#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 3 of 1
it's not even a deep vein, it's a "pipe" vein which means it's very tall and skinny
so a lot of them were just below the surface
my first vein spawned right next to me in a lake
but unless you walk around banging a prop pick around the ground everywhere, you're not gonna find it without indicators
or got lucky with water exposing it yeah lol
that was also pretty common, people saying to look along rivers
based water source
yeah, both of the graphite deposits i found were water exposed: one in a river and one in an ocean uplift
welp now that tfg core is open source i guess we could start working on all the compat stuff
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
not goofy as in not respecting expiry date or nutrients?
because that one's definitely on my todo list
i might be willing to look into that with you but not... probably not this week
yeah i'm pretty swamped rn
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
i've gotta pick and choose my times since i'm getting my master's degree this semester
yeah that's more important than a minecraft modpack 💀
why do you think it took me weeks to write 6 lines of JS lol
XD
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))
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
open to other ideas
I feel like its missing some kind of long grass. or long mycelium i guess?
new nether biome
if exception really wants to add the nether he agreed that we could make it less nether-y
Could have been cool to make of this revamped Beneath a far planet though
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
I was hoping to see a bit of discussion about this suggested change here in this pr https://github.com/TerraFirmaGreg-Team/Modpack-Modern/pull/789
what do you want to discuss?
we already have ambient sounds
I just thought it might complement, I don't know. In any case, it's a relaxing enough video.
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??
increasing temperature
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?
true. And u can go to 1.20 chat. This chat is for discussing updates
Oh sorry... <---- Noob as mentioned and thanks for the info
sound physic remastered + presence footsteps best
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?
oh cool, new beneath update yesterday adds configurable spikes, that'll def be useful
well one advantage of tfc-core being open source is I can see why there's no ores being generated for deepslate lol
hmm
hm, glowstone dust -> liquid glowstone in the stomping barrel or whatever it's called?
Is that a suggestion of a new recipe
If that's a case always Interpreted glowstone as needing to be melted
something for the crucible then?
I'm not sure if that would work either 🤔 how could you get it from a crucible into a lamp?
maybe a pot or vat recipe then since that does more normal fluids
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
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)
but hm, making other fuels irrelevant wouldn't be good either 🤔
I guess there's the lights from simplylights? unless those recipe changes were still going to happen
made my own debug feature to view carvers lol
gathering from the nether would honestly still be vastly cheaper than the creosote recipe, which means it would be relevant in LV
there would still be reason to visit the nether in prim age (esp if its going to have kaolin), but getting glowstone could just not be useful for you until you can actually refine it in LV, thats an option
hmm true
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
pretty sure at max a stack of items and at max 10 buckets
like different items
Is being able to nest backpacks nd vessels infinite intended for the balance of this modpack?
backpacks should be given a size too large to fit in a vessel or chest tbh
how would the mineral complient will be like
i mean what will we get from the stone dust
no lol
I'll look at what they produce irl and think of what could be balanced and do that
You can also put backpacks in the tool belt
I'm not sure who thought that was a good idea lol
can you open the backpack in the belt ?
i think it's just because by default any nonstackable item goes in
but it's fairly easy to disable certain item
oh? I remember trying a few things and guessed there was some tool tag it was looking for
i thought it's through a cfg file
no clue, I never looked into it
neat
idk how the item whitelist/blacklist works specifically, ig, but i'm guessing through a config?
so that at least shouldn't be too hard to change
that would make the most sense
and tfc's system to handle item inventories should stop the vessel nesting
...gotta admit though it'd be nice if you could carry multiple backpacks without the heavy debuff lol
as a tradeoff of this
eh idk
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
i do agree that once you start working with a bunch of machines and crap the extra space is quite nice
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"
which is more annoyance than challenge
you don't need a horse to use a cvart
yeah but it makes you hella slow does it not?
to the point where it's impractical for a journey
yeah I'm more thinking of later game when you wanna carry around a few backpacks to drop down next to miners
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
well it was a diffcult thing when making paper from wood was not a thing
but when paper making got around, making backpack became a lot easier
i mean i have to imagine it was never particularly challenging if you lived in a climate where papyrus grew
which is most players
exactly
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
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
Hello chat
I'm going back home from vacation
Have I missed anything interesting?
uh were you here when tfg-core was made open source?
Btw. You can put a second backpack in the cosmetic armor slot and it doesn't slow you down
Yup
So I'll guess not much has happened since
Based
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
noice
i'm currently trying to get the TFG Core intelliJ project running
so i can go and add my contribution
@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
@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.
That would be cool but would require a bunch of custom java code that idk how to do yet
I c
lemme go look for the mod I am thinking of
this mod does something similar
ah this mod
it would probably have to be something custom for tfg because it would have to be exclusive to nether <-> overworld
well in this mod its exclusive to the compact cube dimension and wherever you placed the cube
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
all the cubes go in the one dimension
could just ban the blocks from being placed anywhere that isnt overworld/nether
altho that still leaves potential for overworld-overworld transport
hmmmm
Exception in thread "main" java.lang.module.ResolutionException: Modules Registrate.MC1._20 and Registrate export package com.tterrag.registrate.providers.loot to module architectury

what does this even mean
like I said, I think it'd have to be custom lol
did you know trains can teleport accross dimensions?
with the use of a nether portal
but still, its coded
kek
I wonder if there's a way to disable nerher portals through conventional means but require a new item to activate them?
that would help
maybe see what happens when you go to server properties and disable the nether
so you need like, something in mv instead of just obsidian + fire
that would be very annoying to set up lol
more or less annoying than learning java?
I have to do that anyway
well, time to wait for exception to see and answer my message
cuz i cant even start the actual project by running the client gradle run

I thought we were doing away with the nether
its not exactly the nether
if you have a scroll through the channel you will see screenshots of what pyrite is working on
its pretty cool
Oh yeah
Is immersive portals stable enough that we could use the dimension stacking feature? That would be pretty cool
With a block between the dimensions that only like mv+ can break
not on 1.20 unfort
also bad for performance, there's a lot of people who play tfg on a toaster
would it be possible to make the gas collector detect biome instead of dimension?
7 years old i3 laptop here 🙋♂️
how many fps
genuenly curious
@prime sonnet wild question but have you been able to get the TFGCore project running?
no, can't even boot 0.9
have you figured out a way for 0.9 to boot?
i tried going thru all the mods and everything to check everything was up to date
that was about the limit of my tenacity
i just get a funny registery error and then the game dies
Maybe I try to get it running today
I’ll keep you posted
i get a uhhh mixin failure and then the game kills itself
if u can get 0.9 running then hmu tho
i have code that i should test at some point 💀
nah, 0.9 is barely worked on
i think exception likely has some changes that aren't pushed or smthn, like an update to the pakku-lock
it's the dev branch exception is working on, with the latest changes to TFG-core
Or 0.8.x?
0.8 has pretty much been dropped afai
Oh ok
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)
none
i mean there are, they just don't work
Yep I had the discussion earlier with Pyritie
You can configure any GT recipe so it has a biome condition
And it works with Tfc Biomes
could make the layer just above bedrock a unique biome that gives nether gas or sumthin
vertical biomes are uhhh tricky lol
from my experience trying to stack them in the nether lol
oh? fair enough, I knew it was possible due to various instances of them in vanilla
but i wasnt aware it was annoying
one surface biome and one underground is fine
multiple underground biomes on top of each other? no lol
biomes in general are very fuzzy and will not stay where you try to limit them lol
about 30 fps with offloading the server to at*rnos and using fast graphics, disabling better foliage and turning down render distance wayyyy down
i got insanely sidetracked, what i basically tried was:
- Fork it
- Clone It
- Open it (with intelliJ)
- Let it Setup
- Run the Gradle task for Setup Client
- Run the Gradle task for Starting a Client
- Crash
fork it, clone it, open it, bop it
Thats basically what i did yeah
and it just
didnt work
😭
Exception pls i just want arborfirmacraft so i can kill the treetap mod (it sucks)
@exotic wraith line 163 in build.grade, change implementation to compileOnly
compileOnly fg.deobf("com.tterrag.registrate:Registrate:MC1.20-1.3.3")
👁️
lemme try that
thats where im at, pack loads but crash at world creation
Wild, it actually works that way
i really hope exception can share some wisdom soon
Wild, yeah that does work somewhat
he is busy atm so i wouldnt rely on that
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++
The quest directly after hammer molds is incorrectly named "Bronze or Copper axe" when it should be hammer
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
idk how to even get ice shavings
it drops when you break ice
oh
a lot is obtain from getting ice
for intellij it's best to use java 17 and update all libraries, forge should also be the same as in the mod pack, but sometimes there are problems with versions and code compatibility
i'm p sure that isnt whats wrong in this case
like
there has to be something exception or someone else in the team does to make it work
and hasnt pushed it
that or was accidentally gitignored
if someone got it working, lets hope he shows himself
so far, every attempt on booting either tfg-core or 0.9 has failed somehow
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
line 163 in build.grade, change implementation to compileOnly
---> compileOnly fg.deobf("com.tterrag.registrate:Registrate:MC1.20-1.3.3")
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.
you are missing mandatory dependencies, tfc version 3.2.7 and gtceu 1.4.6
this is not gt 1.4.6
finally got it launched on a different PC all I did was set registrate to Compile only, and bumped the version of ldlib lol
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
Yep
Bug in GTCeu where it sets Block to null
settings allUniqueStonetypes to true skips that setting to null
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
ty for the solution for that issue, its actually configured to true in the modpack's config
Oh poggers
I'm gonna get this to work on my side then submit a bug report on the github
where can i find this setting?
found it
its in worldgen
runs/client/config/gtceu.yaml or smth like that
aye
i was looking for it ingame, found it that way
now i can finally resume my killing of the treetap mod
but first
i'll make an issue in the modpack modern github (no issue page exist in the mod github itself)
curious, any reason why you decided to update GT?
I didn't? That is the version that was there on the 0.9.x branch
ohh
i see

i think i'll begin the development of the arborfirmacraft implementation in 0.9.x instead of main
you cant even develop from 0.9.x
so i guess i'm using main

I got it working. with those changes that I said
guh
#1331744604701069393 message
yeah then you have to make sure to do this
#1331744604701069393 message
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
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
at most an Onboarding markdown file could be created explaining that step
you can get to the main menu, and then edit the config from the mods menu
yeah, it either needs the steps, or mitigation of that error, like make all ores ignore stone?
I don't think that would even work actually
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
pull request into gregtech checking for block == null?
ah, mixins also make the stacktrace not accurate
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
Yeah onto gregtech modern. That would fix this whole issue
maybe that could work
myself i finally got the latest firmaciv working in the project
I cant even run the game

yeah something else on my changes is causing to crash

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

yeah idk what happened now
@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?
yeah nah i just cant
the game doesnt like me
i guess
also tried to nuke the runs folder
that didnt do it either
I forgot I did one more thing
Let me find the code to show you
so the Charcoal Pile was commented out because it was broken
the Definition of it moved from GTMachines.class to GTMultiMachines.class
so I uncommented it and changed the Mixin value
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();
}
I forgot that I fixed that

bless you
i should've probably looked first at the class before giving up
ahh there we go
now it works
thanks
https://github.com/TerraFirmaGreg-Team/Core-Modern/pull/15
those are the fixes just need to be accepted now
Fixed Build.Gradle Config Issues caused by Ldlib not being the right version and Registrate needing to be Compile Only
Also Fixed Charcoal Pile igniter Mixin
This was caused by the Igniter being mo...

Aight
Firmaciv is now 1.0.9 and tfc is now 3.2.5
lets see if adding arborfirmacraft craps the bed
We are so back
its time for the cross compat to be real 😤
(i'll go insane before this endeavour is completed)
lol, so fixing those issues where can I find list of things to be done?
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
myself i'm working on getting ArborFirmaCraft wood to be used with ships from FirmaCiv
(as a grand goal to nuke the treetap mod)
@brave cairn have you toyed with beneath? i know apparently it adds the nether into the game right
i dont know exactly what it does but i know it adds the crimson wood types
Looking through, a lot of the recipes are not correct, those happen on the modpack side right?
what do you mean by not correct?
they are building their own custom beneath basically lol
if someone is looking for things to fix, the mechanical press does not behave properly when doing plate recepies on a belt
it lets unfinished items go through
yes lol but I'm redoing all the biomes to not look as nether-y
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
and I'll also be adding my own mineshaft structures
Yes
Stuff like TFC saws being used instead of GT saws
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
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
the poor/rich ores don't exist in gt iirc
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*
@brave cairn AHAHHAHA do u wanna MEGA ROFL
?
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.
@exotic wraith What is the progress of creating a quest line for space? I could do it maybe
why
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
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.
just FTBQuests
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
same lol. Funny thing, when u contributing instead of actual playing ahaha.
the primitive quests, the one that have actual language stuff is painfully written for localization
using the quest ids
If I'm in the game via the developer panel from the quests menu, will I be able to upload them later?
which are just a random string of Base16 (maybe base64 even) characters
When you play as a developer any changes done will be saved in config/ftbquests/quests/
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)
its latest updatet qests?
thats my primitive quest rework branch
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)
rockets only after hv, so i dont think it will collide with ur quests
okay. you want me to use the same system?
ideally yes, same token naming convention
that way for whoever makes the localization it'll be easier (hopefully)
Is there any way I can set this up right in the game, or will I need to do it manually in a file?
in general, I'll try to figure it out. If anything, can I ask you for advice?
in general, do you plan to make a pull request of this to the main branch later? How do the developers feel about this?
I'm just trying to figure out, if I decide to do space quests, should I do them based on your work and give you pull requests, or should I do them on stock quests?
I'd say do PRs into my branch then we can PR it into the modpack's main
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
not tried it, but it's got all the other things like chests, looms, etc and those aren't flammable
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
making a lavaproof canoe sounds pretty fun though lol
I did want to move the warped/crimson wood elsewhere though 🤔
definetly
That's the plan, somewhat, depends on how things go, of course
long term
oop
mfw theres a chance my code will become useless in the future 
oh well
i love deprecation
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...
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
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
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
yoooo awesome
why not both with both?
I guess I'm adding at least one of the woods to the nether then lol
Wait... But don't you make a canoe with burning out the inside of it?... Then... how?
minecraft physics, don't worry about it
Perhaps the outer surface will have the texture of the bark of a tree, and the inner surface will have texture of a core? Then it will even have some logic.
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
Idk, canoe requires soft wood and rowboat require hard wood. So what kind of wood is warped/crimson :v
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)
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)
🤔 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
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
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
I see
I'll look into how the RegistryWood system works once I finish the FirmaCivCompat implementation
ya no rush
Aight, time to check if setting withstandsLava to true does something
Ok so
@brave cairn Withstands lava does jack shit on canoes
well at least now we know lol
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
maybe...? idk
even then
canoe items dont exist
only one that exists is the kayak
hmm 🤔 beneath adds red elk which are basically some kinda lava deer
oh deer
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
brb flying
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
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
I belivie the logic is touch lava block, catch on fire, so you can probably intercept some event to canel it
so the logic for lava is the same for jumping into open flame
that's cool!
nah, lava interaction is not implemented period
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
I mean, that's the logic for Minecraft in general
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?
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
@exotic wraith are you running 0.9.x mod in 0.9.x modpack?
I can't get it going with fresh jar from IDE
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
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
wdym run the kjs stuff in ide?
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
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
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
I'm only running the 0.9.x mod
Not the modpack itself
My quest branch is based off the Main branch of the modpack
Since we weren't able to get the 0.9.x version working before
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.
Ya
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
pog
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
Moving my contributions of TFGCore into its own mod now
FirmaCiv+ begins with just support for ArborFirmaCraft and Beneath
the EUt and duration is already set outside of the mixin,
I think I didn't test it running in the IDE, I will look into the issue and see what can be done, but yes I think the Idea is that we move what we can do, to KubeJS
Alright, ty for your answer ! Do you have any idea of what is left to port to kjs ?
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
ore generation is already 100% kjs
is processOreForgeHammer recipe then?
yes, its a replacement of gt recipe builder for ores
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
ill check those dups errors twomorrow, never took a look at those and im not sure whats thats about
is this placeable ash Pyritie ?
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
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
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
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?
idk, something in code probably
haven't gotten to java yet, just wanna finish up these biomes first
oops
thats very cool, nicely done !
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
hm I think I can do some lava rivers with the noise gen... lemme cook
woag custom trees
neat
i still need to check how easy it is to add new TFC wood sets
RegistryWood my behated
Has the method to enter the nether been decided yet?
if not I'd love to see if it can involve the volcano biome
yeah, you stand on bedrock for a few secs then you're teleported
these are just using the vanilla cherry tree builder, with a custom block that has charcoal pile + blackwood log textures
it's not really a "wood type"
would you still enjoy having custom wood types?
sure, being able to integrate woods from other mods easily would be cool
aighty
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
infinite obsidian
I'm gonna make some pics to show off on reddit
that's really cool
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
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
What about porting some potions effects into foods ?
we already have alcohol
and someone is adding pills with effects as well
this is giving journey to the centre of the earth 🔥
i think so
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
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
heck a high tech cooling suit would be cool esp for places like venus
Adding thermal resistance to the GT suits would be nice
yeah, last I checked anything ambiental has to be done in code
they dont do that already?

i think i can code that into tfg-core
cant be that hard
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)
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
it's just reflection
that first one looks like it came out rotten?
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
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!
how'd you manage that
by doing math i guess
oh
ok yeah that isnt hard
if its like C# reflection then it'll be prolly ez
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
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
yum
Tyvm
oh loot, we can finally have a place for the zpm item
I would NOT trust the piglins with that
Lets be honest, its not about the code injection or the undocumented ways about it, its the code itself, undocumented, maybe written by a thirteen year old. Took me a month of code reading/tinkering to be able to write a single function and i now hate some gt choices of all my heart.
You should try it before formulating opinions
they can have a little pig iron though. As a treat
the code in gtceu is that bad?
lol, you have no idea
💀
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
dont worry, its very fine, knowledge is never lost
now, i know what to not do for my own work
man I am not looking forward to this whole interplanetary logistics thing that's gonna have to be done at some point

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
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
Depends on what is behind this mutiblock idea but "everything" is doable, that's for sure
I wonder if going towards Neoforge will let them have a better code for 1.21
Apparently for now they forgot about it
have I explained what I need to you before? I've explained it a couple times but I can't remember to who
I'm forgetful sorry lol
he forgor
Get the mod here
Curseforge: https://www.curseforge.com/minecraft/mc-mods/create
Modrinth: https://modrinth.com/mod/create
Changelog: https://wiki.createmod.net/users/changelogs/6.0.0
------------------------------------------------------------------------------...
damn
I thought it was just an addon, but it's just a create...
do we want to use the new version? now that it is out
only if this is on 1.20.1 of course
Seems like it is
incredible news for factory build guys
WAIT LOGISTICS???
omg
create really said "we have ae2 at home"
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
yeah this'll be a huge help
if we dont change recipies (we will) 😈😈😈
this looks fuycking wild honestly
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
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
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
but if getting stable with 0.5, then requires a huge amount of work to get going with 0.6, would it not be better just to move to 0.6 sooner rather than later?
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
)
cant we disable the storage like how we did for firmalife
the package idea is very good for compact storage
why would you want to disable it? that's not the problem
....to avoid staying with create storage
???
if updated is wanted then the create storage is a lot of content
it's just a bunch of crafting recipes, that's easy
you know how the create storage works , will it be a lot of problem with all the tfc tags ?
... more looking at the code i gues
I know everyone's excited for it but it literally just came out
give it some time to be stable
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
you sure is not fixing bug
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
it's not that bad if you just build a wall of filtered crates
wtf did you do
yeah mars is still using vanilla biomes which means structures, it's barely started
yeah I know
but im here for doing space quests
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?
I'll start the build now, and see what's been reworked in the quests.
I'd make the launch pad part of the required-for-moon section
im in process
otherwise... you don't need to put literally everything in the quests lol
(also, the advanced suit is for venus/merc, not mars)
oh true
from player perspective
@exotic wraith I am not a proponent of vertical progression. Can I make it horizontal?
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
Updating will fix a lot of bugs. The current gtceu (1.2.3) is riddled with them
If anyone want to try out the food fix, i only tested flour -> dough in the mixer and getting wheat from seeds in the greenhouse
From what i have understood, some create's recipes are lacking the food capability too right ?
https://drive.google.com/file/d/1NM6eev0CjyWzIz0qsEnm_n-qNADFejK7/view?usp=sharing
I'd rather modify them myself
Theyr positions n such
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
yea that thing is absurd
@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
my bad for confusing the create and tfc mechanisms
otherwise uhhh I don't know, but I think so?
everything will have to be merged into 0.9 at some point I guess
I hope the fate of the 0.8 branch does not await it....
too confusing
nothing else is being accepted into 0.7.19 atm
i wish we at least got functional storage, that would be a relief for my storage illness
i cant even PR the food stuff fix as there is no more tfg-core 0.5 branch
0.5?
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
I get the impression there's not gonna be any more releases until tfg 0.9, which uses core 0.6 🤔
I hoped too much I guess
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
Back to JAVA i go
https://tenor.com/view/jump-cave-gif-8366204392601184116
Nothing an Aristocarts+ cant fix
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?
adding that would be nice
currently i'm just stuck in recipe builder hell
i'm unsure what that would entail sadly
I think Main right now is 0.5, so you would pull request into there?
not much of a point if nothing's being accepted into tfg 0.7.x any more
btw, where is the guy who wanted to update the greg tech in pack, and asked to open the code for this?
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
I coded from the 0.5.9 tag, it's way behind main
How about you fork both repos, we freeze a modlist and PR into it ? Not meant for a release but we can at least move forward.
I don't think Exception will give us any direction unless we wait until he's free
just for a way to people to contribute without waiting for exception to get around to approving PRs?
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
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
Yeah, there's no rush, I think the modlist is the most important thing
it'd be nice to actually work on beneath stuff in a 0.9 fork instead of a 0.7.19 one
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
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
what did you do for 0.8.2 again? I forgor
Just merge all 0.7.14-19 into 0.8.1 (guidebook and such) while removing funky worldgen
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
where's the mod list?
wdym ? for now, we used the pakku util to fetch the mods but i think its broken for the 0.9 branch
oh lol
you said we should freeze a modlist so I'd like to know where that is so I can look through it 🤔
yes, i will explain
I did add a couple mods for beneath stuff, and nebby's working on their own separate mods for afc compat
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
oh, good find, I'll review that
both of those are just forks of 0.7.19 atm
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
yep, thats what i though too
but whatever, lets position ourself before that
its still way better than what we currently have
worst case we can fall back to the SU/FE converters from create additions
no worries, we can still copy-paste the integration into tfg-core anyway
yeah or see what other greg/create packs like skyfactory did
did someone already do a PR to get tfg-core building? or what was the issue with it
There is 2-3 PR laying around in the repos to get it to work
alright, no worries, ill work on getting a decent modlist
it has been fixed by xikaro
oh damn fr
pog
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
yep pull requests into 0.9 branch that fixes the launching issues
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
dang that's quite the difference 🤔
did you recompile the mod from my pull requests?
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
yep
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
does TFC add the geology based terrain gen? because that would makek sense
yes, and tfc is the only mod I think we have that would alter that sort of thing
oh good find, i was looking for that yesterday
when do we go to Beneath?
balanced around mid-late tfc
theoretically you can go as soon as you make a stone hammer, then dig to bedrock
well it sounds good there is nothing crazy but there is some nice stuffs
but ideally this is an alternative for kaolin/graphite so you'd go around iron age
though maybe to make it even more valuable what about not having kaolin clay but directly firebrick?
nah, you still gotta work for it :p
ahah that's too bad :p
there's kaolinite powder in bastion chests though
I think? I can't remember
https://github.com/Pyritie/Modpack-Modern/tree/beneath/kubejs/data/minecraft/loot_tables/chests here's the bastion full loot tables
I'm gonna change the enchanted black bronze tools to just the forging bonuses
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
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
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
Ohh
I'll have to look at that once I finish work
I plan on releasing FirmaCiv+ this weekend
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
very nice
i'm unsure if AFC supports astikorcarts from the get go
i hope so
i dont wanna do another cross-compat mod 
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

all thats left is making the entity textures and firmaciv+ is ready
fantastic work learning all this
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
yeah I've been following along with your conversations
I also completely forgot that virtual was opt-out in java instead of opt-in
i miss C#
me too, I'm doing too much c++ and c++/cli at work again
Well done !
Warped, Baobab, Eucalyptus, Mahogany, Hevea, Ironwood, Teak and Ipe rowboats
time for the big boy sloops

you make me want to build a little dock near my base just for these even though I'll never use them
good.
Warped, Baobab, Eucalyptus, Mahogany, Hevea, Ironwood, Teak and Ipe Under Construction Sloops. Not the finished ones, those come now
it's normal that mahogany and crimson look really similar, right
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
yeah makes sense, the baobab and ecualyptus look similar to acacia and birch too
and teak to jungle
its ESPECIALLY noticeable with Teak, Eucalyptus and Baobab, which literally just use the vanilla jungle, birch and acacia color
ya
LOL I GUESSED
man I play this game too much
I can already identify all the tfc rock types purely by texture 
like I know that platform is gneiss
TFC brainrot
True and real to be honest
Kinda wild how once I recolor the finished sloops my first Minecraft mod will be ready for release
and it was what, a couple weeks ago when you walked in clueless to how java even worked?
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
lmao same
ahh so pretty
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
alright, now time to add the ad astra woods (joke)


