#🚀EN - 1.20 Modpack Contribution Megathread

1 messages · Page 4 of 1

exotic wraith
#

i missed key points in the entity builder

exotic wraith
#

patchouli time

exotic wraith
#

@brave cairn

#

FirmaCiv+ will be real

brave cairn
#

let's fucking go

prime sonnet
#

big fat W for nebby

exotic wraith
#

Alright

#

still waitin for approval

#

time to implement my mod into TFG

#

speaking of

#

is the 0.9 branch of the modpack usable now?

#

or are we still stuck in 0.7 hell

wet forum
#

im still working on it, give me a few minutes to migrate my branches to Pyritie's repos

#

ok, we good

#

you can find latest tfg-core.jar here and latest kubejs here
everything else is the same, pakku fetch etc

#

pack is booting, world creation is ok, worldgen is okish, lots of recipes/tags are working

exotic wraith
#

Ok so basically

#

i just setup the 0.7 branch like normal

#

run pakku

#

then replace the jar and KJS files?

#

@timid geyser

#

FUCK

#

sorry wrong ping

#

oops

wet forum
#

use directly the 0.9-zzz branch for kjs

exotic wraith
#

from pyrite's fork or the actual tfg repo

wet forum
#

from pyritie

exotic wraith
#

aight

#

cool

wet forum
#

tfg repo is dead for now

#

feel free to hit me if anything

exotic wraith
#

thx, i'll keep it in mind

#

@wet forum should i add your tfg-core jar into my branch for 0.9-zzz work?

#

or just use the one from 0.9-zzz

wet forum
#

oh, i understand your point now, i failed my pr

#

we are good now, everything is happening on Pyritie's fork for me now, until we get something

#

im sorry for the confusion

exotic wraith
#

alright

#

i'm struggling now with pakku

#

trying to add arborfirmacraft to it

#

aight, i just branched off 0.9-zzz, added that version of TFG-Core and now i'm gonna start working

#

first and foremost i need to figure out why the fuck pakku is not finding ArborFirmaCraft

#

I've figured out how to add new projects to the pakku

wet forum
#

oh, thats nice because we will need to add more stuff to it

#

very good find !

exotic wraith
#

gonna write the syntax here, we should really create some form of document extension for "Onboarding/Contributing" pruposes

#

either way

#

To add a new project:

pakku add [MODNAME]
or
java -jar pakku.jar add [MODNAME]

Example use case, Adding ArborFirmaCraft
java -jar pakku.jar add arborfirmacraft-afc

Troubleshoot

Sometimes a mod is pressent with the specified id in one mod store but not the other, IE being in Modrinth as one name and Curseforge as another name

In this situation pakku will ask you to specify the mod's ID from the missing store

example:


←[38;2;224;108;117;7m>>>←[27m ←[90mMOD←[38;2;224;108;117m ←[90m{mr=←[38;2;224;108;117;4;1marborfirmacraft-(afc)←[90;24;22m}←[38;2;224;108;117m was not found on CurseForge.←[39m //project name in curseforge is just "arborfirmacraft"
Specify CurseForge: 877545 //Specify the ID directly
Do you want to add ←[90mMOD←[39m ←[90m{mr=←[39;4;1marborfirmacraft-(afc)←[90;24;22m, cf=←[39;4;1marborfirmacraft←[90;24;22m}←[39m? ←[38;2;97;175;239;1m[Y/n]←[39;22m: y //hit y

//magic
←[38;2;97;175;239;7m>>>←[27m Resolving dependencies...←[39m
←[38;2;152;195;121;7m>>>←[27m ←[90mMOD←[38;2;152;195;121m ←[90m{mr=←[38;2;152;195;121;4;1marborfirmacraft-(afc)←[90;24;22m, cf=←[38;2;152;195;121;4;1marborfirmacraft←[90;24;22m}←[38;2;152;195;121m added←[39m```

# What next?
After adding your project, run ``pakku fetch``
## SIDENOTE: This might remove any non-added pakku project from the modpack! (when i ran this it removed my FirmaCivPlus jar)
wet forum
#

Ty !

exotic wraith
#

might also figure out updating

#

cuz i'm 99.9% sure adding firmacivplus wont work right now

#

since my mod utilizes the latest version of Firmaciv

#

(the one in the modpack is PISS old)

wet forum
#

im pretty sure it will since i updated everything

exotic wraith
#

oh

#

yeah its actually updated

#

altho adding firmacivplus just hard-crashed my instance

wet forum
#

check out the version of the beneath ?

exotic wraith
#

i should send the full log

exotic wraith
#

i updated it to 1.0.4

wet forum
#

against which version did you made FC+ ?

exotic wraith
#

brain a bit mush

#

lemme check

#

oh man

#

1.0.1

#

i guess something important changed between beneath 1.0.1 and 1.0.4

#

so

#

i'm gonna make sure my mod doesnt crash and burn as soon as it releases

wet forum
#

thats nice of you

exotic wraith
#

ok, the datagen completes without issue

#

gonna see what happens when i click run-client

#

yeah i'm actually quite behind in terms of versions

#

aight it was a combo of that + the fact that apparently i forgor to add beneath to my mod's toml file dependencies

#

lel

#

We're so back

wet forum
#

eheh, lets go

exotic wraith
#

bro what kind of goofy ahh warning is this Skull

#

something i just noticed

#

beneath has no firmalife compat

#

nor do both mods have aristokarts compat

#

at least AFC does have firmalife compat

#

nah fuck that i aint makin more cross-compat mods

wet forum
#

i feel you, thats the cross compat rabbit hole

exotic wraith
#

tbh, i made firmacivplus because i wanted the idea of replacing the treetap mod with AFC to be more inticing to exception

#

but i'll draw the line there

#

someone else can make Aristokarts TFC+

#

now, time to resume the implementation of AFC in TFG

#

oh damn

#

ya'll added probejs?

#

peak

wet forum
#

nope, didnt installed probejs

exotic wraith
#

i mean

#

it did fetch

#

with pakku

#

so

#

someone did

#

anyways, @wet forum do you know by any chance why all the tags are just, not being added?

wet forum
#

dang, i though i commited that

#

you need to uncomment everything in server_script.js

brave cairn
#

sorry I have friends over today, I'll look in a bit

wet forum
exotic wraith
sharp smelt
#

C++++ = C# flushed

brave cairn
#

what is the zzz branch?

wet forum
#

i had a branch named 0.9 on my repo so i couldnt push it as it this on yours, had to rename it

#

this is the branch which defined all materials and tagprefixes for gt

brave cairn
#

ah ok

exotic wraith
#

What are we going to do with the create mixers?

#

like

#

they got removed i think?

#

any recipe that uses that feature is just broken in KJS

#

worth mentioning that adding this mod does not automagically fix our issues

#

which

#

sucks

#

i guess we first need to fix KJS completely

#

are we collaborating on a specific branch for htat?

brave cairn
exotic wraith
#

i meant the greg tech create mixer

#

kjs just dies here

#

line 30 of server_scripts/gregtech/recipes.js

brave cairn
#

oh the kinetic mixers

exotic wraith
#

aye

#

adding ct does seem to add them back but they have no recipes, at all

brave cairn
#

hm, to at least get kjs compiling, try this:
go to startup scripts/gtceu/recipe_types.js, and make a duplicate there that has create_mixer as an id

#

that should at least tell gt about the recipe type

exotic wraith
#

Well

#

I'll try to

#

But I put my PC on hibernate, I'm eepy

#

So I'll look into it once I take a nap

brave cairn
#

alternatively, I thought the kinetic mixer already just used regular mixer recipes 🤔

#

so.. maybe that one can just be deleted

#

(assuming there's also a regular mixer recipe there)

exotic wraith
#

aihg ti'm alive now

#

lets try these

exotic wraith
brave cairn
#

hi alive, I'm py

exotic wraith
#

i dont see such thing?

#

oh i'm just fucking blind

brave cairn
exotic wraith
#

i doubt this will work

#

but if it does

#

then

#

neat

brave cairn
#

I doubt it'll get them actually working again, I'm just hoping to at least make that kjs get past that point

exotic wraith
#

also, no clue if the mixer and kinetic mixers even use the same recipes

#

according to JEI there is no recipes for the regular mixer

#

so

brave cairn
#

I guess we just comment out the kinetic mixer recipes for now

exotic wraith
#

thats gonna be fun steam_happy

#

i'll take care of this

#

i cant implement AFC with KJS broken

#

so

#

as soon as i fix KJS's FirmaCiv recipes and the kinetic mixer

brave cairn
#

I hope there's not that many? cuz a mixer recipe normally also generated a kinetic one before

exotic wraith
#

i'll make a PR

brave cairn
exotic wraith
#

and funnily enough

#

the one in recipes.js for gregtech is the only one that uses that call directly

#

all the rest used the utility method

brave cairn
#

oh phew

exotic wraith
#

i'm gonna start adding FIXME for this kind of stuff

brave cairn
#

just ping me whenever you have a pr then, I don't get a notif for whatever reason

exotic wraith
#

alternator borked too

wet forum
#

they truly removed everything from gt

exotic wraith
#

ist just 3 of them however

exotic wraith
#

either we make our own recipe creators using kjs's custom recipe system

#

or just cope

#

likely the former

brave cairn
#

at least most of it might be in that one changelist? so we could copy and paste it across?

exotic wraith
#

which one?

wet forum
#

i have looked at the ct mod, i feel unsure about it

#

thats another close source one

#

no way to raise issues to the author or so

#

and on top of that, no kjs integration

#

do you think its worth implementing those directly in tfg-core ?

brave cairn
exotic wraith
#

ok got out of the gt stuff

#

i'm actually wondering why they did this

wet forum
#

oh, this one again

brave cairn
#

on the other hand if ct++ just works then I don't see why not? if it dies then we can worry about it

#

saves time

exotic wraith
wet forum
brave cairn
wet forum
#

i do know about this
in gt TagPrefix is the class who hold the template of stuff generated of a material (rod, plates, screw of tin, copper etc), since we can now declare TagPrefix in KJS, i got rid of the java version of it

brave cairn
#

from their discord

Create Integration being removed means that the Electric Gearbox, Kinetic Output, and Kinetic Mixer machines have all been removed. This is because we, the GTM Dev Team, felt that they weren't particularly balanced (it's hard to balance Create) and also just added bloat to the codebase. None of us wanted to try to balance it or maintain it, and the way it was shoehorned into our code wasn't the best either. However, it would be fairly straightforward for someone, if they wish, to create a GTM addon that adds them back using the code that we have deleted (you have our blessing to do so).

exotic wraith
#

i see

#

ergo

#

ct++ was made

wet forum
#

TFGTagPrefix isnt TagPrefix

exotic wraith
#

OH

#

i'm stupid

wet forum
#

no

exotic wraith
#

fair

#

i'm "Silly™️"

wet forum
#

so, the only feature we really want is KJS support for the create compat

#

otherwise, its gonna be a pain

exotic wraith
#

just the alternator recipes and the mixer

#

we can just make an utility method that recreates those using the custom recipe system

brave cairn
#

was that fertiliser recipe the only one?

exotic wraith
#

the only one using directly that kjs support

#

the rest used the utility one

#

and then there where the 3 alternator recipes

brave cairn
#

oh I see

exotic wraith
#

GT loaded now

wet forum
#

oh, first time it fail on double ingot

elder niche
wet forum
#

im sorry, i cant read russian without a translator

#

i dont get it

exotic wraith
#

ok this is a scary one

#

no lines whatsoever

wet forum
#

there is a typo somewhere that breaks in pure java

exotic wraith
#

i guess i'll do divide and conquer

wet forum
#

you can find all tag prefix in tag_prefixes files

exotic wraith
#

where?

wet forum
#

kubejs\startup_scripts\gtceu\tag_prefixes.js
kubejs\startup_scripts\tfc\tag_prefixes.js

at least

#

and the default ones in gt TagPrefix.java

exotic wraith
#

oh lawd

#

man thats so many potential flags

wet forum
#

doubleIngot doesnt exists it feels like

#

oh, it is here : kubejs\startup_scripts\gtceu\tag_prefixes.js:250

#

i wish to find a way to get MaterialsFlag out of java too

exotic wraith
#

ya that was ingot_double instead of double_ingot

#

we're back

#

i AM going to get the server side of KJS working today

brave cairn
#

locking the fuck in

exotic wraith
#

i lsot my old world to a trojan attack, the one where i got to early LV

#

so i aint playing in 0.7

#

nonono

exotic wraith
#

something in here is null

#

certainly adding a log checking for each one wont be slow right?

#

(my minecraft is slowed to a fucking crawl)

#

found you fuckers

worthy tusk
#

hey has a PR been made yet that adds passthrough hatch recipes?

#

i wanna know if the works' been done already or i should make a PR with what i'm about to do on my own server

wet forum
#

i dont think there is

exotic wraith
#

Regular graphite is called "graphite_raw"
Rich and Poor where called "poor_raw_graphite" and "rich_raw_graphite"

Theyre now called "graphite_poor_raw" and "graphite_rich_raw"

#

i have a bad feeling about that

brave cairn
#

..at least they're consistent now?

brave cairn
worthy tusk
#

well i'll get to it i guess

exotic wraith
#

this dont look like consistent MonkaS

brave cairn
#

I mean the new names

worthy tusk
#

ok that's definitely weird, i guess gtceu is implementing the one recipe that's available lol

exotic wraith
#

no kjs errors real?.-..

wet forum
#

very nice !

exotic wraith
#

altho

exotic wraith
#

the mixers have NO recipes

#

none

#

the macerator ALSO has no recipes

#

yeah this is odd

#

this is the code i have for my tree -> paper pipeline

#

the milling and quern recipes are there

#

but there's NO macerator recipe

#

i dont think any recipe for GT came thru

#

@brave cairn @wet forum

wet forum
#

what do you mean by came thru ? during the update ?

exotic wraith
#

i think so?

#

like basically

#

ok i dont know what to write atm

#

but both Macerator and Mixers have no recipes

#

none at all

#

the centrifuge ALSO has no recipes

wet forum
#

Hum, weird

exotic wraith
#

same for the bender

brave cairn
#

do any greg machines have recipes?

wet forum
#

Can you try a recipe anyway ?

exotic wraith
#

the more i test the more it seems like they dont

exotic wraith
#

gonna see if macerator will macerate anyways my hardwood strip

wet forum
#

Maybe it's broken in jei/emi

exotic wraith
#

question how do i power this with creative energy lol

wet forum
#

Right click it, setup voltage and click active source at bottom

exotic wraith
#

ahh there we go

exotic wraith
#

could macerate graphite ore

#

could macerate a hardwood strip with it as well

#

i guess GT's EMI/JEI integration is just borked

#

that or we fucked up somewhere

wet forum
#

OK, that narrow it down. There still EMI errors in the logs, maybe related

brave cairn
#

does jei/emi need to be updated?

exotic wraith
#

i could check if we're out of date

#

we're using latest JEI for 1.20.1

#

EMI however we're one version behind

#

gonna try and update it

#

ok, we've updated to emi 1.1.20

#

nnnope

#

recipes are still fucked

elder niche
brave cairn
#

🤔 what about the kjs gtceu plugin?

exotic wraith
brave cairn
#

nvm I guess it's built in

exotic wraith
#

well

#

gonna go to the gt discord

#

and ask

wet forum
#

its the charcoalpileigniter

#

just read the error

exotic wraith
#

java stacktrace scary

wet forum
#

an array is empty (because index 0 is out of bound on length 0) in getPattern

exotic wraith
#

so uh

#

ok yeah i understand what that means

#

i think i saw something in TFG-Core regarding the charcoal piple igniter?

wet forum
#

totally right

#

its defined in tfg-core

exotic wraith
#

so its technically an us issue

wet forum
#

idk

exotic wraith
wet forum
#

our is a copy past of the gt one, expect for the blocks composing the pattern

#

it could be broken tag in those refs

worthy tusk
wet forum
#

very cool, ty !

exotic wraith
wet forum
#

im thinking about it, its def a tag that is missing, because its legit for those to be stored in an array

brave cairn
#

the charcoal pile igniter can just be deleted right?

#

idk why we even have it, it's a gtceu multiblock that does what tfc's charcoal system does

exotic wraith
#

well

#

i'll just submit my pr for the KJS fixes

wet forum
#

our definition overright the gt one so its tfc compatible

#

i think i got it

exotic wraith
#

send it my way

#

i'll test it

wet forum
#

2 sec, i need to rebuild the jar

weary forum
#

The mod that generates the log chain-breaking behavior assigns that behavior to everything under the "minecraft:logs" block tag, so I removed that tag and replaced all the needed tags after the fact (individual log block tags like 'sequoia:log' don't seem to be necessary, and the "minecraft:logs" item tag will remain meaning recipes are unaffected).

I am very new to kubejs and javascript in general, so there's probably a better way of doing this, but this is how I got rid of the behavior.

I use dynamic trees tfc patch in the extended TFG modpack i was testing this with, so there's a chance this might have different behavior with panda's falling trees, but here you go regardless

#

    //Getting rid of minecraft:logs to fix log behavior, sucks but it works
    var woodLogs = Ingredient.of('#minecraft:logs').itemIds
    var hardwood = Ingredient.of('#tfg:hardwood').itemIds
    var softwood = Ingredient.of('#tfg:softwood').itemIds
    var strippedlogs = Ingredient.of('#forge:stripped_logs').itemIds
    var canoe = Ingredient.of('#firmaciv:can_make_canoe_unrestricted').itemIds

    //All wood
    event.removeAllTagsFrom(woodLogs)
    event.add('tfc:scraping_surface', woodLogs)
    event.add('minecraft:completes_find_tree_tutorial', woodLogs)
    event.add('crusty_chunks:splinterable', woodLogs)
    event.add('createbigcannons:splinter_effect_on_impact', woodLogs)
    event.add('tfc:mineable_with_hammer', woodLogs)
    event.add('crusty_chunks:pennable', woodLogs)
    event.add('tfc:mineable_with_blunt_tool', woodLogs)
    event.add('minecraft:mineable/axe', woodLogs)
    event.add('minecraft:parrots_spawnable_on', woodLogs)
    event.add('treetap:tappable', woodLogs)
    event.add('tfc:creeping_plantable_on', woodLogs)
    event.add('cucumber:mineable/paxel', woodLogs)
    event.add('minecraft:lava_pool_stone_cannot_replace', woodLogs)
    event.add('tfc:logs_that_log', woodLogs)
    event.add('tfc:firepit_fuel', woodLogs)
    event.add('tfc:woodlogs', woodLogs)

    //Miscellaneous wood
    event.add('tfg:hardwood', hardwood)
    event.add('tfg:softwood', softwood)
    event.add('forge:stripped_logs', strippedlogs)
    event.add('firmaciv:can_make_canoe_unrestricted', canoe)```
#

I was unable to just directly remove the #minecraft:logs tag, hence why I did this

#

Although you might be able to if you just called #tfg:hardwood and #tfg:softwood, might be some quirk with calling the list with the tag you're trying to move, but considering it worked when removing all tags I don't see how that would change anything

brave cairn
#

so it does look like it's gt that has the tree felling behaviour, though this won't be merged until gt 1.7 it looks like

weary forum
#

in the discord

brave cairn
#

ah cool

weary forum
#

so that's good

#

although aren't we several versions behind the latest gtceu update?

brave cairn
#

yes, updating is the main thing we're working on rn

weary forum
#

yeah when I was first starting out I made the mistake of thinking I could hit the update all button

#

talk about the peak of mount stupidity lol

brave cairn
#

it's something everyone goes through lol

weary forum
#

well good to know it was GT, that makes more sense than it being tfc

exotic wraith
#

@brave cairn do you think you could get @wet forum's 0.9-zzz branch merged in?

#

so i can merge my branch into 0.9 instead of zleub's

brave cairn
#

if he marks it as ready, sure, it says it's still a draft

exotic wraith
#

oh

#

i did not notice that

wet forum
#

idk where the charcoal igniter error is coming from, ill look into it twomorrow

exotic wraith
#

hm

wet forum
#

yeah, we can merge all that i think

exotic wraith
#

oop

#

@brave cairn zleub gave the ok

wet forum
#

thats merged

exotic wraith
#

nice

brave cairn
#

oh pog

exotic wraith
#

right zleub is a contributor as well

#

fuck it i'm merging mine

brave cairn
#

done

exotic wraith
#

nice

#

KJS should be up and running now

brave cairn
#

awesome!

exotic wraith
#

gonna delete the 0.9-zzz one

#

we dont want stale branches

#

[20:45:40] [Worker-ResourceReload-1/ERROR] [minecraft/TagLoader]: [Load My Fucking Tags] Couldn't load certain entries with the tag create:blaze_burner_fuel/regular: gtceu:poor_raw_coal (from KubeJS Resource Pack [data]), gtceu:rich_raw_coal (from KubeJS Resource Pack [data]), gtceu:flawed_coal (from KubeJS Resource Pack [data]), gtceu:chipped_coal (from KubeJS Resource Pack [data])

#

found the tag issue

#

why are we adding that via a datapack instead of a kjs script

#

thats weird

brave cairn
#

cuz I just copied how atfc did it cuz I didn't know how to do it in kjs

exotic wraith
#

thats fair

#

i fixed those but now load my fucking tags still complains

#

despite no error being present in the log...?

#

just cherrypicked the tag stuff into 0.9

exotic wraith
#

so

#

working on AFC integration

#

wondering how much i want to keep it to the old treetap mod

#

cuz AFC's tapping mechanics actually utilize the heat of the current season to determine production

#

was thinking on grandfathering kapok in

#

and have 3 different trees of which all of them stop producing when the temperature is at 0 degrees

#

hevea is VERY warm, rubber fig is kinda warm

#

i'll prolly make it so kapok needs at least 5C or legit as long as its not 0°C

#

idk yet

brave cairn
#

I support grandfathering in kapok

exotic wraith
#

bit stuck on grandfathering the kapok tree

#

gonna ask notenoughmail regarding his kjs_tfc addon

#

since apparently it supportsit

#

and its just, not working on my end

#

i was missing a tag

#

oops

#

aw yeah

#

rubber time

#

Hevea

  • Best producing latex (3mb per drip)
    • Requires the warmest temperature (22°C)

Rubber Fig

  • Slower than Hevea (2mb per drip)
  • Works until temperate temperatures (12°C)

Kapok

  • Slowest (1mb per drip)
  • Works until cold temperatures (2°C)
#

funny thing: this is a valid setup and does not cause diminishing returns (placing multiple taps on a single block reduces the drip rate)

#

but yeah, the higher the production the more temperature it requires

#

and kapok should work even in places where winters are sub-zero

#

which is what i want

brave cairn
#

sounds good!

severe matrix
#

so are we gonna have this tap or the firma tap

exotic wraith
#

wdym firma tap

#

the "treetap" mod is getting killed off

#

because it just

severe matrix
#

ah, it wasnt firma

exotic wraith
#

does not work

#

yeah the copper treetap was from a lightweight treetap mod that's buggy as hell

#

so instead the ArborFirmaCraft treetap will be used

severe matrix
#

well this one seems a lot better for using a barrel instead of wooden bucket

severe matrix
exotic wraith
#

i'll keep it as accessible as before, so you'll just need a copper ingot

severe matrix
#

so same cost but better in compatibility nice

brave cairn
#

maybe recolor the texture too

wet forum
#

i have been looking around, the charcoal igniter issue with EMI can be solved by updating GT to latest (1.6.4), which released yesterday or so

#

they say its the latest 1.6 release before introducing breaking changes to 1.7 so i guess we will settle on that version for now

brave cairn
#

do they have an eta for 1.7?

wet forum
#

I don't think so

brave cairn
#

fair enough, if it was soon then I'd think about seeing if we could jump straight to that

exotic wraith
honest halo
#

whats the plan for updating to latest version of create?

brave cairn
#

post 0.9

exotic wraith
brave cairn
#

🤔 let's see how the greg stuff goes first

exotic wraith
brave cairn
#

I still haven't finished with the beneath after all so there might be time haha

exotic wraith
#

@wet forum ok, i just updated gregtech to 1.6.4

#

recipes are still borked

#

might just be an us issue now

#

more stuff regarding the removal of the builtin support

brave cairn
#

INPUT_KINETIC is part of the create integration, so it's expected that that's gone

exotic wraith
#

ya, i commented it out and placed the "FIXME" message

#

aaaand we're back to the custom multiblock

#

rip

#

this is mildly annoying me now

#

sigh anyways uh

#

lets see if firmacivplus has been reviewed

#

modrinth please

brave cairn
#

maybe it's because it's the weekend?

exotic wraith
#

Gluhg

#

Maybe

exotic wraith
#

anyways

#

theAFC implementation is basically complete

#

it also fixes the fact that the newest firmaciv uses alekiships so some recipes where borked as a result

#

now its just a matter of redoing the textures and it'd be good to go

#

Da copper tap

brave cairn
#

pog

#

we can always add in a fake block for the old taps, that crafts into the new ones

exotic wraith
#

need to rewrite some of the field guide to be compliant with the new data i added

exotic wraith
brave cairn
#

I mean I don't see why not, we want people to play the new content and tfg's such a long modpack already

#

people don't wanna start over

#

replacing a few tree taps isn't that big of a deal

#

like, just adding a new block in kube with the same namespace + item id as the old tap, giving it no model or texture so it's very obvious it should be replaced, and adding a crafting recipe to turn it into the new one

exotic wraith
#

We can do that? lol

#

that seems whack

#

but yeah i planned on doing the crafting recipe bit

brave cairn
#

haven't tried it yet but I don't see why not

exotic wraith
#

this tooltips.js isnt even being called

#

right?

brave cairn
#

it is

#

there's just no main_client_script.js cuz there's so few things there

exotic wraith
#

i mean, i doubt it? considering that the tooltips.js is inside "client_scripts 1"

#

i see no beehive tooltip :B

brave cairn
#

odd, I don't remember the beehive but I remember seeing the tooltips on other items

gloomy elm
exotic wraith
#

fixed the tooltips being borked

#

time to re-write some patchouli shenanigans

wet forum
#

so, its kinda useless for us

#

my take is first, we clean up the update mess and get everything back on track, then, we will see about those 2 machines

brave cairn
#

we can live without the kinetic stuff if it comes down to it

exotic wraith
#

are we just going to use the other alternator block then?

#

yknow, the one from Create Crafts & Additions

brave cairn
#

not sure, I'll have to see how balanced it is

#

it was kinda weird last time I tried? but that was ages ago

exotic wraith
#

a 256RPM motor produces 360fe/t

brave cairn
#

how much SU does it use?

exotic wraith
#

testin that out

brave cairn
#

360 fe/t is 90 EU/t which is like, between LV and MV, which feels like too much

#

oh also, as for the multiblock in kube thing?

exotic wraith
#

MATHS

brave cairn
#

we don't have to use INPUT_KINETIC

#

we can just write the block IDs of the kinetic inputs themselves lol

exotic wraith
#

oh

#

lol

#

also uhh

#

256 RPM consumes 16.384 SU

#

which

brave cairn
#

though, the recipes still won't work because of that .outputSU() or whatever

exotic wraith
#

is too low

brave cairn
#

lemme see if there's a way to configure it

exotic wraith
#

at 32 RPM it consumes 2.048 SU and produces 45FE/t

exotic wraith
brave cairn
#

ah there it is, /config/createaddition-common.toml

exotic wraith
brave cairn
#

lol, or that

#

for context, the max size non-superheated steam engine outputs 147,456 SU

#

which before, gave barely enough for 2A HV -- but the limiter there was being able to craft the dynamo hatches

#

with this one, I imagine the limiter will instead be the FE to EU converter blocks?

exotic wraith
#

ok so, changing the efficiency doesnt increase nor reduce the stress units

brave cairn
#

yeah greg has em

exotic wraith
#

but it does change how efficient the conversion is

#

like

#

with 0.1 efficiency

brave cairn
exotic wraith
#

it still consumes 2.048 SU at 256 rpm

#

but it produces 48FE/T

exotic wraith
brave cairn
#

that yeah

#

sorry, distracted

exotic wraith
#

yeah

#

at 0.01 efficiency its production rate is just 4FE/T

#

lol

cosmic veldt
exotic wraith
#

👁️

brave cairn
#

yeah but is it worth it? we barely use em

#

and no kinetic mixer means we can stop getting "why doesn't my mixer work???" questions lol

exotic wraith
#

ok

#

@brave cairn we can change the stress amount

#

but it also modifies the electric motor's stress amount

#

and its via that "max stress" value

brave cairn
#

good, we don't want people to get infinite SU lol

exotic wraith
#

i think it also affects the electric motor's SU generation

#

Crafts & Addition already throttles the efficiency of Electricity to SU

#

so you cant generate free energy

#

a motor at 256rpm consumes 480fe/t

#

while the alternator at 256rpm produces just 360fe/t

brave cairn
#

ah good

exotic wraith
#

Point is:

Fe At Max RPM: Controls how much FE is produced/consumed at 256RPM (this value is reduced by the alternator's "generator efficiency" to avoid infinite energy)
Max Stress: Controls how much stress units the alternator requires/motor produces

Basically makes it so the conversion of one to another is lossy overall

brave cairn
#

given how good steam engines are, 1 motor = 1 LV EU would be good to me (so 32 * 4 FE/t)

exotic wraith
#

i definetly think that if we're killing off the create acapabilities we should enable the Additions' alternator and motor

brave cairn
#

yeah absolutely

#

no more kinetic mixer? who cares, it just caused confusion, it didn't do anything special

#

no more alternator? not a huge loss, it's relatively new to tfg anyway, only added in like 0.7.17ish? and pretty much all of it is recyclable anyway

exotic wraith
#

yeah

brave cairn
#

and switching to those would save us a ton of time too

exotic wraith
#

i think its a good idea then yeah

#

we can modify the alternator to only produce as much energy as LV machines consider acceptable

#

motor we could probably keep as is

brave cairn
#

if you have the game open, can you post the recipe for the mv fe/eu converter?

exotic wraith
#

ah

#

i found it

brave cairn
#

if you just type FE it should show it

#

ye that

#

gregtech can already do EU to FE without it, but iirc needs that to go the other way

exotic wraith
#

trying to press R to see the recipe

#

i get nothing

#

likely due to JEI still being borked

brave cairn
#

aight lemme boot my game rq

exotic wraith
#

sorrgy

brave cairn
#

np np

exotic wraith
#

i wish this recipe thing was fixed i dont feel like i'm making enough info available in the latex processing chapter of AFC (which tells you how to get rubber from latex)

brave cairn
#

perfect, it needs a circuit

#

alternator is all good then 👌

exotic wraith
#

just noticed the formatting error in the second image

brave cairn
#

pog

exotic wraith
#

tree tapping index time

exotic wraith
# brave cairn pog

remind me, Eastwards to increase humidity, Southwards to increase temperature

#

right?

brave cairn
#

correct

#

with the extremes being 10k blocks from 0,0

exotic wraith
#

aight

#

thanks

#

idk if theres a way to transform a structure into a patchouli multiblock easily

#

so i'll just use images of the trees being tapped

brave cairn
#

probably easier

#

and then you can show the particles too

exotic wraith
#

AFC implementation is basically complete

#

the only issue is that i cant be certain if the non tapping recipes are complete

#

usually i would just check the recipe for sticky resin and see if it can be made in a GT machine using kapok

#

cant really do that without JEI

#

forgor the borders

#

my patchouli entry for firmacivplus is borked

#

😭

brave cairn
#

could you put units on the temps? since it's possible to have tfc display stuff in F instead, so if you write that these are in C they'll know they need to convert them

#

rest looks good!

exotic wraith
#

will do

#

good thing you told me that because i've never known TFC can display temperature in Oil degrees

#

aight

#

temp tweaked

#

@elder niche letting you know that i'll be moving my primitive quest rework into pyritie's fork

#

since i'm gonna continue working on that once i finish the current impl of AFC

#

(which isnt finished until GT EMI is fixed, but since idk when that'll happen i'll just continue working on the primitive quest stuff)

wet forum
#

it late for me but i planned to get the next round of error tomorrow, dont know how long that will last

prime sonnet
brave cairn
#

could throw a readme file up on the github I guess lol

exotic wraith
#

(plus pyritie made me a contributor so i can push directly)

#

despite being a contributor, i still prefer a PR based workflow, so here

exotic wraith
#

welp

#

my entire progress is not compatible with the branch

#

sad!

#

i'll have to take a pic of both so i can recreate them

#

sidenote: even regular quests are borked

brave cairn
#

you can use sticky resin to make tape?

exotic wraith
#

thats probably a new thing

brave cairn
#

like a tape to move chests around kind of tape? pog

exotic wraith
#

no

#

its for the gt crates

brave cairn
#

close enough

exotic wraith
#

nevertheless, i'm unsure how many quests are just

#

dead

#

anything that used a smart filter is just

#

dead as well

#

which is odd

brave cairn
#

commented on your review

exotic wraith
#

ok so

#

thats good

#

secondly

#

yknow how they changed the name of some shit

#

THAT

#

broke the quests

#

thanks gregtech

brave cairn
#

all of them? just from breaking a few ores?

#

merged btw

exotic wraith
brave cairn
#

ahh

#

ok that's not as bad

exotic wraith
#

i had one in the "metallurgy age" that used the graphite ores

#

and since the rich/poor ores got their ID's changed

#

clicking it broke the game and crashed it

#

on other news, we're missing key materials?

#

there are no copper saws

#

or bismuth/black bronze saws

#

that's also breaking the quests i had

#

i thought we had completed the KJS migration dizzy_face

wet forum
#

unfortunatly, not at all

#

i was afraid that a bunch of stuff broke after i did all that

exotic wraith
#

well poo

#

could you point me in a general direction to add back those saws somehow

wet forum
#

tbh, im not even sure why its not here

#

i expect saw to be generated for all materials, idk why thats not the case

exotic wraith
#

tried to look at the materials.js file

#

everything flew over my head

#

@prime sonnet werent you also helping with moving stuff from TFG-Core into KJS?

wet forum
#

which materials.js ?

exotic wraith
#

if anything i think thats where it would happen

exotic wraith
#

he is noway

#

idk if you've contributed with zleub?

#

apparently both of you where doing the same thing

prime sonnet
#

no, i haven't
i haven't had time in a couple weeks, it was hell week for me

exotic wraith
#

understandable

prime sonnet
#

moving materials over generally shouldn't be too hard though

#

my goal was porting over tfg-properties

#

but beyond that porting the materials should only be a matter of setting the correct flags afaik
ofc i haven't actually done that

exotic wraith
#

the fact that you cant breakpoint debug this shit is painful

#

i would if i knew what to do

prime sonnet
#

what lack of unit tests does to a mf

wet forum
#

is the copper saw head generated ?

exotic wraith
#

i have a hunch however, i set the property of bismith bronze to saw, it had nothing beforehand

exotic wraith
#

only "easy to access" alloy that has a saw is bronze

#

and thats particularly painful because most likely the first saw you'll make is the copper one

wet forum
#

easy, everything will get fix anyway

#

this is the saw_head definition

    event.create("saw_head")
        .defaultTagPath("saw_heads/%s")
        .unformattedTagPath("saw_heads")
        .materialAmount(GTValues.M)
        .maxStackSize(16)
        .materialIconType(GTMaterialIconType.toolHeadSaw)
        .unificationEnabled(true)
        .generateItem(true)
        .generationCondition(
            TagPrefix.Conditions.hasToolProperty
            .and(mat => mat.hasFlag(GTMaterialFlags.GENERATE_PLATE))
            .and(mat => mat.getProperty(PropertyKey.TOOL).hasType(GTToolType.SAW))
        )
#

can you check if you have a copper plate generated ?

exotic wraith
#

checkin

#

its loading atm

wet forum
#

i noticed duplicated between tfc sheets and gt plates

#

in the pack, gt are prefered over tfc right ?

exotic wraith
#

yes

#

thats how it was made prior to 0.9

#

on 0.7 basically anything that TFC had which had a GT equivalent it was removed/hidden

#

so instead of using TFC's saws, they got replaced by the GT saws

#

speaking of copper plates

#

i do have them

#

wait wtf

#

ok copper i was just fucking blind

#

lmao

wet forum
#

oh

exotic wraith
#

i did add the black bronze one tho

wet forum
#

its tfc or gt saw ?

exotic wraith
#

wait

#

am i crazy

#

i swear i didnt see any of those saws

#

wtf

wet forum
#

well, i guess everything is working

exotic wraith
#

cuz now i also see bismuth bronze there

#

am i schizo??

wet forum
#

remember that emi is broken right ?

exotic wraith
#

huh

#

maybe it was that?

#

idk

#

i'm reverting the change i did in the materials.js

wet forum
#

idk dude

exotic wraith
#

see if something changes

#

i very well may be schizo atm

#

i'm in a bit of burnout as of late

wet forum
#

nah, its just a matter of pacing

brave cairn
#

yeah, slow down if you need to

#

I haven't done much except a little bit during lunch breaks at work, playing monhun in evenings instead, and rn I am drawing a goodra

#

cuz I was also feeling it a little bit

#

it's not a rush!

#

you did a ton of work recently with that compat mod

exotic wraith
#

nah i've been burned out because instead of taking a break after getting my degree i went immediatly into the industry and got a job lmao

#

modding is an escape so i'm not burnt out modding this

#

dw

#

also, no i wasn't schizo

#

for whatever reason adding the line i did in the materials tag fixed everything?

brave cairn
#

ah work burnout, I thought you meant java burnout lol

exotic wraith
exotic wraith
#

either way, adding the line i added gave me the tools so i guess i'll add that line back...?

brave cairn
#

at some point let's change the bronze colors back to match tfc's lol

wet forum
#

you can check the bottom of gtceu/materials.js where the flags are defined

#

idk why copper dont have some by default tho

exotic wraith
#

ok so basically

#

all i did to get the bronze variants & copper saws to appear

#

was add this

#

i have NO idea why it worked

wet forum
#
// gtceu/tag_prefixes.js
    event.create("saw_head")
        .defaultTagPath("saw_heads/%s")
        .unformattedTagPath("saw_heads")
        .materialAmount(GTValues.M)
        .maxStackSize(16)
        .materialIconType(GTMaterialIconType.toolHeadSaw)
        .unificationEnabled(true)
        .generateItem(true)
        .generationCondition(
            TagPrefix.Conditions.hasToolProperty
            .and(mat => mat.hasFlag(GTMaterialFlags.GENERATE_PLATE))
            .and(mat =>       mat.getProperty(PropertyKey.TOOL).hasType(GTToolType.SAW))
        )
exotic wraith
#

i mean, thats fair

#

but then again

#

it doesnt really explain why blackBronze got generated as well

#

despite not specifying the saw there

wet forum
#

yeah idk

exotic wraith
#

whats worse is the java source actually didnt specify it either

#

so

#

??????????

#

thanks gregtech

#

i added the code i added back and now bismuth bronze is completely missing

#

what kind of nondeterministic piece of shit is this

#

😭

#

man trying to get parity in this will be awful

#

anyways, i fixed the bronze saws alongside the blacksteel saw

wet forum
#

my plan is to print a list of items in the two packs and diff those

exotic wraith
#

huh

#

sounds actually good tbh

#

i'll cherrypick this change into 0.9 so that you dont have to worry regarding the bronze variants, blacksteel and copper

wet forum
#

yeah sure, ty !

exotic wraith
#

good news, adding the missing items/rewriting ids in the quests fixes the issues with them

#

so at least i wont have to rewrite everything

wet forum
#

oh thats nice at the very least

exotic wraith
#

aight, missing saw cherrypicking is completed

exotic wraith
#

same issue occurred with pickaxes, GT pickaxes for copper, bismuth bronze, black bronze and blacksteel just didnt exist

severe matrix
#

make a branch for all the gt tools, wrench, wire cutter or was that already one

exotic wraith
#

idk

#

i'm manually fixing the ones i need to fix for quests to be usable again

severe matrix
#

when will the rework of the quest comes in

exotic wraith
#

with 0.9

exotic wraith
#

i just spotted a discrepency between the JAVA and KJS tag prefixes file

#

rich raw did not specify an id pattern

#

so i think thats why the pattern for rich and raw ores got all fucked up

#

did

#

did they really just remove it?

#

ok so

#

apparently

#

this method does not exist in the kjs builder

#

and only the java builder

#

@brave cairn do you think it'd be useful to get reflection to get access to the idPattern method?

#

like, currently thats why all the rich and poor ores got their id's fumbled

brave cairn
#

if it's easier that way, sure

exotic wraith
#

it'd basically fix the entire quest issue regarding raw ores

#

which are used

#

a lot

exotic wraith
brave cairn
#

look in startup scripts/tfg/blocks.js

#

I do a bit of reflection in there

exotic wraith
#

ohh

#

huh

#

interesting

#

not having intellisense is a bit fucked so lemme see if i can recreate the probejs stuff and have it show the TagPrefixBuilder class

#

that might help me a bit

brave cairn
#

for context, the reason why I use vanilla classes is because the kubejs block builder doesn't have any way of specifying the "can survive" method that blocks normally have, which is used for stuff like "break this block when the block it's attached to also breaks"

#

and things like worldgen features (and vein surface indicators) check that method when deciding if they can place a block there

#

so if I just used a new block that didn't have that "can survive" implementation, you'd see a load of floating buds instead

exotic wraith
#

yeah thats bad

#

myself i was mostly like

#

"all i need is to access this specific field within the builder"

#

and call a specific method there

#

(idPattern)

#

thing is idk what makes kjs interop JS/Java classes tick

#

or maybe i can literally just do event.create()do the rest of the shit.base.idPattern();

exotic wraith
#

I guess the classes in JS really are just accessors to the java ones

#
    event.create("rich_raw")
        .defaultTagPath("rich_raw_materials/%s")
        .unformattedTagPath("rich_raw_materials")
        .materialIconType(richRawOreIcon)
        .unificationEnabled(true)
        .generateItem(true)
        .generationCondition(TagPrefix.Conditions.hasOreProperty)
        .base.idPattern("rich_raw_%s");```
#

syntax is cursed as fuck

#

but it works.

#

anyways

#

reported it

#

but yeah it basically fixed a BUNCH of the quest issues

#

specifically the ones that used ores

#

@wet forum did you find similar discrepencies when you where porting stuff to KJS?

#

maybe the tools are borked for a similar reason

wet forum
#

I didn't even got to the check of id's or whatever, just got it working

exotic wraith
#

ow

#

understandable

#

anyways, i pushed the fix for raw ores into 0.9 as well via cherrypicking

brave cairn
#

great! thank you

exotic wraith
#

aight, my quests are back and working properly

#

i think the same can be said for the primitive quests

#

no longer crash the game

#

good time as any to stop here

#

oh

#

something interesting i just saw

#

@brave cairn apparently GT indicators are a thing now, unless they where always a thing

#

there's even one for redstone

brave cairn
#

they were always a thing! but they got a big visual upgrade now yeah

exotic wraith
#

nice

#

yeah a lot of the new textures are quite nice

#

noticed it cuz there was a redstone vein over here, lol

#

anyways, tomorrow begins the process of continuing the work of quest rework

brave cairn
#

they look like this in tfg currently

exotic wraith
#

oh that looks like shit

brave cairn
#

RIGHT??

exotic wraith
#

Blud really said "GUANO MOUND INDICATOR"

brave cairn
#

it's part of what motivated me to make all the buds lol

exotic wraith
#

lol

#

guess we'll keep the buds then, theyre pretty even if you cant obtain them PepeHands

brave cairn
#

at some point I'd like to have a script automatically generate them, I can use it to make the items and such too

#

only reason you can't obtain them now is just cuz I was lazy lol

exotic wraith
#

why not make them drop those bad quality gems always

#

actually

#

you cant place those

#

so nvm

brave cairn
#

that's what I was thinking of doing yeah

#

mine with gem saw = you get the bud
mine with anything else = flawed/chipped gem

exotic wraith
#

oh

#

yeah that'd be nice actually

#

either way, i need to sleep, need to work tomorrow

#

gnight y'all

brave cairn
#

greg night

brave cairn
wet forum
#

yo, that would be huge if this is the solution to the ae2 issues

exotic wraith
#

I think that could be done with a mixin

wet forum
#

yep, totally

#

in the missing items list, i have been ignoring all of those

const missing_ignored = [
    // GTCYR
    e => e.includes("moon"),
    e => e.includes("mars"),
    e => e.includes("venus"),
    e => e.includes("mercury"),
    e => e.includes("gcyr"),
    // OLD CREATE COMPAT
    e => e.includes("kinetic"),
    e => e.includes("electric_gear_box")
]
#

we still missing the molds and i think theres a bunch of new mods that might require balance ?

brave cairn
#

greg rocketry can be removed entirely

wet forum
#

it is removed, thats why the items are considered missing

#

uh, im losing myself, there is no gtyr, idk why we had the ores generated for the planets, maybe a leftover of previous attempt

brave cairn
#

the measurements, coldsgrappler, and chalk items are news to me

#

and hm, quite a few more

wet forum
#

creates addons arent new ?

#

i can get the modlist from that list if thats easier

brave cairn
#

well I didn't know entirely everything that exception added into 0.8/0.9 lol

wet forum
#

ahahah

brave cairn
#

I see a couple things we'll have to hide though, and others that idk if they have recipes for yet

#

biggest one that sticks out to me is advanced_ae having "quantum armor" whatever the hell that is? looks like some sort of upgradable armor

#

we already have gregtech's armors and with space you'll have the spacesuits too, so those feel very unnecessary

wet forum
#

yeah, didnt expect ae2 addons to add armor

brave cairn
#

these seem kinda useful but the rest is ehhhh

#

like wtf is this. Giant goofy ahh cube

#

maybe useful too?

#

I guess we can keep it but just disable half this stuff lol

#

as for beneath, I've already been going through that, so you can leave it for now

#

oh greg has lamps now? maybe that's why simplylights was removed in 0.8 🤔

wet forum
#

yeah, i figured you already done configs for the beneath

#

those throughput monitor tho

#

thats will save me the hassle to do that with computercraft

brave cairn
#

yeah those are cool

#

"stock export bus" sounds like it combines a normal interface with one of the modes of the gt robot arm cover? I can already think of one use case for that

wet forum
#

yeah, i think its that

#

and should be fluid compatible too ?

brave cairn
#

probably?

#

either way thanks for the list!

#

I guess it's something we'll have to go through at some point, making sure the new stuff all has recipes or is hidden or whatever 🤔

wet forum
#

yeah, im back trying to get emi to work, still have to check that items flags are coherent between the versions as well

wet forum
#

I made some progress in undertanding our issue with EMI. The GT dev have hardcoded some recipe in the code like this

stack = GTMaterialItems.TOOL_ITEMS.get(GTMaterials.Iron, GTToolType.PICKAXE).asStack();
...
ARC_FURNACE_RECIPES.addToMainCategory(pickaxeRecipe);

I got all the recipes tabs back by generating all iron tools, i guess we will have to remove all recipes for those and hidding it in JEI while keeping those as items

exotic wraith
#

Weird idea

#

not related to emi, sorry but

Should we add bundle support to the modpack?

#

add a custom knapping recipe for the bundle bag and then have a custom crafting recipe for it

#

i do think the bundle would come very nicely on the modpack

#

unless it doesnt respect TFC's size rules

brave cairn
#

🤔 it overlaps quite a lot with vessels

brave cairn
exotic wraith
brave cairn
#

there's this

exotic wraith
#

YEAH

#

Traister my beloved

#

i'd add it, he and i are cool

#

lol

brave cairn
#

yeah I know it's traister's mod lol

#

it's cool but it does also overlap with the backpack a bit

#

buttttt we could push the backpack futher down the tech tree

exotic wraith
#

yeah

#

the backpack lets you override TFC's physics rules

#

which

#

is quite powerful

brave cairn
#

cuz you def want the hugeass backpack once you're further into gt

brave cairn
exotic wraith
#

yeah

#

maybe make the backpack itself require the assembler

#

that'll lock it to at least LV

#

Pre-LV you got sacks n such

brave cairn
#

mm, or a deployer or something

exotic wraith
#

that could work too

brave cairn
#

maybe even just black steel, idk

#

something steam age-ish

exotic wraith
#

point is i know a bundle would be a godsend for early game

#

specially since you can end up with a lot of junk

brave cairn
#

yeah, first time playing tfg I rushed a backpack as soon as I could lol

exotic wraith
#

tbh now the backpack is more accessible thanks to the paper from wood pipeline i added,

#

prior to that i had to make my backpack while i was getting kaolin

#

not fun

gloomy elm
#

I think that was okay because it incentives to have a cart and an animal early game even more without the backpack

exotic wraith
#

Carts are a bit fucky atm

#

like

#

right now an issue is that the cart mod does not support AFC or beneath

#

so currently you can make a baobab cart for example

#

youre just fucked

#

and i doubt you can just write in KJS for that

#

wouldnt be surprised if it'd be a separate java mod for it

brave cairn
#

I don't think it's a huge issue if you can't make certain cart colors lol

#

pretty much everywhere you go has at least 2-3 wood types nearby

#

I'm pretty sure carts can be both soft and hardwoods so

wet forum
#

I'm not sure I would have used bundle even it was there, if I look at jei and see a sophisticated backpack, I go for that any time

exotic wraith
#

i mean yeah, but sophisticated backpack could be a GT only thing, while sacks n such is for early game

#

that was my idea either way

brave cairn
#

I don't disagree that backpacks kinda overshadow everything else

#

the carts are nice

wet forum
#

didnt use those as well, i dont know that was their purpose until now

#

i have a donkey + chest

brave cairn
#

man I have no clue how the hardrock guys handle only starting with their hotbar without going insane lmao

wet forum
#

Nebby, you know how to datagen the boats ? i have some firmalife loot tables errors

#

whoa, theres really dedicated players

exotic wraith
#

What kind of errors are you having?

brave cairn
exotic wraith
#

👁️

#

Neat

wet forum
#

i have a bunch of those [10Mar2025 22:46:47.446] [Worker-ResourceReload-8/ERROR] [net.minecraftforge.common.ForgeHooks/]: Couldn't parse element loot_tables:firmaciv:blocks/wood/watercraft_frame_flat/kapok
i think thats old loot table in the data folder

brave cairn
#

I know it has create and IE and tinkers but a lot of its gameplay decisions look very... unfun to me lol