#🚀EN - 1.20 Modpack Contribution Megathread

1 messages · Page 3 of 1

coral vault
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they clearly dont "yearn for the mines" as much as me

brave cairn
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it's not even a deep vein, it's a "pipe" vein which means it's very tall and skinny

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so a lot of them were just below the surface

coral vault
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my first vein spawned right next to me in a lake

brave cairn
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but unless you walk around banging a prop pick around the ground everywhere, you're not gonna find it without indicators

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or got lucky with water exposing it yeah lol

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that was also pretty common, people saying to look along rivers

coral vault
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based water source

prime sonnet
cosmic veldt
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welp now that tfg core is open source i guess we could start working on all the compat stuff

prime sonnet
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at some point someone should look into making the food recipes not goofy
like i said earlier, i can probably do that but my schedule is packed rn

cosmic veldt
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not goofy as in not respecting expiry date or nutrients?

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because that one's definitely on my todo list

worthy tusk
prime sonnet
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if someone else wants to try and tackle that they can go ahead but if no one's working on it when i get some time, it's on my list

worthy tusk
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i've gotta pick and choose my times since i'm getting my master's degree this semester

prime sonnet
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yeah that's more important than a minecraft modpack 💀

worthy tusk
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why do you think it took me weeks to write 6 lines of JS lol

prime sonnet
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XD

brave cairn
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anyway, slapped out another biome today. Not sure why frogs aren't spawning though (regular minecraft frogs, not the tfc ones (I have no climate model here yet))

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so far it's lush caves + mushroom stuff + everyone's favourite basalt deltas + one full of spiders, then a bunch of normal-lookin cave ones in between I think

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open to other ideas

honest halo
# brave cairn

I feel like its missing some kind of long grass. or long mycelium i guess?

brave cairn
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yeah idk what to add for it

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I could recolor one of the nether "grasses" I guess

exotic wraith
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What is this place btw?

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I'm curious

brave cairn
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new nether biome

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if exception really wants to add the nether he agreed that we could make it less nether-y

gloomy elm
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Could have been cool to make of this revamped Beneath a far planet though

brave cairn
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that's the other reason why I want to revamp it, so I can use a bunch of the vanilla nether stuff on other planets lol

worthy tusk
brave cairn
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what do you want to discuss?

brave cairn
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we already have ambient sounds

elder niche
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I just thought it might complement, I don't know. In any case, it's a relaxing enough video.

green kernel
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I'm super new to TerrafirmaGreg. So noob question. I have looked everywhere I could and can't find this answer. On the UI what is the triangle above your heath and food bars? Working theory is its related to temperature??

green kernel
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Given this mod pack, I assume you can get too hot? Like I shouldn't head to the desert in my insulated leather armor in the middle of summer?

elder niche
green kernel
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Oh sorry... <---- Noob as mentioned and thanks for the info

brave cairn
sharp smelt
honest halo
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I dont know if this is the right place to ask, but until we get primitive hazard gear can the backpack upgrade that puts items into backpack on pickup be made available at a lower power tier?

brave cairn
brave cairn
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oh cool, new beneath update yesterday adds configurable spikes, that'll def be useful

brave cairn
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well one advantage of tfc-core being open source is I can see why there's no ores being generated for deepslate lol

brave cairn
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hm, glowstone dust -> liquid glowstone in the stomping barrel or whatever it's called?

worthy tusk
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Is that a suggestion of a new recipe

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If that's a case always Interpreted glowstone as needing to be melted

brave cairn
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something for the crucible then?

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I'm not sure if that would work either 🤔 how could you get it from a crucible into a lamp?

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maybe a pot or vat recipe then since that does more normal fluids

prime sonnet
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i think it's fine to keep glowstone gated behind LV
if anything, it should be more clear creosote is a lamp fuel, and perhaps it should be buffed instead

brave cairn
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I mean you'll be able to get glowstone really easily with the nether changes, but it would be annoying if you couldn't actually use it (since there's no silk touch)

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but hm, making other fuels irrelevant wouldn't be good either 🤔

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I guess there's the lights from simplylights? unless those recipe changes were still going to happen

brave cairn
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made my own debug feature to view carvers lol

prime sonnet
brave cairn
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hmm true

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I wonder how many ingredients the vat can hold? having it as a vat/pot recipe with the same materials as in lv could work

worthy tusk
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pretty sure at max a stack of items and at max 10 buckets

brave cairn
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like different items

brave cairn
worthy tusk
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Is being able to nest backpacks nd vessels infinite intended for the balance of this modpack?

prime sonnet
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backpacks should be given a size too large to fit in a vessel or chest tbh

severe matrix
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i mean what will we get from the stone dust

brave cairn
honest halo
brave cairn
severe matrix
prime sonnet
brave cairn
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oh? I remember trying a few things and guessed there was some tool tag it was looking for

prime sonnet
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i thought it's through a cfg file

brave cairn
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no clue, I never looked into it

prime sonnet
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i remember looking at the mod page a while back

brave cairn
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neat

prime sonnet
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idk how the item whitelist/blacklist works specifically, ig, but i'm guessing through a config?

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so that at least shouldn't be too hard to change

brave cairn
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that would make the most sense

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and tfc's system to handle item inventories should stop the vessel nesting

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...gotta admit though it'd be nice if you could carry multiple backpacks without the heavy debuff lol

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as a tradeoff of this

prime sonnet
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eh idk

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maybe? but that seems pretty powerful in terms of earlygame inventory management
perhaps aluminum bag's weight could be decreased to allow you to carry multiple, but inventory management on journeys in prim age is kinda supposed to be a challenge
although ig the horse cart kinda nullifies that but requiring a horse to use it seems reasonable imo

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i do agree that once you start working with a bunch of machines and crap the extra space is quite nice

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and since your trips are more "i'm gonna get 2-3 resources in specific that i need" instead of "let me pick all of these crops that might be useful to me" it's less of a "oh, what do i need urgently and what can i throw out" and more of a "well i guess i'll have to take 3 trips to the mines"

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which is more annoyance than challenge

worthy tusk
prime sonnet
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yeah but it makes you hella slow does it not?

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to the point where it's impractical for a journey

brave cairn
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yeah I'm more thinking of later game when you wanna carry around a few backpacks to drop down next to miners

prime sonnet
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could just make leather backpacks restrict amount and then higher tiers not, but a note would be needed since that's not exactly obvious behavior

severe matrix
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well it was a diffcult thing when making paper from wood was not a thing

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but when paper making got around, making backpack became a lot easier

prime sonnet
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i mean i have to imagine it was never particularly challenging if you lived in a climate where papyrus grew

brave cairn
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which is most players

prime sonnet
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exactly

wet forum
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Should be noted that as soon as you have access to the minecart assembler from create, you can make a contraption with a lot of chests and you dont suffer any penalities for moving them

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My main use for backpacks is actually as filters for my storage system, since its 27+ slots easily configurable and you dont require the filter upgrade if you fill every slots and memorize those

exotic wraith
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Hello chat

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I'm going back home from vacation

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Have I missed anything interesting?

brave cairn
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uh were you here when tfg-core was made open source?

coral vault
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Btw. You can put a second backpack in the cosmetic armor slot and it doesn't slow you down

exotic wraith
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So I'll guess not much has happened since

brave cairn
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not a whole lot

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mostly just me makin' biomes

exotic wraith
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Based

brave cairn
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I'm hitting a couple snags that I need java code for, so I guess I'm gonna get started on that when I'm back from a trip next week

exotic wraith
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i'm currently trying to get the TFG Core intelliJ project running

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so i can go and add my contribution

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@low gate how OK are you with updating mods for the modpack? i'm looking into implementing ArborFirmaCraft's trees with FirmaCiv's boat mechanics (which i'll need code in TFG to bridge the gap). was thinking on updating FirmaCiv to latest altho that'll require an update to TFC...

Ok better question, is there any kind of special setup i need to do on the TFGCore project to have it run? i'm getting an Exception related to Registrate which i have no clue how to interpret

honest halo
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@brave cairn rather than keeping the current method of nether air you made. How would you feel about creating a block or cover that only works on the top/bottom of bedrock that acts as an item teleporter from beneath to overworld? could probably steal a block from another mod and change the recipe to be similar to gregtech bedrock ore miners or fluid drilling setups.

brave cairn
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That would be cool but would require a bunch of custom java code that idk how to do yet

honest halo
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I c

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lemme go look for the mod I am thinking of

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this mod does something similar

severe matrix
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ah this mod

brave cairn
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it would probably have to be something custom for tfg because it would have to be exclusive to nether <-> overworld

honest halo
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well in this mod its exclusive to the compact cube dimension and wherever you placed the cube

brave cairn
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I can't use any general cross-dimension transport (like greg ender covers) because it would defeat a lot of my plans for space logistics

honest halo
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all the cubes go in the one dimension

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could just ban the blocks from being placed anywhere that isnt overworld/nether

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altho that still leaves potential for overworld-overworld transport

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hmmmm

exotic wraith
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Exception in thread "main" java.lang.module.ResolutionException: Modules Registrate.MC1._20 and Registrate export package com.tterrag.registrate.providers.loot to module architectury

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what does this even mean

brave cairn
honest halo
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did you know trains can teleport accross dimensions?

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with the use of a nether portal

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but still, its coded

brave cairn
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yes

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the nether portal is a big "but" lol

honest halo
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kek

brave cairn
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I wonder if there's a way to disable nerher portals through conventional means but require a new item to activate them?

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that would help

honest halo
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maybe see what happens when you go to server properties and disable the nether

brave cairn
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so you need like, something in mv instead of just obsidian + fire

honest halo
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maybe you can still make the portal but players cant use it

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so its JUST for trains

brave cairn
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that would be very annoying to set up lol

honest halo
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more or less annoying than learning java?

brave cairn
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I have to do that anyway

exotic wraith
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well, time to wait for exception to see and answer my message

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cuz i cant even start the actual project by running the client gradle run

gusty schooner
honest halo
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if you have a scroll through the channel you will see screenshots of what pyrite is working on

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its pretty cool

gusty schooner
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Oh yeah

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Is immersive portals stable enough that we could use the dimension stacking feature? That would be pretty cool

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With a block between the dimensions that only like mv+ can break

brave cairn
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not on 1.20 unfort

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also bad for performance, there's a lot of people who play tfg on a toaster

gusty schooner
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If only cubic chunks was still a thing past 1.12

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Infinite build height and depth

honest halo
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would it be possible to make the gas collector detect biome instead of dimension?

spiral lintel
exotic wraith
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how many fps

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genuenly curious

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@prime sonnet wild question but have you been able to get the TFGCore project running?

prime sonnet
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no, can't even boot 0.9
have you figured out a way for 0.9 to boot?

exotic wraith
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no

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sadly not

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so much for arborfirmacraft integration

prime sonnet
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i tried going thru all the mods and everything to check everything was up to date

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that was about the limit of my tenacity

exotic wraith
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i just get a funny registery error and then the game dies

gusty schooner
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I’ll keep you posted

prime sonnet
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i get a uhhh mixin failure and then the game kills itself

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if u can get 0.9 running then hmu tho

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i have code that i should test at some point 💀

gusty schooner
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Is there not instructions on the GitHub?

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I haven’t looked at it yet

prime sonnet
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nah, 0.9 is barely worked on

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i think exception likely has some changes that aren't pushed or smthn, like an update to the pakku-lock

gusty schooner
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Wait what is 0.9

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Extension of 0.7.x?

prime sonnet
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it's the dev branch exception is working on, with the latest changes to TFG-core

gusty schooner
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Or 0.8.x?

prime sonnet
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0.8 has pretty much been dropped afai

gusty schooner
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Oh ok

prime sonnet
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most dev was being done on 0.7 and now exception is working on 0.9 which has pretty large overhauls to tfg-core so further work would probably be done there (if we can get it to run)

exotic wraith
prime sonnet
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i mean there are, they just don't work

gloomy elm
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You can configure any GT recipe so it has a biome condition

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And it works with Tfc Biomes

honest halo
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could make the layer just above bedrock a unique biome that gives nether gas or sumthin

brave cairn
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vertical biomes are uhhh tricky lol

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from my experience trying to stack them in the nether lol

honest halo
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oh? fair enough, I knew it was possible due to various instances of them in vanilla

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but i wasnt aware it was annoying

brave cairn
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one surface biome and one underground is fine

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multiple underground biomes on top of each other? no lol

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biomes in general are very fuzzy and will not stay where you try to limit them lol

spiral lintel
# exotic wraith how many fps

about 30 fps with offloading the server to at*rnos and using fast graphics, disabling better foliage and turning down render distance wayyyy down

exotic wraith
brave cairn
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fork it, clone it, open it, bop it

exotic wraith
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Thats basically what i did yeah

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and it just

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didnt work

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😭

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Exception pls i just want arborfirmacraft so i can kill the treetap mod (it sucks)

wet forum
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@exotic wraith line 163 in build.grade, change implementation to compileOnly
compileOnly fg.deobf("com.tterrag.registrate:Registrate:MC1.20-1.3.3")

wet forum
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thats where im at, pack loads but crash at world creation

exotic wraith
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Wild, it actually works that way

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i really hope exception can share some wisdom soon

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Wild, yeah that does work somewhat

wet forum
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he is busy atm so i wouldnt rely on that

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also, since you asked what the error meant earlier. Basically, two java modules try to export the same package to another module. This is because registrate is also a gregtech dependency and will be linked as a part of it. So, with the compileOnly, we tell our IDE to use that dependencies only to compile our code, we will let the linker do the job after.

Not sure if those terms "linker" and "compiler" are correct for java but at least, thats how it is called in c/c++

exotic wraith
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ohh

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ok that makes sense

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basically duplicate dependencies

timid knot
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The quest directly after hammer molds is incorrectly named "Bronze or Copper axe" when it should be hammer

timid olive
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I believe I have found an important oversight in the modpack: crushed ice cannot be used in place of ice shavings in the TFG icecream recipe

brave cairn
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idk how to even get ice shavings

cosmic veldt
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it drops when you break ice

brave cairn
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oh

severe matrix
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a lot is obtain from getting ice

sharp smelt
exotic wraith
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i'm p sure that isnt whats wrong in this case

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like

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there has to be something exception or someone else in the team does to make it work

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and hasnt pushed it

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that or was accidentally gitignored

wet forum
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if someone got it working, lets hope he shows himself

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so far, every attempt on booting either tfg-core or 0.9 has failed somehow

blazing swan
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Exception in thread "main" java.lang.module.ResolutionException: Modules Registrate and Registrate.MC1._20 export package com.tterrag.registrate.providers.loot to module minecraft
    at java.base/java.lang.module.Resolver.resolveFail(Resolver.java:901)
    at java.base/java.lang.module.Resolver.failTwoSuppliers(Resolver.java:815)
    at java.base/java.lang.module.Resolver.checkExportSuppliers(Resolver.java:736)
    at java.base/java.lang.module.Resolver.finish(Resolver.java:380)

error trying to run TFG-Core 0.9.x, can't figure it out

wet forum
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line 163 in build.grade, change implementation to compileOnly
---> compileOnly fg.deobf("com.tterrag.registrate:Registrate:MC1.20-1.3.3")

blazing swan
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    Mod ID: 'tfc', Requested by: 'tfg', Expected range: '3.2.7', Actual version: '[MISSING]'
    Mod ID: 'gtceu', Requested by: 'tfg', Expected range: '1.4.6', Actual version: '[MISSING]'
Exception in thread "main" java.lang.module.ResolutionException: Modules tfg and main export package su.terrafirmagreg.core.mixins.common.flywheel to module minecraft

now I get these errors, even though I have gradle clean and gradle build.

wet forum
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you are missing mandatory dependencies, tfc version 3.2.7 and gtceu 1.4.6

blazing swan
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I have both

wet forum
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this is not gt 1.4.6

blazing swan
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finally got it launched on a different PC all I did was set registrate to Compile only, and bumped the version of ldlib lol

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like I spent hours trying to get it to work, and then it just works on a fresh clone after those changes. like wtf is this lol

exotic wraith
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Like

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Ok

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Are you able to create a world

blazing swan
blazing swan
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settings allUniqueStonetypes to true skips that setting to null

blazing swan
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pretty much, its generating the Loot for Marble aluminium, but then is trying to look up StoneAluminum, so it doesn't find it, sets it to null, and causes the crash

wet forum
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ty for the solution for that issue, its actually configured to true in the modpack's config

exotic wraith
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Oh poggers

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I'm gonna get this to work on my side then submit a bug report on the github

exotic wraith
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aight

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time to test this

exotic wraith
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found it

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its in worldgen

wet forum
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runs/client/config/gtceu.yaml or smth like that

exotic wraith
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aye

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i was looking for it ingame, found it that way

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now i can finally resume my killing of the treetap mod

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but first

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i'll make an issue in the modpack modern github (no issue page exist in the mod github itself)

exotic wraith
blazing swan
exotic wraith
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ohh

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i see

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i think i'll begin the development of the arborfirmacraft implementation in 0.9.x instead of main

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you cant even develop from 0.9.x

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so i guess i'm using main

blazing swan
exotic wraith
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guh

blazing swan
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#1331744604701069393 message

exotic wraith
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aight

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i'll try again

blazing swan
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yeah then you have to make sure to do this
#1331744604701069393 message

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I can do a pull request to pull those changes in? I am still trying to figure out how to not have to set that config to true to make it work, like why is it that the logic causes it to crash

exotic wraith
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i'm unsure why thats the case, but if the "runs" folder is gitignored (which it seems to be the case) there isnt a good way to add that config in automagically

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at most an Onboarding markdown file could be created explaining that step

blazing swan
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you can get to the main menu, and then edit the config from the mods menu

exotic wraith
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yeah

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thats what the onboarding doc would specify

blazing swan
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yeah, it either needs the steps, or mitigation of that error, like make all ores ignore stone?

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I don't think that would even work actually

exotic wraith
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i guess, i barely understand whats going on, i'm a C# dev by trade not java. i see these errors and get immediatly overwhelmed at how humongous the damn stack traces are

blazing swan
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pull request into gregtech checking for block == null?

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ah, mixins also make the stacktrace not accurate

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I also found it you enable the config. Load the new world menu, then disable it. Delete the world and trigger the logic that would crash. It doesn't. Not sure why though

exotic wraith
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ohh

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ymean a pr onto gt

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maybe yeah

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i thought you meant a pr into tfg-core

blazing swan
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Yeah onto gregtech modern. That would fix this whole issue

exotic wraith
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maybe that could work

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myself i finally got the latest firmaciv working in the project

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I cant even run the game

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yeah something else on my changes is causing to crash

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if its the fact that i updated TFC i'm shooting myself on the kneecaps

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net.minecraftforge.fml.ModLoadingException: GregTech (gtceu) encountered an error during the done event phase
§7java.lang.NullPointerException: Cannot invoke "com.gregtechceu.gtceu.api.machine.MultiblockMachineDefinition.asStack()" because "com.gregtechceu.gtceu.common.data.machines.GTMultiMachines.CHARCOAL_PILE_IGNITER" is null```
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yeah idk what happened now

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@blazing swan so lemme get this straight, youre able to pull 0.9.x, do the changes above which include:

  • Set registery to compileOnly
  • Change ldlib's version to mc1.20.1-1.0.31-forge
  • Set the config for allUniqueStoneTypes to true

And youre able to create worlds?

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yeah nah i just cant

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the game doesnt like me

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i guess

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also tried to nuke the runs folder

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that didnt do it either

blazing swan
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I forgot I did one more thing

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Let me find the code to show you

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so the Charcoal Pile was commented out because it was broken
the Definition of it moved from GTMachines.class to GTMultiMachines.class

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so I uncommented it and changed the Mixin value

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public abstract class GTMachinesMixin {

    /**
     * Исправляет странные требования для мультиблока (земля -> земля тфк, дуб -> дерево тфк)
     * */
   @Shadow
   public static final MultiblockMachineDefinition CHARCOAL_PILE_IGNITER = REGISTRATE
           .multiblock("charcoal_pile_igniter", CharcoalPileIgniterMachine::new)
           .rotationState(RotationState.NONE)
           .recipeType(DUMMY_RECIPES)
           .appearanceBlock(BRONZE_HULL)
           .pattern((def) -> FactoryBlockPattern.start()
                   .aisle("     ", " XXX ", " XXX ", " XXX ", "     ")
                   .aisle(" BBB ", "XCCCX", "XCCCX", "XCCCX", " DDD ")
                   .aisle(" BBB ", "XCCCX", "XCCCX", "XCCCX", " DSD ")
                   .aisle(" BBB ", "XCCCX", "XCCCX", "XCCCX", " DDD ")
                   .aisle("     ", " XXX ", " XXX ", " XXX ", "     ")
                   .where('S', controller(blocks(def.getBlock())))
                   .where('B', blocks(Blocks.BRICKS))
                   .where('X', blockTag(TFGTags.Blocks.GrassPlantableOn))
                   .where('D', blockTag(TFGTags.Blocks.GrassPlantableOn))
                   .where('C', blockTag(TFGTags.Blocks.Logs))
                   .build())
           .allowFlip(false)
           .allowExtendedFacing(false)
           .workableCasingRenderer(GTCEu.id("block/casings/solid/machine_casing_bronze_plated_bricks"),
                   GTCEu.id("block/multiblock/charcoal_pile_igniter"))
           .register();

}
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I forgot that I fixed that

exotic wraith
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bless you

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i should've probably looked first at the class before giving up

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ahh there we go

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now it works

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thanks

blazing swan
exotic wraith
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Aight

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Firmaciv is now 1.0.9 and tfc is now 3.2.5

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lets see if adding arborfirmacraft craps the bed

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We are so back

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its time for the cross compat to be real 😤

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(i'll go insane before this endeavour is completed)

blazing swan
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lol, so fixing those issues where can I find list of things to be done?

exotic wraith
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I'm unsure, i know @prime sonnet is working on moving the stuff that can be done in KJS to be done there instead of the core mod

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myself i'm working on getting ArborFirmaCraft wood to be used with ships from FirmaCiv

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(as a grand goal to nuke the treetap mod)

exotic wraith
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@brave cairn have you toyed with beneath? i know apparently it adds the nether into the game right

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i dont know exactly what it does but i know it adds the crimson wood types

blazing swan
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Looking through, a lot of the recipes are not correct, those happen on the modpack side right?

honest halo
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what do you mean by not correct?

honest halo
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if someone is looking for things to fix, the mechanical press does not behave properly when doing plate recepies on a belt

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it lets unfinished items go through

brave cairn
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no fortresses, yes bastions, probably yes piglins, no ghasts, no crimson/warped wood (I'm gonna put those elsewhere), yes the beneath's mushrooms, yes soul soil (renamed), no soul sand or netherrack

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and I'll also be adding my own mineshaft structures

exotic wraith
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I see

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Based

exotic wraith
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Stuff like TFC saws being used instead of GT saws

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That's handled by KJS

#

Recipes you can do them via KJS

#

The idea for the core mod now is to use it for stuff that cannot be done with KJS

#

Such as implementing new FirmaCiv boats

blazing swan
#

ok. i was also looking at a lot of issue with the way the ores are defined. it causes duplicates or conflicts.

#

sorry not ores

#

the recipes for ores to raw ores and stuff

#

forge hammer iirc

brave cairn
#

the poor/rich ores don't exist in gt iirc

exotic wraith
#

Tbh it's only an issue if it happens in the modpack and not fixed

#

Again, tfgcore is only for features that can't be done with KSJ

#

KJS*

elder niche
#

@brave cairn AHAHHAHA do u wanna MEGA ROFL

brave cairn
#

?

elder niche
#

We have a stuffy OPD (Fundamentals of Project Activity) subject at our university this semester, and somehow I chose the topic "Space Update development" as a project ahahahahaha

#

for tfg

#

ahahahah

#

Now it's possible to rivet recipes and all sorts of space improvements from time to time, but now officially as an educational process.
Well, I also brought 4 people with me, a couple of whom are even fumbling in coding.

brave cairn
#

🤔

#

I don't think that's a good idea

elder niche
#

@exotic wraith What is the progress of creating a quest line for space? I could do it maybe

elder niche
brave cairn
#

well, there's not much that could be done at the moment, especially by people who don't know anything about modding minecraft like your classmates

#

it could take a while and I don't know when your project is due

#

we shouldn't rush it just for your uni deadline

elder niche
#

yeah i know

#

We need to see what the requirements are. But I don't think any of the teachers will actually download the pack. I think the reports will be like word files with screenshots or something.

#

Anyway, I hope we can do something useful.

exotic wraith
#

i'm not that well versed in anything past early LV

#

since thats when i just started contributing instead of playing (lol)

#

but FTBQuests is pretty intuitive as it is

#

if anything i'd ask to keep the convention of language tokens

elder niche
exotic wraith
#

the primitive quests, the one that have actual language stuff is painfully written for localization

#

using the quest ids

elder niche
exotic wraith
#

which are just a random string of Base16 (maybe base64 even) characters

exotic wraith
elder niche
#

I just want to make a separate chapter of quests with rockets and planets, I think (With links to other chapters) (Something like a multiblock dilemma)

exotic wraith
#

file i linked is the actual new stoneage quests

#

The convention i'm doing for the localization tokens are

"quests.x.y.z"

x == Chapter Name
y == Goal
z == text (subtitle, desc, title, etc)

elder niche
elder niche
exotic wraith
#

that way for whoever makes the localization it'll be easier (hopefully)

elder niche
#

Is there any way I can set this up right in the game, or will I need to do it manually in a file?

exotic wraith
#

the localization tokens?

#

you'd do that in the ftbquest itself

elder niche
#

in general, I'll try to figure it out. If anything, can I ask you for advice?

elder niche
exotic wraith
#

I'd say do PRs into my branch then we can PR it into the modpack's main

exotic wraith
#

now here's an interesting thing i just learnt

#

i dont know if youre able to use Beneath wood for canoes and ships from the getgo

#

but you can mark a specific type of wood as flammable

brave cairn
exotic wraith
#

neat

#

i doubt you can since FirmaCiv is quite hardcoded pre 1.21

#

and i dont think this modpack will make that jump

#

i could add support for Beneath wood to make flame resistent ships

brave cairn
#

making a lavaproof canoe sounds pretty fun though lol

#

I did want to move the warped/crimson wood elsewhere though 🤔

exotic wraith
uneven reef
brave cairn
#

long term

exotic wraith
#

oop

#

mfw theres a chance my code will become useless in the future steam_happy

#

oh well

#

i love deprecation

exotic wraith
#

oh boy

#

this is NOT going to work

#

first try at least

#

i dont like how the entirety of the compat is made here

#

altho honestly i dont even know if part of it could be made in KJS due to the way how FirmaCiv works in 1.20

#

i'm very close, i might be missing something very important

#

but i can almost taste the tualang canoe...

brave cairn
#

I'm flying back tomorrow so I'll be able to bang out more of the nether soon

#

and hopefully actually start doing java lol

exotic wraith
#

We may be back

exotic wraith
#

we're so fucking back chat

#

WE DEPRECATING THE TREETAP MOD WITH THIS ONE 🗣️ 🔊 🔥

#

@brave cairn BEHOLD, B o a t

#

i'm so fucking happy to see a hunk of wood

#

lol

#

btw pyritie i'm gonna add beneath boats too

#

Crimson for canoe, Warped for Rowboat/sloop

#

I dont think Exception is going to approve this but i'm going to add the entirety of the AFCxFirmaCiv compat in the core mod

#

you cant really just, go and add new stuff using pure data

#

since they'll just, not succeed

#

likely the ONLY thing i'll put in KJS will be the language tokens

#

for the sake of contribution

#

and the textures

#

textures in case someone doesnt like my recolors

#

language for contribution

#

data stuff will be behind the mod itself

exotic wraith
#

This may not look like it, but i'm adding support for beneath as well now

#

you'll be able to create fire impervious canoes with Crimson and fire impervious rowboats/sloops with warped

brave cairn
#

yoooo awesome

#

why not both with both?

#

I guess I'm adding at least one of the woods to the nether then lol

brave cairn
#

minecraft physics, don't worry about it

elder niche
exotic wraith
#

Ok so worth mentioning

#

According to the devs

#

While the interfaces for canoes and boats do have a method to check if it withstands lava

#

There's a non 0 chance that the method does jack shit

exotic wraith
brave cairn
#

ah I didn't know enough about boats to know they wanted different wood types lol

#

(secretly crossing my fingers that the lava boats don't work so I can keep justifying putting those woods elsewhere)

exotic wraith
#

Something I'm wondering now is how hard it'd be to turn other mod's woods into registry wood

#

(registry wood is the interface that represents a wood type in TFC)

#

Unless we don't plan on having Ad Astra Wood accessible (glacio has trees)

brave cairn
#

🤔 no clue, but having more space woods would be nice - I didn't know about the registry so my idea was to just create my own lumber item and then do all the recipes myself lol

exotic wraith
#

Tbh the issue there is that I have NO clue how comfortable exception would be with the idea of adding new, handmade space woods

#

Since yknow

#

Using the RegistryWood interface does imply adding them using java

#

And not kjs

brave cairn
#

I mean if something is cleaner and easier to maintain using java then imo do it in java

#

iirc most of the things he wanted to move out of tfg was a ton of recipes and gt material registration and tfg custom items like the molds and stuff

exotic wraith
#

I see

#

I'll look into how the RegistryWood system works once I finish the FirmaCivCompat implementation

brave cairn
#

ya no rush

exotic wraith
#

Aight, time to check if setting withstandsLava to true does something

#

Ok so

#

@brave cairn Withstands lava does jack shit on canoes

brave cairn
#

well at least now we know lol

exotic wraith
#

yea, nothing uses it, lol

#

rip i guess

brave cairn
#

I'm guessing that's the method used for like, netherite tools?

#

so if you had the canoe in item form, it wouldn't burn in lava

#

just speculating

exotic wraith
#

maybe...? idk

#

even then

#

canoe items dont exist

#

only one that exists is the kayak

brave cairn
#

hmm 🤔 beneath adds red elk which are basically some kinda lava deer

exotic wraith
#

oh deer

brave cairn
#

would it be possible to make a lavaproof kayak, and have its hide be used for that? if you're able to figure out how to make an entity lavaproof

exotic wraith
#

hm

#

maybe...? i doubt it

brave cairn
#

brb flying

exotic wraith
#

i dont really know where the code for "if touch lava fucking die" exists

#

safe travels!

#

i doubt its possible

#

to not go insane i updated firmaciv to latest

#

which now has Aleki's NiftyShips as a depdency

#

that itself is what controls the watercraft movement and such

brave cairn
#

back, interesting, ok

#

what else does nifty ships do?

exotic wraith
#

Unsure, from what i see its what actually has all the stuff regarding movement and boat logic

#

i just spoke with Aleki and as it turns out lava functionality hasnt been implemented yet

#

which is why its not supported

#

i decided to also make the stuff i've been working on into a separate mod

#

Since aleki was impressed on my effort and asked me if i planned on doing so

blazing swan
#

so the logic for lava is the same for jumping into open flame

brave cairn
#

that's cool!

exotic wraith
#

i already found that bit, just a matter of making them immune to fire

#

that just made the canoe sink into the lava and nothing else

blazing swan
blazing swan
#

trying to get the 0.9.x version of the mod I have the source of to compile and run in the modpack, but it seems to have a lot of duplicate stuff between KJS and the Mod causes duplicate entries and causing crashes, what steps have other people done to fix this?

prime sonnet
#

perhaps exception just never finished removing whatever relevant areas from the mod? since Nebby seems to have a functional instance up and running i would ping them

blazing swan
#

@exotic wraith are you running 0.9.x mod in 0.9.x modpack?

blazing swan
blazing swan
prime sonnet
# blazing swan if that is the case I will do that

if the crashes are frequent, he likely either forgot to push some changes to the mod that removed relevant portions, ran out of time to work on the mod, or ran out of time to fully robustly test out the changes

in any case, anything that you can verify was fully ported over from tfg-core to KJS is up for removal from the mod, that's one of exception's main goals with 0.9 as i understand

#

so making those removals yourself would be good

blazing swan
#

cool I will look into it, anyway that I can run the KJS stuff in the IDE? so I can test the changes and such to make sure what I am removing is the correct stuff

prime sonnet
#

wdym run the kjs stuff in ide?

blazing swan
#

right now I have to compile the mod into a jar, then through it into a prism instance, and see if it launches

#

then read the logs,
fix the issues,
recompile
and then load it again in prism launcher again

worthy tusk
#

oh hey i found out kaolinite actually has a chemical composition! Al2Si2O5(OH)4

#

it might be worth adding some electrolyzer recipe or some such for when you're getting out of the primitive era and maybe have extra laying around

blazing swan
#

so I got it running, going to do a pull request tommorow for the fixes, is the quests supposed to be very incomplete/missing textures and such? I know someone was talking about rewriting the quests, they also have just localisation tokens. I see nebby has a rework branch but, just wondering if the quests are meant to be stripped back or is there something going on

exotic wraith
#

Not the modpack itself

exotic wraith
#

Since we weren't able to get the 0.9.x version working before

blazing swan
#

so I will do pull request and if you want to port what you have into the later versions you can use that pull request.

exotic wraith
#

Ya

blazing swan
#

https://github.com/TerraFirmaGreg-Team/Core-Modern/pull/17
made it, only issue is that the other pull request is prereq to make it work, as it fixes other crashes, had to seperate the commits to not double commit the same commits

GitHub

KubeJS Defined ores, blocks, and Material Modifications that conflicted with the mod
Commented out Init and Post Init of Material Handler,
only commented out but can remove completely if needed.
Th...

brave cairn
#

pog

wet forum
#

can we have more info on that ? when i try to run without material registration, i crash with the following Bad material in ore generation for: gabbro
its mandatory to run with the kubejs scripts then ?
Also, why remove the duration and EUt of the forge hammer recipe in tfg$processOreForgeHammer:78

exotic wraith
#

Moving my contributions of TFGCore into its own mod now

#

FirmaCiv+ begins with just support for ArborFirmaCraft and Beneath

blazing swan
wet forum
#

Alright, ty for your answer ! Do you have any idea of what is left to port to kjs ?

blazing swan
#

I think ore generation is one that hasn't, still trying to wrap my head what is being defined, so I can figure out what should be in KubeJS vs Mod and what needs to be moved where

brave cairn
#

ore generation is already 100% kjs

blazing swan
#

is processOreForgeHammer recipe then?

wet forum
#

yes, its a replacement of gt recipe builder for ores

blazing swan
#

ok I think that needs to be in KubeJS then, because the Mixin also defines recipe input, which gets defined twice and causes issues as well, I thought I fixed that with the changes to the mixin but I think it is more complex then that

brave cairn
wet forum
#

ill check those dups errors twomorrow, never took a look at those and im not sure whats thats about

#

is this placeable ash Pyritie ?

brave cairn
#

kind of?

#

I can place it with /setblock but idk how to make normal wood ash be placeable like this lol

#

I was just gonna use it for decoration in da beneath

wet forum
#

i dont know how to do that but i guess its a reuse of vanilla's snow layers or smth

#

blends nicely in any case

brave cairn
#

the hitboxes are also a bit jank but idc at this point lol it's just some deco

#

you can break it for wood ash and that's all that matters

blazing swan
#

how is the charcoal pile logic doing that? because that and the sheet piles to something similar, that might be a good place to look?

brave cairn
#

idk, something in code probably

#

haven't gotten to java yet, just wanna finish up these biomes first

brave cairn
brave cairn
#

there we go, I think that looks nice and ashy

#

need one more spicy biome now

wet forum
#

thats very cool, nicely done !

brave cairn
#

don't really have any good ideas for the last one, only thing I can think of is something with even more blackstone with some obsidian mixed in maybe

brave cairn
#

hm I think I can do some lava rivers with the noise gen... lemme cook

exotic wraith
#

neat

#

i still need to check how easy it is to add new TFC wood sets

#

RegistryWood my behated

spiral lintel
#

Has the method to enter the nether been decided yet?

#

if not I'd love to see if it can involve the volcano biome

brave cairn
#

yeah, you stand on bedrock for a few secs then you're teleported

brave cairn
#

it's not really a "wood type"

exotic wraith
#

would you still enjoy having custom wood types?

brave cairn
#

sure, being able to integrate woods from other mods easily would be cool

exotic wraith
#

aighty

brave cairn
#

that looks sufficiently spicy. I want something that looks like a huge pain in the ass to navigate but less so than basalt deltas

#

and water buckets still work down here too, so, yknow

exotic wraith
#

infinite obsidian

brave cairn
#

I'm gonna make some pics to show off on reddit

gloomy elm
#

that's really cool

brave cairn
#

finally got the biome stacking feeling right

#

anyway I think that's about it with biomes, finally

#

ores are done too

#

gonna see if I can use that entity zoning supervisor mod to put some more tfc wildlife down here, then after that I think all that's left are fixing up the bastions, adding some mineshaft structures, then doing all the misc stuff like beneath recipes, loot tables, beneath field guide updates, etc

exotic wraith
#

I'm learning how to datagen in java

#

Neat stuff

brave cairn
#

oooh

#

also here's an idea if someone's looking for something to do: a cold water "potion" that lowers your current body temp - will need java code because ambiental isn't accessible through kjs

#

or maybe just a fluid you put in your flask or something

#

I'm making the bottom of the nether be very ore rich but also dangerous, with the ambient heat being a significant factor (like 60-80c), so that could be useful to have

exotic wraith
#

Potion making my beloved

#

Too bad it's not realistic

#

Sad!

wet forum
#

What about porting some potions effects into foods ?

spiral lintel
#

and someone is adding pills with effects as well

spiral lintel
gloomy elm
#

If a pill can do that it would be great

#

But isn’t the pills made with kube ?

spiral lintel
brave cairn
#

potion effects are different than "tell this other mod to do this thing"

#

like I'm just saying to cool you off, not make a fire res pot

exotic wraith
#

yeah the pill things are made in kube

#

but yeah there isnt a way to do it without java

#

i think it'd be possible

#

TFG already has some ambiental code in it

worthy tusk
#

heck a high tech cooling suit would be cool esp for places like venus

gloomy elm
#

Adding thermal resistance to the GT suits would be nice

brave cairn
#

yeah, last I checked anything ambiental has to be done in code

exotic wraith
#

they dont do that already?

#

i think i can code that into tfg-core

#

cant be that hard

brave cairn
#

would be cool if you could do it for the diving suits too, I was thinking of making the netherite one craftable (and renaming it)

blazing swan
# exotic wraith they dont do that already?

I think it would have to be on GT side if they did, I looked through the code for ambiental and couldn't see anything that would suggest it would make other mods armor implement the thermal stuff. they do provide the capability to implement it via inter mod communication

exotic wraith
#

nothing a mixin cant fix

#

even if mixins are scary

brave cairn
#

it's just reflection

wet forum
#

Im glad to announce the solving of food issues o7

brave cairn
#

that first one looks like it came out rotten?

wet forum
#

yes, thats because the dought has less life duration than the flour itself (something like decay modifier i think)

#

ive got a hand on how to manipulate the recipes at runtime and the whole capabilites system i think, we can totally change the behavior to something else

brave cairn
#

I think the way tfc does it is proportional? so a flour with half lifespan will convert to a dough with half lifespan? might be wrong

#

but this is a great start!

cosmic veldt
#

how'd you manage that

wet forum
#

by doing math i guess

exotic wraith
#

ok yeah that isnt hard

#

if its like C# reflection then it'll be prolly ez

brave cairn
#

I imagine they're discouraged because of how easily they can break stuff, but since you're familiar with programming then it shouldn't be a problem

exotic wraith
#

yeah, i use reflection on an almost daily basis

#

(in RoR2 its very common to initialize your mod's content using reflection to get all types that inherit from a specific base class, lol)

#

so yeah, at least when it comes to reflection in C# i know what to do

gloomy elm
brave cairn
brave cairn
#

fuckin around with bastion loot tables

#

gonna put damascus steel in the treasure one

wet forum
spiral lintel
brave cairn
#

I would NOT trust the piglins with that

wet forum
brave cairn
#

they can have a little pig iron though. As a treat

brave cairn
wet forum
#

lol, you have no idea

brave cairn
#

💀

wet forum
#

tbh, ill blame forge before them

#

you cant do a great job when your framework is undocumented. I probably would have end up making the same choices

brave cairn
#

christ lol

#

we thank you for your sacrifice

wet forum
#

dont worry, its very fine, knowledge is never lost

#

now, i know what to not do for my own work

brave cairn
#

man I am not looking forward to this whole interplanetary logistics thing that's gonna have to be done at some point

wet forum
#

idk what could be a bother but ill surely put everything in so we can have Pyritie's Space Edition

#

first time i see a pretty moon, i wont let it go away

brave cairn
#

I mentioned the rough outline to someone in the tfc discord yesterday who had made a few mods and they said it didn't sound too difficult

#

I would love if it could be a greg multiblock (so we can do all the hatches and whatever that comes with it) but if that's not possible then a "normal" FE machine will be fine too

wet forum
#

Depends on what is behind this mutiblock idea but "everything" is doable, that's for sure

gloomy elm
#

I wonder if going towards Neoforge will let them have a better code for 1.21

#

Apparently for now they forgot about it

brave cairn
#

I'm forgetful sorry lol

exotic wraith
#

he forgor

elder niche
#

damn

#

I thought it was just an addon, but it's just a create...

blazing swan
#

do we want to use the new version? now that it is out

brave cairn
#

only if this is on 1.20.1 of course

iron python
#

Seems like it is

brave cairn
#

but this looks sick as hell

#

obviously it's no ae2 replacement, but

spiral lintel
#

WAIT LOGISTICS???

#

omg

brave cairn
#

create really said "we have ae2 at home"

spiral lintel
#

if our create version is updated i will no reason to rush ae2 anymore 👀

#

i can live in lower tiers for a little while more

brave cairn
#

yeah this'll be a huge help

elder niche
exotic wraith
#

i'd be down to work on the KJS side to add it to TFG

#

it'd be a HUGE QOL

#

because DAMN

#

inventory management pre AE2 is PAIN

wet forum
#

i advocate for a stable release with 0.5 before throwing more entropy at the pack but i have to agree, that update is huge

brave cairn
#

me too

#

someone in #💬│modern-chat-en also said that apparently it needs an updated version of embeddium which breaks some other mods (like shimmer)

#

and given how big create is, it'll probably push a bunch of other mods to update

#

so giving other mods time to update themselves and stabilise will be good

blazing swan
brave cairn
#

I don't think updating create will be difficult, it's more just that we shouldn't get too distracted when gregtech is what needs our attention

#

(I say after spending weeks working on the nether instead KEK )

severe matrix
#

the package idea is very good for compact storage

brave cairn
#

why would you want to disable it? that's not the problem

severe matrix
brave cairn
#

???

severe matrix
brave cairn
#

it's just a bunch of crafting recipes, that's easy

severe matrix
#

you know how the create storage works , will it be a lot of problem with all the tfc tags ?

brave cairn
#

I don't think so

#

but I have no clue how it works

severe matrix
#

... more looking at the code i gues

brave cairn
#

I know everyone's excited for it but it literally just came out

#

give it some time to be stable

gloomy elm
#

Let’s be honest everyone is excited with early Gregtech and this new storage system from Create

#

It has a good symbiosis

#

But it’s not necessary right now for any progression

#

Updating GT is definitely the priority

severe matrix
exotic wraith
#

tbh once i finish my FirmaCiv+ addon and get it inside TFG i plan to add the Create update alongside my primitive quest rework

#

and rework the create chapter to include the storage stuff

#

like, honest to god inventory management has NO reason to be so damn painful until you get HV

brave cairn
#

it's not that bad if you just build a wall of filtered crates

elder niche
#

is it okay?

#

man....

#

something is definitely wrong

#

oh hello there

brave cairn
#

wtf did you do

elder niche
brave cairn
#

yeah mars is still using vanilla biomes which means structures, it's barely started

elder niche
#

its kinda funny

#

oil are also here

brave cairn
#

yeah I know

elder niche
#

but im here for doing space quests

brave cairn
#

well you're a bit early lol

#

if nebbys gonna be busy with other stuff, maybe you could look at the prim age quests instead?

elder niche
#

I'll start the build now, and see what's been reworked in the quests.

elder niche
brave cairn
#

I'd make the launch pad part of the required-for-moon section

elder niche
#

im in process

brave cairn
#

otherwise... you don't need to put literally everything in the quests lol

#

(also, the advanced suit is for venus/merc, not mars)

elder niche
elder niche
#

from player perspective

#

@exotic wraith I am not a proponent of vertical progression. Can I make it horizontal?

elder niche
brave cairn
#

only if you don't add so much bloat

#

you're recreating the exact same problem that the current quests have -- there's too much stuff

#

quests should be for two things: goals, and information

#

tell the player they need different anvils? good
tell the player every single step of a crafting recipe? bad, that's what jei is for

#

tell the player the photography mod exists? or that you can make a vehicle for space? good
tell the player about a bajillion different blocks to make a copper anvil? bad

#

quests should also work in tandem with the field guide - the quest should tell the player "this is your next goal" while the field guide explains how to get to that goal

gusty schooner
wet forum
exotic wraith
#

Theyr positions n such

exotic wraith
#

alongside how it works

#

like, as pyritie says i think the way how i've handled stuff was enough

#

like

#

i personally think my current primitive rework is a relatively good combination of "Introduction to a harsh world", "TFC Getting Started" and "Reach metalworking capabilities"

#

without adding EVERY single step

#

and for completionists they have those silly optional quests where you get one of EVERYTHING

#

but thats it, theyre optional

#

and hidden as well until you can even start to get them

#

from a single MASSIVE, clay knapping tree to just

#

"These ones are MANDATORY for progression, but here, have a quest if you want to make all of them"

#

like, ATM there is a lot of TFC that isnt immediatly obvious on the current rework

#

which is why i plan on having a separate quest line thats just TFC Tips & Tricks

#

such as a sub-line that tells you how to completely preserve your food

#

using stuff like brining, drying, etc

#

or how bees work

#

or FirmaCiv boats

elder niche
elder niche
#

@brave cairn do I understand correctly that now pull requests should be added in 0.9? or what

#

@zealous atlas тот же вопрос. Ничего не понимаю в этих ветках уже

brave cairn
#

otherwise uhhh I don't know, but I think so?

#

everything will have to be merged into 0.9 at some point I guess

elder niche
#

too confusing

brave cairn
#

nothing else is being accepted into 0.7.19 atm

elder niche
#

btw my pull requests with many fixes:

#

functional storage btw:

wet forum
#

i wish we at least got functional storage, that would be a relief for my storage illness

wet forum
#

i cant even PR the food stuff fix as there is no more tfg-core 0.5 branch

brave cairn
#

0.5?

wet forum
#

Yeah, I though of publishing the fix for both tfg-core 0.5 and 0.6 since we are stuck on that version for now

brave cairn
#

I get the impression there's not gonna be any more releases until tfg 0.9, which uses core 0.6 🤔

wet forum
#

I hoped too much I guess

exotic wraith
#

FirmaCiv+ is getting close to completion now

#

i'm actually pretty proud on how its shaping up

#

Roofing, sloops, rowboats, canoes

#

Later when i'm working on the TFG-Modpack implementation of it i'll have to look if Aristocarts supports AFC/Beneath

#

and if not

#

well

#

Nothing an Aristocarts+ cant fix

brave cairn
#

anything else I should do once I'm done with the beneath? I could look at the ambiental clothing additions just to get my feet wet in java land

#

otherwise I'd like to at least contribute something to 0.9 progress - I feel like we're kinda lost at the moment?

exotic wraith
#

currently i'm just stuck in recipe builder hell

exotic wraith
blazing swan
brave cairn
#

not much of a point if nothing's being accepted into tfg 0.7.x any more

elder niche
#

btw, where is the guy who wanted to update the greg tech in pack, and asked to open the code for this?

brave cairn
#

lol I know, but it'd be nice if we had a bit of direction

#

I didn't know tfg-core mostly worked and the java to js transition was what the problem was

wet forum
wet forum
brave cairn
#

just for a way to people to contribute without waiting for exception to get around to approving PRs?

wet forum
#

Yeah, something like that. I'm unsure about how git handle it but we might be able to directly merge PR from the big list too

brave cairn
#

sure, I can organise that, gimme a few hours until it's lunch break here

#

not sure about the PR thing but we can figure that out later lol

wet forum
#

Yeah, there's no rush, I think the modlist is the most important thing

brave cairn
#

it'd be nice to actually work on beneath stuff in a 0.9 fork instead of a 0.7.19 one

wet forum
#

Hum, I didn't look very much at 0.9 since Exception decided to throw away my 0.8.2 for that, I was looking at it yesterday trying to understand it but for me, it's mostly a redo of 0.8

brave cairn
#

I'm not very familiar with either but that's also the impression I get, yeah

#

0.8 core + 0.7.18 ore veins and other kube stuff merged, with fewer of the 0.8 mods

#

I remember seeing that 0.8 had more of a general kube refactor/cleanup? not checked if that's in 0.9

brave cairn
wet forum
#

Just merge all 0.7.14-19 into 0.8.1 (guidebook and such) while removing funky worldgen

brave cairn
#

ah

#

right yeah I remember now

wet forum
#

But then, you raised the issue of having rftools and such and we went for another round

#

That why I think we need to freeze a modlist anyway before starting to work

brave cairn
#

where's the mod list?

wet forum
#

wdym ? for now, we used the pakku util to fetch the mods but i think its broken for the 0.9 branch

brave cairn
#

oh lol

#

you said we should freeze a modlist so I'd like to know where that is so I can look through it 🤔

wet forum
#

yes, i will explain

brave cairn
#

I did add a couple mods for beneath stuff, and nebby's working on their own separate mods for afc compat

wet forum
#

what i have in mind is putting together a .zip which contains all mods for the next version since we cant update the pakku ref

#

it can be the one you are using for the beneath and space or smth else

#

i think it should contains a newer version of gt but i think i read some commits about removing create's compatibility from the mod itself

brave cairn
#

oh, good find, I'll review that

brave cairn
#

but yeah a zip could work, or just a txt listing all the changes for people who want to contribute

#

ah balls they got rid of all the kinetic machines

#

that's uhhh very much not good lol

wet forum
#

yep, thats what i though too

#

but whatever, lets position ourself before that

#

its still way better than what we currently have

brave cairn
#

worst case we can fall back to the SU/FE converters from create additions

wet forum
#

no worries, we can still copy-paste the integration into tfg-core anyway

brave cairn
#

yeah or see what other greg/create packs like skyfactory did

brave cairn
#

did someone already do a PR to get tfg-core building? or what was the issue with it

wet forum
#

There is 2-3 PR laying around in the repos to get it to work

brave cairn
#

ah k

#

I'm busy this week but I'll have more free time coming up soon

wet forum
#

alright, no worries, ill work on getting a decent modlist

brave cairn
#

oh damn fr

exotic wraith
#

pog

brave cairn
#

lol I'm adding stuff during lunch breaks without even having mc installed. Here's some loose deepslate that only took me 1 load failure to fix at home

blazing swan
wet forum
#

so i tried pakku fetch from 0.9, not working, it failed on tfg-core 0.6
if you put it manually into the mods folder, you have mixins errors because mods version mismatch between core and pack

this is the modlist from the pakku install, from what ive noticed
no storage drawers, no rftools, no ad astra
gt is 1.6.3 so create integration is gone (to check)
https://pastebin.com/GE14bee3

this is the mods version diff between core and pack
https://pastebin.com/xJMnj369

i will look into updating the core dependencies but i cant do much for the pakku thing

brave cairn
#

dang that's quite the difference 🤔

blazing swan
#

I think the pakku fetch should work? try remove tfg-core 0.6 from the modlist and add it manually,
and do a pakku fetch again.
I got 0.9 working, and the mod lists were not that difference

wet forum
#

Ok, i reading at it, i get what you done

#

all materials are defined in the pack then ?

blazing swan
#

yep

brave cairn
#

today I learned that the nether biome stacking is only possible because of a quirk of one of the mods we have that adds the Depth parameter to every biome instead of just the overworld

#

I have no idea which (I'm guessing it's probably tfc?) but I tried to recreate it in vanilla but Depth is 0 everywhere in the nether

blazing swan
brave cairn
#

yes, and tfc is the only mod I think we have that would alter that sort of thing

brave cairn
#

looks like this adds the kinetic stuff back

wet forum
#

oh good find, i was looking for that yesterday

brave cairn
#

looking for feedback on the trade loot table

gloomy elm
#

when do we go to Beneath?

brave cairn
#

balanced around mid-late tfc

#

theoretically you can go as soon as you make a stone hammer, then dig to bedrock

gloomy elm
#

well it sounds good there is nothing crazy but there is some nice stuffs

brave cairn
#

but ideally this is an alternative for kaolin/graphite so you'd go around iron age

gloomy elm
#

though maybe to make it even more valuable what about not having kaolin clay but directly firebrick?

brave cairn
#

nah, you still gotta work for it :p

gloomy elm
#

ahah that's too bad :p

brave cairn
#

there's kaolinite powder in bastion chests though

#

I think? I can't remember

#

I'm gonna change the enchanted black bronze tools to just the forging bonuses

wet forum
#

i skimmed through it, i like it but maybe shuffle it a bit so they overlap, its very rude for people with bad rng rn

wet forum
#

Hello folks, i tried to pickup the work on 0.9 branch. You can find my work in Pyritie's fork of both core and modpack. As i progress through it, the more stuff gets added back and im worring to forget stuff on the way.
If you happen to have a bit a free time and know how the pack should behave, im gladly taking some help to get everything sorted. Mods that tfg-core heavily rely upon are the most likely to break something.

You can find my latest build of tfg-core here and the migration branch here

brave cairn
#

oh, are there PRs I should approve? or what do you mean by my forks, I haven't edited them at all

#

oh I see your drafts now

#

I made you and nebby contributors to my forks

#

I'm very up for smaller + more frequent commits etc! I'm here all the time

exotic wraith
#

Ohh

#

I'll have to look at that once I finish work

#

I plan on releasing FirmaCiv+ this weekend

brave cairn
#

my beneath stuff is shaping up to be done soon too, I've just gotta fix bastion palette swaps and finish some recipes

#

but I can pause that to help out with this, I've not done anything with java yet so I'll have to set up a workspace and everything first

exotic wraith
#

very nice

#

i'm unsure if AFC supports astikorcarts from the get go

#

i hope so

#

i dont wanna do another cross-compat mod notlikethis

exotic wraith
#

How to add new wooden stuff to FirmaCivPlus
Step 1: Create a java enum that implements WatercraftMaterial
Step 2: Populate said enum with your external TFC addon's RegistryWood types
Step 4: Add your new watercraftMaterials to the super using it's addWatercraftMaterials method
Step 3: Run datagen
Step 4: Profit

#

legit that easy

#

i feel smort

#

now

#

time to see what happens if AFC is not in the game, but beneath is

#

ideally it should still boot up

#

it still boots up

#

we're back

brave cairn
exotic wraith
#

all thats left is making the entity textures and firmaciv+ is ready

brave cairn
#

fantastic work learning all this

exotic wraith
#

its certainly been a wild ride

#

cant forget when i learned virtuality and overridable things in java is opt out rather than opt in

#

Traister has been INSANELY helpful as well

brave cairn
#

yeah I've been following along with your conversations

#

I also completely forgot that virtual was opt-out in java instead of opt-in

exotic wraith
#

i miss C#

brave cairn
#

me too, I'm doing too much c++ and c++/cli at work again

exotic wraith
#

Crimson, Tualang, Cypress and Fig

#

canoes done

#

via the power of recoloring

wet forum
#

Well done !

brave cairn
#

very pretty

#

I want that fruityass fig boat

exotic wraith
#

Warped, Baobab, Eucalyptus, Mahogany, Hevea, Ironwood, Teak and Ipe rowboats

#

time for the big boy sloops

brave cairn
#

you make me want to build a little dock near my base just for these even though I'll never use them

exotic wraith
#

good.

#

Warped, Baobab, Eucalyptus, Mahogany, Hevea, Ironwood, Teak and Ipe Under Construction Sloops. Not the finished ones, those come now

brave cairn
#

it's normal that mahogany and crimson look really similar, right

exotic wraith
#

they're very similar, mahogany on top, crimson on the bottom

#

one of the things the creator of AFC wanted was access to some of the old wood textures that got changed on TFC

brave cairn
#

yeah makes sense, the baobab and ecualyptus look similar to acacia and birch too

#

and teak to jungle

exotic wraith
#

its ESPECIALLY noticeable with Teak, Eucalyptus and Baobab, which literally just use the vanilla jungle, birch and acacia color

#

ya

brave cairn
#

LOL I GUESSED

#

man I play this game too much

#

I can already identify all the tfc rock types purely by texture PepeHands

#

like I know that platform is gneiss

exotic wraith
#

TFC brainrot

brave cairn
#

absolutely kaolinpilled

#

this is what spending months with worldgen does to a mfer

exotic wraith
#

True and real to be honest

#

Kinda wild how once I recolor the finished sloops my first Minecraft mod will be ready for release

brave cairn
#

and it was what, a couple weeks ago when you walked in clueless to how java even worked?

exotic wraith
#

Yeah

#

I've learnt java against my will

#

Since my will to kill the treetap mod was far greater

#

I still would never touch java outside of a Minecraft context, lmao

brave cairn
#

lmao same

exotic wraith
#

look at all those sea faring beauts

brave cairn
#

ahh so pretty

exotic wraith
#

And icon finished

#

i was really thinkin on just using the same icon and haphazardly paste a + on one of the corners

#

but i went with using the navclock instead of the sextant and a different background color scheme

brave cairn
#

alright, now time to add the ad astra woods (joke)

exotic wraith
#

dont tempt me now

#

how many are those anyways

brave cairn
#

I think just two

#

a pink glacio wood, and then a light cream colored mushroom wood

#

but also like, you're not gonna encounter those while you're still making boats, so uh

exotic wraith
#

true

#

so

#

mod kinda works

#

altho the ships are fucking wonky

#

they just sink

#

and i'm unsure as to why

#

i think it was just a skill issue