#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 5 of 1
less health, deadly and body part are divide with health, inventroy lock, dirty water mod
can we have this mod https://www.curseforge.com/minecraft/mc-mods/tfc-better-blast-furnace
this is a little addon so blast furnace can look better
and question what are your though on the dirty water mod for tfc
Dirty water and food poisoning are two things I enjoy from hardrock vs tfg. More realistic. The temperature system has been interesting too
drink water stright out of river and pond is not that real
temperature is ok as we already have one
Temperature is mid af right now, only matters when it's winter from my experience. That or summer in the south
there is not a lot of temp controll option yet, until then we can really increase the intensity when we have more option for temp controll as we have burning greg machine
it matters when you keep forging without breaks
True but those are very few times, vs hardrock where it's something you need to think about and act on often
imo water stuff is fine as is in TFG
unless
well
what's the modpage for dirty water?
i want to take a look at it
tho it doesnt look well made
I saw this sort of thing is actually being added to tfc 1.21
lets add it to TFG then for now
since from what i know we aint switching to 1.21
yet
yeah not for a while, a ton of mods don't have 1.21 versions lol
yeah I don't really think it's necessary imo
same with the harder temperature stuff - tfg isn't meant to be an extreme survival pack
as for the blast furnace - sure, 9.0 would be a good time to add "breaking changes" like this
but the water system is not well made like the water mod for vanilla water mod, it lack a lot and seems too simple with the one i shared
is it me or this means that its more expensive than before?
3 wrought iron sheets for 1 insulation
or am i misunderstanding how it works

insulate it with a insulated block instead of placing the insualted on the block whics is the same
oh
3 per block and 12 per layer
actuallyt yeah its not more expensive
i just checked my math
yeah yeah
i'm gonna work on adding it
shouldnt be too difficult
a sligh recipe change and check if it work right ?
i guess that really all the work for it if it's made well
Nebby, are the current tag for rich and poor ores fine for the quests ?
i pushed the change yeah
their ID's are now the same as they where in 0.7
ie: poor_raw_x instead of x_poor_raw
ok, ty
we're probably going to add this mod as is
maybe modify it so you can melt the insulation back into 144*3 mb of cast iron
yeah, i like that he made the entry, doesnt hurt to try it
oh yes
aight
TFCBetterBF is in
completely optional, and you can melt down the insulation into 144*3mbs of cast iron
so
its gucci
do you mean crucible melt or arc furnace melt
I suspect people will only recycle it after their EBF, so
crucible melt
i would do arc furnace
IF I COULD SEE THE RECIPES
(no shade zleub)
pretty much everything that has arc furnace also has macerator jsyk
arc furnace would turn the bricks into ash, macerator would turn them into fire brick dust? if that exists

understandable
also, funny thing: fucking garlic bread quests
it works
even if its rotten
so
i'm keeping it
and i will FIGHT for 1024 garlic bread quest to be kept
because le funni™️
there's a 1024 garlic bread quest?
yes
its not required
AT ALL
its hidden too
i just thought it'd be funni
cuz yknow
garlic bread
yeah i added it
quests marked with a <3 are quests that are purely optional
they're there just because they can be useful to keep in mind
like the stone tools you can make
or because theyre "funni"
(currently garlic bread is the only one of that category)
@brave cairn question, beneath would ideally be added for 0.9 release, right?
if so, is the kaolin claze part of the beneath or not yet
yes and yes
but the kaolin klaze isn't on curseforge or modrinth yet, it's just a standalone jar
I'll ask them to publish it
that'd be ideal
currently i added tasks regarding obtaining the thing
one checkmark is telling you to travel across seas (and investing into firmaciv)
the other checkmark tells you about the claze
nah don't need a quest for it
the lush cave nether biome also just has blobs of kaolin on the ground, it's not just from the mobs
same deal with looking for blood lilies too
I'll update the normal fire clay entry to mention the nether being an option
ehh, fair enough
i'm gonna remove the quest for traveling to the beneath then
and just have a checkmark telling you about the option to either travel there or trek in the overworld
oh wait
yay
@wet forum i think you fixed the thing
also
i think some recipes regarding liquid steel got borked?
there's the TFG-Core-Modern liquid weak steel, which is used only for nuggets
and the nuggets can be molded into... nothing
while weak steel ingot casting requires tfc weak steel
which... cannot be obtained
anyways, metal age questline is basically complete
Pre Kaolin/Graphite
- Begin by getting copper anvil
- Create 7 bronze ingots, make bronze anvil
- Learn about anvil recycling by melting down the lower tier
- Unlock steam boiler (prior to that there's a checkmark telling the end user that the quests may contain false information as they're the quests from the gtceu questline)
- Create Bloomery
- Learn about the Bellows
- Reminder regarding ore indicators (you'll need to mine a shit-ton of minerals)
- Create 7 wrought iron ingots, get anvil)
- Learn about the forge hammer making ingot processing an AFK breeze
Kaolin/Graphite Trek
- Learn about Graphite and Kaolin
- Get optional quests regarding how to get both
- Create the components for the fire clay
- Create 5 fire clay (for knapping)
- Optional Completionist Quest: All the things you can knap from fire clay
- Craft Crucible
- Learn about easier alloying with it
- Craft Insulation & Firebricks
- Craft Blast Furnace
- Optional completionist quest: A fully stacked blast furnace (20 bricks, 20 insulation items)
Post Steel
- Create 7 steel ingots, get anvil
- Create 7 Black Steel Ingots, get Anvil
- RedBlu steel checkmark (differences, following quest will ask either to be completed)
- Create 7 Red/Blu steel ingots, get anvil
- Create Red and Blue Steel bucket
- Craft THE BUCKET (obligatory tf2 reference will go here)
THE BUCKET marks the end of the metal age
low pressure boiler is basically useless
since all the other low pressure machines are disabled
what about the bloomery somewhere between the bronze anvil and wrought iron? that's a pretty big milestone
forge hammer isn't possible until steel either
the other thing is that technically the black/red/blue steel anvils are optional because you only need normal steel to enter LV and make a bucket through the assembler :p
(you can get the red steel plates through the forge hammer/mech press)
@brave cairn
low pressure boiler is basically useless, since all the other low pressure machines are disabled
True, i dont want to modify the GT quests at all atm, since its not a field i know well enough
what about the bloomery somewhere between the bronze anvil and wrought iron? that's a pretty big milestone
Bloomery itself is inbetween the wrought iron ingot x7 quest and the bronze anvil
forge hammer isn't possible until steel either
Forgor, moving itpost steel
the other thing is that technically the black/red/blue steel anvils are optional because you only need normal steel to enter LV and make a bucket through the assembler :p
That's lame :p... i'll keep it since you still need the higher quality anvils to work those ingots to get good tools until you can craft electric tools
plus i REALLY want to keep the bucket thing
i still find it really funny how all the anvil tiering reaches the zenith by just welding 2 buckets together
haha atfc had exactly the same end goal too
Bloomery itself is inbetween the wrought iron ingot x7 quest and the bronze anvil
where the single wrought ingot is? or is it added but not in the screenshot
its all bundled up as a single quest
ah gotcha
maybe the colored anvils could be made a bit more compact, removing the double ingots since I'm sure they know the drill by then
have steam age at steel maybe, and have the quest unlock by low or high presure boiler
i'm just gonna add a checkmark between the steel anvil and the 7x black steel ingots saying what you said (that with GT you can skip all that)
no body start steam until steel really
yeah, high pressure boiler would also be a good end goal to add to this one
honestly the lv assembler is a bit of a cheese - I'm fine with keeping them in, it's the "proper" way
there then
and not every would go for colour steel, for bucket, some people....hecuba rush lv and mv so he could make steel and colour steel cheap
something like:
steel anvil
---> any high pressure boiler
---> black steel anvil -> colored steel anvil -> bucket
dont have insulate as a must, have it a side quest
tho it is a must if i have it
you need to insulate the furnace anyways
and the mod is definetly a lot more convenient
than having the original setup
some people would want the wrough iron sheet for a much faster start with steam age by stock pile on pig iron and tore it down for the wrough iron sheet to start
there is this quest inbetween the beginning of the steam age and bronze ingots telling the player that the GT quests have not been rewriten }for the pack and may contain false information
one of the things i'll write there is "Format Error: Low pressure machinery is not available, you'll need steel if you want to properly enter the steam age)
so.....a side quest
i mean, sure? but then again the only thing insulation needs is a single flux item
by then you should be rolling on the stuff by mining sedimentary rocks
i can always mark the insulation task as optional
format error?
idk i've seen that thrown out in modpacks sometimes
also like, we might as well fix the gregtech quests while we're at it
and see if gtceu has newer ones to copy
(since its uv section is unfinished)
maybe, i could tackle steel and mechanical age... but only that tho
i do not feel comfortable touching anything past LV
since i never finished that questline
fair fair, I can do that once I get some time
dont you have to redo everything
even the quest right now has a lot of unneed brach that just block of the quest fully
i feel like the create questlines and steam questlines are OK
they dont need much refactor
other than adding soul to them with proper titles, subtitles, descriptions, etc
create is not ok
it is not even a proper quest line, just quest for all the machine but not needed
its ok compared to the original primitive age questline
steam is fine, the beginning is wonky since it wants a low pressure machine
create one is pretty useless
some kind of quest or two that shows what you need to make cogs would be good
that question comes up occasionally
as a create fan i wont make the mechanical age be discarded
i'll make it good if need be
mech age and steam age are basically the same thing
we really need is in a order of power, electron tube and the deployer reall with the deport is the most important
deployer you forgot about this
that is how your first chip is made
we could just add both into a Steam Age and put it in the primitive group
instead of there being primitive, mech_steam then voltaic
yep that'd be perfect
are we gonna have finite lava or still infinite ?
but still hose pully could be like a branch for infinite power branch after the deployer
i dont like infinite lava using the pulley personally
do you centrifute it tho
lemme rewrite that
i dont like the fact that infinite lava needs a singule source block using the pulley
something like
- any hp steam boiler
- a branch for macerator and compressor to make cogs
- a branch with forge hammer and then mech press for cheaper plates
- tree tapping for latex, then resin, then circuit boards
- maybe an optional quest telling people about your blast furnace automation guide
- a branch for glassblowing to eventually make tubes
- then at the very end, deployer and the vacuum tube
i like this
- can start with making the tab
there, i've kept it as a custom task for now so i can remember the overall idea for the steam age
but right now
i'll focus on the tfc tab
just tips regarding tfc
oh! tfc section should also mention the coke oven
stuff that was in the primtiive age that's useful to know, but didnt fit inside either main story line
the three can be more of a side quest and it is not required for process
it's iron age but automates charcoal since you use a ton of it
it will 
start it with a chute or hopper and liquid pipe
*ohh
true
you DO need a shit ton of charcoal for anything post iron after all
not necessary, you can do it entirely with chests and barrels since coke oven hatches auto pull/push
not input tho
can't they?
if not, then sure, mention a chute too
no
it need something to do the input for the item to slide in the input
so chute or hopper is required
ehhh
i'd rather just make a quest that has all the necesary blocks for the coke oven
so chute/ hopper it is for full charcoal auto
have the coke oven then attach it after
good!
something like this then, x7 wrought iron ingots only requires 1 dependency to be completed
one issue I had with the original quests and having single ingots is that I never actually had 14 single ingots in my inventory at one time
I basically welded them as soon as they came out, so I constantly was skipping quests lol
kek
had to go back and force complete a bunch after
but yeah i just kept 7 double ingots
because you WILL have those prior to the anvil being crafted
the coke oven doesn't need to be a dependency on the doubles, just leave it as its own little branch
its an "optional" dependency
actually what do you need to craft it? doesn't it need wrought plates?
yes
so at least you need the bloomery made
ok so it's post wrought anvil then
lol we need to go to bed 😛
there
after that we can attach auto with the craft of a chute and hopper
as it need one for input
i wont add the automation
one point I forgot for steam age: extractor into rubber into rubber sheets
that'll be taken care of by the field guide. myself i never automated the thing, couldnt be arsed, lol
dded it
I just did the pump part myself but yeah it's not a requirement but boy is it a time saver
hidden side quest ?
or just normal side quest of it, as most people will auto it
blast furnace isn't automatable until the steam age anyway
so an optional checkmark quest there, pointing people to the field guide might be helpful
that, i'm ok with
anyway I'm gonna sloop ⛵, need to work on a bunch of my etsy stuff tomorrow before getting back to greg
whenever I get to 0.9 the first thing I'll try doing (after downloading and getting it all running) is integrating my beneath branch
lovely
cuz i am adding a sub-branch with beneath tips to it
lol
unless the beneath warrants its own questline
beneath tips? I've been adding stuff to the field guide already
nah, "tfc_tips" is basically everything that the original "primitive quest" had, but into its own section
to avoid the INSANE clutter it originally had
split between TFC related addon
ah right right
stuff like the beneath hellforge would be slotted here, for example
fair enough, pretty much everything in the nether is just "nice to have"
only exclusive things are nether quartz, naq, plutonium, and damascus steel
and you won't need the first 3 until hv at the earliest
8 diverging branches for the following topics (starting from the leftmost teeth and going clockwise):
- Arborfirmacraft (contains tapping shenanigans, sugar making, latex production, etc)
- FirmaCiv (Ships, canoes, sloops, etc)
- FirmaLife (Bees, Cellar, cheese making, etc)
- Beneath (anything beneath related)
- Sophisticated Backpacks (since theyre awesome)
- Papermaking...? (idk, i couldnt think of something better, open to suggestions)
- TFC Tips (charcoal pits, farming, etc, probably some other neat tidbits/optional quests)
- Misc Tips (anything that doesnt fit to the other tips
paper making not really, it is part of tfc with the added hardwood content
if you could recommend a better alternative i'm open to using that
cloth making would be my take on it we got silk, pinapple, jute and wool, i guess that ? there was also the banner and dye stuff there ?
.....not a popular topic i guess
i mean
that would just go in the tfc tips subsection
the one with the green apple
example of a completed quest-tree (firmaciv)
there's a lead between sloops canoes and rowboats to remind the player that they cannot carry those boats in their inventory
While this is good to know, I more was referring to if there were plans on locking any of its new content behind higher tiers?
not really, the new create stuff looks great for steam age
temperature management would be good
maybe something for mining supports? and a reminder about mining machines eventually
there's also the photo mod and the record-making mod which iirc are both primitive
light sources too maybe
in general it would be cool if this didn't just duplicate field guide information, but more just pushed people in that direction
Ohh, tbh I could replace the paper making shit with a GT branch
Temp management, mining support is covered by the Primitive Age questiline
Photo and record making I was thinking on adding it to the misc category
isn't that the misc category?
this category you posted last evening
Oh, no I added those two to the primitive age because they're essential if you wanna go anywhere
There's a reason why there are 3 sub-quests when you first begin the modpack
spawn in the overworld, notice a system (this can be either by just being alive (temp), finding any kind of food (nutrition), looking at water)
Get another quest regarding the system, very minimal but key point kind of information (going below 0 or above 30c causes damage for example)
Get a third quest with what you can do to manage it (introduction to flasks for hydration, cooking food for nutrition, clothing for temperature)
There's a quest that's after getting native ores but before getting your 14 copper ingots that goes over how to mineshaft
ahh I was missing that context
Yeah, again, the tfg_tips questline is mostly for non progression essential, but still very good to know stuff
with the new added gem ore bud, small pile gem dust become rare, are we gonna get a new recipt to crush the raw gem to dust or we just go with crush gem ore
? how is it rare
is there anymore of the gem dust pile ?
i saw people not finding gem dust pile, i though it was the case
Backpack branch, begin by getting the materials for your first backpack, create backpack.
splits into two sub-lines
- upgrade (one for cthe crafting (easiest), one explaining the upgrades and advanced upgrades)
- Optional completionist quest for obtaining all of them
- Backpack pipeline (finishing with the tungstensteel backpack
were we gonna change to the sacks mod?
i mean
ehh
idk
maybe?
could make a portable storage tip section with it
actually that would make more sense now that i think of it
I like early inventory expansion but with paper even easier, it does make the size restrictions less impactful
the more difficult paper kinda pushed it back in progression a little
yeah
tbh i think the backpack as is is enough
papermaking is accessible from day one if you focus on it
alright
there,added vessels and AE2 portable cells (with funny hidden quest for obtaining the best portable cells (256m)
as a funny for the last quest i want to write how much of a single item you could cram into it
same for fluid
i'll be here a while thats for sure
Put one in it and divide total bytes by used bytes
doesn’t that not work, unique item types take up a larger amount of bytes and then each further item consumes 1 byte? or was that changed
i did get sent this
apparently a 1kb storage cell accepts up to 8128 of a single item
so its just a matter of scaling that to 256mb
since i just want the desc for the hidden quest tell you how much of a single item you can cram into it
because funny
1.056.964.608
Thats how much of a single item/liquid you can cram into a 256M cell
thats insane
over a billion
lmao
Does anyone here know of an optimal preservation pipeline?
meat:
Salt -> Brine -> Vinegar -> Smoked -> Oven Baked
Fruit:
Brine -> Vinegar -> Dry (or just turn into jam)
i made this one for meat
right
the fridge
i was making a quest for the cellar
do we keep this recipe?

it was added from AFC
it uses its own rubber item (which is disabled and uncraftable)
So
toying with firmalife i just noticed that the exploit of jarring jams with no lids has been fixed
which, sucks
what's everyone's feeling regarding jams requiring a lid seal?
i was deadass thinking on hiding the stainless steel lid, making the tin lid require iron and then making unsealing jam be a shift rightlick with jam action and having a 25% chance to drop a dirty lid which is then cleaned
alternatively, we could add this
https://www.curseforge.com/minecraft/mc-mods/lithic-addon-mod
the most annoying part of making lids is tin's low melting point lol
makes it a huge pain to do on the anvil
maybe tin alloy instead? it's tin + iron
it's easier to deal with for sure
if you got the lids back after you use the jam that would also be good
could replace it with a thin rubber sheet maybe? though yeah, by the time you can craft that, you have fridge access
To me if you got the lids back I'd make it so you create 1 lid for 1 ingot instead of 16 for 1 ingot
Price is higher but at least you never have loss of materials
1 per double ingot 
Jk
I guess 2? What would be a decent number?
Or we just keep 16 and have a % chance to return the lid
idk, 4 or 8
keep 16 for gt recipe but reduce anvil
sounds nice
distant horizongs 2.3 just released
what if we add it to the modpack but its disabled by default
sounds like bloat
it's easy enough for people to add themselves
we can go with tin-plated steel
A drink can (or beverage can) is a metal container with a polymer interior designed to hold a fixed portion of liquid such as carbonated soft drinks, alcoholic drinks, fruit juices, teas, herbal teas, energy drinks, etc. Drink cans exteriors are made of aluminum (75% of worldwide production) or tin-plated steel (25% worldwide production) and the...
Tinning is the process of thinly coating sheets of wrought iron or steel with tin, and the resulting product is known as tinplate. The term is also widely used for the different process of coating a metal with solder before soldering.
It is most often used to prevent rust, but is also commonly applied to the ends of stranded wire used as electri...
"Tinning is the process of thinly coating sheets of wrought iron or steel with tin, and the resulting product is known as tinplate. The term is also widely used for the different process of coating a metal with solder before soldering."
we don't need to make a new alloy just for jar lids
or go with tin alloy saving more effort of creating a new item for it
fair enough, i'll prolly just make it tin alloy then
- remove the stainless steel lid, regular lid uses changed from tin to tin-alloy
- you cant unseal the jar using crafting, you right click it while shifting
- Once you do that, there's a 25% chance that the lid will pop off, lid is dirty
- Put in a barrel with water to clean it
Recipe change:
- Keep the 16 lid crafting recipe to the assembler
- Anvil recipe reduces the amount of lids to 4 instead of 16
Pyritie, i found your post in GT discord about the setIgnored, did you found a solution for that ?
uhhh I forget the context
what was I trying to set ignored on?
oh yeah the ad astra ores
no I didn't, I just moved onto something else
hum, alright
are you using the set ignored for something now?
im trying to use it rn but with no luck, whatever i try
i think so but i need to do more test to understand while it would fail anyway
sure, feel free to reach out if you have any trouble
what IDE do you guys use again?
i use intellij
yeah, intelliJ IDEA
i saw a setup video by kaupenjoe
which is what i used
i can send it if you'd like
oh after i do the lid and the questing stuff
dumb idea
do we add planes that are exclusively post electric age?
to get around easier
lol
someone already did a tfg integration for immersive aircraft
though they made it a standalone mod even though it's just a few kjs recipes lol
lemme find the thread
#1328677031164117022
I worked with him to make the recipes balanced
@merry briar yo can we finish your addon
I dont have the time rn
can give you access to the repo
if you want to make a kubejs branch or have easy access to the recipes or whatever
whatever's easiest!
cool cool
pretty much
alright I got tfg-core building, that was easier than I expected
where does it put the built jar? so I can copy it to my instance
dont
you should have in your gradle run options a runClient
execute that
and an instance of the game will boot up
with the mod and dependencies already setup
way faster than manually copying the jar
(if youre curious, by default the jar is put in "builds/libs"
this one?
i do copy the jar into a multimc instance, its simpler for me than to keep an updated kubejs folder inside the runs folder
oh for my beneath stuff I just symlink'd in my kube folder lol
yes
thennn
yeah you should just copy the jar then
what about all the updated mod versions, is there something that updates all those to what we're doing for 0.9?
pakku fetch inside your folder instance
where do I put pakku? I have it downloaded
place pakku.jar in the minecraft folder of the instance
then run
java -jar pakku.jar fetch
just the jar and not the bat it comes with?
just the gat
if you have java installed then you can run the command i sent before
aind since we're playing minecraft
pretty sure we have java installed
ye ye it's downloading
I don't see a builds/libs folder in my Core-Modern project
there's a build, but no libs in there
build/lib?
which gradle command did you use ?
runClient doesnt build the mod
runClient runs the game
it runs a client with the mod
oh lol
i use build/jar
right yeah I did the build too
no jar in here either
lemme run this gradle build task instead of the intellij build
aha there's the build/lib now
think I missed a step
everything is up to date ?
..ah, my tfg-core was on the main branch and not 0.9
[22:55:17] [Render thread/ERROR]: Mod 'gtceu' encountered an error in a deferred task:
java.lang.IllegalStateException: [register] registry tfg:material contains key fluix already
no I think that's just an error, there's a fatal runtime exception with no useful stack
now I got one for gabbro?
this doesn't look right, do I have a duplicate kube folder somewhere?
oh!
its the branch 0.9-merge which is still in PR
is that what nebby is also on lol
idk
well is that branch ready to be merged yet or were you still doing stuff
nope, not at all
i am still in fact trying to figure out what came be done in kjs vs in coremod
ah np
today is a three step forward, four step backward day kinda
built and ran with 0.9-merge, now I see
Mixin prepare failed preparing debug in tfg.mixins.json: org.spongepowered.asm.mixin.transformer.throwables.InvalidMixinException The specified mixin 'su.terrafirmagreg.core.mixins.debug' was not found
you need to remove that line from tfg.mixins.json
got another for doubledrop, removed it, then getting to su.terrafirmagreg.core.mixins.common.gtceu.GTKJSPlugin, should I keep removing these?
@wet forum @brave cairn I did fix those issues in my PR's pretty sure and the gabbro one
on the core-mod side, I have a commit on my modpack to also fix issues
these are the changes I made
on the modpack kjs side
if i have to guess, those setIgnored are the root of my last issue, i figured out that setIgnored doesnt actually link an external ingot to the unification table behind
this is because the material deffinitions need tfg: prefix
which PR is this?
its on exception repo i guess
https://github.com/TerraFirmaGreg-Team/Core-Modern/pull/17
https://github.com/TerraFirmaGreg-Team/Core-Modern/pull/15
KubeJS Defined ores, blocks, and Material Modifications that conflicted with the mod
Commented out Init and Post Init of Material Handler,
only commented out but can remove completely if needed.
Th...
ah
we're working on my fork since I can just add a bunch of you as contributors, lets us go fast
Contribute to Pyritie/Core-Modern development by creating an account on GitHub.
I guess we either ping exception to get those in, or you copy them over?
yeah I made those before you made that
yeah totally fair
yeah I can pull request them into your branch?
one kinda relies on the other, I just split them into 2, 1 without the other won't launch the mod, both are needed to make it work in total
sure thing, I can set you up as a contributor too
added you to both!
you can do your own branches and PRs and whatever in my forks, just leave space2 and beneath alone :p
yeah, I got my own fork so I can just PR from there, for now, then I can slowly move over to using your fork. should I PR into 0.9-merge or just 0.9?
in other news why the hell is VS hiding my kubejs/startup_scripts/gtceu/ folder but not the others...
0.9-merge is zleub's, so.. not sure?
uh, im not sure its suitable, i feel like i went to far on smth, or im missing some infos
i think i removed way more than aidie8, so maybe he is pushing his less destructive work ahead
ok I will just PR in 0.9, that way if your changes are better they can be overriden later if needed
sure
I wonder what's up with that fluix material
want me to approve your prs? or did you want us to look at them
if you are happy with the changes, go for it, I just tinkered around until I found a fix, so the fix might be a good one, or it could be terrible, you guys have a bit more knowledge of the whole scope, so you might be able to see side effects that I didn't think of.
were you able to get the mod to load in IDE? I had to update ldlib and change Rgistrate to Compileonly to make it work? do you need this change or did you already fix this to make the mod work
I didn't have to do anything with those
i updated everything on my branch to match the one in the modpack
i never really have any issues with ide runs
aidie, for the modpack PR, instead of PR into 0.9 which has been tainted by neeby and i, could you push your branch to pyritie's repo ?
my main is still in 0.7
you did remove a lot of the stuff that I did, I just disabled the calls, you commented everything
yep
yes, i was trying to get TagPrefix work from kubejs
we did basically the same thing, how could i have deleted your work ?
I was just saying that my PR and your 0.9-merge does the same thing, the different is mine doesn't comment everything, just disables the code from event running.
nvm didn't accept invitation
I mean it would be good to clean out dead code
or at least comment it out with a TODO above it so we don't forget about it later
gitkraken
free for public repo's, I have student deal rn, so its better that github desktop
from my last days experiment, aidie is closer of something usable, im stuck on setIgnored being unusable in kjs
so, maybe work from his two branches ? im pretty sure its still missing some stuff like the molds i noticed
I found the ids just needed to have the TFG: prefix
and that ended up working
greg night, you guys can approve PRs and whatnot if needed
im talking about this
TagPrefix.ingot.setIgnored(PigIron, () => $TFC_ITEMS.METAL_ITEMS.get($TFC_METAL.Default.PIG_IRON).get($TFC_METAL.ItemType.INGOT).get())
TagPrefix.ingot.setIgnored(HighCarbonSteel, () => $TFC_ITEMS.METAL_ITEMS.get($TFC_METAL.Default.HIGH_CARBON_STEEL).get($TFC_METAL.ItemType.INGOT).get())
TagPrefix.ingot.setIgnored(HighCarbonBlackSteel, () => $TFC_ITEMS.METAL_ITEMS.get($TFC_METAL.Default.HIGH_CARBON_BLACK_STEEL).get($TFC_METAL.ItemType.INGOT).get())
TagPrefix.ingot.setIgnored(HighCarbonRedSteel, () => $TFC_ITEMS.METAL_ITEMS.get($TFC_METAL.Default.HIGH_CARBON_RED_STEEL).get($TFC_METAL.ItemType.INGOT).get())
TagPrefix.ingot.setIgnored(HighCarbonBlueSteel, () => $TFC_ITEMS.METAL_ITEMS.get($TFC_METAL.Default.HIGH_CARBON_BLUE_STEEL).get(Me$TFC_METALtal.ItemType.INGOT).get())
TagPrefix.ingot.setIgnored(WeakSteel, () => $TFC_ITEMS.METAL_ITEMS.get($TFC_METAL.Default.WEAK_STEEL).get($TFC_METAL.ItemType.INGOT).get())
TagPrefix.ingot.setIgnored(WeakBlueSteel, () => $TFC_ITEMS.METAL_ITEMS.get($TFC_METAL.Default.WEAK_BLUE_STEEL).get($TFC_METAL.ItemType.INGOT).get())
TagPrefix.ingot.setIgnored(WeakRedSteel, () => $TFC_ITEMS.METAL_ITEMS.get($TFC_METAL.Default.WEAK_RED_STEEL).get($TFC_METAL.ItemType.INGOT).get())
TagPrefix.ingot.setIgnored(Unknown, () => $TFC_ITEMS.METAL_ITEMS.get($TFC_METAL.Default.UNKNOWN).get($TFC_METAL.ItemType.INGOT).get())
this is not working, it wont throw an error tho
ah, ok. does it boot even if that isn't working or is it the Null exception error that pyrite had?
https://discordapp.com/channels/400913133620822016/1331744604701069393/1349535219115626568
it boots but associate the pig_iron with minecraft:air and break all generated recipes like nuggets_to_ingots
greg night Pyritie, bit late tho
I am having a look at my branch, it still does all of this in java right now so I will see if it even works this way
Aight guys
Preservation pipeline quest is real
The very funny thing about this is the fact that while it seems like its too much
it actually works
it uses a custom filter from the SmartFilter that checks if a preservation trait exists within the food item
So for example, this filter technically just scans if the food item given has the salted trait
and thats it
The dependencies are mostly to point what you can do after that step is completed
since to start a quest (such as brining a veggie, meat or fruit) you need to complete any of the dependencies (get a veggie, meat or fruit)
final checkmark at the top is passive preservation where it goes about the Cellar and the Refrigerator
all thats left is a questline for the greenhouse
which
i've never used
there, small task for greenhouse
aight, finished translation keys
sleep time
actually, before i go
this is how TFG_TIPS is shaping up
4/8 completed
I still think the rubber one should be part of steam age since it's required for progression :p but the rest looks good!
-1 more to the arborfirmacraft so the only thing is like sap sugar which that could go toward the food quest
what are the bottom 3 for?
#1331744604701069393 message
- made all nether veins a little bigger and a little, mm, richer than their overworld versions
- reverted replacing hardened rock with ores because that's inconsistent, as funny as it would be
- crackrack is an exception to the above
- added hardened dripstone and loose dripstone
Well if someone thinks there's a better alternative than AFC then I'm open to suggestions

The bottom three are Misc tips, TFC tips and GT tips
why are you backing up from AFC?
I thought the implementation was finish
because tree tap sucks and we constantly get questions about why their latex bucket doesn't work etc
i'm not going to remove AFC
thats going to stay
i'm saying
"If someone thinks the AFC section of "tfg_tips" is unecesary, then give me a better section idea and i'll replace it"
cuz pyritie does say that technically teh AFC bit can be inside the steam age questline
yeah there's not much else to afc other than syrup for sugar
@exotic wraith which branches are you working in atm?
I found your implementation great especially by having two more trees producing latex
the only branch i have is "primitive-quest-rework"
where i have my rework there
ah so you're not in 0.9 yet?
are you using 0.9 of tfg-core too?
yes
did you have these same errors I did? with the mixins and fluix and missing material IDs
i think he cloned or use the jar of before the commit that introduced the mixins errors
oh
@blazing swan were your PRs ready to be merged?
not quite, It seems to be crashing in IDE, even though it makes it work a lot better in the modpack
still investigating
I can't seem to figure out where the oreTagPrefixes are registered in KJS
could this have something to do with the setignored issue?
actually nvm, that is all the metals these are the stones 🤦
hm ok, I'm just trying to figure out the minimum to actually boot the game lol
ok, regarding the OreTagprefixes, are those registered in KJS?
pretty much the fixes to remove duplicated registering, is making it not exist without KJS, so the mod alone with KJS crashes, because other parts of the mod thinks it should exist
also just realised that it is using terrfirmacraft mod ID?
where everything else is using TFGCore
yeah, it's pulling the texture to use for the ore block
ah
ok I did find it registering the ores in KJS which means I can disable it in the mod
cool
aidie, oreTagPrifix are in kubejs\startup_scripts\tfc\tag_prefixes.js
I'm a bit stuck on what I can do in the meantime then 🤔
whats going wrong Pyritie ? what error do you have ?
same as yesterday #1331744604701069393 message
would prefer to get stuff actually working instead of just constantly commenting things out
is 0.9.x the correct branch to be looking at for future contributions? I;m specifically looking at the way that GT armors don't seem to have any protective value, someone said it was just a matter of bumping the upstream GT mod version so I'm looking at testing it
we are currently on a fork that @brave cairn has made, main developer has been unavaliable, so non of out PR's can be accepted in the main repo
https://github.com/Pyritie/Modpack-Modern/pull/10 this one? it has merge conflicts
ok nvm, seems like that is already been done, with the new dictionary array, so my changes are old
you can ignore that pull request
oh ok
KJSTagPrefix, doesn't define propick, or any of the one's below
making it null, and causing the error
same error different reason, that why I thought my PR would fix the issue
KJSTagPrefix extends Tagprefix, but neither of those define propixk
im still working on it but moving all those get prefix in gtceu/tag_prefix.js after the prefix creation makes it
its the TFGTagPrefix that defines them
Thats what im working on. Can we move TagPrefix/Materials from java to KJS
my guess is that exception was trying to do so we are free to do only kjs to improve those
i also found that
yeah, that is what I just found, how would you rewrite
#1331744604701069393 message
that to use those defined ones
i dont get the issue, could you explain it ?
so curently it is trying to use const KJSTagPrefix = Java.loadClass('com.gregtechceu.gtceu.integration.kjs.built.KJSTagPrefix')
to access propick and such
but it isn't defined there, but it is defined in here #1331744604701069393 message
Which can only happen AFTER the TagPrefix event for registration has been fired
Material event is fired before TagPrefix event
so I am thinking that we change it to not look at KJSTagPrefix, but look at the GTCEUTagprefixs
because we are removing the TFGTagPrefix because it is already being done in KJS
TFGTagPrefix on the java side
ah so your saying move all of this into Tags not in materials
yes
this opens up the next issue, which is setIgnored not working
and tagPrefix going crazy about itemModels
@brave cairn I don't have these changes right now, I can get them and fix it, I am just not great at js, that is the solution to fix your startup crash
I can give that a shot!
Anyone know where/what the id for the OG dark concrete recipe might be? Ive matched up to convention w syntax but it doesnt remove the recipe from emi, so my best guess is still that the id is wrong. The new recipe overrides this anyway so mechanically it doesnt rlly matter, but id like for the recipe to not show in EMI
you have an option in EMI config to show recipe id
is there any way that we could get KJS running in the IDE, so I can test changes between the mod and KJS without having to compile the mod? I think I already asked this but got side track by different questions
i think you can copy kjs into the runs/client folder
hold on, why is there both a TagPrefix and a KJSTagPrefix?
If you mean F3+H its enabled, but here Im looking for the id of the recipe so I can remove it
ok I might do that, would make it easier to see what changes do what and I can figure out what is going on with the get ignote
don't forget TFGTagPrefix
are TagPrefix and KJSTagPrefix different?
KJSTagprefix extends TagPrefix
oh ok
KJSTagPrefix extends TagPrefix and is the builder used in the TagPrefix event in KJS
I'm looking at materials.js and I see both used
Found it in the configs, cheers!
Listed as: gtceu:fluid_solidifier/solidify_concrete_block
if you see TagPrefix.ingot, its actually the one defined by GT in static java
if you see KJSTagPrefix.getPrefix, its a prefix defined in KJS later, which will be pickup be the gt engine after the KJS registration event
ahhh ok, so basically KJSTagPrefix = the tag is defined in kjs
TagPrefix = the tag is defined in java
Those two actually share the same public static final Map<String, TagPrefix> PREFIXES = new HashMap<>();
hm, I wonder why we even do gregtech material registration for everything in TFGMetalMaterial
given that they're all just tfc intermediates and have zero relevance once you get into gregtech
...something to think about later I guess
we did it, chat
yes nice !
I think this idea of Exception was to use the TagPrefix pipeline to handle most of recipes
It provide an easy way to get a lot of recipes generated, either for tfc or random material like fluix and such
@proven ginkgo yo I'm trying to build your code and I can't find this import: import com.gregtechceu.gtceu.api.data.chemical.material.MaterialStack;
Sorry, it should be: com.gregtechceu.gtceu.api.data.chemical.material.stack.MaterialStack
works, ty!
poggers
pushed to 0.9 in both forks, if you have a clean workspace, you should be able to get in game now
@wet forum a lot of the tfg-core changes were copied over from the 0.9-merge branch
@blazing swan merged your pr too
I moved fluix over to kjs successfully, so the trick with the setIgnored is it has to be done in a separate file? or something
..hold on I'm not even running my fluix tag registration lol let me try that first
pretty much the setignored is being called before the tags are Initialised so it is trying to setignore on null. so that needs to be moved to after the tags are initialised, like post init or tag init
java.lang.IllegalArgumentException: gtceu:small_dust_assembling_fluix: output items is empty
ah, never mind
why didnt you merged the PR ? Mods dependencies in core arent updated
https://github.com/Pyritie/Core-Modern/pull/2 this one? because it's still marked as a WIP
because its still wip ? if you check recipes, nugget to ingot for pig_iron is broken
because setIgnored
sure, but at least now I can actually boot the game
good for you i guess
draft PR's
can't be merged
@coral vault hey, i was wondering, did your pill stuff you added to the modpack got into main or not?
if not i'd like to implement it now
was working on a tfg_tips section of the guidebook and under the tfc subsection i want to add the pills
ok got the fluix stuff working
what was the issue you were having with setIgnored? this doesn't seem too bad
Etched is fucking diabolical, what do you mean i can play CBAT in mc 😭
sorry for derailing
stickykeys moment
Kept it in (its funny)
it is funny!
that is halarious
ok this is p neat
You create a blank disc and a music label, you can put a custom name to the music label if you want (idk what that's about yet)
After that, you put it in a etching table, you provide a URL to Soundcloud, Bandcamp, or any .wav .mp3 or .ogg (or minecraft sound event) and you'll be able to etch it
then in your inventory, you can put the disc in a boombox or in an album cover to store it by right clicking it while holding the boombox or album cover
idk how but the album cover changes to match the soundcloud/bandcamp image
so...
IYKYK
tinkers construct reference
||this confuses me greatly, what does weezer have to do with tcon||
it has a weezer material for some reason
actually no my bad, it's added by ice and fire, and then tcon has an addon that makes it a material for use in tools?
In The Garage: +5 dmg when not in direct sunlight
Undone: 30% chance to remove an armor piece from target on crit
Surf Wax America: +5 dmg when mounted
oh this is fucking sick, i can listen to sick pumpkin beats to analyse to
this mod is great

also hm, I can't get setIgnored to work for the fluix block, but it is working fine for the dust and crystal
or rather, it does seem to correctly not generate a new fluix block. If I don't have that line then I get a new block
I guess there's just no recipe to make a block at the moment
huh, there's new raw ore blocks I guess
yeah basically
beneath's default nether is not that different from vanilla nether
just the crimson/warped mushrooms are now trees for whatever reason
anyway sorted out the other ae2 materials
idk why adding a setIgnored for the block removes the block recipes though 🤔
might be related to what's going on with nuggets?
I think I'll look at the tfc materials tomorrow - stuff like pig iron, high carbon steel etc. Those don't need to be greg materials
they're pretty useless except to just be hammered again, so
i love duplicated recipes...
yay
anyways
i changed how music discs are made
removed the tfc blank music disc
replacied all recipes that used said item with etched's blank music disc
and added recipes for missing discs
pigstep, fyi
oh, i had no idea the bastions where still a thing
did bastion contain piglin heads? i forgot
originally i wanted to use that, lol
actually, no, I'll start the beneath merge, so there's fewer conflicts with zleub's branch
no, but idk how you even get heads
there's no more netherrack though, so keep that in mind lol
oh god what the fuck is this
fuck
anyway gregnight
nether is mostly all deepslate/blackstone now
OH
deepslate is a thing now
nice
i'll make it use blackstone and for the music dissc 5 will be deepslate
perfect
thx <3
there's a little dripstone too, though only the block and not the pointed
hell yeah
I love the recipe for the broken disc
and a green bean! because they are space beans
that is their official species
fuck
fallen kingdom nor revenge are in bandcamp freely
nor soundcloud
damn
i wanted another easter egg
https://soundcloud.com/yogscastofficial/diggy-diggy-hole
ok this will do
begin etched by creating a blank disc.
UP: Secret by crafting the sussy disc from gregtech
RIGHT: Radio item
DOWN: Path towards etching discs, at the bottom, secret by crafting an etched disc that goes to diggy diggy hole
LEFT: Creation of vanilla discs, and at the end, a hidden completionist quest
fuck it, 8 posible diggy diggy hole sources
Exposure is p neat
what's the rest of the bottom left section? and what about an area for temperature management?
Bottom left encompasses hang glider, etched and exposure
Temp management is handled in the stone age quest
ah k
right, so what's the best way to merge my beneath stuff
make a 0.9-beneath branch, then pull request beneath, and PR it into 0.9-beneath and resolve merge conflicts there? I don't know git very well
if you're the owner of all of that, instead i'd do something like...
make a copy of your beneath branch, then attempt to rebase it on your 0.9 branch
i heard of perforce yesterday?
so rebasing... it takes all of your changes and bundles them together and changes all of the stuff your changes are built on, into the rebased branch
oh! that sounds exactly like what I want
i'm unfortunately goign to leave for work in looks at clock 2 minutes
apparently it's popular in the games industry because of stuff like, it handling binary files like art assets better, and it being centralized is useful when you want to sync different central servers between different studios in different locations, etc
huh. all right.
well anyway. there's a lot of documentation on rebasing. if you still need help in like... 3 hours you can ping me again and i' be happy to help you
no make that 5 hours
haha no problem, if I get stuck it's fine, I'm not in a rush
I'm just watching goose rn
Alright. So
Final time to ask this cuz i'm tired of working on this questline.
Do we keep the GT section of TFG_tips? if so, what should i add?
If we dont keep it, what do we replace it with?
I think it's fine if we just leave it for now! 0.9 isn't close to being done yet, and I'm sure we'll think of something else to add there later
likely
i might add another part of the misc tips, having info regarding "Comforts", "Colds Grappler and Ropes", "measurements", and "Chalk" would be ideal... Might put "Simply Light" into GT for now...
oh yeah those are a thing now
@brave cairn do you have any idea if the guy who added the pill items into the modpack got that merged?
adding a "Potion Effect" area under the TFC branch would be ideal (going over aged alcohol and the custom pills")
they were not merged, no
last I remember the PR for them was made like, a week or so after 0.7.19 went out? so they just missed the boat
ow
that'd be a nice place to put it!
they havent answered my ping so yeah i might just pull it myself into it
cool, that rebase into 0.9 wasn't that hard
now to read your post about how to add mods
hm.. searching for your post made me find this https://modrinth.com/mod/digger-helmet/
apparently it was specifically made for TFG but never added...?
knowing exception he probably forgor 💀
what do you do if a mod doesn't exist on modrinth?
so there are the two sources, curseforge and modrinth
right
thats the one with the kaolin claze no?
correct
if the mod doesnt exist in modrinth you can just, not specify it at all
i had to do that with one of the mods i added myself
ok it seemed happy enough
can't remember what else I added for beneath lol
I think it was just that and endermanoverhaul
ok, next q: how about updating a mod? I know we're very behind on kubejs-tfc
that'd be pakku update
i forgot exactly what's the params for that one
aight, chalk, measurements, climb rope, comforts and walking stick added
after pakku-update, run the fetch command
that'll ensure you have verything up to date
keep in mind that'll delete mods that arent inside pakku itself
so be aware of that
ah just fetch, got it
then, just a matter of commiting the pakku.json file in git
i wish we had a firmalife aged wine mod
i think i could add it myself in tfg
but nah
found the medicine pull
aight got those updated, lemme see how much my game explodes
i'll look into addin the pills after i modify some of the new mods into tfg style
using wool blocks for the comforts sleeping bag feels wrong
@coral vault i know i already asked but i'm adding your PR manually into pyritie and i's fork for 0.9
well that went a lot smoother than I expected

yay
also, quick question
do we want to use TFC liquid dyes in place of GT liquid dyes and viceversa?
i was thinking on submerging chalk dust into barrels of dye to create colored chalk then compressing that into the chalk item
by the way, NO, you cannot use tfc liquid dye to do GT liquid dye recipes and viceversa
so for example you cant tint a vase yellow using GT yellow dye liquid
only the TFC yellow dye liquid
yeah, that's a unification issue - they should be the same fluid imo, not dupes
technically speaking the easiest lift is to just turn recipes that create TFC liquid dye into GT liquid dye
it'll be part of this .setIgnored material stuff that I was doing a little of yesterday (and zleub is neck deep in)
do you know how greg materials work?
barely, i dipped my toes in it when making hardwood pulp a reality
the tl;dr is most "stuff" in gt is a material
and you can have it generate things for you - yeah, like icons
and recipes and all that
so you can say "this material should have an ingot"
but what .setIgnored does, is say "this material should have an ingot associated with it, but use this specific ingot item instead of generating a new one"
so like, for certus quartz, ae2 already has a gem and a dust
so we can tell gt to make a certus material, but to use ae2's gems and dust, and it'll generate the other stuff like plates and rods and small dust piles, as well as the recipes
you got it!
so in this case, we'd basically have to tell gt to use tfc's dye liquids instead of its existing ones
i see
and that way we can keep our existing tfc recipes, while all the gt ones change themselves to the tfc liquids!
thats a lot easier actually than doing what i was thinking on doing
how would i do that? lol
i'd imagine it'd be a startup script?
yeah its startup
ok
i'll take a look
thx <3
look at gtceu/tag_prefixes.js
ye
nah its actually materialModification what i want to look at
so
materials.js
no, actually
zleub mentioned this recently but it's this way because they have to be done in a specific order
I mean you can try it in there? but we do all our other material modification stuff inside tag prefix event
now idk if that's entirely correct - but this way works at least
I think I should be able to merge my beneath stuff into 0.9 now
so dye is a material but i'm kinda unsure how to tell it to use tfc liquid dye instead of gt liquid dye 😕... altho this is might what i need
liquids are blocks
so it might just work
try looking at ae2/tag_prefixes too, it's simpler lol
that doesnt exist on my end, p sure i'm not up to date

yeah six commits behind 0.9
https://github.com/GregTechCEu/GregTech-Modern/blob/1.20.1/src/main/java/com/gregtechceu/gtceu/common/data/GTMaterials.java looking at this, there's a CHEMICAL_DYES array that prob has what we want
then you have to dig through tfc to find where the dyes are
first i need to update my branch
yeah, update before I slam beneath into it lol

, moving itpost steel

