#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 4 of 1
patchouli time
let's fucking go
big fat W for nebby
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
im still working on it, give me a few minutes to migrate my branches to Pyritie's repos
ok, we good
pack is booting, world creation is ok, worldgen is okish, lots of recipes/tags are working
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
use directly the 0.9-zzz branch for kjs
from pyritie
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
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
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
real
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)
@brave cairn @wet forum
Ty !

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)
im pretty sure it will since i updated everything
oh
yeah its actually updated
altho adding firmacivplus just hard-crashed my instance
check out the version of the beneath ?
i should send the full log
it was 1.0.3
i updated it to 1.0.4
against which version did you made FC+ ?
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
thats nice of you
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
eheh, lets go
bro what kind of goofy ahh warning is this 
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
i feel you, thats the cross compat rabbit hole
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
nope, didnt installed probejs
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?
sorry I have friends over today, I'll look in a bit
aighty
its fine, dont worry, we not moving
https://github.com/Pyritie/Modpack-Modern/tree/nebby/0.9-zzz/FirmaCivPlus
My branch adding FirmaCivPlus to the modpack.
Also will ensure AFC and Beneath trees can be used for creating paper
An innovative modpack that contains GregTech and TerraFirmaCraft on 1.20.x. - GitHub - Pyritie/Modpack-Modern at nebby/0.9-zzz/FirmaCivPlus
C++++ = C# 
he doesn't know about c++/cli, chat
what is the zzz branch?
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
ah ok
++++ = #
i know Java, Python and Batch
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?
the create mixers? why would they be removed?
which issues?
my bad
i meant the greg tech create mixer
kjs just dies here
line 30 of server_scripts/gregtech/recipes.js
oh the kinetic mixers
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
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
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)
what even is this recipe_types.js
hi alive, I'm py
https://github.com/Pyritie/Modpack-Modern/blob/main/kubejs/startup_scripts/gtceu/recipe_types.js this one
I doubt it'll get them actually working again, I'm just hoping to at least make that kjs get past that point
rip
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
I guess we just comment out the kinetic mixer recipes for now
thats gonna be fun 
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
I hope there's not that many? cuz a mixer recipe normally also generated a kinetic one before
i'll make a PR
you're a contributor, you should be able to just merge it yourself? unless you're wanting a review
i may be a contributor but i do like a PR based system
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
oh phew
i'm gonna start adding FIXME for this kind of stuff
just ping me whenever you have a pr then, I don't get a notif for whatever reason
alternator borked too
they truly removed everything from gt
ist just 3 of them however
ya
either we make our own recipe creators using kjs's custom recipe system
or just cope
likely the former
at least most of it might be in that one changelist? so we could copy and paste it across?
which one?
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 ?
oh, this one again
probably the best place for it
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
do you know what this is about?
replace with TagPrefix.getPrefix("poor_raw")
got rid of create? read the cl, it explains it, but tldr it was something that basically should've always been a compat mod and not something core to gtceu
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
ohh
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).
🥹
TFGTagPrefix isnt TagPrefix
no
so, the only feature we really want is KJS support for the create compat
otherwise, its gonna be a pain
i mean, from the looks of things it wasnt that many
just the alternator recipes and the mixer
we can just make an utility method that recreates those using the custom recipe system
was that fertiliser recipe the only one?
yes
the only one using directly that kjs support
the rest used the utility one
and then there where the 3 alternator recipes
oh I see
oh, first time it fail on double ingot
hmmm
there is a typo somewhere that breaks in pure java
i guess i'll do divide and conquer
you can find all tag prefix in tag_prefixes files
where?
kubejs\startup_scripts\gtceu\tag_prefixes.js
kubejs\startup_scripts\tfc\tag_prefixes.js
at least
and the default ones in gt TagPrefix.java
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
ya that was ingot_double instead of double_ingot
nice
we're back
i AM going to get the server side of KJS working today

locking the fuck in
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
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)
lol
found you fuckers
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
i dont think there is
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
..at least they're consistent now?
not that I know of
well i'll get to it i guess
this dont look like consistent 
I mean the new names
ok that's definitely weird, i guess gtceu is implementing the one recipe that's available lol
very nice !
altho
the mixers have NO recipes
none

the macerator ALSO has no recipes
yeah this is odd
like
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
what do you mean by came thru ? during the update ?
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
Hum, weird
same for the bender
do any greg machines have recipes?
Can you try a recipe anyway ?
the more i test the more it seems like they dont
lemme try
gonna see if macerator will macerate anyways my hardwood strip
Maybe it's broken in jei/emi
question how do i power this with creative energy lol
Right click it, setup voltage and click active source at bottom
ahh there we go
this is the issue
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
OK, that narrow it down. There still EMI errors in the logs, maybe related
does jei/emi need to be updated?
maybe?
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
tags on en. Same recipe for 2 things
🤔 what about the kjs gtceu plugin?
?
nvm I guess it's built in
java stacktrace scary
an array is empty (because index 0 is out of bound on length 0) in getPattern
so uh

ok yeah i understand what that means
i think i saw something in TFG-Core regarding the charcoal piple igniter?
so its technically an us issue
idk

our is a copy past of the gt one, expect for the blocks composing the pattern
it could be broken tag in those refs
very cool, ty !
i dont really wanna copy over the core modern to look into fixing this 😭
im thinking about it, its def a tag that is missing, because its legit for those to be stored in an array
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
2 sec, i need to rebuild the jar
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
oh I found this about an hour ago, it might be useful to you https://github.com/GregTechCEu/GregTech-Modern/pull/2857
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
i actually found them talking about this
in the discord
ah cool
yes, updating is the main thing we're working on rn
gotcha,
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
it's something everyone goes through lol
well good to know it was GT, that makes more sense than it being tfc
@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
if he marks it as ready, sure, it says it's still a draft
idk where the charcoal igniter error is coming from, ill look into it twomorrow
hm
yeah, we can merge all that i think
thats merged
nice
oh pog
right zleub is a contributor as well
fuck it i'm merging mine
done
awesome!
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
cuz I just copied how atfc did it cuz I didn't know how to do it in kjs
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
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
I support grandfathering in kapok
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
sounds good!
so are we gonna have this tap or the firma tap
ah, it wasnt firma
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
well this one seems a lot better for using a barrel instead of wooden bucket
material ?
i'll keep it as accessible as before, so you'll just need a copper ingot
so same cost but better in compatibility nice
maybe recolor the texture too
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
do they have an eta for 1.7?
I don't think so
fair enough, if it was soon then I'd think about seeing if we could jump straight to that
Was planning to
whats the plan for updating to latest version of create?
post 0.9
i was actually thinking on working on that after i finish the AFC implementation 
🤔 let's see how the greg stuff goes first
gonna update to 1.6.4 on my end and see if its fixed
I still haven't finished with the beneath after all so there might be time haha
@low gate just so you are aware, we are in these forks, so we can work together more quickly:
https://github.com/Pyritie/Modpack-Modern/tree/0.9
https://github.com/Pyritie/Core-Modern/tree/0.9
@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
INPUT_KINETIC is part of the create integration, so it's expected that that's gone
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
maybe it's because it's the weekend?
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
pog
we can always add in a fake block for the old taps, that crafts into the new ones
need to rewrite some of the field guide to be compliant with the new data i added
there's no way we imply people can upgrade their 0.7 worlds to 0.9 right

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
We can do that? lol
that seems whack
but yeah i planned on doing the crafting recipe bit
haven't tried it yet but I don't see why not
i mean, i doubt it? considering that the tooltips.js is inside "client_scripts 1"
i see no beehive tooltip :B
odd, I don't remember the beehive but I remember seeing the tooltips on other items
Pretty sure there is a mod to bring back the compatibility but I'm not sure it has use in TFG
there is a mod that bring compat but its closed-source, dont have any git repo and dont have KJS integration
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
we can live without the kinetic stuff if it comes down to it
are we just going to use the other alternator block then?
yknow, the one from Create Crafts & Additions
not sure, I'll have to see how balanced it is
it was kinda weird last time I tried? but that was ages ago
a 256RPM motor produces 360fe/t
how much SU does it use?
testin that out
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?
MATHS
we don't have to use INPUT_KINETIC
we can just write the block IDs of the kinetic inputs themselves lol
though, the recipes still won't work because of that .outputSU() or whatever
is too low
lemme see if there's a way to configure it
at 32 RPM it consumes 2.048 SU and produces 45FE/t
p sure there is
ah there it is, /config/createaddition-common.toml
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?
likely (do we even have such blocks in the modpack?)
ok so, changing the efficiency doesnt increase nor reduce the stress units
yeah greg has em
that's still good, they'll just need multiple accumulators in that case right?
accumulators? dont you mean alternators?

since we have the reverted commits there shouldn't be much issue in making our own addon that has the compat + KJS integration + additional kinetic machines if we need them
👁️
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
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
good, we don't want people to get infinite SU lol
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
ah good
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
given how good steam engines are, 1 motor = 1 LV EU would be good to me (so 32 * 4 FE/t)
i definetly think that if we're killing off the create acapabilities we should enable the Additions' alternator and motor
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
yeah
and switching to those would save us a ton of time too
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
if you have the game open, can you post the recipe for the mv fe/eu converter?
i would but i dont even know the name of the block :,)
ah
ac
i found it
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
trying to press R to see the recipe
i get nothing
likely due to JEI still being borked
aight lemme boot my game rq
sorrgy
np np
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)
pog
tree tapping index time
remind me, Eastwards to increase humidity, Southwards to increase temperature
right?
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
Tapping Index
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
fuck
my patchouli entry for firmacivplus is borked
😭
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!
good catch
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)
Is it convenient?
it late for me but i planned to get the next round of error tomorrow, dont know how long that will last
i would be really nice if we had pin perms 😭
could throw a readme file up on the github I guess lol
considering that now most of the community effort is there, yeah
(plus pyritie made me a contributor so i can push directly)
despite being a contributor, i still prefer a PR based workflow, so here
Properly implements both Alekiships and ArborFirmaCraft into the modpack
General Changes:
Fixed tooltips.js being inside "client_scripts 1" instead of "client_scripts&am...
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
you can use sticky resin to make tape?
like a tape to move chests around kind of tape? pog
close enough
nevertheless, i'm unsure how many quests are just
dead
anything that used a smart filter is just
dead as well
which is odd
commented on your review
ok so
thats good
secondly
yknow how they changed the name of some shit
THAT
broke the quests
thanks gregtech
not all of them, jutst the ones that used the old ID
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 
unfortunatly, not at all
i was afraid that a bunch of stuff broke after i did all that
well poo
could you point me in a general direction to add back those saws somehow
tbh, im not even sure why its not here
i expect saw to be generated for all materials, idk why thats not the case
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?
which materials.js ?
the one inside startup_scripts/gtceu/
if anything i think thats where it would happen
yes, i am
he is 
idk if you've contributed with zleub?
apparently both of you where doing the same thing
no, i haven't
i haven't had time in a couple weeks, it was hell week for me
understandable
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
the fact that you cant breakpoint debug this shit is painful
i would if i knew what to do
what lack of unit tests does to a mf
is the copper saw head generated ?
i have a hunch however, i set the property of bismith bronze to saw, it had nothing beforehand
no, not at all
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
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 ?
i noticed duplicated between tfc sheets and gt plates
in the pack, gt are prefered over tfc right ?
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
oh
i did add the black bronze one tho
its tfc or gt saw ?
with this change
both images are the GT tools
wait
am i crazy
i swear i didnt see any of those saws
wtf
well, i guess everything is working
remember that emi is broken right ?
idk dude
see if something changes
i very well may be schizo atm
i'm in a bit of burnout as of late
nah, its just a matter of pacing
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
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?
ah work burnout, I thought you meant java burnout lol
i'm always burnt out on java (it sucks)
either way, adding the line i added gave me the tools so i guess i'll add that line back...?
at some point let's change the bronze colors back to match tfc's lol
you can check the bottom of gtceu/materials.js where the flags are defined
idk why copper dont have some by default tho
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
// 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))
)
i mean, thats fair
but then again
it doesnt really explain why blackBronze got generated as well
despite not specifying the saw there
yeah idk
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
my plan is to print a list of items in the two packs and diff those
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
yeah sure, ty !
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
oh thats nice at the very least
aight, missing saw cherrypicking is completed
same issue occurred with pickaxes, GT pickaxes for copper, bismuth bronze, black bronze and blacksteel just didnt exist
make a branch for all the gt tools, wrench, wire cutter or was that already one
when will the rework of the quest comes in
with 0.9
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
huh
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
if it's easier that way, sure
it'd basically fix the entire quest issue regarding raw ores
which are used
a lot
guh... do you know how i could do it? lol 
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
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
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();
bro this actually worked 
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
I didn't even got to the check of id's or whatever, just got it working
ow
understandable
anyways, i pushed the fix for raw ores into 0.9 as well via cherrypicking
great! thank you
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
they were always a thing! but they got a big visual upgrade now yeah
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
they look like this in tfg currently
oh that looks like shit
RIGHT??
Blud really said "GUANO MOUND INDICATOR"
it's part of what motivated me to make all the buds lol
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
why not make them drop those bad quality gems always

actually
you cant place those
so nvm
that's what I was thinking of doing yeah
mine with gem saw = you get the bud
mine with anything else = flawed/chipped gem
oh
yeah that'd be nice actually
either way, i need to sleep, need to work tomorrow
gnight y'all
greg night
yo, that would be huge if this is the solution to the ae2 issues
I think that could be done with a mixin
yep, totally
so, here where we stand on the item list after completing the work of yesterday
https://pastebin.com/JhFLFebV
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 ?
greg rocketry can be removed entirely
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
the measurements, coldsgrappler, and chalk items are news to me
and hm, quite a few more
well I didn't know entirely everything that exception added into 0.8/0.9 lol
ahahah
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
yeah, didnt expect ae2 addons to add armor
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 🤔
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
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
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 🤔
yeah, im back trying to get emi to work, still have to check that items flags are coherent between the versions as well
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
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
🤔 it overlaps quite a lot with vessels
it doesn't, but... (one sec)
oh, true
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
yeah
the backpack lets you override TFC's physics rules
which
is quite powerful
cuz you def want the hugeass backpack once you're further into gt
true, but that's also quite a nice QoL thing for once you get to that point
yeah
maybe make the backpack itself require the assembler
that'll lock it to at least LV
Pre-LV you got sacks n such
mm, or a deployer or something
that could work too
point is i know a bundle would be a godsend for early game
specially since you can end up with a lot of junk
yeah, first time playing tfg I rushed a backpack as soon as I could lol
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
I think that was okay because it incentives to have a cart and an animal early game even more without the backpack
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
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
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
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
didnt use those as well, i dont know that was their purpose until now
i have a donkey + chest
man I have no clue how the hardrock guys handle only starting with their hotbar without going insane lmao
Nebby, you know how to datagen the boats ? i have some firmalife loot tables errors
whoa, theres really dedicated players
What's hardrock)
It's made in Java datagen
What kind of errors are you having?
another big 1.20.1 tfc modpack, which goes harder on the survival part
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
I know it has create and IE and tinkers but a lot of its gameplay decisions look very... unfun to me lol




