is just C# with bad syntax
this is not better than arguing about the best registration method
if I can't do things the tfc way then having a custom surface rule condition that tells me how far north I am would work too, so I can use it for placing snow/ice
I'm not worried about the language itself, just the whole minecraft mod bit
clearly the answer is to port the entirety of the modpack to fabric/neoforge 
well, tfc and gt are working on 1.21 neoforge. Maybe next year, thats conceivable
https://terrafirmacraft.github.io/Documentation/1.20.x/worldgen/decorators/#climate hm this looks useful, I can already set climate through kubejs fine
This is the home of the API documentation for the TerraFirmaCraft mod for Minecraft, developed by AlcatrazEscapee, Disastermoo, Dries007, et. al.
oh I can look at how the beneath did it, possibly
its fully hardcoded chunk generator
https://github.com/Shinoow/The-Beneath/blob/master/src/main/java/com/shinoow/beneath/common/world/gen/ChunkProviderDeepDank.java
I'm gonna take a look at that climate decorator and see if it works, cuz if so then that'll be easier than trying to do all this chunk generator nonsense
it's not like people are really gonna notice lol
I have no idea if it can help you but I know TFC Hardrock 1.20
Has an add on for Coldsweat
Maybe it could help for temperature on planets
cold sweat does the same thing as tfc ambiental, it's just player temperature
there's like 4 different temperature systems going on lol
minecraft's built in one which just is just used for worldgen and not much else
tfc's, which is used for climate ranges, crops, cellars, etc
ambiental's, which is controlled by tfc's but just affects the player
and now ad astra's, which uses minecraft's temp to decide if water should freeze
I had a funny situation when testing where I had mars' current temp set to 10c (so ambiental doesn't make the player freeze immediately), but that made the nearby ice melt, but then ad astra thinks mars is cold so it just refroze it a few secs later
so I had ice constantly freezing and thawing lol
would be nice if I could just disable ambiental on other planets
ad astra kills you pretty quickly if you take your suit off and aren't in an oxygenated (and climate controlled) environment lol
And replacing Ambiental with Cold Sweat and its addon?
what would it accomplish?
ah cold sweat has no concept of an "indoors" like ambiental does
Added some more branches.
Food Branch
- Get any food
- Checkmark to understand nutrition
- Cook food with a campfire
- Learn about soups
- Optional quest about pizza (i think its the best since you can have all nutrition types on them?)
Water Branch
- See potable water
- Checkmark to understand hydration
- Three fluid options
Warmth Branch
- Arrive in the overworld
- Checkmark to understand temperatures
- Quest for both insulation types (warm and cold biomes)
Leather branch
- Get barrel
- Create lether
- Knap leather armor (connects to insulation branch)
- Create leather flask (connects to hydration branch)
i also added a little quest with the chest about storage options, going over regular chests, supply carts and crates as an alternative to vanilla barrels
what's the purple square?
7 double copper ingots
no on the left
for the copper anvil, which marks the end of the stone age and the beginning of the metallurgy age
OH
thats the icon for being inside a dimension
oh lol
maybe you could steal the earth icon from ad astra, if this is going to drop at the same time as space 🤔
I like it being generally a lot smaller!
similar size to the greg tiers
makes it less overwhelming
Maybe Sandwich also in the food branch as they are the bread and butter of TFC mid game food
maybe there could be a third primitive category just for all the optional stuff, to make it discoverable
the idea is basically:
- Gears representing the beginning and end of quests
- Octagon representing important milestones
- Big squares are for other milestones
- Hearts are purely optional
like this one, completely optional, just a checkmark to see all the goodies with knapping stone
ad_astra:environment/earth btw
already did it 
but yeah i could put a third category in the primitive group for TFC misc that is not included in the stone or metallurgy ages
some examples including the bellows, backpack, papermaking, etc
With the salad quest you could add sandwiches as two tasks?
bellows is basically required to work iron/steel, it should be metallurgy
right
i'll add it to the pizza optional quest
it'll just be titled "all the foodies"
or something corny idk
side mods like the camera or making your own records too
ya
alcohols
shouldn’t bellows be included in the metallurgy area?
ya
given that they’re required for the blast furnace
looks great so far tho!
thanks!
i dont think i'km missing anything important in the primitive age...?
it basically covers the important things
hydration, warmth, nutrition
knapping, stone tools, making the firepit
firing clay, native ores, getting your workbench
creating the forge, creating the first copper anvil
and then further tfc progression is in another category?
the idea is basically have primitive be from first spawn to copper anvil
metallurgy be copper anvil to bucket
have a third category for TFC misc
as soon as you get access to steam machinery you unlock the mechanical and steam ages
which is steam power machinery and create respectively
as a heads up for Exception (if he checks this channel), i'm working on porting over the TFG-core code regarding heating recipes/tfc heat data for 0.9, so you shouldn't need to work on that
that makes sense, for stuff like ranching/crops, etc. which aren't exactly necessary for progession but nice to have quests abt?
aye
ping him, I'm pretty sure he doesn't check it lol
especially since this is all english and he'd have to run it all through a translator
@low gate read above ^
i have 3 ides open at once, i'm clearly doing something scuffed 💀
#1255219226537627801 message I think this is the russian equivalent of this thread
bit of a mess atm, just setting up the metallurgy tree
- Get copper anvil
- Get 7 bronze ingots
- Create bronze anvil, unlock steam
- Create bloomery, with bellows quest
- Create wrought iron anvil
- Go on an Odyssey for Kaolin Clay + Graphite
- Create crucible
- Create blast furnace
- blahblah, finish with the bucket (which i'll make sure to add a tf2 reference to it)
thanks
Might include arbofirmacraft here with this quest rework pr
because god i fucking hate the current treetap mod
its a buggy mess
the kaolin clay quest will have an offshoot quest with stuff you should bring back to the base such as papyrus, kapok, etc
@low gate I have an idea for The Beneath. What if I change it to actually look like deep mines? Similar landscape, remove soul/magic stuff, add other things. Maybe another place for kaolin clay?
yeah, definetly feels like it when you have to do a 10km trek
hyenas and tigers and alligators for the added hellishness as well
// Earth is 10k to each pole, and mars is about half as big as earth, so 5k to each pole sounds good
let poleRelative = (pos.z / -10000.0) + 0.5;
let smoothed = Math.cos(poleRelative * Math.PI);
let temp = (smoothed * 173) - 153;
console.log(`Z: ${pos.z}, relative: ${poleRelative}, smoothed: ${smoothed}, temp: ${temp}`);
return temp;```
can someone check my math, this keeps returning NaN for the smoothed
the poleRelative does what I want, with -5k returning 1 and 50 returning 0
Sorry I don’t speak javascript
I don’t see why that code wouldn’t work
this says that's the correct constant! https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/PI
😭
It lets you use math.cos but not math.pi???
I don’t think I’ve ever ran into that issue before hahahah
man javascript sucks
yeah I'm ?????
Try using just PI instead
got the math working at least, without the math.pi. This is at the equator
and this is at the poles!
nope... i based the branch off main
oops
same for my quest rework
double oops
i mean there shouldn't be significant changes
nothing cherrypick commit wont fix tho
to those specific areas?
yeah, it was an easy fix making a new branch off 0.9.x then cherry picking the commit i made just now
aight, time to kill treetap
😤
to be fair
seasons outside of earth doesnt make sense
since you need an atmosphere and an axial tilt for seasons
something mars, mercury and other plantes are famously known to now have them
except titan... was it titan? i forgor
apparently mars is fucky
uranus is 82
based
thanks tfg for teaching me about so much uhhh space geology
Aight so
fun fact
you cant even boot up the game in 0.9.x
so
guess i'm working off main

@brave cairn @prime sonnet letting you two know this btw
oop
good to know 💀
F
tbf i couldn't even pull the branch to begin with
had to delete some weird file with a longass name
oh thats weird
if i install arborfirmacraft the game doesnt load and it crashes
maybe updating terrafirmacraft does it
since the version the modpack uses is 3.2.12
yup
updating terrafirmacraft did it
hopefully nothing else breaks 
WE GETTING RID OF THE TREETAP MOD WITH THIS ONE 🗣️ 🔊 🔥
WE CLOGGING UP THE TFC WOOD STUFFS CATEGORY EVEN MORE WITH THIS ONE

fuck yeah
lol, lmao
ok i'll need to check how that works
hopefully its data driven
ok
it is data driven
i cant make it be depending on the month of the year tho
which... sucks
technically speaking
i could override these recipes
and make it so they produce sap as long as the average temperature is not negative
the current treetap mod makes it so you cant produce sap during winter months
how will this affect the local trout population (existing saves)
and i think having it so you can produce sap as long as the avg temp is not negative would be fine as is
if anything i want this to be part of 0.9
removal of the tree tap mod would cause losses for players
when 0.9 releases we could keep the treetap mod, remove all recipes associated to its treetap and keep the recipe that allows you to melt it back into copper
that way people dont loose their precious copper
that or just, say fuck it and remove it all together
not like copper is expensive
or just craft old tree tap into new tree tap
true, the arborfirmacraft treetap uses iron
so we'd have to change its textures
not too difficult
having secondary means of getting sugar is neat, you can use maple or birch
interesting
it also adds rubbermaking by itself
completely useless but its there
its trees are two new ones, Rubber Fig and Hevea
lemme check where those can spawn
@brave cairn i assume i could find this data in configured_feature?
i dont know much of the inner structure of datapacks
by the looks of it this is the file with the temp and rainfal metadata
Kapok
- Min Temp: 17.1
- Max Temp: 38
- Min Rainfall: 320
- Max Rainfall: 500
Hevea
- Min Temp: 17.1
- Max Temp: 26.2
- Min Rainfall: 390
- Max Rainfall: 500
Rubber Fig
- Min Temp: 9.8
- Max Temp: 20.7
- Min Rainfall: 290
- Max Rainfall: 400
The question is, do we still make kapok the only rubber producing tree? or do we add hevea and rubber fig?
to be fair that text goes off the average temp not current lol
XD
i think i'm going to keep the new trees as well
unless y'all think dethroning kapok is not a good idea

grandfather kapok in imo
having more options is nice
rubber fig means a fully sub-10 deg average playthrough is possible
i like the idea of making kapok the Hot climate, Hevea the Temperate climate, and Rubber Fig the Cold climate tree tapping stuff
and have each produce sap according to the temperature changes (rubber fig works until 0°C, hevea works up to 10°C, and Kapok works up to 20°C)
i can't tell if what i'm doing is genius or cursed
hit me
goddamnit
i was writing code in the java files instead of the kjs files
no wonder it's getting mad at me 💀
how cursed are classes in base javascript
like they're fine in like react or whatever
but like
this seems very cursed
oh wait you can't overload functions? absolute garbage
average javascript moment
yeahhh i'm probably going to go back to what i was doing before
for context i need to port this
into js
i feel like making an entire class is overcomplicating it, i was just going to chuck it into an array of dicts and that will probably be fine
aint no way this is how they want you to overload functions 😭
j s m o m e n t
😭
sanity check, how cursed is this
nullish coalescing operator my beloved 😭
(i will properly document it dw)
i dont even know if it works actually 💀
works in firefox 💀
its so bad but it seems like it'll work? and also decrease the amount of work i have to do
wait nvm it doesn't
but whatever
i forgot the point of this was that i wouldn't have to put the arguments in a dict
now i have to put everything in a dict anyways 💀
oh well idrk if it's avoidable at all
i think i literally just played myself to the extreme but its fine
hehe
lost civ type beat?
whats the idea behind adding an ocean monument of all things to mars?
(thats mars right?)
there is no idea, most of mars is still just default minecraft biomes rn
there's shipwrecks, nether portals, villages, etc
damnit I can't use this without a ChunkDataProvider either https://terrafirmacraft.github.io/Documentation/1.20.x/worldgen/decorators/#climate
and I can't have a ChunkDataProvider without java
🥲
average tfg dev experience
guess it's finally time to learn how to write a mod (send help)
surely can't be that hard
oh yeah rate my cursed code btw
i might redo it since i really dont want to move everything into a dictionary myself 😭
well, dictionaries plural
lots of them 😭
maybe then I can have access to the normal time of day tick amount and can do current temp as well
oh wait it's probably actually easy, i just need to learn vim 💀

WE DEPRECATING TFG TO MAKE TFG_SPACE_EDITION 🗣️ 🔊 🔥
Be me
Adding arborfirmacraft support
Have to manually make tualang, a softwood, be canoable
Place stripped tualang
Use saw on stripped tualang
Game crashes
MFW

arbor firma craft
i'm a bit afraid that this will entail much pain
for the betterment of mankind...
fr
welp...
@brave cairn you know about this kind of stuff right?
creating java objects in kjs using reflection
no, just accessing existing ones
TRUE
also
@brave cairn has exception explained to you why he wants to deprecate the entirety of TFG?
the mod itself
is it because you can do everything (or mostly everything) TFG mod does in KJS?
cuz yeah, as we're finding out, a lot of things are only possible in java
but rn, there's quite a lot of tfg recipes that are in java and not in kube, for example
I would be up for us just sharing a mod that we can all add shit to lol
i think it'd be best
altho my main question is why not just use TFG itself? i know the source is closed atm
and thats a good enough reason to just create our own stuff atm
i guess we'd create our own stuff and once TFG becomes open source we'd move it there?
¯_(ツ)_/¯
this is all I know
Ok, noted
"putting stuff in your own mod to add later is ok"
so we aren't forced to only use js
Lets bake this bread 🗣️ 🔊 🔥
but I do sympathise that it's better to
a) be consistent
b) that the js is easier to contribute to because you just edit text and run the game, no IDE or compiler required
aye
we should only use the mod for stuff that cant be done in JS
such as Canoes and Rowboats
do you have a project already set-up?
nope!

I was hoping someone else would do it for me 

i dont blame you
just like you, i'm scared of C# but bad syntax Java
if it means anything i have legitimately 0 experience using java
all my experience in programming comes from C# due to me being a unity developer and JS from KubeJS
you'll pick it up easily
all c-like languages just constantly copy each other nowadays
if you think java syntax is bad, be glad you don't have to touch the mess that is modern c++ lol

mfw i saw cout << "Hello World!"; the first time
man that's old
I'm talking about shit like lambdas
auto vglambda = [](auto printer)
{
return [=](auto&&... ts) // generic lambda, ts is a parameter pack
{
printer(std::forward<decltype(ts)>(ts)...);
// nullary lambda (takes no parameters):
return [=] { printer(ts...); };
};
};```
[=]() -> int
Me watching this codeblock ⤴️
https://tenor.com/view/keanu-reevdump-keanu-fire-gif-21288545
C++ devs really said "Lets make something as incomprehensible as machine code"
Laughs in C
Aight so
Now we just need to see who's gonna bite the bullet of setting up the mod
Lol
java is free 🙏
i can probably go figure it out, can't be that hard
Why don’t we just put it all in tfg-core when it’s open 😃
because it's not open 😭
This
Me when I try to contribute to a closed source project

I thot he was gonna open it
Boo
Eventually™️
If you do find some starting point or manage to do it let us know 🙏
it will be open eventually, but it would be nice to do some of the dev work related to this now
worst case most of the code for the mod can probably be ported over to tfg-core
I think the hardest part would just be sifting through each mod and adding the specific version as a dependency in gradle
(what the fuck is a Gradle)
i love gradle! i love gradle! i love gradle!
Java abomination
Is it like nuget but bad?
"how to make mod"
it's like a build tool
Why do you even need a tool to build I thought programming languages come with compilers 
i don't know the specifics of how it works, just that for some reason it just keeps fucking up
kid named c++:
Right
Dependencies! Mixins! Wooo!!
wasn't the java code for MC like obfuscated for the longest time
iirc i remember reading something about minecraft modders pioneered the most advanced java decompilers just so that they could read the damn game code
You could probably make a script to build it yourself but it would just end up being a bastardized gradle
And nobody needs that
writing in kjs makes me miss literally any programming language that isn't javascript
when are we getting kc++
I think a good chunk of the source is still obfuscated with the official mappings
Fuck that, when are we getting KC#
oh really, average microsoft moment
That way pyritie and I can COOK
surely i will learn c# in 2 days
Ez
Either way, here is to the creation of TFG-Subcore mod
god i would even take kubetypescript over kubejs 😭
Kid named ProbeJS
Well, ProbeJS will be the closest you'll get to KubeTypescript
i couldn't get probejs to work for me
i ran the command, my little craptop started spinning its fans like a jet turbine, and then i crashed
Goes hard
I managed to get ti to somewhat work
But I decided against it because there where some issues I couldn't figure out
i got like
some probejs, there's a random probejs folder somewhere in my workspace
but i don't think it fully finished (wow why would i think that)
I heard if you pour some water on it the fans won’t spin up as much
and there's no support for webstorm out of the box, i'd have to figure out how to point it towards the relevant files
which probably wouldn't be that hard but im lazy
What the hell is a webstorm
javascript intellij
practically useless for this purpose but whatever
Be a real dev and use Notepad++ /s
(it has no benefits over vscode if you're not doing webdev)
but i already use it for some webdev stuff so i figured why not
plus it alr has all my editor settings, theming, etc. set up
whereas my vscode is basically stock
Isn’t webstorm paid?
i get it for free
im going to go through withdrawals when i stop but it's ok we'll cross that bridge later
Student plan or smth?
yeah student license 🙏
Hah that reminds me my free GitHub pro sub just ended
My stupid school stopped doing lifetime edu emails
nooooo 😭
Wild
I need a blue name
tbh a lot of people do
I haven’t actually contributed anything tho lol
I find that probejs just stops working when you have too many items in a pack
anyone tried to run the 0.9 branch ? Is it me or is it broken ?
It is broken
ty
tfg what
I'm just pitching bad names for the mod we need to make
I like boring names so I was just gonna call mine tfg-space or something lol
might be easier if we keep them separate, so your smaller changes aren't waiting for the bigger space stuff
can always merge them back together later
Bet
damn I should probably change all my namespaces from tfg to tfgs or something
I already renamed the moon rock today because anorthite is a mineral and not a rock (now it's anorthosite, which is a rock)
dunite is technically also a mineral but zzzzz idc
yeap, nice idea
Cool, let me finish something with space, then I can do that, so it can be ready for 0.9.
Are there any specific parts of 0.9 we could do? We're a bit lost. It does not compile at the moment either.
Yeah, trying to boot up the 0.9 branch just crashes minecraft
i'll likely start and call it Arborfirmaciv
arborfirmagreg
since literally the only reason why i need an actual mod is to make canoes and rowboats for firmaciv boats
Arborfirmagreg could work too
ad terrafirmagregastra
Ad Terrafirmagregastra civ
ad astrafirmagreg? since it's no longer terra
Astrafirmagreg for the space stuff sounds neat
I like it
Ad Astra works because it means "To the stars"
Ad Astrafirmagreg means "To the Starfirmagreg"
which is just
confusing
+or whatever "firma" and "greg" mean
i know greg is the name of the mod's original author
firma means... idfk
Ad Arstrarborfirmagreg civ
there
thats the final name
energistics
Ad Astrarborfirmagregnergestics civ
we gotta start somewhere
would it be possible to also add AE2CC Bridge to the space update?
as it would offer CC integration of AE2
no, do it separately
who needs regex when you have adderall
my fingers 😭
i aint typing all that
I manually typed (or copied and pasted) all those field guide changes lol
(I'm never doing that again)
the real programmer way (it did not take me 5 mins lmao)
its beautiful (i have to manually change all the material references to somehow work with kjs)
regexr comes to my rescue yet again
home in a bit, then I gotta check if my stone renaming has broken space
then I got some help on the tfc server about what the hell a calendarTick is
so I can do the current temp correctly
then... maybe start up java
it's very worthwhile to learn
ultimate swiss army knife of string manipulation/searching
and is supported by basically everything
you can skip some of the advanced stuff like lookbacks or whatever they're called
hehe oops
this used to be me until i found this site https://regexr.com/
actually goated for making/learning regex
im not an expert by any means but i know enough to use the tool fairly effectively
In this Minecraft Modding Tutorial for Forge in Minecraft 1.20 and Minecraft 1.20.1, we are setting up the Modding Workspace for the first time!
== MODDING COURSES ==
FORGE ▶️ https://url.kaupenjoe.net/CourseForge120X
FABRIC ▶️ https://url.kaupenjoe.net/CourseFabric120X
▶️ NEW NeoForge Modding with Minecraft 1.21.X:
https://url.kaupenjoe.net...
gonna follow this
lolol
i'll try to do the uhh
using visual studio code
for modding
i dont want to have another java IDE
fast food
i cannot disclose whats there cuz i'm under NDA
lol
(its my actual paying job related stuff)
💀
something something codenames
as someone who knows jack shit about java
this is kinda neat
i mean, i know C#, i know OOP
some of data oriented designs
but still good since this should make things easier for my .net spoiled brain
uuuugh I'm trying to figure out how to make temperature stabilise and get warmer the further underground you are but the math is hurty
sleep deprived and at 11:30pm is not the time for math
I also want a variable so I can say how much of an influence it has
so like, on the moon going underground just trends towards the average temp
whereas on mars it gets a little warmer (but not completely stable like earth)

average intellij user
what the fuck is an inverse lerp - me rn
like, lerp has two numbers and then a factor, and it gives you a number in between according to that factor
like lerp(0, 100, 0.4) = 40
inverse lerp does the opposite, like lerp(0, 100, 40) = 0.4
if i ever touch java the first thing I want to implement is fixing tfc food recipes for gt machines by making them properly copy food values like nutrition and expiry date
i know what youre supposed to do to fix those but I have never written a recipe serialiser let alone a mod with other mod dependencies
function lerp(x, y, a) {
return (1 - a) * x + y * a;
}
function invLerp(x, y, a) {
return (a - x) / (y - x);
}```
kinda
that's fairly high on the list
the only reason that hasn't been done is because we were waiting for tfc-core access
invLerp():
look inside:
division
but makes sense, abstracting it is useful
also some other stuff like more create compat would be nice like using a fan in place of a bellows
now that exception has confirmed we can just make our own mods ig, someone can probably fix it
all that would need to be done is somehow get GT machines to work with TFC ItemStackProviders
another good thing is the ae2 heat bug
i know theres a mod that adds tfc create compat somewhat but its very hastily coded and full of weird quirks
though I suspect that one's gonna require a tfc mixin to stop it applying heat onto everything
it just needs to be a custom recipe serialiser that wraps the existing gt recipe but uses an itemstackprovider as the output like how tfc does their own advanced shapeless crafting
I tried very hard to see if there was a kubejs way of doing this but sadly no
a tfc greg compat mod would just be useful in general too tho. I know we already have the gearboxes and kinetic mixers and whatever but i can foresee a lot of cool things once you integrate kinetic energy more
yknow
i'm surprised there isnt an addon to make create work with TFG's mechanical system
there isnt?
someone's working on it in the tfc server
i believe you would also need to take ISPs as inputs
but im not 100% sure?
thats how i got the impression of it working in the tfc code, but i definitely could be wrong
ofc you could also find some way to just copy over the relevant nbt data
i don't know how you would
oh and also if we add more tfc/greg compat i'd really like an electric hot plate (heats stuff up like tfc but using eu)
Ok
I added a single item
Tried to do more
Then Minecraft won't even boot again
Epic
note to self: add heat and melt values for pentlandite
IntelliJ IDEA is good
fr
I'm looking at my current temp math code from last evening and wtf was I thinking
one should never program while eepy
cuz then you barely understand what the fuck is going on
yeah unfortunately I'm a bit stuck with mars until I get past this tfc chunk thingy
but it's ok, I talked to the guy who wrote the kubejs-tfc addon, and he says it's possible to make new ones in java, and is working on another mod that'll make it datapack accessible, but also warned that it might take a while or never be finished lol
but at least knowing that it's possible is a good sign
otherwise in the meantime I'm gonna take a look at the beneath. That should be much more straightforward
here's my idea for Beneath (as I've learned, there's another old mod called The Beneath which is just a mining dimension)
- remove netherrack, replace with deepslate
- remove soul sand/soil
- add vanilla mineshafts but change to crimson wood (fireproof)
- make nether quartz exclusive to here
- I'm not sure what to do with oregen honestly. Could look at what ores are in the nether in gregtech, or just have it otherwise copy the overworld
- Remove piglins, make bastions full of skeletons instead (replace brutes with wither skeletons?). Good place to get graphite
- Possibly remove fortresses
- Remove blaze, magma cube, strider (I want to put them on other planets)
- add lush caves to the higher levels. They spawn with spring water, kaolin, and klazes
- maybe do something with dripstone caves
- replace warped fungus with red/brown fungus (I want to put the warped wood elsewhere)
- skulk????
- balanced around mid tfc (doable with iron/bronze, easier with steel+)
i use intellj community edition, works good for me
Potentially move lead/silver depending on where in primitive age this is 8ntended to be
nah silver can stay
@brave cairn hey what if you have to increase the coil type for higher tier alternators, but they don't need the 4x Su
or perhaps having an effect on amperage...
idk how to make one machine have multiple configurations
Probably could look the EBF code for inspo
Who up klazing they blast furnace?
WHAT THE KLAZE DOIN
next question is if we wanna use deepslate/blackstone for the "nether" or more tfc stone
oh whoa, that a very cool screenshot
I think weird stones would be neat
Could add new real stone types that aren't in tfc yet. Scoria for example
create has scoria! but I was also using those on planets already lol
need gregtech red granite for more deco options
I'm putting that on mars already
if oregen is going to be different it would make sense for it to not be TFC rocks
it'll be very similar to the overworld
I didn't know that lol. Just an example
I was thinking about adding little one block geodes to the world. Could be broken up for some of the gems in the pack or as nice decorations
I am a certified rock hound
if you want! the built in geode feature is pretty dang customizable, it should do well for making little small ones https://minecraft.wiki/w/Amethyst_geode#Config
Yeah I was looking at that too. But my idea was like little one block ones like concretions. Most ore in tfc/gtceu form naturally as geodes
Chalcopyrite for example
Malachite is some of my favorites
I'd be wary of making common little tiny ore deposits like that because once you move onto mining machines, they'd pick up all these deposits too
which could cause a lot of excess stuff to be dug up, and basically be noise in your mining expeditions
Hmm good point. I could make them drop normal ore unless mined with a special tool
Do mining machines usually silk touch or nah?
they do the same as a pickaxe
unless you have one of the multiblock ones in EV+, which have an option to mine with silk touch
Alright sweet
Does the gtceu ore prospector use tags?
not sure, but probably?
accidentally made a pretty cool effect
anyway next up, uhhhh
two other ideas for biomes are one with spiders everywhere and one with mushrooms. But the normal dark oak forest kind, not the nether kind (I'm using those in space)
and I guess some general cave stuff to fill in the blanks
maybe I'll actually use netherrack
just so the beneath can function properly and generate certain things lol
wait, so to be clear. are you updating the beneath to be included in this pack? or are you using the beneath as an inspiration for something in this pack?
because if its the 1st one
can I has pls?
exception wants to add the beneath, I don't like how fantastical it feels so I'm re-themeing it into something more "realistic"
soooo, inspired by the original mod then?
😮
but it'll have the other stuff that the beneath adds, like the hellforge and the mushrooms and stuff
...the mod's already 1.20.1
wait, one sec
not on curse
is it updated on github?
wait
no, i see what happened
I was looking at this https://www.curseforge.com/minecraft/mc-mods/the-beneath
ah yeah, confusing names lol
well even so. if your lush beneath could be published separately from this pack when its done I would be interested in using it
that's just one biome, I'm doing more too
WAAAAAAAAAAAAAAANT
idk how to do it standalone lol
I still need to try making my own mod though, there's a few things I can't do with just jsons and kubejs
I guess I could put everything into that 🤔
kind of? kubejs is a mod that lets you write "datapacks" programmatically - but I'm pretty sure its presence requires you to publish it as a mod
otherwise everything would have to be a json file
which would be pretty tedious lol
damn
A community-run recreation of the Made in Abyss anime in Minecraft.
yeah i think i see that
unrelated but how do we feel about making graphite common but only spawn way down near the bottom of the world? that's how it is in normal tfc, it forces you to actually explore caves
or maybe something else like redstone
I mean irl graphite is just produced, not really mined. Coke is heated up at high temperaturea to rearrange carbon layers
Redstone would probably be a better option imo
AW FUCK YEAH
@low gate thank you 💜
Once I'm back home from vacation I'm adding ArborFirmaCraft boats
irl is also way past the bronze/iron age
anyway uh
now that tfg-core is open source... now what?
Could just throw coke back in the coke oven
How many uses are there for graphite in the pack besides for kaolin?
@prime sonnet yooo open sourced let's goooo
HELL YEAH
you use it for graphene which is used in.. IV? LuV? I can't remember
but also, it's kind of a big part of tfc progression
it's like saying "why do we have to go on a journey for kaolin when there's many other kinds of fire clay you can make at home?"
the point isn't the material, it's the journey
it's game design
The point is the friends we make along the way
I agree tho. I don't really think it needs to be changed tho. Unless I was just lucky I've never had trouble finding graphite
Simple
We fork off it
And start working on our stuff
You have to use modding to do something specific on mars
well i can test out the changes im making finally
I need to integrate ArborFirmaCraft with FirmaCiv
Captaingold can do that
Now that we have a base the possibilities are quite literally limitless
and i can also start looking into making the food recipes not scuffed
but it’d have to be on tuesday, i’m swamped till then
before the recent indicator changes, "where do I find graphite" was one of the most common questions in here lol





