#๐Ÿš€EN - 1.20 Modpack Contribution Megathread

1 messages ยท Page 6 of 1

exotic wraith
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eh, just 3 conflicts

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not bad

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by the way

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now that we're using probejs i'm adding param documentation for the sake of not going insane

brave cairn
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gyatt damn

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..huh, zleub left the server

exotic wraith
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oh no

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oh well

brave cairn
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he cleared his branches too

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I'd like to maybe reach out but not immediately

exotic wraith
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whuh-huh

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oh

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i havent fetched

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durr

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nvm still borked

brave cairn
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I needed to be able to run the game, man, a non-booting main branch is useless

exotic wraith
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yeah

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i dont blame you for that

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@brave cairn do you have any idea why i'm crashing?

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i already called pakku fetch

brave cairn
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did you add any new code? do you have something called "mat"?

exotic wraith
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...maybe?

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lemme check

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doesnt seem like it

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idk if its an issue in the actual tag prefixes file or not

brave cairn
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something to do with materials, so it makes me think of whatever you were doing just now

exotic wraith
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i didnt commit that

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kinda just killed it

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nvm

brave cairn
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found it?

exotic wraith
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i think

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gimmie

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idk yet

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i hate not having a debugger

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@brave cairn line 15 is throwing an error

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when you set ignored the fluix dust

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i dont know why its crashing on my end

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i knoww for a fact its line 15 because the 'a' in line 16 never printed

brave cairn
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hm, the other .mat's are all in gtceu/tag_prefixes.js

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is your first 'a' being printed?

exotic wraith
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yes

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the AE2 is supposed to run after the tfc one

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right?

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cuz atm it runs first

brave cairn
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it shouldn't matter? ๐Ÿค”

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I've just been keeping the 'main' files in alphabetical order

exotic wraith
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fuck it we ball

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would be funny if this logs nothing

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ok so that isnt null

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then...

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wtf is this throwing from

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unless

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no Fluix cannot be null

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otherwise it would've been thrown inside block.setIgnored

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f it

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i'm gonna revert my merge for now

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and re-do it

brave cairn
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I'm so confused...

exotic wraith
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actually

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uhhhghhadskkg

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i'll figure it out

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first i'll make my current version of my branch work

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then after that's done

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i'll merge beneath in

brave cairn
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๐Ÿ˜”

exotic wraith
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ok

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something when i merged 0.9 pre beneath borked something

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what that could be? i have no clue

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yeah no i'm a bit stumped here

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man i wish breakpoint debugging this was real

brave cairn
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I'm hesitant to suggest just syncing everything in case that makes things worse

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but,

exotic wraith
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wym by syncing?

worthy tusk
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@brave cairn now that i'm off work, did your rebase go ok?

brave cairn
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yes!

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it was actually very easy

brave cairn
worthy tusk
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good! that means there weren't many conflicts

exotic wraith
brave cairn
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since latest 0.9 boots fine for me

exotic wraith
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i dont think thats a good idea

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unless

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idk

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i'm trying to test something out rn

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wtf

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ok so now

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Fluix time! prints

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then it crashes

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so

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????????????????????????

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maybe fluix just

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doesnt exist?

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wtf

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i am beyond confused

brave cairn
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you have ae2/materials.js right?

exotic wraith
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and it is running from what i assume

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since the method is being called in the respective event in the main_startup_script

brave cairn
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and you get that console output?

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'makin fluix a thing!'?

exotic wraith
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way too late

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like

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this is absolutely fucked

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like

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???

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my gut tells me that the error i'm getting is because tfg:fluix hasnt been registered at all

brave cairn
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what happens if you put the code from tag_prefixes.js into materials.js?

exotic wraith
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i'll try that in a bit

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doin something silly

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no that just crashed because it cant get the materials before registration is complete

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makes sense

exotic wraith
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i really doubt this will do something but whatever

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there's a LOT of funkiness going on

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i'm going to go nuclear and reclone

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actually

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well its too late at this point

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@brave cairn your version of TFG_Core

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it isnt the one zleub made, right?

brave cairn
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no, it's from 0.9 and built myself

exotic wraith
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i would not be surprised if the issue was tfg_core

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i'm recloning atm

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can you give me your tfg_core jar

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so i can add it

brave cairn
exotic wraith
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what the fuck is this

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fork please

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ok gonna manually clone using the command line

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๐Ÿ˜ญ

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gonna restart my pc

worthy tusk
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that doesn't look good

exotic wraith
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i'm so confused

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is my git just borked?

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lemme try cloning something totally random

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ok git is not borked

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it just

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doesnt like pyritie

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lemme see if i can clone the base repo

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instead of fo

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nope

brave cairn
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???

worthy tusk
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huh.

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why don't you try doing it the reasonable way and make a fork to contribute to it anwyay

worthy tusk
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ah

exotic wraith
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that wont even clone

worthy tusk
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that's... not good

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something up with the .git file?

exotic wraith
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maybe? idk

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any modpack modern link i try doesnt work atm

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root doesnt work, pyritie's fork, my fork

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doing a shallow clone works tho

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i'm slowly fetching more and more of the history

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something on --depth=600 is fucking this up

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for... whatever reason

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ok closest depth i got was 580

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something in --depth=581 makes my git just

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give up

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i guess thats enough history

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not complete history

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but should be enough

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ok

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game started up

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but thats on the main branch

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time to pull 0.9

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ugh

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@worthy tusk do you happen to know how i can fetch a specific branch?

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my git client isnt being nice to me

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and my knowledge of git in command prompt is limited

worthy tusk
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yes

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soooo do you mean... a specific commit number at a branch?

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because "fetching" a branch is jsut git checkout -b branch_name

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either origin/branch_name for yours or upstream/branch_name for the original repo

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well. i guess it depends on your settings. but those are my default settings.

exotic wraith
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hhh

worthy tusk
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i also use github desktop for the simple stuff like branch switching.

exotic wraith
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fair, lemme just put it this way instead

i cloned pyritie's repo, couldnt do a full clone so i did a shallow one

worthy tusk
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right

exotic wraith
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when i try to fetch the remote

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nothing happens

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i only have main

worthy tusk
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ok do git fetch upstream

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and git fetch origin

exotic wraith
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git fetch upstream threw errors, origin did not

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altho origin sent nothing really to the console

worthy tusk
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it won't

exotic wraith
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i see

worthy tusk
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now check your branch list

exotic wraith
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in the client? i still only see main

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lemme close it and reopen it

worthy tusk
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uhhh let me think

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no no, there's a command for that

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git branch -r

exotic wraith
worthy tusk
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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

exotic wraith
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well, running git branch -r gives me that output

worthy tusk
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ah

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so that would be the only branches you can see

exotic wraith
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which means? guhwuhhuh

worthy tusk
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hhhh at this point i'm considering cloning it myself to see what happens

exotic wraith
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crying

worthy tusk
exotic wraith
worthy tusk
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what... operating system are you running

exotic wraith
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windows 10

worthy tusk
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ok...

worthy tusk
exotic wraith
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i think the fact that i'm in a shallow clone is fucking everything up

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and i cant unshallow because if i do i get that weird connection error

worthy tusk
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git checkout -b origin/0.9

exotic wraith
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yeah no thats not working either

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should i go nuclear and reinstall git

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lol

worthy tusk
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no

exotic wraith
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ok i'm doing a shallow clone from the geinning again

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ok i have a brand new copy of the repo

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history is non-existent

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which makes sense

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idk how

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but with chat gpt i got something woking mildly

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lol

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like

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i now have all the remotes

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my clone is still shallow tho

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and trying to unshallow it throws the errors

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so

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my sis is playing an online game tho

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i really hope she isnt eating all the bandwith lol

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would be funny if that's the case

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painful, but funny

exotic wraith
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ok i think i'm defintly getting cucked by my sister

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this has never happened before, lol

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but i'm maanging to get depths up to 750

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by just, using my phone's usb tethering

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hell i've reached depth of 900 now

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ugh

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i'll troubleshoot this tomorrow

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its late and i'm tired

brave cairn
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propsal: can we split some of these tags/recipes js files into multiple, splitting them by category?

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then the mod's "main" recipes.js can just call methods in the other files

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so things are a bit more organized

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for example I'm adding a whole bunch of rock/cobble/brick etc recipes for beneath stones, so I can keep them separate

exotic wraith
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aight

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2 things

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sounds good

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time to try this again

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i think indeed i was getting fucked by my sis playing online last night

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its slowly ticking up

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not getting stuck in any particular object for too long atm

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piece of fucking shit

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would be funny if theres an insanely heavy file in the repo

worthy tusk
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Well, history gets heavy with a lot of commits

exotic wraith
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yeah

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i have no idea why its failing at this point

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drives me a bit mad

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having to slowly unshallow my repo is mad

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the repo in total has like 2k commits

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i'm at depth 1075

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

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i'm full now

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no longer shallow

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did it, painfully, but did it

worthy tusk
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Now I'm curious what your internet packet loss is

exotic wraith
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i have no fucking idea

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like

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this is the first time i've ever had to do a shallow copy then slowly unshallow-ing it

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ok

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@brave cairn using your version of the TFG core now i can boot up my own branch

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thankfully

brave cairn
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hidden from recipe viewers
clearly visible
thonk

exotic wraith
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unless

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oh

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i see what you mean

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huh

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so you hid it but didnt remove hte recipe

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makes sense

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ay, i'm back baybeee

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p sure the issue i was having was that my TFG-Core wasnt up to date

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@brave cairn you havent implemented the beneath travel, right?

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standing on y=-63 and nothing is happening

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i wanna check out how it looks

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i can use tpx

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man this place looks eerie

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has a certain beauty to it

brave cairn
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uhh I haven't tried it but I thought it was already implemented lol

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I've just been tp-ing yeah

exotic wraith
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now that this is finally over

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time to figure out the ignoring thing for the liquid dyies

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actually first i need to probejs dump

brave cairn
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finished with all the blackstone/deepslate brick stuff phew

coral vault
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for sure ๐Ÿ‘ sorry, been busy lately

brave cairn
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  • 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)
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the treasure one is harder to get to than the others (it's surrounded by a ton of brutes)

exotic wraith
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RIGHT SO

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oops

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accidental caps

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@brave cairn how should i go replacing gt's liquid dyes with tfc's dyes

brave cairn
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find out how to modify existing materials then do .setIgnored on them with tfc's fluid - that's how I'd start at least

exotic wraith
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i think i need to do a for loop on the minecraft dye names

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and somehow compute the GT's dye material from it

brave cairn
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ye

exotic wraith
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atm trying this

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doubt it'll work

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didnt work

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trying something else

brave cairn
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if you wanna get stuff out of java you have to use Java.loadClass

exotic wraith
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oo

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yeah

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thats what i did

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no crash atm

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lets see if i dont see the black dye liquid anymore

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๐Ÿ‘๏ธ

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ps, i still see them

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ok

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using set ignored with fluids doesnt even seem to be a thing you can do

brave cairn
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  • added shimmer and inventory tweaks refoxed back
  • removed tips (it just shows irrelevant vanilla tips) and enchantment descriptions (we don't use enchants)
exotic wraith
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yeah

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its confusing to say the least

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i think i am close rn but i will not be surprised if the game flat out crashes on me

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cuz i'm 99.9% sure what i've written is invalid

brave cairn
exotic wraith
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i'm now replicating what they do to make the water material in GT use mc water

brave cairn
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changed bismuth/black bronze color to tfc's because it was bugging the hell out of me

exotic wraith
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i'm really close

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like, it should work

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    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))```
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but it just doesnt

brave cairn
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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

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@worthy tusk btw, when you were making your new solder, did you see this flag in the gregtech docs? SOLDER_MATERIAL_GOOD/BAD

worthy tusk
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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

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Oh I did see that nvm I thought you meant something that explained it. That's just a list of flags

brave cairn
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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

brave cairn
worthy tusk
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They appared to hard code soldering alloy actually. Which is annoying.

worthy tusk
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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

brave cairn
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lol I submitted a gt pr yesterday because they forgot to put the right sound effects on deepslate/tuff ores

worthy tusk
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What I really want is a kubejs solution to something like fluid flags.

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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

exotic wraith
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doing this liquid replacement shit is going to drive me mad

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patience is waining

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tempted to just replace all recipe inputs and outputs from the gt liquid dye to the tfc liquid dye

brave cairn
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these are kinda fun

exotic wraith
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hoe hoe hoe

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giving up in 30 minutes

brave cairn
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valid

exotic wraith
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might try this out

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if it doesnt work

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well

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i'll just do what i oriignally planned to do

uneven reef
exotic wraith
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which was replace the bulk of TFC liquid dye recipes with GT's liquid dyes

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Aight

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i got the dye stuff working actually

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now the issue is that any form of liquid dye production in GT sucks compared to TFC liquid dye

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@brave cairn how would you balance dye making? like... fr just using TerraFirmaCraft saves a bunch of resources, lol

brave cairn
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uhhhhhh

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maybe we should've thought about this first lol

exotic wraith
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i mean

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it cant be too difficult to work with right

brave cairn
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cuz now you'll have to balance all of one or the other

exotic wraith
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Instead of a water bucket in the vat it can just be

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100mb of water per dye item

brave cairn
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what about it needing to be salt water in the vat

exotic wraith
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ohh

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that could work

brave cairn
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  • what you said
exotic wraith
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kewl

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gonna do that

brave cairn
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damn this material registration got hands

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I made it stop generating weird nuggets, but also, all the custom molds don't work

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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

brave cairn
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hm I'm a bit stumped

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I'm in gtceu/tag_prefixes, trying to tell greg about tfc's ingots

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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())```
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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

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but with the lambda, it's like nothing registers at all

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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)

exotic wraith
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aw yeah

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this worked surprisingly well

brave cairn
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nicenice

exotic wraith
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just noticed that the chemical red dye takes 72mb of dye liquid to create

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and to make 288mb of liquid dye

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you can use a singular chemical red dye

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sounds like exploit to me, lol

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i'm fixin it, or well, trying to

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managed to fix it

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hell eyah

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now time for chalk

worthy tusk
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you're turning salt into some dye

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well and sulfuric acid

exotic wraith
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oh

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i guess thats a good point

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but then again

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wouldnt the dye end up dilluting over time?

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it still doesnt really make sense

brave cairn
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I think making a dye loop is intentional? insert more acid and salt, receive more dye?

exotic wraith
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maybe?

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idk

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i'll just revert it

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Also, idk how complex i should make chalk form the Chalk mod be

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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

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originally the mod just makes you put a chalk block with a dye to get the stick

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but thats... too easy, not to mention calcite i'm sure its not accessible

exotic wraith
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i have figured out recoloring thankfully

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gonna use proper textures tomorrow, lol

brave cairn
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ooh programmatically recoloring is something I'm very interested in for the indicator buds lol

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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

brave cairn
exotic wraith
exotic wraith
brave cairn
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greg loves its looping recipes

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ยฏ_(ใƒ„)_/ยฏ

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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

brave cairn
exotic wraith
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Ehh, maybe

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That would skip the need to use clay for it

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Even if I'm p sure the chalk stick has decent enough durability

brave cairn
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I guess

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not too fussed either way

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also greg morning I'm in tag prefix hell lol

exotic wraith
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Tag prefix my behated

brave cairn
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I like the idea of it but it's hella annoying to use lol

brave cairn
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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 ๐Ÿค”

worthy tusk
exotic wraith
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That sounds a bit fucky

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But

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Whatever

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I'll revert it

brave cairn
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I don't really wanna fuck with gt's own internal balancing too much lol

exotic wraith
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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

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chalky business

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nvm mixing bowl has a limit for items

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crud

brave cairn
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dang

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icons look nice though!

exotic wraith
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i guess i can make it so you can only use full and small dusts

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instead of tiny

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tiny could be used with greggy tho

brave cairn
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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 ๐Ÿค”

exotic wraith
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or create

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whichever

brave cairn
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after that I wanna try out with code generating buds, it looks fun

exotic wraith
brave cairn
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yeah we can't put everything in kjs

exotic wraith
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i just noticed that with what i did to dyes in GT load my fucking tags is complaining now

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and i dont really know how to fix it

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it complains that the bucket versions are missing from the p2p tunnel tags

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but i see no tag addition in the vscode project

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[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

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nvm i found the file

exotic wraith
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also fixed ity

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just had to remove them using kjs

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Chalk has officially been TerraFirmaGreggyfied

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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
  • 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
brave cairn
#

pog

exotic wraith
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grappler is funny

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it uses a pickaxe to create the grapple item

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and i'm like

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i wonder what could replace that bit

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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

brave cairn
#

there's also fishing hooks? some bigass hooks being made from a whole ingot

#

javelin sounds good tho

exotic wraith
#

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

brave cairn
#

hmmm there's that jute rope item from firmaciv

#

a torch?

exotic wraith
#

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

brave cairn
#

ah didn't know

exotic wraith
#

i might use the jute fiber for comfort's hammocks tho

brave cairn
#

it's not that difficult to get tons of jute especially once you get bees going

exotic wraith
#

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... guhwuhhuh

brave cairn
#

lol alright then

#

(not a tfc lamp? :p)

exotic wraith
#

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

brave cairn
#

what happened with it?

exotic wraith
#

not availablรฑe

#

so nothing happens

brave cairn
#

oh yeah that makes sense

exotic wraith
#

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

exotic wraith
#

i just noticed GT removed the universal lathe logs recipe

#

i feel like making parity is going to be imposible sometimes

brave cairn
#

??? why

exotic wraith
#

idk

#

might just be me being negative

brave cairn
#

no I mean I wonder why they did that lol

exotic wraith
#

also

#

the ones under chemical dyeing are likely new

#

anyways

#

conflicting recipes

#

yummy!!!!!!!

brave cairn
#

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

exotic wraith
#

i like this too

#

thanks gregtech

#

we certainly needed a convoluted way of making a bed

brave cairn
#

lmao

#

average gregtech recipe

exotic wraith
#

can you imagine using fucking carpets as cushion for a bed

#

that bed must be stiff asf

brave cairn
#

oh I stumbled on these icons if you'd want them for quests

exotic wraith
#

OH

#

๐Ÿ‘๏ธ

#

poggies

brave cairn
#

looks like this is the new way of showing dimensions! I wonder how you add new ones to it

exotic wraith
#

this icon is a lot nicer than just a generic ahh grass block

brave cairn
#

same I was just using a block of netherrack for the beneath's section in the field guide

exotic wraith
#

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

brave cairn
#

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

exotic wraith
#

i forgot i made that

#

but yeah thats a good point

#

it still uses the old index system

worthy tusk
#

144 ?

topaz jacinth
#

what is this forum

brave cairn
#

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

exotic wraith
#

huh

#

neat

#

good thing i havent touched redeix' stuff yet

brave cairn
#

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

exotic wraith
#

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

brave cairn
#

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

small cradle
#

I did everything in the contributing guide but pakku doesn't work

#

Says "SHA512 MessageDigest not available"

brave cairn
#

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

small cradle
brave cairn
#

what is scoop

brave cairn
#

oh!

#

I guess I just did the manual step at the bottom

small cradle
#

It also generally looks kinda broken

brave cairn
#

lol

#

I think it's trying to add colors to the output but the win10 console doesn't support it

small cradle
#

Oh, maybe

small cradle
#

(after getting the jar and putting it in the pack folder)

brave cairn
#

same message?

small cradle
#

(and this for seemingly every mod afterwards)

brave cairn
#

hm, maybe it's running the wrong java version?

small cradle
#

I'm also using prism in case it it matters

brave cairn
#

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

small cradle
#

Like, let prism pull from curseforge?

brave cairn
#

however you'd install a modpack normally

small cradle
#

I see. Do I then copy paste any kubejs scripts I change into where my cloned repository is?

brave cairn
#

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?

small cradle
#

Makes sense, yeah

brave cairn
#

I've only used pakku in the 0.9 branch so maybe it's different there, idk

elder niche
#

damn. A man of culture ๐Ÿค๐Ÿค๐Ÿค

exotic wraith
exotic wraith
elder niche
exotic wraith
#

Fallen Kingdom my beloved

elder niche
#

i still cant watch that without tears lol

exotic wraith
#

i could've added others but i think the dwarf one is good enough

elder niche
#

Wind Rose are also cool guys

#

one of my playlists

#

true dwarven aestheics

brave cairn
brave cairn
brave cairn
worthy tusk
#

ooh, is "plasma scrapping" finally a new tab?

brave cairn
#

yeah, check the github link for all the new tabs

brave cairn
#

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

#

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

worthy tusk
#

ooh, all right

brave cairn
#

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

worthy tusk
#

well that should actually be easy, just overwrite the gt material definition with a different hex color

brave cairn
#

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

brave cairn
coral vault
brave cairn
#

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

coral vault
#

oh alright then lol

#

thats pretty nice tho

brave cairn
#
  • 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

worthy tusk
#

hmm... nerfed how?

brave cairn
worthy tusk
#

ah.

brave cairn
#

requires MV and spits out tiny piles like all the other dusts

worthy tusk
#

oh those are both tiny? one looks small to me but i guess it's a color thing

brave cairn
#

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

worthy tusk
#

yeah fair enough. just need to remember to check all my things when i update ;D

brave cairn
#

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

worthy tusk
#

sick

brave cairn
#

I looked up wikipedia on what their new stone names have irl

worthy tusk
#

did you add any dusts for moon rock etc?

brave cairn
#

I did see that pyroxenite (blackstone) can contain stuff like zinc, so I thought about adding it ๐Ÿค”

brave cairn
worthy tusk
#

rock crusher recipes for it too?

#

stands to reason it would be higher voltage tier

brave cairn
#

yes - moon dust gives helium-3, but the rock crusher recipe only works on the moon ๐Ÿ˜›

worthy tusk
#

hm.

brave cairn
#

irl the moon is supposed to have a lot of helium-3 so I thought a little automation challenge for it would be good

worthy tusk
#

huh, there isn't a multiblock for the rock crusher

brave cairn
#

it's super fast so it's not like it needs one

worthy tusk
#

shrug that's the kind of thing i'd add a thing into for automation stuff. throwing something on another dimension requiring forceloading... ehh.

brave cairn
#

a thing you'd add a thing into

worthy tusk
#

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.

brave cairn
#

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

worthy tusk
#

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

brave cairn
#

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

worthy tusk
#

which plays hell with any recipe that takes a long time, because the amount of force loads by default is rather small

brave cairn
#

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

brave cairn
worthy tusk
#

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

coral vault
brave cairn
coral vault
#

You could create custom gray scaled version of tfc tools textured and then just "replace" the originals

brave cairn
#

wouldn't that mean every tool would need to have its own tag prefix or something?

coral vault
#

Don't think so. All you want is the textures changed right?

brave cairn
#

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

coral vault
#

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

brave cairn
#

why does it have to be so difficult lol

coral vault
#

Greg

brave cairn
#

there should be a .setIgnored() but for textures or something

coral vault
#

Would be nice

#

The funny thing is that the new Minecraft update would solve this issue

#

So many nice resource pack features added

brave cairn
#

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

coral vault
coral vault
#

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)

brave cairn
#

god what a pain

#

yeah forget it then lmao

coral vault
#

Alright. I'll take over on this task then. Needed something to do anyways lol

brave cairn
#

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()

coral vault
#

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)

coral vault
#

It is cool for things like leaves tho where you can have biome dependent colors

brave cairn
#

my thought was that the late tier metal tfc items have more stuff on them to make them look a little more unique

coral vault
#

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

brave cairn
#

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

coral vault
#

Oh really? Didn't know you could change it on preexisting items

brave cairn
#

yeah you just do

    GTMaterials.RedSteel.setMaterialARGB(0xc8575d)
    GTMaterials.RedSteel.setMaterialSecondaryARGB(0x560307)```
coral vault
#

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

brave cairn
#

yeah, that defeats the whole point lol

#

it's not a big deal either way

coral vault
#

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

brave cairn
#

no clue

coral vault
#

Hmm. I'll look into it

#

Might be a way

brave cairn
#

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

coral vault
#

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

brave cairn
#

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

coral vault
#

Sure, I'll switch forks and see if there's something I want to tackle

brave cairn
#

cccbridge, advanced peripherals, advanced ae (this last one needs most of it disabled imo, all the quantum stuff looks OP)

coral vault
#

Endgame does need some op stuff tho

brave cairn
#

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

coral vault
#

Oh I see

#

What does it add that we need?

#

Looking into it, kinda interesting

brave cairn
#

the stuff to do with patterns, throughput monitor, stock export bus - those look nice

coral vault
#

Yeah

brave cairn
#

you could also just test drive the quantum equipment for a bit and compare it to greg's, it does look more interesting

coral vault
#

It looks more interesting, I'm wondering if some of the functionality can be added to gt armor through class reflection

brave cairn
#

tbh if they overlap too much we could also get rid of greg's and use this instead?

#

looks weird LOL

coral vault
#

Yeah. We could just have two end game sets and let people pick what they want

#

As long as we create suitable recipes

brave cairn
#

greg one is also p ugly tbh

brave cairn
coral vault
#

Most end game armor sets are goofy

brave cairn
#

as for weapons, greg has this now

coral vault
#

But no bosses to use it on lol

#

Tfc feels like a peaceful mode mod. But Minecraft feels weird without mobs and bosses

brave cairn
#

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

coral vault
#

Nether? In MY tfc? Has science gone too far?

brave cairn
#

it's been tfc-ified!

coral vault
#

I saw your progress. Looked really cool, will give it a peek later

brave cairn
#

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"

coral vault
#

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

brave cairn
#

"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?)

coral vault
brave cairn
#

oh jeez why does it need PE

coral vault
#

No clue. Diving suit would help a lot in early game mining

brave cairn
#

alright I added recipes for both

#

they now need waterproof/lavaproof hides, boots also changed to lead ingots because they make you sink

brave cairn
#

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?

gloomy elm
#

Make the nether so hard that anyone will prefer travel south west east than go there to get kaolin

elder niche
gloomy elm
#

Are the other tree tied to specific conditions ? Because if they are I feel it's fine if we don't need Kapop anymore

elder niche
#

like u need oxygen tank from create to travel in nether, bcs of sulfur wapor in nether air

gloomy elm
#

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

gloomy elm
brave cairn
#

#1331744604701069393 message

brave cairn
#

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

gloomy elm
gloomy elm
gloomy elm
#

I don't know much arbo tfc

brave cairn
gloomy elm
#

but I understand that it creates some zone depending of temperature and mix the trees there

gloomy elm
#

especially early game on mono block

brave cairn
gloomy elm
#

I'm not sure I would need to check it's been some time since I finished TFG

brave cairn
gloomy elm
#

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

brave cairn
#

tbh in my whole playthrough to late IV I only found one case where I specifically needed a robot arm lol

gloomy elm
#

We could compare to Cosmis Frontiers as it shares some gameplay philosophy with TFG

gloomy elm
#

I guess when 0.9 will be ready for testing it will be easier to get the feeling on how it goes

brave cairn
#

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

gloomy elm
#

yeah for items you need the robot arm

#

for liquids it doesn't overfill

brave cairn
gloomy elm
#

I will have a look and check when everything unlock around AE2

#

do you have a file somewhere that compile every unlocking?

brave cairn
#

no, just look through recipes and see what they need I guess

gloomy elm
#

yup gonna do that

brave cairn
#

anything assline is LuV+

gloomy elm
#

if you want I can make a small doc that summarize

brave cairn
#

I do just think that a lot of this mod is unnecessary lol, this isn't gtnh

gloomy elm
#

I agree TFG is kinda base GT

brave cairn
#

mega/extended is already plenty big

gloomy elm
#

But at the same time adding a mod simply to have a new armor and the throughput monitor

#

is it really worth it

brave cairn
#

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

gloomy elm
#

the best would be to be able to implement breath in space to Gregtech armor?

brave cairn
#

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

gloomy elm
#

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?

brave cairn
#

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

gloomy elm
#

If it's doable I would see that as the most elegant solution

#

is elegant an english word hmm

brave cairn
#

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

iron python
#

for stuff like insulated black steel armor

brave cairn
#

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

iron python
#

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

brave cairn
#

just wear clothes under the armor :p but yes I can add other things to ambiental, like adding insulation to the nanosuit

iron python
gloomy elm
#

ExtendedAE and MEGA are gated together at IV yeah

brave cairn
iron python
#

oh, never noticed that, do they apply insulation in those slots?

#

if so then that's everything i've wanted :p

brave cairn
#

yes!

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though they also use up durability way faster for some reason? that's easy for me to tweak though, it was bothering me

iron python
#

fantastic! time to make some insulated clothing then

iron python
brave cairn
#

I think they already give no armor as is? don't remember

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but lol I was just going to multiply their durability a bunch

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right now a set of clothes lasts me about one summer in my 16c average base

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which is... really short

gloomy elm
#

they don't give armor yeah

iron python
#

that's... short indeed

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i've been wearing the same insulated leather boots for like 3 years

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in the normal armor slot tho

gloomy elm
#

that's so weird

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Is it intented?

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I don't remember having to make new clothes regulary either

brave cairn
#

no clue

gloomy elm
#

Btw ExtendedAE got update and there is a new multiblock that will need implementation

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The Assembler Matrix that is basically a Molecular Assembler with Pattern Provider integrated

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There is the Assembler Matrix Frame and Assembler Matrix Wall/Glass

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And you fill the structure with Assembler Matrix Core (Speed/Craft/Pattern)

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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?

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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

brave cairn
#

jeez

gloomy elm
#

uhuh

brave cairn
#

do you wanna make the recipes for those?

gloomy elm
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I can try by copying what was done before

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never use github though so I have no idea how to push them there

brave cairn
#

you can use the website, browse to a folder then there's a button to upload files

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otherwise something like VS code comes with git support built in

gloomy elm
#

I will have a look and let you know if I'm having issue

brave cairn
#

how do we feel about these recipes

coral vault
#

Unless can the netherite diving suit not breathe underwater?

brave cairn
#

it can, but hm

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the diving suit also has similar armor to the blue steel one iirc

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so it's not just for diving

coral vault
#

It could be just a direct upgrade. Combing blue steel armor and the copper diving suit with some other materials

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Could probably tweak the armor stats to match blue steel armor

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Would probably need a reason to get red steel armor then

brave cairn
#

idk, you already use red steel for machines

coral vault
#

Maybe use that to get the hazmat suit? Idk ๐Ÿค”

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True

brave cairn
#

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

coral vault
#

I thought it used 4 red steel plates and 4 blue steel plates?

brave cairn
#

hasn't for a long time!

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the old one made people rush the assembler which was a very expensive thing to craft first

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since that made it cost only 8 steel, which was an oversight because that was the default recipe

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now, the hull is 8 steel but the casing is 2 red + 1 steel, instead of 2 wrought + 1 steel

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so you still have to at least make one of the final tfc alloys in your crucible

coral vault
#

I guess I'm an old man

brave cairn
#

(then you can spend it on a mixer to immediately make colored steel cheaper lol)

coral vault
#

I think that's good then. Red steel for machines, blue steel for equipment

brave cairn
#

alright how's this

iron python
#

are the things next to the helmet blue steel plates?

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if yes then it's good, maybe slightly more blue steel cost for upgrading from the copper suit

brave cairn
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yeah plates

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newer greg versions use this texture pack as a default now

iron python
#

interesting, although I feel they're slightly too similar to ingots now

brave cairn
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idk, I like em

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felt weird with the plates all having rivets in them before, especially the materials that weren't metal

severe matrix
#

so will there be no more of the advance material used in the suit ?

brave cairn
#

it's supposed to be steam age accessible

severe matrix
#

!

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so what are we looking at right now how is the stat of the diving suit

iron python
#

these ones look fine

brave cairn
#

ah nah that's lead ingots ๐Ÿ˜›

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there's a couple variations on ingot textures now to make them more distinct looking

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as well as things being a lot more colorful in general lol, like gallium is now a much more saturated blue

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indium is bright purple

iron python
#

ooh, neat

brave cairn
#

which is nice, there were too many white ingots before

severe matrix
#

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

brave cairn
#

that's lava proof hide, from the beneath deer

severe matrix
#

ah

brave cairn
#

waterproof hide is for the copper one

severe matrix
#

so...heat proof with upgrade = can dive in lava ?

brave cairn
#

these guys

severe matrix
#

oxygen in steam age ?

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i mean diving suit is made possible with this recipe but oxygen how does that work

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it is like a one time thing, i never got the suit to test

brave cairn
#

you spin the shaft and then it fills the tank

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it has its own system instead of needing any air fluid or anything

severe matrix
#

oh.....mechanic magic i see

iron python
#

i guess it's literally pressurized air then

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not even oxygen

brave cairn
#

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

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(and I accidentally found this out)

#

in base tfc, mining a marble rock with a hammer gives you flux

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hammering cobble gives you gravel, and hammering gravel gives you sand

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(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

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we have to specifically teach people to unlearn what every other mod in minecraft has them do

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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

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actually lemme repost this into general chat as well

severe matrix
#

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

brave cairn
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yeah but stone hammers are free :p

#

ignore the buds I'll figure something else out for that

coral vault
#

Don't hammers have a chance of dropping stone dusts too?

severe matrix
#

so how would you get gem dust with no crushed gem for dust if you turn it all to gem dust

severe matrix