#๐EN - 1.20 Modpack Contribution Megathread
1 messages ยท Page 6 of 1
not bad
by the way
now that we're using probejs i'm adding param documentation for the sake of not going insane
lol
I can still access them through intellij if we need them but I think I copied over most of it yesterday, that's probably what he's upset about ๐
I needed to be able to run the game, man, a non-booting main branch is useless
yeah
i dont blame you for that
@brave cairn do you have any idea why i'm crashing?
i already called pakku fetch
did you add any new code? do you have something called "mat"?
...maybe?
lemme check
doesnt seem like it
idk if its an issue in the actual tag prefixes file or not
something to do with materials, so it makes me think of whatever you were doing just now
found it?
i think
gimmie
idk yet
i hate not having a debugger
@brave cairn line 15 is throwing an error
when you set ignored the fluix dust
i dont know why its crashing on my end
i knoww for a fact its line 15 because the 'a' in line 16 never printed
hm, the other .mat's are all in gtceu/tag_prefixes.js
is your first 'a' being printed?
it shouldn't matter? ๐ค
I've just been keeping the 'main' files in alphabetical order
fuck it we ball
would be funny if this logs nothing
ok so that isnt null
then...
wtf is this throwing from
unless
no Fluix cannot be null
otherwise it would've been thrown inside block.setIgnored
f it
i'm gonna revert my merge for now
and re-do it
I'm so confused...
actually
uhhhghhadskkg
i'll figure it out
first i'll make my current version of my branch work
then after that's done
i'll merge beneath in
๐
ok
something when i merged 0.9 pre beneath borked something
what that could be? i have no clue

yeah no i'm a bit stumped here
man i wish breakpoint debugging this was real
I'm hesitant to suggest just syncing everything in case that makes things worse
but,
wym by syncing?
@brave cairn now that i'm off work, did your rebase go ok?
like, getting latest including all the beneath stuff
good! that means there weren't many conflicts
ohh, updating all mods
since latest 0.9 boots fine for me
i dont think thats a good idea
unless
idk
i'm trying to test something out rn
wtf
ok so now
Fluix time! prints
then it crashes
so
????????????????????????
maybe fluix just
doesnt exist?
wtf
i am beyond confused
you have ae2/materials.js right?
yeah
and it is running from what i assume
since the method is being called in the respective event in the main_startup_script
way too late
like
this is absolutely fucked
like
???
my gut tells me that the error i'm getting is because tfg:fluix hasnt been registered at all
what happens if you put the code from tag_prefixes.js into materials.js?
i'll try that in a bit
doin something silly
no that just crashed because it cant get the materials before registration is complete
makes sense
i'll try this soon
i really doubt this will do something but whatever
there's a LOT of funkiness going on
i'm going to go nuclear and reclone
actually
well its too late at this point
@brave cairn your version of TFG_Core
it isnt the one zleub made, right?
no, it's from 0.9 and built myself
i would not be surprised if the issue was tfg_core
i'm recloning atm
can you give me your tfg_core jar
so i can add it
what the fuck is this
fork please
ok gonna manually clone using the command line
๐ญ
gonna restart my pc
that doesn't look good
i'm so confused
is my git just borked?
lemme try cloning something totally random
ok git is not borked
it just
doesnt like pyritie
lemme see if i can clone the base repo
instead of fo
nope
???
huh.
why don't you try doing it the reasonable way and make a fork to contribute to it anwyay
i already have my own fork
ah
that wont even clone
maybe? idk
any modpack modern link i try doesnt work atm
root doesnt work, pyritie's fork, my fork
doing a shallow clone works tho
i'm slowly fetching more and more of the history
something on --depth=600 is fucking this up
for... whatever reason
ok closest depth i got was 580
something in --depth=581 makes my git just
give up
i guess thats enough history
not complete history
but should be enough
ok
game started up
but thats on the main branch
time to pull 0.9
ugh
@worthy tusk do you happen to know how i can fetch a specific branch?
my git client isnt being nice to me
and my knowledge of git in command prompt is limited
yes
soooo do you mean... a specific commit number at a branch?
because "fetching" a branch is jsut git checkout -b branch_name
either origin/branch_name for yours or upstream/branch_name for the original repo
well. i guess it depends on your settings. but those are my default settings.
hhh
i also use github desktop for the simple stuff like branch switching.
fair, lemme just put it this way instead
i cloned pyritie's repo, couldnt do a full clone so i did a shallow one
right
git fetch upstream threw errors, origin did not
altho origin sent nothing really to the console
it won't
i see
now check your branch list
uhhhh that's only part of the cli so i can't be sure, but i think that's just telling you what branch you're currently on
well, running git branch -r gives me that output
which means? 
hhhh at this point i'm considering cloning it myself to see what happens
crying

what... operating system are you running
windows 10
ok...
oh that's easy it's origin/0.9 not just 0.9

i think the fact that i'm in a shallow clone is fucking everything up
and i cant unshallow because if i do i get that weird connection error
git checkout -b origin/0.9
no
ok i'm doing a shallow clone from the geinning again
ok i have a brand new copy of the repo
history is non-existent
which makes sense
idk how
but with chat gpt i got something woking mildly
lol
like
i now have all the remotes
my clone is still shallow tho
and trying to unshallow it throws the errors
so

my sis is playing an online game tho
i really hope she isnt eating all the bandwith lol
would be funny if that's the case
painful, but funny
ok i think i'm defintly getting cucked by my sister
this has never happened before, lol
but i'm maanging to get depths up to 750
by just, using my phone's usb tethering
hell i've reached depth of 900 now
ugh
i'll troubleshoot this tomorrow
its late and i'm tired
propsal: can we split some of these tags/recipes js files into multiple, splitting them by category?
then the mod's "main" recipes.js can just call methods in the other files
so things are a bit more organized
for example I'm adding a whole bunch of rock/cobble/brick etc recipes for beneath stones, so I can keep them separate
aight
2 things
sounds good
time to try this again
i think indeed i was getting fucked by my sis playing online last night
its slowly ticking up
not getting stuck in any particular object for too long atm

piece of fucking shit
would be funny if theres an insanely heavy file in the repo
Well, history gets heavy with a lot of commits
yeah
i have no idea why its failing at this point
drives me a bit mad
having to slowly unshallow my repo is mad
the repo in total has like 2k commits
i'm at depth 1075

if i end up in a scenario where a specific depth i cant fetch it i'm just goint to reinstall git
nvm
i'm full now

no longer shallow
did it, painfully, but did it
Now I'm curious what your internet packet loss is
i have no fucking idea
like
this is the first time i've ever had to do a shallow copy then slowly unshallow-ing it
ok
@brave cairn using your version of the TFG core now i can boot up my own branch
thankfully
nice...
hidden from recipe viewers
clearly visible
nice nice
that isnt visible?
unless
oh
i see what you mean
huh
so you hid it but didnt remove hte recipe
makes sense
ay, i'm back baybeee
p sure the issue i was having was that my TFG-Core wasnt up to date
@brave cairn you havent implemented the beneath travel, right?
standing on y=-63 and nothing is happening
i wanna check out how it looks
i can use tpx
man this place looks eerie
has a certain beauty to it
uhh I haven't tried it but I thought it was already implemented lol
I've just been tp-ing yeah
now that this is finally over
time to figure out the ignoring thing for the liquid dyies
actually first i need to probejs dump
finished with all the blackstone/deepslate brick stuff phew
for sure ๐ sorry, been busy lately
- bastion bridge, stable, and other chests are now all the same, and the treasure one's loot is now also in the others (but still very rare)
the treasure one is harder to get to than the others (it's surrounded by a ton of brutes)
RIGHT SO
oops
accidental caps
@brave cairn how should i go replacing gt's liquid dyes with tfc's dyes
find out how to modify existing materials then do .setIgnored on them with tfc's fluid - that's how I'd start at least
i think i need to do a for loop on the minecraft dye names
and somehow compute the GT's dye material from it
ye
if you wanna get stuff out of java you have to use Java.loadClass
oo
yeah
thats what i did
no crash atm
lets see if i dont see the black dye liquid anymore
๐๏ธ
ps, i still see them
ok
using set ignored with fluids doesnt even seem to be a thing you can do
- added shimmer and inventory tweaks refoxed back
- removed tips (it just shows irrelevant vanilla tips) and enchantment descriptions (we don't use enchants)
oh fr?
yeah
its confusing to say the least
i think i am close rn but i will not be surprised if the game flat out crashes on me
cuz i'm 99.9% sure what i've written is invalid

- removed shimmer because it crashes embeddium lol
changed bismuth/black bronze color to tfc's because it was bugging the hell out of me
i'm really close
like, it should work
const replaceFluidProperty = (gtMaterial, fluid) =>
{
var property = gtMaterial.getProperty(PropertyKey.FLUID);
property.getStorage().store($FluidStorageKeys.LIQUID, () => fluid, null);
}
replaceFluidProperty(GTMaterials.DyeBlack, $TFCFluids.COLORED_FLUIDS.get($DyeColor.BLACK))```
but it just doesnt
I'm seeing if I can just remove the material for pig iron etc, so it stops trying to generate nugget recipes and so on
@worthy tusk btw, when you were making your new solder, did you see this flag in the gregtech docs? SOLDER_MATERIAL_GOOD/BAD
I searched the gt repo for where it was used and it seemed to be a dead flag to me, I didn't see the doc though
Oh I did see that nvm I thought you meant something that explained it. That's just a list of flags
yeah, but if you made your new solder as a greg material then gave it that flag, I wonder if that would've made it generate recipes that used it
ok this isn't worth it because I forgot tfc's defaults want to use 100mb for ingots instead of 144, which will screw everything else up lol
They appared to hard code soldering alloy actually. Which is annoying.
Nope I tried that
I guess I could potentially contribute to gt to change it but I'm not in that community and don't know if they would accept such a pr
lol I submitted a gt pr yesterday because they forgot to put the right sound effects on deepslate/tuff ores
What I really want is a kubejs solution to something like fluid flags.
Then again I could probably just use some clever for loops. But I don't have the time to do that kind of thing rn. If I get into It though I might see if I can get the gt pump recipes to use some kind of tag for rubber rings
doing this liquid replacement shit is going to drive me mad
patience is waining
tempted to just replace all recipe inputs and outputs from the gt liquid dye to the tfc liquid dye

these are kinda fun
valid
might try this out
if it doesnt work
well
i'll just do what i oriignally planned to do
That was another reason why IE was considered early on, since there is an addon for AE2 cables too
which was replace the bulk of TFC liquid dye recipes with GT's liquid dyes
Aight
i got the dye stuff working actually
now the issue is that any form of liquid dye production in GT sucks compared to TFC liquid dye
@brave cairn how would you balance dye making? like... fr just using TerraFirmaCraft saves a bunch of resources, lol
cuz now you'll have to balance all of one or the other
what about it needing to be salt water in the vat
- what you said
damn this material registration got hands
I made it stop generating weird nuggets, but also, all the custom molds don't work
problem is I don't know if this is the fault of moving it to kube, or if just a new gt version broke it
hm I'm a bit stumped
I'm in gtceu/tag_prefixes, trying to tell greg about tfc's ingots
TagPrefix.ingot.setIgnored(GTCEuAPI.materialManager.getMaterial('tfg:pig_iron'),
() => $TFC_ITEMS.METAL_ITEMS.get($TFC_METAL.Default.PIG_IRON).get($TFC_METAL.ItemType.INGOT).get())```
if this isn't a lambda, I get a crash but the crash message has the right resource path, so there is an item there
but with the lambda, it's like nothing registers at all
but like.. greg then thinks the material doesn't have an ingot item there, so then other later parts of the scripts don't run (which generate the casting recipes etc)
nicenice
just noticed that the chemical red dye takes 72mb of dye liquid to create
and to make 288mb of liquid dye
you can use a singular chemical red dye
sounds like exploit to me, lol
i'm fixin it, or well, trying to
managed to fix it
hell eyah
now time for chalk
no it's on purpose
you're turning salt into some dye
well and sulfuric acid
oh

i guess thats a good point
but then again
wouldnt the dye end up dilluting over time?
it still doesnt really make sense
I think making a dye loop is intentional? insert more acid and salt, receive more dye?
maybe?
idk
i'll just revert it
Also, idk how complex i should make chalk form the Chalk mod be
was thinking on making each rock type be pulverized via mortar to get their respective dust.
From Chalk/Limestone dust you mix that with Clay to create a Chalk Stick
You put the Chalk Stick into a barrel filled with the dye you want, gives you moist chalk stick
You dry it using an oven to get the chalk item
originally the mod just makes you put a chalk block with a dye to get the stick
but thats... too easy, not to mention calcite i'm sure its not accessible
ooh programmatically recoloring is something I'm very interested in for the indicator buds lol
I don't think it really needs to be that complicated? the chalk is just for drawing stuff on the ground, I think loose chalk + dye might be fine
what about treating the greg dyes as more concentrated versions? put one in a distillery and it makes the other?
I was looking at the industrial process and it quite literally pulverizes chalk/gypsum/limestone rocks, mixes them with liquid dyes and then get molded and fired in an oven for stability
I just find it weird that you can just make equally intense colors by just recycling the chemical dye.
Like, one bit of MC dye makes 288mb of red dye, put that in the chemical thing and it takes 72mb to make 1 Greg red chemical dye
greg loves its looping recipes
ยฏ_(ใ)_/ยฏ
I guess it's supposed to just make it easy to get a lot of dye in case you want to make a huge building or dye all your ae2 cables or something
what about just putting chalk/limestone + dye in a barrel to get wet chalk, then a generic heating recipe to dry it? to skip the clay step
Ehh, maybe
That would skip the need to use clay for it
Even if I'm p sure the chalk stick has decent enough durability
Tag prefix my behated
I like the idea of it but it's hella annoying to use lol
hm.... looking at what tfg 0.8 did, it moved the recipe creation stuff into kjs, but kept the actual tag prefix registration in java ๐ค
the dye loop is definitely intentional
I don't really wanna fuck with gt's own internal balancing too much lol
going to make the player use a mixing bowl from firmalife to mix the chalk dust with the clay
later on i'll make greggy recipes to automate the process, prolly just clay + dust + liquid dye in a mixer to create the chalk stick from the getgo
chalky business
nvm mixing bowl has a limit for items
crud
i guess i can make it so you can only use full and small dusts
instead of tiny
tiny could be used with greggy tho
I'm working on something else rn then I think I'll put these tag prefixes back into java and hopefully that'll fix everything ๐ค
after that I wanna try out with code generating buds, it looks fun
i think honestly if the tag prefixes are indeed a big blocker then we just have to cut the losses
yeah we can't put everything in kjs
i just noticed that with what i did to dyes in GT load my fucking tags is complaining now
and i dont really know how to fix it

it complains that the bucket versions are missing from the p2p tunnel tags
but i see no tag addition in the vscode project
[Load My Fucking Tags] Couldn't load certain entries with the tag ae2:p2p_attunements/fluid_p2p_tunnel: gtceu:black_dye_bucket (from gtceu-1.20.1-1.6.4.jar), gtceu:red_dye_bucket (from gtceu-1.20.1-1.6.4.jar), gtceu:green_dye_bucket (from gtceu-1.20.1-1.6.4.jar), gtceu:brown_dye_bucket (from gtceu-1.20.1-1.6.4.jar), gtceu:blue_dye_bucket (from gtceu-1.20.1-1.6.4.jar), gtceu:purple_dye_bucket (from gtceu-1.20.1-1.6.4.jar), gtceu:cyan_dye_bucket (from gtceu-1.20.1-1.6.4.jar), gtceu:light_gray_dye_bucket (from gtceu-1.20.1-1.6.4.jar), gtceu:gray_dye_bucket (from gtceu-1.20.1-1.6.4.jar), gtceu:pink_dye_bucket (from gtceu-1.20.1-1.6.4.jar), gtceu:lime_dye_bucket (from gtceu-1.20.1-1.6.4.jar), gtceu:yellow_dye_bucket (from gtceu-1.20.1-1.6.4.jar), gtceu:light_blue_dye_bucket (from gtceu-1.20.1-1.6.4.jar), gtceu:magenta_dye_bucket (from gtceu-1.20.1-1.6.4.jar), gtceu:orange_dye_bucket (from gtceu-1.20.1-1.6.4.jar), gtceu:white_dye_bucket (from gtceu-1.20.1-1.6.4.jar)```

wait
nvm i found the file
also fixed ity
just had to remove them using kjs
Chalk has officially been TerraFirmaGreggyfied
Option 1: Greggy
- In a mixer, place a Clay Ball, 125mb of a fluid dye and 1 chalk-dust. Results into the colored chalk.
Option 2: Create - In a mixer, place a Clay Ball, 250mb of a fluid dye, and 1 chalk dust, results into wet colored chalk.
- If heated, produces the colored chalk
Option 3: TFC
- If heated, produces the colored chalk
- In a Firmalife Bowl, mix a Clay ball with 1 chalk dust, results in Unfired Chalk Stick
- Place the Unfired chalk stick in a barrel with at least 500mb of fluid dye, seal and wait a minute
- This results in Wet colored chalk
- Heat the chalk in a campfire to cure it into the colored chalk
pog
grappler is funny
it uses a pickaxe to create the grapple item
and i'm like

i wonder what could replace that bit
was thinking on just using any pickaxe head
or...
oh
a stone javelin
nah just javelins in general
i can make a new texture for the item
there's also fishing hooks? some bigass hooks being made from a whole ingot
javelin sounds good tho
grapplers are really useful up to the point that you can only have them land on the roof of something for it to work properly
otherwise you just, cant
which... is a bit lame i think
but whatever
but at least its somewhat easy to make
just 3 jute fiber, any javelin and a torch
there is, but i think its too expensive at that point
plus the "extra rope item" (what you use to create the tgrappler) has its own use when interacting with the ropes
so i cant just replace it
ah didn't know
i might use the jute fiber for comfort's hammocks tho
it's not that difficult to get tons of jute especially once you get bees going
noice
sorry i meant the jute rope for comfort's hammocks
brainfart
btw it uses a torch because the rope has light, which itself needs a mc lamp
which was... 
i genuenly feel like that would be a massive pain in the ass, not to mention, how do you explain the fact that the light is indefinite?
do i make it use blue steel lamps with lava? lol
i just noticed that my stupid fucking thing for univeral liquid dye just DOES NOT work
this drives me mad
what happened with it?
๐ค I guess so
i dont know, i guess the chemical bath recipes still expect the gtceu fluid but its just
not availablรฑe
so nothing happens
oh yeah that makes sense
even trying to us ekjs to replace inputs it doesnt work
so
unless
the chemical baths are our recipes?
nvm its an us issue
lol
i just noticed GT removed the universal lathe logs recipe

i feel like making parity is going to be imposible sometimes
??? why
no I mean I wonder why they did that lol
idk
also
the ones under chemical dyeing are likely new
anyways
conflicting recipes
yummy!!!!!!!
I like how they added these new tabs (yay better organization!) but I don't think there's a way to actually add to them? lol
i like this too
thanks gregtech
we certainly needed a convoluted way of making a bed
can you imagine using fucking carpets as cushion for a bed
that bed must be stiff asf
oh I stumbled on these icons if you'd want them for quests
looks like this is the new way of showing dimensions! I wonder how you add new ones to it
this icon is a lot nicer than just a generic ahh grass block
same I was just using a block of netherrack for the beneath's section in the field guide
could use the same for the tfg_tips section for the beneath
also, the idea of needing to go even deeper than -64 to reach the beneath is p neat
I looked through the 0.9 mod list and couldn't find the mod that did that bedrock transportation
I guess I'll look through the 0.8 modlist? I'm sure it used to be there though...
oh yeah at some point we can port your field guide ore c# thing over to this repo
so we can have a nether ore guide too

i forgot i made that
but yeah thats a good point
it still uses the old index system
125 mb is such a weird number for gt.
144 ?
what is this forum
alright so I don't know why moving the tag prefixes back to java makes everything work again, but I'm not complaining
still a few kinks to be worked out though, like all the custom extruder molds
@exotic wraith @coral vault you may be interested in this - gt comes with its own pills now
they come with their own dust and pill mold
right so any of the setIgnored stuff that uses tfc items only works in java

oh well I guess
got things mostly working. The tool head molds all work now, the other custom ones don't (like anvils, chains), but at least those items show the chemical formula on their tooltip which means greg knows they belong to that material
Well
It is what it is
You should leave a comment on that java class saying that it can't be moved into kjs for xyz reason
yep will do
I have one thing I want to try first
we were doing stuff in the tag prefix event this whole time so I want to check if this problem was staring me in the face the whole time lol
I did everything in the contributing guide but pakku doesn't work
Says "SHA512 MessageDigest not available"
hm I should probably update that guide lol
where's your pakku jar? mine's at the root of the instance, next to the other files like pakku.json
also it should be java -jar pakku.jar fetch instead of just pakku fetch I guess
Idk I installed it with scoop
what is scoop
It also generally looks kinda broken
lol
I think it's trying to add colors to the output but the win10 console doesn't support it
Oh, maybe
Tried this, doesn't work either
(after getting the jar and putting it in the pack folder)
hm, maybe it's running the wrong java version?
I'm also using prism in case it it matters
I think nebby uses prism
otherwise if you're just forking 0.7.19 (the main branch on the github) you can just use prism to get yourself a full instance of that without needing to touch pakku
Like, let prism pull from curseforge?
however you'd install a modpack normally
I see. Do I then copy paste any kubejs scripts I change into where my cloned repository is?
could do - when I started out I just deleted the kubejs folder that cf downloaded, and symlinked to the one in my repo, if that makes sense?
Makes sense, yeah
I've only used pakku in the 0.9 branch so maybe it's different there, idk
damn. A man of culture ๐ค๐ค๐ค
i did ask about that, and you told me to do it elsewhere 
It basically is the metal version by Wind Rose, the official Yogcast song, The Yogcast Moment origin one (where the joke came from), then the remix by Patient Zero (which is how i originally know Diggy Diggy hole
I really would've loved to have any Captain Sparklez song instead of Diggy Diggy hole but tryhardninja has them behind paywalls and youc ant use Youtube with etched, even if its youtube music ๐ญ
Just imagine: Someone plays TFG, and randomly this track kicks in, and the person can no longer build his factory because he doesn't see anything because of tears
Fallen Kingdom my beloved
i still cant watch that without tears lol
I forgor
hehe
i could've added others but i think the dwarf one is good enough
yeah i love diggy hole
Wind Rose are also cool guys
one of my playlists
true dwarven aestheics
checked it and yeah still doesn't work, oh well
found how to use the new greg recipe categories https://github.com/GregTechCEu/GregTech-Modern/blob/1.20.1/src/main/java/com/gregtechceu/gtceu/common/data/GTRecipeCategories.java
nice
ooh, is "plasma scrapping" finally a new tab?
yeah, check the github link for all the new tabs
just pushed:
- split up gtceu/recipes.js into several files, will do some of the others later
- added the new gt recipe categories to everything I think
- fixed chain duping
- cleaned up steam machines (they got renamed in this version)
- added extractor recycling recipes to tfc metal things
- created the missing mold recipes
next: - stone dusts centrifuging!
- actually crafting the custom molds
also: updated firmalife, tfc-canes, tfc-aged-alcohol, tfc, and tfc water flasks. I tried to update the tfc grooming station with pakku but that one doesn't seem to want to update for whatever reason
https://www.curseforge.com/minecraft/mc-mods/tfc-ruined-world/ I also added this
it just adds some decorative ruins, no loot or anything
I also found that firmalife added its own chromite indicators so now we're using those
ooh, all right
once I'm done with this batch of stuff I wanna see if we can replace some of gt's auto generated textures with tfc's
like the poor/normal/rich raw ores, or the tools
maybe also make cast iron actually dark and ugly like how it normally is in tfc lol
well that should actually be easy, just overwrite the gt material definition with a different hex color
yeah, and put some textures to overwrite the vanilla iron ones too
vanilla is weird with iron
half the iron things are bright white, like the door and ingot
and then you have dark stuff like the anvil, hopper, and cauldron
https://github.com/GregTechCEu/GregTech-Modern/pull/2967 let's go, my first contribution to gregtech itself got merged
Gregtech leaving me unemployed yet again ๐
haha, well it only has two - one for the stuff you get when not wearing PPE (like lead, asbestos), and one for curing radiation poisoning
- changed the color of cast iron so it's darker and less nice looking
- reorganized the minecraft, tfg, and tfc recipes.js files too
- fixed some default keybind overlaps (V being important for early TFC and opening a toolbelt window is very annoying)
- hid create's automatic shaped/shapeless crafting JEI tabs because they're just noise
- added stone dust centrifuge recipes back. Gabbro now gives rutile instead of raw titanium, and diorite has been nerfed :)
- added some missing recipes for the new stones
gonna have dinner then finish up the molds, then start looking at the auto generated item textures
I've also been trying to see if I can make a 'resource pack' (with kube) to use tfc textures for gt tools, but not having much luck so far - idk what their texture paths are since they're all generated dynamically
hmm... nerfed how?
ah.
requires MV and spits out tiny piles like all the other dusts
oh those are both tiny? one looks small to me but i guess it's a color thing
yeah that's just gt's icons
all the stone dusts are like this now - requires MV, tiny piles only. Except quartzite because it's in its own world of turning into glass and stuff lol
yeah fair enough. just need to remember to check all my things when i update ;D
there's new dusts too:
deepslate gives silicon dioxide, biotite, metal mixture, stone dust
blackstone gives dark ashes, calcium, magnesium, sodium, metal mixture
dripstone gives calcium carbonate, calcium hydroxide, silicon dioxide
sick
I looked up wikipedia on what their new stone names have irl
did you add any dusts for moon rock etc?
I did see that pyroxenite (blackstone) can contain stuff like zinc, so I thought about adding it ๐ค
they're in the space branch yeah
yes - moon dust gives helium-3, but the rock crusher recipe only works on the moon ๐
hm.
irl the moon is supposed to have a lot of helium-3 so I thought a little automation challenge for it would be good
huh, there isn't a multiblock for the rock crusher
it's super fast so it's not like it needs one
shrug that's the kind of thing i'd add a thing into for automation stuff. throwing something on another dimension requiring forceloading... ehh.
a thing you'd add a thing into
sure like... some special block or tiering requirement.
like coils for ebf or a specific block in a netherariam/enderariam being there. but it doesn't exist so.
oh
I mean part of what I want to do with space is make you do more than just "build more machine and slap AE2 onto it"
cuz that's boring
that's sort of the endgame for ae2 unfortunately
it's actually why i like the nuclear mod from gtnh, because you have to solve what you want to do like a puzzle
yeah
and since the ae2 quantum ring will be locked behind the end of space, you can't cheese everything with it
so you have to do small setups in different places instead of just having one do-everything megabase
which plays hell with any recipe that takes a long time, because the amount of force loads by default is rather small
and different planets have different advantages - I'll be adding bedrock drilling/pumping to them so making passive setups can be better than doing everything on the overworld
well yeah we'd have to increase the default then
which is the part i'm thinking about, the chunk loading aspect
and i can't say for this version of minecraft but other dimensions are notoriously laggy
They are in files called like "bright", "dark" etc. they are grayscale textured that get layered on top of each other. A bit annoying to make texture packs for but 100% do-able
yeah, I found the files on how they're being auto generated (I want to try having it auto generate those gem buds), but I'd like to use tfc's own textures for its tools
You could create custom gray scaled version of tfc tools textured and then just "replace" the originals
wouldn't that mean every tool would need to have its own tag prefix or something?
Don't think so. All you want is the textures changed right?
yeah? but for example, I'd like to use tfc's textures for the different tfc metal swords, but then have gt generate the ones for all the other metals
Right. so basically you would find the grayscale texture for the sword blade for example like "sword_blade.png" and then just use a resource pack to add a custom grayscale version of the tfc sword blade in as "sword_blade.png"
As long as they are named the same and in the same location the code will treat it the same
But it has to be gray scaled for the generator to use the colors you assign in code
I can mess around with it when I get home if you can't figure it out. Or just download a Gregtech resource pack that exists already and look at how they did it
Unfortunately you can't just drop in textures to replace them. It has to use the layered grayscale system. Found that out when I tried to fix the copper double ingots
why does it have to be so difficult lol
Greg
Would be nice
The funny thing is that the new Minecraft update would solve this issue
So many nice resource pack features added
how so? I'm already doing resource pack-y stuff in kube to override other item textures
it's just these greg generated ones that don't seem to work with that
or at least, they might work if I could actually figure out their texture path...
I've tried /textures/items/red_steel_sword.png, /textures/items/tools/red_steel_sword.png, and /textures/items/tool/red_steel_sword.png
Technically you can replace it currently by overriding the model itself but I think it is too engrained in Greg code it would take a lot of fixing. But the new Minecraft version allows you to "override" a model without changing any of it's parent references
The issue is that the red steel sword uses like three different textures. One for the handle, one for the blade, and one for the "darkness". It then uses its model file to add the layers together.
You can replace each layer individually to change the texture but as far as I know you can't change the color since that's in the code. (You would have to make a fork of gtceu or something)
Alright. I'll take over on this task then. Needed something to do anyways lol
what I'm having more success doing is using the existing tfc rich/normal/poor ores in place of the auto generated ones - since that's just doing setIgnored()
I'll probably just make a separate resource pack instead of kubejs tho. Since I think kubejs overrides resource packs and some people might prefer the other textures. (Not confirmed tho)
Yeah generating textures is nice but it's kind of annoying when the textures need to be replaced. Personally I'd rather every item just have a separate texture file
It is cool for things like leaves tho where you can have biome dependent colors
my thought was that the late tier metal tfc items have more stuff on them to make them look a little more unique
Yeah the texture would look better but it would be the same ugly gray-red color
And every sword would look like the late-tier metal
changing the color is easy at least
already did that on a few things -- made the red/blue steel more saturated, changed black/bismuth bronze to match tfc, and changed zinc to match create's
Oh really? Didn't know you could change it on preexisting items
yeah you just do
GTMaterials.RedSteel.setMaterialARGB(0xc8575d)
GTMaterials.RedSteel.setMaterialSecondaryARGB(0x560307)```
Then we can change the texturess no problem but it would mean that a copper sword would have the same texture as the red steel sword
Wish we could change textures based on the item and not the texture path
Wait. Can you use the GTMaterials tag to change layer textures too? Then you could probably add extra layer textures for the late tier materials
no clue
don't spend too much time on it
what kind of other stuff would you like to help out with btw?
I've always got stuff that needs doing lol
No clue. I was busy for like a month and havent caught up to what everyone as done. I'm always up to making textures or models
Or if you need mod integration, I can make new recipes for stuff
I think we're pretty good on the art department for now?
see if you can get your own 0.9 workspace up and running -- we're working in my forks since exception is so afk all the time
otherwise there's a few mods that were added that have no integration yet
Sure, I'll switch forks and see if there's something I want to tackle
cccbridge, advanced peripherals, advanced ae (this last one needs most of it disabled imo, all the quantum stuff looks OP)
Endgame does need some op stuff tho
we already have MEGA and extended AE for making AE2 OP, this one also has its own equipment
it also overlaps with gregtech's lategame armor as well, quarktech
the stuff to do with patterns, throughput monitor, stock export bus - those look nice
Yeah
you could also just test drive the quantum equipment for a bit and compare it to greg's, it does look more interesting
It looks more interesting, I'm wondering if some of the functionality can be added to gt armor through class reflection
tbh if they overlap too much we could also get rid of greg's and use this instead?
looks weird LOL
Yeah. We could just have two end game sets and let people pick what they want
As long as we create suitable recipes
greg one is also p ugly tbh
yeah for sure
Most end game armor sets are goofy
as for weapons, greg has this now
But no bosses to use it on lol
Tfc feels like a peaceful mode mod. But Minecraft feels weird without mobs and bosses
haha, get your 0.9 branch going and take a quick trip to the nether :p
and you can see what I've been cooking for the past while
Nether? In MY tfc? Has science gone too far?
it's been tfc-ified!
I saw your progress. Looked really cool, will give it a peek later
oh, if you're looking to do a bit of java, other equipment (like greg's or this new one) will need some insulation data attached so they work with ambiental
I'm looking to add the netherite diving gear (reskinned ofc) as well, which should also be very heatproof for ambiental so you don't cook in lava
oh hey if you want to do art, you could reskin that diving gear? I was thinking of making it blue steel themed since that's supposed to be the lava-resistant material in tfc "lore"
I was actually looking at the netherite diving gear before. You would have to re enable netherite boots (or legs? Cant remember, it's one of the pieces) since it requires a full set of gear to be lava proof
Could probably just rename it like "sealed blue steel boots" or something and change the texture
I could definitely do the textures for that tho
yeah that's what I was thinking! and yeah that's easy enough to do
"netherite" as a concept doesn't exist in tfg, so reusing that netherite stuff as a lava diving suit would be a good use of it!
there's some deer in this new nether that like to swim in the lava, and they drop a lavaproof hide. I was gonna use that as a crafting component
(sort of related but we can also change the copper diving gear to be available earlier, and use wateproof hide instead of rubber?)
Rubber isn't the issue, it's the polyethylene
oh jeez why does it need PE
No clue. Diving suit would help a lot in early game mining
alright I added recipes for both
they now need waterproof/lavaproof hides, boots also changed to lead ingots because they make you sink
hm, random thought but... since we made paper more accessible, there will be multiple rubber/latex tree types, and kaolin will also be in the nether... we might've accidentally removed all reasons to make that trip lol
hm, what if we keep it so you still require kapok for rubber, but then still have the more accessible latex from AFC, and use that latex to craft greg's new early PPE?
Make the nether so hard that anyone will prefer travel south west east than go there to get kaolin
We with friendlyQube had idea about that
Are the other tree tied to specific conditions ? Because if they are I feel it's fine if we don't need Kapop anymore
like u need oxygen tank from create to travel in nether, bcs of sulfur wapor in nether air
oh that's a cool idea
AdvancedAE has some insane things like the Quantum Crafter, Quantum Computer Multiblock and the armor yeah and I forgot the ME Stock Export Bus which is incredibly strong and OP
but it could be gated around Fusion Mk1 or even Mk2 who knows
AE2 is already kinda late in TFG and that's a cool thing but I'm not sure what's the philosophy of Eva on that
do we know where we find the rubber fig and the Hevea
#1331744604701069393 message
yeah it'd have to be very lategame to not make the other ae2 addons (mega + extended) useless
what does the stock export bus do that's so OP?
TFG isn't a modpack where you have millions of items flying around so most of these things sound very overkill even for ZPM/UV lol
in base GT you don't have a cover that does items and fluids you need two faces for robot arm and the precise pump. With the stock export bus you don't need a cover anymore and you need only one face
true I may have gone overboard I guess around LuV or later on depending on a further planet when implemented
yeah it says what it needs to work but not where we find them
I don't know much arbo tfc
I've been using the ME buffer to handle mixed inputs on multis
but I understand that it creates some zone depending of temperature and mix the trees there
for multis yeah but you would need still two faces to be precise
especially early game on mono block
luv is when you just get access to mega I think? and then extended is after that?
I'm not sure I would need to check it's been some time since I finished TFG
that's not a very big constraint tbh
early and mid game especially considering channels are on in TFG I think it does
removes the need for cover and you only need one channel and not two
tbh in my whole playthrough to late IV I only found one case where I specifically needed a robot arm lol
We could compare to Cosmis Frontiers as it shares some gameplay philosophy with TFG
really? Did you pattern a lot that could explain I guess
I guess when 0.9 will be ready for testing it will be easier to get the feeling on how it goes
I mean I used a lot of regular pumps and conveyor covers
just the whole needing to keep stocked thing I just needed for one platline step that wanted carbon dust
cuz without it the machine would just fill up
if you wanna look in there, sure
I will have a look and check when everything unlock around AE2
do you have a file somewhere that compile every unlocking?
no, just look through recipes and see what they need I guess
yup gonna do that
anything assline is LuV+
if you want I can make a small doc that summarize
I do just think that a lot of this mod is unnecessary lol, this isn't gtnh
I agree TFG is kinda base GT
mega/extended is already plenty big
But at the same time adding a mod simply to have a new armor and the throughput monitor
is it really worth it
yeah that's what I'm thinking too
and keep in mind we're also gonna have space suits soon
so I don't think we want too many armors
the best would be to be able to implement breath in space to Gregtech armor?
yeah I can add that to quarktech I think
there's an ad astra addon that adds enchants to use any armor as a space suit, so we could put those somewhere
I guess that would solve the issue in an easy way
QuarkTech is Luv though
NanoMuscle Oxygen and QuarkTech temperature? There is still a need for thermal protection in Ad Astra for further planets right?
there's 3 space suits, the basic one is cold proof only (HV), then there's a heat + cold proof one (so for IV where mercury + venus are), then there's a "jet suit" which is the same as the heat/coldproof one but has a jetpack built in
so we could always like, just get rid of the jet suit and make the quarktech one also be heat/cold proof
If it's doable I would see that as the most elegant solution
is elegant an english word hmm
that ad astra addon also adds air tanks that you can equip in curios slots
so we don't have to try and like, figure out a way to "fill" quarktech with oxygen lol
would it be possible to use a similar system to allow adding cold insulation to tfc armors?
for stuff like insulated black steel armor
no that's a different system, tfc ambiental
with ad astra's it's more like you're standing in powdered snow/fire
just constant damage every second
I am making the netherite diving suit craftable though! so that'll be a steam age way to have heat protection
i meant crafting/upgrading tfc armors to give some addidtional insulation for low/high earth temperatures
there was a similar system in nuclearcraft where you could combine armor with radiation plating i think
just wear clothes under the armor :p but yes I can add other things to ambiental, like adding insulation to the nanosuit
wearing clothes under the armor is basically what i'd be aiming for, just having the armor combined with clothes cuz we only get 1 slot ๐
ExtendedAE and MEGA are gated together at IV yeah
there's clothing slots in the curios menu
oh, never noticed that, do they apply insulation in those slots?
if so then that's everything i've wanted :p
yes!
though they also use up durability way faster for some reason? that's easy for me to tweak though, it was bothering me
fantastic! time to make some insulated clothing then
yeah, if anything they should give no armor and get used more slowly imo
I think they already give no armor as is? don't remember
but lol I was just going to multiply their durability a bunch
right now a set of clothes lasts me about one summer in my 16c average base
which is... really short
they don't give armor yeah
that's... short indeed
i've been wearing the same insulated leather boots for like 3 years
in the normal armor slot tho
that's so weird
Is it intented?
I don't remember having to make new clothes regulary either
no clue
Btw ExtendedAE got update and there is a new multiblock that will need implementation
The Assembler Matrix that is basically a Molecular Assembler with Pattern Provider integrated
There is the Assembler Matrix Frame and Assembler Matrix Wall/Glass
And you fill the structure with Assembler Matrix Core (Speed/Craft/Pattern)
The Extended Molecular Assembler is unlocked at IV so I guess the Assembler Matrix shouldn't be unlock before LuV and use the Assembly Line?
There is also the Oversize Interface that is new and is basically a Extended Interface with the same number of slots but each slot have 8 times more capacity I think
jeez
uhuh
do you wanna make the recipes for those?
I can try by copying what was done before
never use github though so I have no idea how to push them there
you can use the website, browse to a folder then there's a button to upload files
otherwise something like VS code comes with git support built in
I will have a look and let you know if I'm having issue
Maybe use the regular copper diving suit to upgrade it to the netherite diving suit
Unless can the netherite diving suit not breathe underwater?
it can, but hm
the diving suit also has similar armor to the blue steel one iirc
so it's not just for diving
It could be just a direct upgrade. Combing blue steel armor and the copper diving suit with some other materials
Could probably tweak the armor stats to match blue steel armor
Would probably need a reason to get red steel armor then
idk, you already use red steel for machines
each LV casing needs 2 red steel plates until you get plastic, so it was more that blue steel didn't have a use besides lamps and tools
I thought it used 4 red steel plates and 4 blue steel plates?
hasn't for a long time!
the old one made people rush the assembler which was a very expensive thing to craft first
since that made it cost only 8 steel, which was an oversight because that was the default recipe
now, the hull is 8 steel but the casing is 2 red + 1 steel, instead of 2 wrought + 1 steel
so you still have to at least make one of the final tfc alloys in your crucible
I guess I'm an old man
(then you can spend it on a mixer to immediately make colored steel cheaper lol)
I think that's good then. Red steel for machines, blue steel for equipment
alright how's this
are the things next to the helmet blue steel plates?
if yes then it's good, maybe slightly more blue steel cost for upgrading from the copper suit
interesting, although I feel they're slightly too similar to ingots now
idk, I like em
felt weird with the plates all having rivets in them before, especially the materials that weren't metal
anyway,
so will there be no more of the advance material used in the suit ?
it's supposed to be steam age accessible
ah, i thought the stuff under blue plates in boots crafting was how ingots looked
these ones look fine
ah nah that's lead ingots ๐
there's a couple variations on ingot textures now to make them more distinct looking
as well as things being a lot more colorful in general lol, like gallium is now a much more saturated blue
indium is bright purple
ooh, neat
which is nice, there were too many white ingots before
maybe rubber intead of water proof hide in the upgrade
you get rubber in steam age, and it a much better and good enough material that seal off better than just some water proof hide
that's lava proof hide, from the beneath deer
ah
waterproof hide is for the copper one
so...heat proof with upgrade = can dive in lava ?
oxygen in steam age ?
i mean diving suit is made possible with this recipe but oxygen how does that work
it is like a one time thing, i never got the suit to test
you place the tank on the ground and then connect it to a shaft
you spin the shaft and then it fills the tank
it has its own system instead of needing any air fluid or anything
oh.....mechanic magic i see
I'm porting over the ore loot table stuff from java to kube (or rather, finishing what was already here but didn't work)
having trouble making hammers work, but it did get me thinking
(and I accidentally found this out)
in base tfc, mining a marble rock with a hammer gives you flux
hammering cobble gives you gravel, and hammering gravel gives you sand
(mining something like slate just gives you stones)
so this got me thinking, right
what if we just... don't mine with hammers any more
we have to specifically teach people to unlearn what every other mod in minecraft has them do
so what if they just always got raw ores, but then the raw ores could be crushed with a hammer in your inventory, or had higher melting amounts or something instead
actually lemme repost this into general chat as well
but if that would be applied you not just have to use more durability for crushing it to crush ore and dust but also gem crushing or gem saw become really hard since you added the crystal bud
yeah but stone hammers are free :p
ignore the buds I'll figure something else out for that
Don't hammers have a chance of dropping stone dusts too?
so how would you get gem dust with no crushed gem for dust if you turn it all to gem dust
you need any of the gem dust not stone dust to get it crafted


