#๐Ÿš€EN - 1.20 Modpack Contribution Megathread

1 messages ยท Page 7 of 1

brave cairn
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no, the dust is exclusive to the pickaxe table for some reason

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I can still have recipes to crush with hammer

severe matrix
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that is true

coral vault
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Hmm ๐Ÿค” shouldn't really matter if you change hammers. The biggest contention would be what version of ore would be dropped

severe matrix
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so double the use of durability for a trade of more yield that is not a bad idea

brave cairn
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the raw ones of course

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(part of this is me on copium for struggling to get hammers to work lol)

severe matrix
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then how would you ration the crushed ore you get

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the same as machine or less ?

coral vault
brave cairn
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same as machine, they just automate it

brave cairn
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speaking of which, I think our generated textures for ores are missing the secondary color layer ๐Ÿค”

coral vault
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Yeah that would probably be fine. Would the mining hammer also be the same?

brave cairn
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same as pickaxe yeah

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I'm gonna see a bit more if there's a way to get the hammer part working with kube

severe matrix
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so the only part is just strip from mining crush ore only

brave cairn
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ok ok wait I had another idea

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what if we moved create earlier

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but only parts of it

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I'm thinking like: anything that requires a casing is steam exclusive (and make crushing wheel steam exclusive too)

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so then early on you can use the mill to crush all your ores for you!

worthy tusk
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i found out that there's a recipe clash with glass. what's the function called for the gt cutter

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cutting_machine?

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there is somethign wrong with this code but at a glance i'm not seeing it

    event.remove({id:'gtceu:cutter/cut_glass_block_to_plate_water'})
    event.recipes.gtceu.cutter('gtceu:cutter/cut_glass_block_to_plate_water')
        .itemInputs('#forge:glass')
        .circuit(1)
        .itemOutput('gtceu:glass_plate')
        .inputFluids(Fluid.of('minecraft:water', 15))
        .duration(320)
        .EUt(30)
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it's itemOutputs

brave cairn
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lol yeah the error messages aren't great

worthy tusk
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ok it's fixed now i can automate glass panes in ae2 without worrying about what the output is gonna be

brave cairn
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@low gate hello! we are making good progress. The nether is 95% finished, and we are mostly done with what's possible to move TFG-Core into KJS.
I'm currently working on the ore mining loot tables, but I had an idea.
What if we removed hammers giving crushed ore? It constantly confuses new players because they're so used to the pickaxe. In return, raw ores would melt into a bit more metal, and I would also like to make Create's Mill available earlier to crush them (into the iron age). What do you think?

gloomy elm
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Am I the only one that was using GT hammer to mine?

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Because they do 3x3

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Or maybe I missed a change on 0.7

brave cairn
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the general consensus was a regular hammer pre steam, then the aoe hammer after

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just because crushed is worth so many more mB than raw, and you couldn't convert raw to crushed pre-steam

brave cairn
gloomy elm
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Is there a difference when using " or ' with kubejs?

brave cairn
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not that I can tell

proven ginkgo
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#1350505568347099288 For #2 I don't really get how mining the blocks from top to bottom would prevent cave-ins, as just general block breaking triggers cave-ins

brave cairn
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give yourself one of the big aoe drills and then dig straight down

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that shouldn't cause cave ins right? but it does and god is it loud lmao

proven ginkgo
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But I think the noise are just part of "fake" cave-ins, and those just trigger the sound.

coral vault
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If there's a cave below your feet then it will collapse if it isn't supported by supports, or hardened rock.

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I've been thinking about adding some end game support options

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You can technically make something like titanium supports that protect a whole chunk from collapsing

brave cairn
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I mean endgame you're using machines which don't cause collapses

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hell, even by LV you can stop manual mining

coral vault
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But the builders

brave cairn
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anyway my theory is that changing that iterateAoE function to return a list sorted by Y level will solve it ๐Ÿค”

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#1186025944222269580 message

coral vault
proven ginkgo
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The face of the block mined doesn't have an effect on cave-ins. This is the code that triggers them:

public static void onBlockBroken(BlockEvent.BreakEvent event)
    {
        // Trigger a collapse
        final LevelAccessor levelAccess = event.getLevel();
        final BlockPos pos = event.getPos();
        final BlockState state = levelAccess.getBlockState(pos);

        if (Helpers.isBlock(state, TFCTags.Blocks.CAN_TRIGGER_COLLAPSE) && levelAccess instanceof Level level)
        {
            CollapseRecipe.tryTriggerCollapse(level, pos);
            return;
        }
brave cairn
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I'll be home in a bit, then I can make a repro for you

spiral lintel
gloomy elm
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Maybe I went a bit over the top

brave cairn
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do you still think the mod is worth including?

gloomy elm
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This is just the update of ExtentedAE

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It's already in the pack

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For AdvancedAE I'm still not sure

brave cairn
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oh!

gloomy elm
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I'm curious because the 4M Mega Storage Component from MEGA is made with UHV

brave cairn
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I don't know what half these materials are bruh I never made it into luv haha

gloomy elm
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and the 16M Mega isn't implemented I wonder if they planned to push Gregtech further than UHV

brave cairn
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but I like the cleanroom and assline requirement. Make those players suffer

brave cairn
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I haven't heard of any higher tier plans ๐Ÿค”

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kinda against it though imo

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I'd rather have fewer deeper tiers than more shallower ones

gloomy elm
brave cairn
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ah fair enough!

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all I know about higher stuff is that naq alloys and duranium are involved lol

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and tritanium and other funny fusion metals that I don't know the names of

gloomy elm
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europium, darstanium (or whatever the name is)

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yeah it's fusions products

brave cairn
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ah nice

gloomy elm
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I could use Europium because it's LuV

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but damn it's an expensive one

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I thought it was cool to add some research

brave cairn
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yeah I like that idea

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these feel like optional for-fun stuff, so

gloomy elm
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yeah it's basically a Multiblock of Molecular Assembler and Pattern Provider

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it's QoL

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I kept the fact that they wanted us to put an Assembly Line in a Cleanroom

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Which I think is quite funny

brave cairn
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lol my cleanroom has space for an assline in it already

worthy tusk
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i build an individual cleanroom for each multiblock

brave cairn
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@proven ginkgo

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does this help? ๐Ÿค”

gloomy elm
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I finished everything to get the Matrix Multiblock so it's basically gated after Fusion Reactor Mk1 and Research at 4 CWU/t (which is the minimum)

brave cairn
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making sure lavaproof hide is in fact lavaproof

brave cairn
gloomy elm
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Just the Oversized Interface and I will be good

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I just have a question

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Interface can be converted into cover interface natively

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But at the beginning of the kubejs there is an exception to remove every recipes

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I guess it's cancelling the remove of this native convert but I don't get how it works

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event.remove({not:[
{ id: 'expatternprovider:epp_part' },
{ id: 'expatternprovider:ei_part' },
{ id: 'expatternprovider:epp_alt' },
{ id: 'expatternprovider:ei_alt' },
], mod: 'expatternprovider' });

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I don't get what's the id

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Okay nvm I found out by adding the oversized one

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well that should be good let's try to make a PR

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@brave cairn I sent the PR but I'm confuse if I did it correctly

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oh

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I put the wrong name

brave cairn
gloomy elm
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I was just surprise that the id is shortened

brave cairn
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can you put the PR to my 0.9 branch as well? will be much easier to merge it there

gloomy elm
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How do I find your branch?

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I put the wrong name also so it's like I'm adding a file and not modyfing one

brave cairn
gloomy elm
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I can delete the other one and redo it properly

brave cairn
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merged, thank you!

severe matrix
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so what about the lava proof diving suit

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they are lava proof or resistance

brave cairn
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lava proof, you can swim in it

severe matrix
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will the equipment be burn ?

gloomy elm
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How do I do if I want to launch the dev build on 0.9? I download your branch but does that download the correct mods also?

brave cairn
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you'll also want to download my 0.9 branch of tfg-core via intellij or your java IDE of choice, then run gradle -> build. Your /build/libs folder then has the tfg-core jar, copy that into your minecraft instance's mods folder

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the pakku stuff in that contributing file is what downloads all the other mods for you

proven ginkgo
brave cairn
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that's already a big help!

proven ginkgo
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Although the electrical drills are still an issue the noise they cause is reduced way less. But I suspect it is caused by another problem

brave cairn
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might be worth asking in the tfc discord if they'd have any tips?

proven ginkgo
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yes

worthy tusk
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check out my lovely LCR cube! 2x2x2 cube of lcrs

brave cairn
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wrong chat?

worthy tusk
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Oh. Oops.

brave cairn
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god I hate when I see a mod that's like "very configurable! ๐Ÿ˜ƒ" and then has zero documentation about how to configure it

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it's probably comments in a config file that gets added but still

brave cairn
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found this in gt's config:

# Dump all registered GT models/blockstates/etc?
# Default: false
dumpAssets: false
I wonder if it would show where the textures are located? so maybe we could override them
gotta go to bed now tho

sharp smelt
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would it be possible to combine tectonic mod with terrafirmacraft mod?

brave cairn
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absolutely not

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tfc is very closely tied to its worldgen

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I did see that tfc is getting a bunch of worldgen improvements in 1.21 tho, check their server

proven ginkgo
brave cairn
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ah! nice catch

proven ginkgo
brave cairn
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yeah makes sense, don't think it's worth the effort

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I suspect it was mostly the bottom row that's the problem, if you're using mining supports, because in a 3-tall mine, only the top two rows would be supported

proven ginkgo
brave cairn
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awesome!

brave cairn
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@proven ginkgo I looked through your PR, did the original function do any kind of checking if the blocks are actually breakable with that tool? like if you tried to mine a mixed area of stone and sand it would only break the sand

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or is that handled elsewhere

proven ginkgo
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That is handled somewhere else

brave cairn
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coolio

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merged ๐Ÿ‘

brave cairn
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wanna do something else? you can look through the todo list and see if anything looks interesting

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check here first though in case someone's already working on it

proven ginkgo
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I might look into the cold water thing

brave cairn
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sounds good! I'm not sure if gt has a cold water fluid yet but if not it's easy to make one in kube

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I think it has a "liquid ice"

hoary sand
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It does i remember WTFing at that

brave cairn
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we can always rename it to something else lol

coral vault
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Liquid ice is funny tho

worthy tusk
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i don't think it does anything either

brave cairn
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this is just a test but I may have just figured out the texture thing -- and yeah it does abuse material icon sets lol

gloomy elm
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I can have a look at AdvancedAE

brave cairn
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there we go, way more ore block texture variety and a second set of gem ore items

plain imp
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Hi, working on a glizzy addon, having some issues with a recipe. I have 2 food-declaration code snippets. Both are exactly the same, (except the name), but only one shows correctly in-game

#
    .create("raspberry_boba")
    .displayName("Raspberry Boba Tea")
    .texture("fff:item/raspberry_boba")
    .tag("tfc:foods")
    .tooltip(["ยง7A refreshingly sweet treat!"])
    .food((food) => {
      food.hunger(2); // Amount of hunger restored
      food.saturation(2); // Saturation restored
      food.meat(false); // Indicates it's a meat item
      food.fastToEat(false); // Whether it's fast to eat like dried kelp
      food.alwaysEdible(true); // Whether it can be eaten when the player is not hungry
    });
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    .create("taro_boba")
    .displayName("Dragonium's Delectable Taro Milk Tea")
    .texture("fff:item/taro_boba")
    .tag("tfc:foods")
    .tooltip(["ยง7A refreshingly sweet treat!"])
    .food((food) => {
      food.hunger(2); // Amount of hunger restored
      food.saturation(2); // Saturation restored
      food.meat(false); // Indicates it's a meat item
      food.fastToEat(false); // Whether it's fast to eat like dried kelp
      food.alwaysEdible(true); // Whether it can be eaten when the player is not hungry
    });
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like, the only different line is the displayname ๐Ÿ’€

worthy tusk
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do me a favor and surroudn the code by triple backtick ( ``` )

plain imp
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You know what? I'm thinking the ' in the Display name is the thing that is breaking the recipe. The one that doesn't show is the Taro boba, btw

worthy tusk
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ah!

brave cairn
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try something like .translationKey('item.modid.taro_milk_tea'), then you can write the proper name in the lang file

worthy tusk
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well. i forget the different syntaxes. i could have sworn putting a ' inside " would work

brave cairn
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you might need a backslash before the apostrophe? fuck if I know lol

worthy tusk
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yeah i mean that is an escape so it might work

plain imp
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Aha! We used ' in replacement of " in other parts of the code. Would make sense it being broken right there ๐Ÿ’€

plain imp
brave cairn
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here is fine

plain imp
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Then shoot your opinion, shooters

worthy tusk
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curry

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we already have curry leaves

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meat + rice + curry leaf in a pot with some water

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maybe also vegetable item

brave cairn
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honestly some foods that require machines but have better stats/duration might be fun

severe matrix
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can / perserved food

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made with canner

plain imp
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Okay, wait
What about some foods that use the items we created?
Like the relish, tomato wedges, pickles, etc
That way we don't create more items lmao

brave cairn
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that's what I've been trying to tell you lol

worthy tusk
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the only item that's created in my suggestion is the curry item

severe matrix
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what you just said is pickled food ....

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but instead it create the picked item itself

worthy tusk
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relish is... very niche

plain imp
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:p it's a good glizzy topping

worthy tusk
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uh huh

severe matrix
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it is a hot dog i am remember right

worthy tusk
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yes

severe matrix
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it was a addon for flurben and the boba tea too

plain imp
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yes

worthy tusk
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these are spices in the game that currently have 0 use at all:

  • Oregano
  • Cilantro
  • Basil
  • Vanilla
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ok wait no, vanilla has a use

severe matrix
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pizza and salsa is still there

worthy tusk
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wait sorry. this is the chest of spices that do have a use

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my other chest of spices burned down

severe matrix
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and ther is vanilla ice cream

plain imp
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lol
so.. hamburgers, hotdogs, what else do you fancy? preferable with the items i mentioned before
Just send it and i'll take notes whenever i come back online
thanks kings

worthy tusk
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here this is more correct:

  • Bay Laurel (this is bay leaf)
  • Cardamom (very useful in indian cuisine)
  • cumin
  • pimento
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well... i'd rather craft stuff with stuff in game, rather than limiting to dumb american cuisine lol

severe matrix
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25% to choke on boba....

plain imp
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A sound the main dev coded as a joke
l o l

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i can't remember if it is fully implemented or not, idk if we got the sound to work

severe matrix
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this is a great gaslight for dragonium

worthy tusk
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i say add pimento pickled olives

severe matrix
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cumin, emmm, chinese barbeque

plain imp
severe matrix
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it say's potion effect i am not trusting u

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if it is just a sound wount it be play sound effect instead

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yes. sound fun

plain imp
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Damn

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you should be here asking this stuff instead of me ๐Ÿซ 

severe matrix
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very deadly

plain imp
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you should delete all traces of this comment from here then hahahahaha

cedar agate
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Ta-daaaaa

plain imp
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no one saw nothing

cedar agate
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Only just now joined the server

plain imp
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Just asked something about a snippet for one of the bobas that doesn't show in my game lol

cedar agate
worthy tusk
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taco and pizza already exist

plain imp
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i mean, that's not the issue
rasp boba shows in my game, taro doesnt actually show in my game

severe matrix
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they are not american cuisine

worthy tusk
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arguably pizza is

severe matrix
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fresh basil ?

worthy tusk
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that's an herb

plain imp
severe matrix
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and not common on american style

worthy tusk
severe matrix
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unlike canadian stlye there is fruit

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it looks more like canadian pizza to me with all that fruit

plain imp
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Deleted the ' from the .displayName and it just works now lmao

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Even though vscode didnt show a code break when it had it ๐Ÿ’€

cedar agate
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Lmao I'm fairly certain that's right at the end of the things I added, whoops

plain imp
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It's good
Time to go back to Flurbe's Flurbs lmao (?

severe matrix
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bye ?

plain imp
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Also, only got 1 food idea, if any of ya'll have any other with the items i mentioned, you're welcome to ping me or send them to my dms, i'll pass them on to the dev channel lol

worthy tusk
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with tomato wedges and relish? i can't say i do

plain imp
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no need to have everything. It can even have vanilla/tfc/greg items for sure

cedar agate
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I definitely didn't make the scripts with any intention of it being anything other than those two items ๐Ÿ˜น Was a small thing to add simply for some YouTubers to have their fun little gimmick

worthy tusk
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didn't you add mustard?

plain imp
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yes

worthy tusk
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beef wellington

plain imp
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pog

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noted

severe matrix
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no mushroom

cedar agate
worthy tusk
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he's right no mushrooms

brave cairn
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beneath adds tons of mushrooms

cedar agate
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Oh wow, TFG gets rid of mushrooms? Hadn't ever even thought of that

plain imp
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time to create another plant /joke

severe matrix
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it is just not possible to get in tfg at the moment

cedar agate
brave cairn
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it adds back red + brown vanilla ones + like 5 edible and 5 toxic

plain imp
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mushroomless wellinton, that' will be the name

cedar agate
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And I also never could figure out how to add things to worldgen

worthy tusk
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i'd just wait for mushrooms

severe matrix
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then that wont be wellinton anymore

brave cairn
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portabello, shiitake, uhhh some others I forgor

worthy tusk
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mustard... what about a philly cheesesteak

plain imp
severe matrix
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normal bread would be fine i think

worthy tusk
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i'd use normal bread

cedar agate
brave cairn
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put egg noodles in the hot dog bread to make yakisoba pan

plain imp
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that sounds lovely

severe matrix
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.....

plain imp
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i'm taking so many notes

brave cairn
#

Yakisoba-pan (็„ผใใใฐใƒ‘ใƒณ) is a popular Japanese food in which yakisoba is sandwiched between
an oblong white bread roll resembling an American hotdog bun known as koppe-pan.
This high-carbohydrate food item is essentially a sandwich with a filling of fried wheat noodles.
Omura describes it succinctly as a "Japanese noodle bun."
Behymer more loosely...

severe matrix
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just have yakisoba and yakisoba pan

worthy tusk
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dangit i'm hungry and all the stores are closed

cedar agate
brave cairn
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lol

severe matrix
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pho

worthy tusk
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wait we have egg noodles but no ramen? what is this!

severe matrix
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we got rice noodle

brave cairn
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yuck

severe matrix
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fish and chips

brave cairn
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honestly if someone wants to do something, they can add create recipes for most of the food we already have

worthy tusk
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oh you know what else is mustard! scotch egg!

severe matrix
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make bread crumb with bread and fireed it in a pot of oil with

worthy tusk
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i coudl go for a scotch egg

plain imp
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is there a cooked egg noddle already?

severe matrix
worthy tusk
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no, it turns into cooked pasta

plain imp
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i can only see normal cooked pasta

plain imp
coral vault
#

How do I switch to the 0.9 branch with github? I can clone the main branch of the fork just fine, but I get an error when trying to switch branches because of the mods folder. Also getting an error when trying to build gradle for tfg-core.

worthy tusk
#

hmm, no breadcrumbs though

severe matrix
worthy tusk
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yeah i'm trying to think of things that you don't have to create new ingredients for

severe matrix
#

cheese melt

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blt sandwich

plain imp
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noted, noted

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that should be enough for a while, have to download a fresh copy and refactor our stuff for the latest version
thx kings

severe matrix
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garlic mashed potato, there is bake potato

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so why not mashed potato and mix that with a slice of cooked beef to make a steak dinner with side as vege

severe matrix
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Poulet en Vessie

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we got bladder and chicken so why not

plain imp
#

is there a way to capture birds? lol

severe matrix
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we got egg, milk bread and sugar so bread pudding

severe matrix
plain imp
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like birds birds that fly, not chickens

severe matrix
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and fence wit two block

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they dont fly, they just jump higher

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so fence of two block really

plain imp
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I was thinking of "Ortolan bunting", a dish with bird

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there's alcohol already

severe matrix
#

vodka sauce pasta

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carbonara with bacon

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cream stew

plain imp
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i'll see which of those make it to the thing lol

severe matrix
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men i am making myself hungry before i go to bed

plain imp
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My bad

coral vault
#

might want to make a whole forum just for food

severe matrix
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i have list to go on with this but i will do it when i get some food that is after i sleep

plain imp
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That would have been a good idea

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Might do that next time i'm here to ask for that kind of help

brave cairn
exotic wraith
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alright

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its the weekend steam_happy

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did i miss anything major?

brave cairn
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welcome back!

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not really anything major

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uh lemme see -- I've mostly just been messing with auto generated textures (I added much more variety to the ore blocks, and now the tfc ores use the actual tfc ore items), we talked about diving suits a bit, the other side of the ae2 bug was fixed so now making patterns works too, aoe mining tools should cause way fewer cave-ins now, flurben poked his head into the server

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I ported over most of the ore mining loot table code so it gives poor/raw/rich, but couldn't get hammering for crushed to work, which then gave me this idea of changing a bit of primitive progression

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tldr of my idea: make pickaxes/mining hammers the only way to mine because the hammer thing is unintuitive and confuses people, then move bits of create earlier to turn the ore into crushed

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this also keeps the tfc mechanic of using a hammer on cobble turns it into gravel, and using it on it again turns it into sand

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I pinged exception for feedback about this a couple days ago but no response yet

exotic wraith
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oh fuck yeah

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a todo list

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thats nice

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this is.,.. not true?

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oh wait

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no yeah

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hide only the roofs from Alekiroofs

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i'm just silly

brave cairn
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at least that's how I understood what was going on from my 5 mins of looking into it lol

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but yeah! we're getting close I feel!

brave cairn
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ah yes, ruby

coral vault
# brave cairn how are you downloading the branch?

I'm just cloning the repo onto my local files and using pakku to download the mods and stuff. But I can't figure out how to switch to the 0.9 branch or just straight up clone that branch from the beginning

brave cairn
#

oh hm

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I'd suggest using something like VS or intellij to handle that -- especially if you'll be building tfg-core (which you'll have to if you want latest)

coral vault
#

Alright, I'll try that. Also intellij gave me an error when trying to build tfg-core. I'll get a pic of it in a bit

brave cairn
#

you wanna run this build, not the "normal" build

coral vault
#

not sure why that wont show up for me

brave cairn
#

how did you download the instance?
I just opened up a new intellij project and told it to clone my repo

coral vault
#

thats exactly what i did

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ill try again, maybe it downloaded weird

brave cairn
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which repo did you point it at? try my one

coral vault
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thats what i used

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I got that build file to appear after re-downloading. But it still gives the same error

#
This problem might be caused by incorrect configuration of the daemon.
For example, an unrecognized jvm option is used.For more details on the daemon, please refer to https://docs.gradle.org/8.4/userguide/gradle_daemon.html in the Gradle documentation.
Process command line: C:\Program Files (x86)\Eclipse Adoptium\jdk-17.0.9.9-hotspot\bin\java.exe --add-opens=java.base/java.util=ALL-UNNAMED --add-opens=java.base/java.lang=ALL-UNNAMED --add-opens=java.base/java.lang.invoke=ALL-UNNAMED --add-opens=java.prefs/java.util.prefs=ALL-UNNAMED --add-opens=java.base/java.nio.charset=ALL-UNNAMED --add-opens=java.base/java.net=ALL-UNNAMED --add-opens=java.base/java.util.concurrent.atomic=ALL-UNNAMED -Xmx12G -Dfile.encoding=UTF-8 -Duser.country=US -Duser.language=en -Duser.variant -cp C:\Users\Brayden\.gradle\wrapper\dists\gradle-8.4-bin\1w5dpkrfk8irigvoxmyhowfim\gradle-8.4\lib\gradle-launcher-8.4.jar -javaagent:C:\Users\Brayden\.gradle\wrapper\dists\gradle-8.4-bin\1w5dpkrfk8irigvoxmyhowfim\gradle-8.4\lib\agents\gradle-instrumentation-agent-8.4.jar org.gradle.launcher.daemon.bootstrap.GradleDaemon 8.4
Please read the following process output to find out more:
-----------------------
Invalid maximum heap size: -Xmx12G
The specified size exceeds the maximum representable size.
Error: Could not create the Java Virtual Machine.
Error: A fatal exception has occurred. Program will exit.

-----------------------
Check the JVM arguments defined for the gradle process in:
 - gradle.properties in project root directory
#

do I need to define the main class?

#

wait

#

think i fixed it

#

my dumbass got the 32bit version so I had to change the heap size to 1026M

#

mama always said I wouldnt make it as a gradle builder

#

well look at me now!

brave cairn
#

pog

#

I think I might be in over my head with these indicators lol

#

I might need to do something completely different and just make my own block class in java and learn how forge docs work argh lol

#

hm... unless...

coral vault
#

You need to make sure they aren't rendered as a full block in the model file

brave cairn
#

I am, that's how you can see the grass under it

#

the problem is the render type -- if I do translucent then I get what's in that pic

coral vault
#

There's two different ones. One for back culling other blocks and one for back culling itself

coral vault
#

Yeah if I remember right it isn't something you can change in kubejs. It has to do with the model file

#

Check out the model file for amethyst and it will probably have something like noOcclusion as a model property

#

Heading to work now so I can't check the files myself

brave cairn
#
 {
    "ambientocclusion": false,
    "textures": {
        "particle": "#cross"
    },
    "elements": [
        {   "from": [ 0.8, 0, 8 ],
            "to": [ 15.2, 16, 8 ],
            "rotation": { "origin": [ 8, 8, 8 ], "axis": "y", "angle": 45, "rescale": true },
            "shade": false,
            "faces": {
                "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#cross" },
                "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#cross" }
            }
        },
        {   "from": [ 8, 0, 0.8 ],
            "to": [ 8, 16, 15.2 ],
            "rotation": { "origin": [ 8, 8, 8 ], "axis": "y", "angle": 45, "rescale": true },
            "shade": false,
            "faces": {
                "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#cross" },
                "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#cross" }
            }
        }
    ]
}```
coral vault
#

Hmmm

#

Have you tried opaque(false)?

brave cairn
#

I don't know where I'd have access to that

coral vault
#

Its a kubejs argument

gloomy elm
#

@exotic wraith I have some new quests that we should make for Applied Energistic but I have no idea how to do them

#

Also I was wondering Pyritie you said you would prefer to create more lines than expand the energy tier for now

#

How would feel if I try to create new process lines that I could use for the new items for AE2?

#

There is the evaporation tower that is implemented in base GT but have basically no use as of now

brave cairn
# coral vault Its a kubejs argument

I'm not making them in kubejs because of stuff involving gt tag prefixes, and also because kubejs's block builder is missing some essential stuff like making blocks break when their attached neighbour is broken

brave cairn
brave cairn
#

nvm I just checked, the brine is still here, but maybe it's getting removed in gt 1.7, idr

gloomy elm
#

I think itโ€™s still there

#

I think the only use for brine now is the pills for radiations

#

But hazard is still in development

brave cairn
#

oh I see it's just a process to get bromine, but bromine itself has no uses rn

gloomy elm
#

Yeah Iโ€™m pretty sure radiation pill needs bromine in a way

#

But Iโ€™m not sure they have a use

brave cairn
#

no bromine here

#

ah ok, iodine is from the brine process

#

yeah you're right

gloomy elm
#

Maybe they are also waiting for nuclear stuff

#

The add on for nuclear fission is still in development

#

And for AdvancedAE I mean it all depends. I would say right now itโ€™s not really useful because TFG Gregtech is basically vanilla

#

So the strong tools from AdvancedAE are not necessary on Vanilla

#

It all depends if GT is expended upon later ln

#

On*

exotic wraith
#

at most what i'd ask is to keep naming conventions consistent

#

the one i'm using is basically

#

quests.x.y.z

where

x == category (ie: primitive_age)
y == mission (ie: create_chips)
z == Per mission text (ie: title, subtitle, desc, task)
brave cairn
#

btw, if you wanna do quest stuff, would you like to handle the other gt quests after you try out the ae2 one?

#

nebby never got very far into gt so he doesn't know it much

gloomy elm
#

Sure I could have a go

#

Right now itโ€™s Gregtech Community Pack right ?

brave cairn
#

the general philosophy with the quest overhaul is that quests should be for two things:

  1. goals
  2. extra stuff that the player might not discover on their own

the current non-gt community pack quests instead just put every step of a crafting recipe as its own quest which is WAY too bloated

brave cairn
gloomy elm
#

definitely

#

And there is some tips from compatibility with Create and TFC that could be made as quests

#

Are you planing on removing the custom nether air multiblock?

#

Now that we have the Beneath

#

Where do we merge quests?

brave cairn
brave cairn
#

so I'm thinking we just leave the multiblock until mars arrives then we deprecate it

gloomy elm
#

That would make sense also the ender air

#

Sounds good

coral vault
#

I mean there is also the nether now... So even more of a reason lol

brave cairn
#

true but tbh why change it now if it's just gonna get changed again in a couple months, yknow?

#

@gloomy elm btw nebby has his own 0.9 branch for quests if you wanna take a look at his work

exotic wraith
#

right

coral vault
#

Because*insert sysyphus image again

exotic wraith
#

forgor that was a thing

#

you can branch off from there if you want

gloomy elm
#

Will do

#

Thatโ€™s the one ?

exotic wraith
#

no

#

look at uhh

#

pyritie's fork

#

they added me as a contributor so i have the most up to date primitive quest rework there

gloomy elm
#

Okay perfect I will push there then

brave cairn
#

ayy, figured out how to make my own block

brave cairn
#

found this

#

even base tfc has ways to automate hammering out plates

#

if this create stuff goes ahead I kinda wonder if it would be better as a 0.9.1 or something, along with create 6

coral vault
#

Probably. Getting out worldgen features first so people don't have to wait. And then add create stuff later since it impacts worlds less

brave cairn
#

so I'm thinking of just putting together a quick 3d model or something instead

#

since all the other indicators are 3d already

#

and also because I'm tired of fighting with this all day lol. But hey I wrote a bunch of java for once

#

and I need to move on

#

(unless someone else wants to model them?)

#

(just something smallish to fit with the tfc and new gt indicators)

coral vault
#

I dont mind

brave cairn
#

if you're not too swamped with other stuff to do! just a single model is fine, it'd be nice to not have to juggle three

coral vault
#

yeah I dont mind, mostly just trying to get your branch cloned properly

brave cairn
#

have you been at that all day? damn

coral vault
#

nah, just got back from work lol

brave cairn
#

oh fair lol

#

greg night though it's 3 here

coral vault
#

Greg night

coral vault
#

Okay, got your branch working. Intellij worked just fine to do it

#

Another L for Github desktop

coral vault
#

Blue steel diving suit

coral vault
#

first iteration indicator

brave cairn
#

SICK thanks so much

plain imp
#

Btw, how would you add stuff to worldgen?
We have some plants and never got them to spawn on the wild ๐Ÿซ 

brave cairn
#

you mean like, small shrubs? or trees?

#

for placed features you have to add them to a tag and add climate data so tfc knows where to put them

#

trees are structures so you do something similar

plain imp
#

Crops
Vegetables, mostly
Tried to spawn em like the random wild crops
I'll reread the code again, we did add all that data (tags and climate), but might have missed something

brave cairn
#

hm, you could try asking in the firmalife thread or something in the tfc discord, the only thing I've added to the overworld worldgen was some glow lichen in caves

#

well and ore veins but those are ez

#

or just look at how tfc/firmalife/arborcraft's source code does it

civic hazel
#

Hey new player here how do I make a saw? I have the mold but idk how to get the rest.
Also, is Zinc any useful?

brave cairn
#

check your field guide, the book tab in your inventory -- there's a getting started section

#

zinc can be used for brass and bismuth bronze

#

but also, this is the wrong place to ask - #๐Ÿ’ฌโ”‚modern-chat-en is for general questions

#

this thread is for the modpack contributors lol

civic hazel
#

Oh excuse me

brave cairn
#

@low gate sorry to bother, but I saw you were online --

low gate
#

Hi, yes, I saw it, I just didn't respond because I was busy.
The idea you described sounds good.

brave cairn
#

no problem! Should it be for 0.9 or 0.9.1?

vocal slate
#

I'm really really not a contributor here but I would highly agree with the suggestion to remove hammers giving crushed ore. It is... unreasonably tedious to switch between the two, and the field guide's suggestion of "if it melts, you want to use a pickaxe" is both misleadingly wrong and absurd. There is simply no easy way to convey that information to the player without compiling a table from JEI - and at that point the mechanic isn't doing anything useful.

Although it looks like you already agree so I'm just preaching to the choir maybe...

brave cairn
#

hey I appreciate the agreement! I've been looking for more opinions and everyone I've asked seems to agree so far

#

(btw if you'd like to contribute, we'd very much welcome it!)

cosmic veldt
#

I second this idea if only because the fact that pickaxes are effectively useless really bothers me

coral vault
#

btw I have some pottery models from an earlier project. Thinking of making the rest of the colors and importing them but dont have an idea of how they should function.

brave cairn
#

they look really cool! did you know tfc also has similar stuff with its large vessels?

coral vault
#

Yup, but these are XL vessels. Most bigger than a block

#

They were going to be added in a past tfc project I was working on, but it didn't get too far. So I never ended up using them

coral vault
# coral vault

Oh yeah, @brave cairn you may have to play around with the Layer 1 texture. I wasn't sure exactly how the color gets applied so if it's too dark or too light let me know if you need me to fix it.

brave cairn
coral vault
#

Either way it may need to be modded in

brave cairn
#

ye up to you

#

if it needs java code to work then that's fine - the goal is to just move what's possible to kjs

#

like I had to do java to get these new buds working since kubejs' block builder is pretty limited

coral vault
#

Yeah, I'll see what magic I can pull with class reflection first before I try java code

brave cairn
#

another idea, what about structures? have you ever made those before?

coral vault
#

Nope! I know how to make structure files though

brave cairn
#

would you like to learn? I'm against them having anything significant in the sense of early game loot (don't want people to skip progression), but I love the decoration and vibes they can give

coral vault
#

Sure, I can look into it. Is there any underlying lore that should be explained through structures? Or are they just for the vibes

#

I'm guessing it's mostly ruins right?

brave cairn
#

I don't have any sort of lore in mind, nope! but if you'd like to make some feel free to

brave cairn
#

I'm working on your buds rn

coral vault
#

Alright, looks fun!

coral vault
#

Do we have an opinion on adding custom villagers? With more balanced trading

#

We have coins in the pack and farming can't be exploited as much for villager trading

brave cairn
#

the coins are being removed in gt 1.7 ๐Ÿ˜”

#

I'm personally against villagers because no matter what you do, people always try and turn them into farms lol

coral vault
#

That's fair. Just feels like it makes sense with all the crops and stuff in the pack. But it's definitely too much work

brave cairn
#

you'd also have to go and change all the existing village structures because they use vanilla blocks

coral vault
#

Yeah, and idek how to get them to not buy moldy food

brave cairn
#

true lol

brave cairn
#

I changed the bottom texture to be greyscale so the material's secondary color can use it instead

#

what do you think? the green looked great on the surface on grass, but looked a little odd underground

coral vault
#

Looks great. Didn't think about them being underground. If you want a new texture for the bottom that fits the crystals better I can make it

brave cairn
#

your choice! lemme set up all the veins to use these, then I'll push to the repo so you can see how you feel about it

coral vault
#

I'm wondering if we can randomize the position on the block like how flowers are random

#

Sure sure

#

Will you have them drop poor ore when they break? Or just the buds themselves

brave cairn
#

either the poor ore or maybe a chipped gem

#

I was thinking of having them drop the item when you cut them with a gem saw though, if you want them as decoration

#

(or make them craftable, like how you can do with the dust piles)

brave cairn
coral vault
coral vault
brave cairn
brave cairn
#

turns out you need to give a block an empty loot table in code in order for lootjs to be able to add things to it

#

but hey

coral vault
#

nice! how do you get the block form?

brave cairn
#

block form?

coral vault
#

yeah if players want to place the block down as decoration

brave cairn
#

oh! I don't have a recipe yet but I'm open to suggestions

severe matrix
#

maybe with chisel

#

have it become a decorative block with chisel or file

coral vault
#

that seems good

brave cairn
#

so any gem + a chisel?

coral vault
#

yeah

brave cairn
#

sure thing

coral vault
#

also does it break if there isnt a block under it? the bottom isnt too pretty since I figured it couldnt float lol

severe matrix
#

tho should it be limited to which type of it

#

the ore stuff or the gem itself

coral vault
#

or maybe you can just right click it to get the block itself?

#

like loose rocks

brave cairn
#

with the greg ones you just get small dust piles, even though you can also craft the indicator back

coral vault
#

i see

brave cairn
#

I couldn't get the rotation stuff to work but I just wanna shelve this for now lol

coral vault
#

fair. I looked into it a little and it seems like its not a block state thing. Its just coded like that

brave cairn
#

which one is coded like that?

coral vault
#

sorry, I looked at player skulls to see how it was done for those

brave cairn
#

ah

coral vault
#

getting 4 direction rotation is easy with kubejs, but I dont know how you have to do it. and more than 4 directions is tricky

brave cairn
#

I was testing out tfc ones and it looks like their direction is determined by like, coordinates? and not which way the player was facing

coral vault
#

so like lily pads?

brave cairn
#

is that also how they work? idk

coral vault
#

yeah i think so

brave cairn
#

that would also work then ๐Ÿค”

#

also added this, since before it was macerator exclusive

#

actually.. lemme make it a mortar recipe because those are underused rn

#

ok! all pushed! both tfg-core and the modpack

#

btw, when I was merging in your medicines, I have to ask -- why not use a tag for each ingredient instead of doing stuff through arrays?

#

(also, you can skip writing the kinetic mixer recipes - pretty sure that's not coming back)

coral vault
coral vault
#

If I have time later I will switch to use tags

brave cairn
#

yeah np I was just wondering

brave cairn
severe matrix
# brave cairn

this also means that there would be a lot more bed rock farming too

#

should we make it harder to farm at bedrock level ?

#

like make the underground much colder or hotter at some point

brave cairn
#

nah, it's fine, the main difficulty is getting enough light sources down there and then getting your crops all the way back up

coral vault
brave cairn
#

don't think so, what's your crash?

#

otherwise you could try a pakku fetch

coral vault
#

org.spongepowered.asm.mixin.transformer.throwables.InvalidMixinException

brave cairn
#

what's the mixin that it's having problems with?

#

and did you rebuild your tfg-core?

coral vault
#

just a sec

#

I rebuilt tfg-core. Got a warning there about using an older gradle version but it finished building

brave cairn
#

that's normal

coral vault
#

pakku fetch didnt fix it

#

seems like an issue with firmalife and kubejs

brave cairn
#

dammit not the stupid charcoal pile igniter again

coral vault
#

lol

#

this a reoccuring issue?

brave cairn
#

wait do you have a GTMachinesMixin.java file

#

I thought I deleted it

coral vault
#

is that in tfg-core?

brave cairn
#

yeah

coral vault
#

I have fisher and steam boiler mixin files

brave cairn
#

those are fine

#

...did you copy over your newly built tfg-core.jar?

coral vault
#

yeah lol

#

and it is 0.9

brave cairn
#

hm! I have no idea why it's complaining about the GTMachinesMixin because that doesn't even exist any more

#

what happens if you use mine?

coral vault
#

that worked

#

just so you can see

#

also...

brave cairn
brave cairn
# coral vault also...

looks like it's generating the right number of buds at least - next check inside kubejs/assets/tfc/models/block? your bud indicator should be there (same for the texture folder)

coral vault
brave cairn
#

those are committed ๐Ÿค”

#

also sorry typo, meant yours should be in tfg folder too

coral vault
#

im going to try a fresh install. Seems like for some reason im like stuck 1 commit behind

#

ill try to rebuild tfg-core too

brave cairn
#

๐Ÿ˜”

coral vault
#

Works! both tfg-core built fine and everything is up to date

#

Im convinced github can smell my fear

brave cairn
#

ok phew!

#

can you see your buds?

coral vault
#

i clicked update on the branch and everything

coral vault
brave cairn
#

nice!

#
  • removed advanced AE
  • added forgiving world (the dimension teleport mod), tfc-textile (special clothes you can make from predator animals), digger helmet (a mod specifically made for TFG that was forgotten about, doesn't seem to quite work yet but I've pinged the author)
#

updated todo list as well

coral vault
#

how do I update the mods?

#

tried pakku update and fetch

brave cairn
#

grab latest again, then run pakku fetch? you might need to copy over your pakku-lock.json

#

depends on how your workspace is set up

coral vault
#

ah sorry, didnt realize this was a new commit

#

working fine

brave cairn
coral vault
#

Looks nice, I really like the idea of the animal powered crank

coral vault
#

can I add the roads and roofs mod and domum ornamentum mod? If im going to be adding structures I think they would help a lot

brave cairn
#

domum ornamentum looks like framed blocks? which we already have

#

unless I'm misunderstanding it

coral vault
#

it is like framed blocks but it adds some really nice roof models and brick textures as well

brave cairn
#

are tfc's not enough for you? :p

#

we do also have create deco now

#

and create itself has those polished stone blocks

#

I added recipes for them in my space branch, I haven't ported them over yet

coral vault
#

its not bad but it doesnt have any brick roofs... hmm

brave cairn
#

doesn't roads-and-roofs have any?

#

otherwise framed blocks has various slopes

coral vault
#

with domum I can add roofs like this

worthy tusk
coral vault
#

I can definitely go without it tho. But its nice for builders

worthy tusk
#

technically. could use a road as a roof if you're crafty

brave cairn
#

dang those are some sexy roofs

worthy tusk
#

i am also one of those people that added roads n roofs ๐Ÿ˜„

#

if we add it to this modpack i will volunteer to make greggy recipes for the stuff

brave cairn
#

lol I think roads n roofs is more appropriate than a second framed blocks mod :p

coral vault
#

Ill definitely add roads n roofs. And I think domum adds a lot more than just a copy of framed blocks

brave cairn
#

lol that's what I'm afraid of... it sounds huge

#

how much roofing are you planning on adding to these structures anyway? out of curiosity

coral vault
#

well it only adds a few blocks. Everything is generated through the GUI so it doesnt clutter your inventory like framed blocks.

#

I was planning on making different structures depending on the biome based on real world ancient civilizations.

#

A lot of them have terracotta roofs, which isnt really possible with the current blocks

#

Also I think regular players would like it as well

brave cairn
brave cairn
coral vault
#

thanks!

brave cairn
#

I still think it'll be funny if we end up with like 3 roofing mods lol

worthy tusk
#

i'd argue that there's no road mod

#

gotta add rnr!

coral vault
#

You can mix and match different textures at the workbench

#

need to add tags to properly add functionality tho

coral vault
#

ill probably disable these though

plain imp
#

Always mixed up the blocks and had to remake em

coral vault
#

lol

brave cairn
#

though it adds quite a lot more than just deco blocks so we'd have to sort that out too

gloomy elm
#

I was wondering where do you put the description for quests if you want to have them in different languages?

#

I understand that there is a different file somewhere

brave cairn
#

I think they go in kubejs/assets/tfg/lang?

brave cairn
gloomy elm
#

I will update the quests with the Community Pack and touched some stuff to take TFC into consideration

brave cairn
#

awesome!

#

yeah stuff like needing sapphire for your first aluminium, or ae2 being available in LV lol

brave cairn
#

is it just me or have backpacks disappeared

#

I just see a few of the upgrades and nothing else

spiral lintel
brave cairn
#

hm, if I downgrade to a really old version then they work ๐Ÿค”

gloomy elm
#

They changed names and tag on the recent version?

brave cairn
#

no as in like, they just don't show up in jei or the creative menu at all

#

well whatever, we're back on an old version of backpacks for now

#

can't figure out why the item size/weight stuff isn't working either, so I'm moving on to something else

brave cairn
#

updated a load of mods, I tested it a bit but please let me know if something's broken (this means running pakku fetch)

coral vault
#

was tfg-core updated?

#

looks like it

brave cairn
#

yes but it was just cleanup so you can ignore it if it still won't work for you

coral vault
#

Everything loaded fine

brave cairn
#

updated piglin loved tag

#

could add ores too ๐Ÿค”

#

ah fuckit

coral vault
brave cairn
#

lmao, what is that gregtech

coral vault
#

yeah lol

brave cairn
#

do you know how to remove recipes?

coral vault
#

yeah ill take care of it

#

i just thought it was funny

#

yall ever just dunk your bricks in water?

brave cairn
#

and have them magically stick together?

coral vault
#

working on adding create deco, and domum support atm

#

unless someone already added create deco support in another fork?

brave cairn
#

they did, lemme find it

#
GitHub

kubeJS scripts to handle recipe fixes and material changes for Create Deco
andesite alloy is replaced with tin alloy, industrial iron is replaced with steel
glowberries and soul torches in the lamp...

GitHub

What is the new behavior?
Adds integration scripts for Create: Deco decorative blocks and Create:Steam and Rails Locometal
Implementation Details
Create: Deco recipes should be checked for difficul...

coral vault
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alright cool

brave cairn
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if you wanna integrate them across, go for it

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I think the deco lights can be adjusted to use glowstone now since that'll be much easier to get

coral vault
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yeah ill take a look and adjust whats needed and push it

brave cairn
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hm, just noticed computercraft seems to be broken as well...

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I wonder if an emi update is what caused this

coral vault
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yeah I did!

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most of these can be made with domum so I think it isnt needed

brave cairn
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alrighty

coral vault
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is there a way to copy the pull request into my branch? Id rather be able to leave credit for the changes

brave cairn
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uhhhhh I have no clue ๐Ÿ˜”

coral vault
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id like to see what the piglins do with rose gold gears

brave cairn
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ok so I figured out the backpack problem

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the mod has its own config file where you can turn items off, and for whatever reason almost everything was disabled

hoary sand
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regarding your question about applying a tfg PR to your codebase, yes that's definitely possible but can be a bit awkward

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are you applying it to a fork of the tfg repo or to a copy of the tfg code in a different repo?

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if it's the former what you want to do is git remote add upstream-tfg git:tfg-upstream-url then git fetch tfg-upstream
then you can do git merge or git-cherry-pick to grab the contents of a branch using tfg-upstream/branchname as your source

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if they're not, you're going to need to extract a patch and try to manually apply it, which I can also help with

brave cairn
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backpack thing is all good now -- updated the mod version to latest, had to remove something out of tfg-core that was overwriting stack sizes to fix the putting-backpacks-in-vessels exploit

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adjusted a few of the upgrades too, magnet, stack, and everlasting upgrades are a bit cheaper

plain imp
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not-so-sneak-peek

brave cairn
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what are the brown/green bottom things?

plain imp
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Crops

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Both mature and dead tfg crops, each next to their seed

brave cairn
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oh!

small arrow
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any way to fix the "error rendering" when opening recipes in backpack and ae2 system?
the emi stuff doesnt want to work in specific inventories

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It crashed my game hovering and holding shift to try to display the recipe on the side

brave cairn
plain imp
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My gpu doesn't like that update

spiral lintel
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it reminds me of dynamic surroundings

brave cairn
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waves has built-in tfc support, particular does not, and it doesn't seem very configurable to make it understand tfc's boats or river water

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adds these effects fine to a ravine with still water, but won't to a river

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I'll make them an issue on their github

coral vault
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Alright, Createdeco integration added. I had to change a lot of things from the pr

plain imp
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Took me longer to get git to work than to start coding ๐Ÿ’€

brave cairn
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gonna add the airplane mod from #1328677031164117022

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I think some of its recipes need a few small tweaks from back then

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but should be pretty quick

coral vault
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have you looked into the animal create mod yet?

brave cairn
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the what?

coral vault
coral vault
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hmm is it possible to add a mod from curseforge that isnt on modrinth? pakku wants the modrinth id but there isnt one

brave cairn
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oh that one, no I haven't yet

coral vault
brave cairn
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it's ok I went through the same ๐Ÿ˜‚

coral vault
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I tried like "NA","NULL", "N" and all possible variations

brave cairn
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ok, aircraft stuff is all pushed - I also got distracted and removed a bunch of overlapping gregtech and tfc recipes for vanilla items

severe matrix
brave cairn
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coke for steel and coal for bloomery then? ๐Ÿค”

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just trying to give more uses to the big coal veins lol

severe matrix
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coke is more brittle and could be layerd easier for both of the metal work thus that is the reason why charcoal is perfered

severe matrix
# brave cairn coke for steel and coal for bloomery then? ๐Ÿค”

"The problem with using coal in ironmaking is that when you heat up most coals they expand, deform, and/or crumble as they outgas a variety of hydrocarbons. This is very bad behavior for a material being put into an ironmaking blast furnace, because the furnace charge has to be permeable enough that the hot-blast air can pass through it. Coal fines and softened coal clog the flow channels for the hot-blast air through the furnace charge, and the furnace catastrophically shuts down. The moisture contained in the coal also absorbs heat as it vaporizes, reducing the heat available for the furnace."

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thus if you add, coke is fine for both but not coal

brave cairn
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๐Ÿค”

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hm I'm learning

severe matrix
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this is where the text i see it

coral vault
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I mean, you can turn coal into coke

severe matrix
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the reason why coal is turn to coke for iron making and blast furnace

coral vault
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Im aware, they were just saying they wanted a use for coal. Coal can be turned into coke so it still works for iron

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but it is fair that no one really uses coal since logs are so much cheaper

severe matrix
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na, i an sure we can make tweek to it so it make blast furnace with a higher temp or something for using coke

brave cairn
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I mean blast furnace is just a recipe

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so you could do like, 1 charcoal -> 1 steel, or 1 coke -> 2 steel

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(with equivalent iron inputs ofc)

severe matrix
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!

coral vault
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honestly maybe just dont use charcoal for the blast furnace?

brave cairn
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lol, also an idea

severe matrix
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no, charcoal is fine

brave cairn
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I would like to encourage the automation earlier

coral vault
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charcoal is just too easy to get

brave cairn
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and the coke oven is going to be a bigger part with my primitive rework

coral vault
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I know Id rather spend double the charcoal

severe matrix
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make coke oven expensive again

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it was fire brick before and that is why charcoal is perfered

brave cairn
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coke oven is already annoying because of the huge amount of clay and sand it needs, it's fine imo

severe matrix
brave cairn
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no, because fire brick needs kaolin

severe matrix
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i am sure we can get something work out

coral vault
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if you just dont allow charcoal in the blast furnace people will still produce plenty of charcoal for everything else in the pack. Coke doesnt have a use because trees are infinite

brave cairn
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yeah, in normal greg you use exclusively coke for steel, and coke doesn't exist in tfc (though it does have coal)

coral vault
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coke oven is expensive enough. Its like the first automation people do

severe matrix
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"Reason you would use coke for calcium carbide is same as making steel. The reaction is a reduction and you want that clean burning, containment-free coke versus other carbon sources. Note: We can substitute for mineral graphite in some cases, but historically that has been more expensive than coke"

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that is intresting

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graphite in iron and steel making

brave cairn
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anyway greg night

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I want to finish up my nether stuff first then I can do the create things

plain imp
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do i need to run pakku if i'm contributing to pyr's branch?

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okay, yes, you need to run pakku
her branch has no mods in the mods folder, lol

coral vault
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yeah, you also need to build your own tfc-core if you havent already

plain imp
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I'm so tired

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Last try for today
Might ask tomorrow for help if it doesn't work

coral vault
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but you should defiantly get it set up to build it yourself since its been changing semi frequently.

coral vault
plain imp
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Okay, already made the branch of the 0.9 modpack-modern, fetched with pakku, and added "tfg-core" manually on curseforge. It seems like that last step is the issue?

coral vault
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yeah but its not that big of a deal until tfg-core gets updated again

plain imp
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Then the issue is this, i'm getting the mixin errors ๐Ÿซ 

coral vault
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hmm, it shouldnt give you a problem since its up to date. Are you sure your files for Modpack-Modern are on the 0.9 branch and not the main branch?

plain imp
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i might be ultra stupid
let me check that

plain imp
coral vault
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No that version is not up to date. You will have to use the one I sent here or build it yourself

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We are updating tfg-core as we develop the pack, so what is published on curseforge is an older version (even tho they both say 0.6)

plain imp
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Okay then

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How long should the build take?

coral vault
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It only takes a few seconds for me

plain imp
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im supposed to run init, right?

coral vault
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This one

plain imp
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Fun! visual studio code doesn't have any of that what i sent is everything i have lol

coral vault
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Yeah, I don't know how to use vs to build it. I use intellij

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You can download the community edition for free. Seems like most people use it here so you can get more support

plain imp
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True

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I'm checking with that

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I hate devops so much

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I remember why i never want to work on IT

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if you don't mind me asking. How does the "building" work? Does it run on the background and updates the jar? Do i have to run it again to get the updated jar?

coral vault
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Yeah you have to run it again each time the repo updates

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When it's done you can find it in your build/libs folder

plain imp
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It worked

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Praise the lord

brave cairn
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java sucks, man

plain imp
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true, true

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time to refactor all my shit ๐Ÿซ 

brave cairn
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(not as much as javascript tbh)

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glad you got it working tho

plain imp
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~_~ i'm so tired

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who was the genius of addind .id(whatever) to all the craftign recipes? 7_7

brave cairn
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it makes looking things up convenient, like using it to override an existing ID or look something up later

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my bigger gripe is all the damn //#region spam

plain imp
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imagine solving 1 error and getting 2 more, couldn't be me (it's me)

plain imp
brave cairn
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like I get commenting everything if you're russian and don't speak much english (like our lead dev) but you don't need to region something that's one line argh

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I'm not gonna remove it all since it's not my code but yeah

plain imp
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I'll //#region every line of my code just to spite you

brave cairn
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though I would suggest if you're adding a big block of similar code, to stick it in a separate file like we've been doing with some of the recipe files

plain imp
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Talking about that

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Any gripes about me adding Flurben's Fantastic Foods on it's own folders?

brave cairn
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I shove all the custom stuff in the tfg folder

plain imp
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lol

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But we want the name to be noticed KEK

brave cairn
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do what you want lol just try and be consistent with what's there to keep the codebase tidy

plain imp
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wild

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now you have to specify what is going to be crafting the recipe
.id(tfg:crafting/name_of_the_item)

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wild

plain imp
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any idea of why

    Item.of("kubejs:pickle_spear", 4), // pickle spear recipe
    ["kubejs:pickle", "#forge:tools/knives"]
  ).id("kubejs:pickle_spear");```
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is giving me "Failed to create recipe for type 'kubejs:shapeless': ItemStack 'result' can't be empty!"?

brave cairn
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why are they prefixed with 'kubejs'?

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(you can skip the Item.of() by writing '4x id:name' btw)

brave cairn
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how are we feeling about letting create stuff overlap with LV a bunch as well?

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makes LV a bit less painful, and makes create irrelevant less quickly

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sort of like what the mech roller does for the lathe already

brave cairn
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the "create: vintage improvements" mod adds a bunch of machines that overlap a bunch

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like it has its own lathe, spring machine, a press you can put different molds on

spiral lintel
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are these alternatives or are we disabling some LV machines

brave cairn
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otherwise:
let heated mech mixer do the LV metal dust recipes
change mech roller to do foils instead?, so this new lathe can do rods

brave cairn
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LV so far is kinda the only tier where you basically have to make one of everything

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other tiers you don't

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so this has a bit more of that consistency

spiral lintel
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that sounds good, incentivises using LV if you want an easy ride or create if you want to save on steel and cables

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will make the create steam engines worth more too

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definitely better than the kinetic mixer half assed "SU + EU" confusing mess

brave cairn
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kinetic mixer no longer exists, gt got rid of its create stuff a while ago

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so, the alternator multiblock is also dead, we're switching to the create additions' single block one instead

brave cairn
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@coral vault the other extruder mold recipes use tfg-core tag prefix shenanigans which I've already been through the swamp of, and it'll be good to keep everything consistent

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if you could move the images and things to the right places + do the other comments, I'll approve your review and handle the rest

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(also pls ping me for PRs! github doesn't tell me about them annoyingly)

coral vault
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yeah if you know how to do it go for it. Otherwise I can try to figure out how later.

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for sure!

brave cairn
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should be pretty quick if I do it

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unless you want to learn? I'd be more than happy to get another contributor who can do a bit of java lol

coral vault
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I wouldnt mind learning, but my java knowledge is pretty low

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should I delete the mattock head extruding recipes too? Or are those added manually?

brave cairn
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those are done programmatically

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I think they're in gregtech's recipes.materials.js?

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search how the mace mold is handled

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I'm at work rn sorry

coral vault
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about to head to work myself. Will look into it when I get home lol

brave cairn
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alrighty! I'll look up where the molds are handled in java so you know where to get started

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thanks again!

coral vault
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thank you! ๐Ÿ‘Œ

brave cairn
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internet at work is down so I've had a bit of time to think about the primitive create stuff - the main thing I'm trying to figure out now is the "mid to late" part of create

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the best I've got is putting a "gate", a single craft that unlocks a bunch of next progression, sort of like how in current tfg, the creosote planks unlock almost all of create

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because of the steam machines

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so that's one thing, the other I'm thinking of may involve blaze burners

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there's also the question of how much create do we even want to require

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cuz rn it's literally just a depot/belt and a single deployer

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which is probably too little lol

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but create is difficult to design progression for because of how intentionally freeform it is, with its main gate also being blaze burners (for its brass)

brave cairn
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my other ideas were stuff like, require more create for early circuit boards, or something involving mech crafters (with them being cheaper ofc)

vocal slate
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I would suggest leaning heavily on the "factory assembly line" idea that create's circuit building asks for. It's (IMO) far too simple to hand-assemble circuits on a very tiny line of 3-4 deployers (or less!). Require more circuits, more circuit components with their own line requirements, and possibly (sparingly) a % chance to succeed. Stuff that really encourages players to move towards automation. For their first handful of circuits sure they might do it all by switching out items on a single deployer, but that should be sufficiently tedious that nobody will do it for the amount of circuits required to break into LV.

coral vault
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I know a lot of players don't really like required create in mod packs though. It fits the theme of the pack very well, but I wouldn't want to force too much.

brave cairn
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mm I was also thinking of stuff like, mech press heating recipes to let it weld things, mech mixer heating recipes to do LV mixer metal dust recipes, and then scaling up how much colored steel and other alloys you'd need to do -- but at the same time I don't want to make the crucible alloying stuff completely overshadowed ๐Ÿค”

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I know people hated colored steel LV casings before, but that was also when they had no good tools between it and doing the alloying by hand

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so I guess if you wanted to, you could still rush the LV mixer + arc furnace, or you could take your time and do other stuff instead?

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basically instead of the current "LV replaces create", have "LV overlaps with create"

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more options = more gooder

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then the total gregification begins in MV lol

vocal slate
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Another idea I would suggest is making the alternator uh, useable at all. There is (IMO, again) an enormous gap between steam power and MV where there is really nothing to fill the void. Neither the gas turbine generators nor the combustion generators can be reliably fueled. The ULV steam generators are painfully underpowered, and require mass spam to power even single LV generators. The LBB seems like an obvious solution but it is offset by its cost. The alternator running off a create setup (but without requiring multiple stacks of steel) seems like it could fill a niche.

Or even completely throw out the LV electricity options besides the alternator. Maybe it can double as a steam turbine so you can pump steam into it to spin it instead of Rotational Force.

brave cairn
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the big alternator multiblock is getting removed because greg's kinetic stuff was also removed -- it'll be replaced by the create additions' single block alternators, which we're gonna configure to generate 1A LV at 256 rpm

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and make them similar in cost to the LV steam generators

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which will be much easier to scale up instead of "sorry you're locked to only 2A of LV per alternator because there's no bigger dynamos until the MV one"

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another thing we could do is just remove the infinite lava stuff because that also makes LBB spam too easy lol

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also you have the nether for big lava oceans now anyway

vocal slate
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I think the LBB's values could use some tuning in general. For example 1 charcoal has 960x less burn time in the LBB than a low-pressure boiler, while it outputs only 133x more. Or in other words, charcoal in the LBB produces ~7x less energy. Huh?

(Also yes, kill putting lava in the LBB at all.)

brave cairn
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I'm pretty sure there were some balance changes since 1.2.x and 1.6.x of gt, I've been meaning to check out the lbb

coral vault
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Might be nice to put creosote in the lbb (forgot if you could or not)

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Eh maybe not

brave cairn
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you can, it was just really inefficient before, needing like 10 coke ovens running constantly for it

coral vault
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I see

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That's fair

brave cairn
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it's probably why the lava thing even existed because otherwise it's just so impractical

coral vault
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Yeah

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But it's just too op

brave cairn
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eh it wasn't too bad, steam scales badly anyway

coral vault
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True

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Just felt kind of out of place ig

gloomy elm
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I dont know how I feel about forcing Create on players or putting it equivalent

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And where would go steam age?

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The way I see it TerrafirmaGreg is an hardcore TFC/Gregtech

brave cairn
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I mean even tfc has its own create-lite

gloomy elm
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I think Gregtech should stay the way it is or just harder

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Yeah that are basically bad Create

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You could implement harder progress during Steam and LV age that needs Create for example

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Or keep Create as a QoL during TFC progression but requiring enormous amount of investment

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Because if Create is too good then you will want to skip over Gregtech Steam and LV age

brave cairn
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I disagree that gregtech needs to be made harder lol

gloomy elm
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Im mainly afraid Gregtech would become to easy if you can use Create

brave cairn
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assembler, circuit assembler, I could go on

gloomy elm
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Really depends what you want Create to be able to do

brave cairn
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I think a reason a lot of people struggle with LV is because you have to make a ton of machines all at once. No other greg tier is like that

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when you go to mv, you end up replacing maybe like, a third of your lv machines minimum?

gloomy elm
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Yeah and I preferred when you needed blue and red steel lol

brave cairn
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and like, I only made like 3 single block ev machines, that kinda thing

gloomy elm
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Depends honestly

brave cairn
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so I think using create to "skip" a few simple LV machines is fine -- the create machines won't be much cheaper, just an alternative

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like right now the lv lathe is pretty useless because the mech roller exists

gloomy elm
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Why not use create in synergy with Steam Age to make TFC late game easier ?

brave cairn
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that'll be the plan as well!

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more create available earlier

gloomy elm
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The issue with create is how it can become stupidly strong

brave cairn
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cuz right now it's basically only TFC -> mix of create + steam -> only LV

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whereas I'm proposing much more of a blur between each

gloomy elm
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If you have some Create process usable for LV