#๐EN - 1.20 Modpack Contribution Megathread
1 messages ยท Page 7 of 1
that is true
Hmm ๐ค shouldn't really matter if you change hammers. The biggest contention would be what version of ore would be dropped
so double the use of durability for a trade of more yield that is not a bad idea
the raw ones of course
(part of this is me on copium for struggling to get hammers to work lol)
Like poor, rich, etc?
same as machine, they just automate it
yeah ofc
speaking of which, I think our generated textures for ores are missing the secondary color layer ๐ค
Yeah that would probably be fine. Would the mining hammer also be the same?
same as pickaxe yeah
I'm gonna see a bit more if there's a way to get the hammer part working with kube
so the only part is just strip from mining crush ore only
ok ok wait I had another idea
what if we moved create earlier
but only parts of it
I'm thinking like: anything that requires a casing is steam exclusive (and make crushing wheel steam exclusive too)
so then early on you can use the mill to crush all your ores for you!
i found out that there's a recipe clash with glass. what's the function called for the gt cutter
cutting_machine?
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)
it's itemOutputs
lol yeah the error messages aren't great
ok it's fixed now i can automate glass panes in ae2 without worrying about what the output is gonna be
@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?
Am I the only one that was using GT hammer to mine?
Because they do 3x3
Or maybe I missed a change on 0.7
the general consensus was a regular hammer pre steam, then the aoe hammer after
just because crushed is worth so many more mB than raw, and you couldn't convert raw to crushed pre-steam
https://modrinth.com/mod/create-horse-power reposting here
Is there a difference when using " or ' with kubejs?
not that I can tell
#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
give yourself one of the big aoe drills and then dig straight down
that shouldn't cause cave ins right? but it does and god is it loud lmao
But I think the noise are just part of "fake" cave-ins, and those just trigger the sound.
Yeah, sometimes fake cave in sounds occur. But mining down does cause cave ins. But if there's no blocks above your head then there's no problem
If there's a cave below your feet then it will collapse if it isn't supported by supports, or hardened rock.
I've been thinking about adding some end game support options
You can technically make something like titanium supports that protect a whole chunk from collapsing
I mean endgame you're using machines which don't cause collapses
hell, even by LV you can stop manual mining
But the builders
anyway my theory is that changing that iterateAoE function to return a list sorted by Y level will solve it ๐ค
#1186025944222269580 message
Unless I'm remembering wrong. I think it plays the sound even if it's a 3x3x1 facing down. So even if they are all at the same y-level it will still play.
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;
}
I'll be home in a bit, then I can make a repro for you
it seems aoe miners inherently cause collapses even with no roof because it's breaking blocks that are considered unsupported when it mines more than a layer down
do you still think the mod is worth including?
This is just the update of ExtentedAE
It's already in the pack
For AdvancedAE I'm still not sure
oh!
I'm curious because the 4M Mega Storage Component from MEGA is made with UHV
I don't know what half these materials are bruh I never made it into luv haha
and the 16M Mega isn't implemented I wonder if they planned to push Gregtech further than UHV
but I like the cleanroom and assline requirement. Make those players suffer
could make a recipe for it if you wanted
I haven't heard of any higher tier plans ๐ค
kinda against it though imo
I'd rather have fewer deeper tiers than more shallower ones
Ahah well it's nothing too bad Iridium, Machine Casing, Circuit and Incoloy it's an alloy you made in the Alloy Blast Smelter and I saw they used it for other items in AE2
ah fair enough!
all I know about higher stuff is that naq alloys and duranium are involved lol
and tritanium and other funny fusion metals that I don't know the names of
ah nice
I could use Europium because it's LuV
but damn it's an expensive one
I thought it was cool to add some research
yeah it's basically a Multiblock of Molecular Assembler and Pattern Provider
it's QoL
I kept the fact that they wanted us to put an Assembly Line in a Cleanroom
Which I think is quite funny
lol my cleanroom has space for an assline in it already
i build an individual cleanroom for each multiblock
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)
making sure lavaproof hide is in fact lavaproof
cool! lemme know when you make a PR, if everything's done? unless you had more to add
Just the Oversized Interface and I will be good
I just have a question
Interface can be converted into cover interface natively
But at the beginning of the kubejs there is an exception to remove every recipes
I guess it's cancelling the remove of this native convert but I don't get how it works
event.remove({not:[
{ id: 'expatternprovider:epp_part' },
{ id: 'expatternprovider:ei_part' },
{ id: 'expatternprovider:epp_alt' },
{ id: 'expatternprovider:ei_alt' },
], mod: 'expatternprovider' });
I don't get what's the id
Okay nvm I found out by adding the oversized one
well that should be good let's try to make a PR
@brave cairn I sent the PR but I'm confuse if I did it correctly
oh
I put the wrong name
this means "remove every recipe that isn't one of these 4, and belongs to the expatternprovider mod"
I was just surprise that the id is shortened
you're missing the server startup script file too, but the rest looks good
can you put the PR to my 0.9 branch as well? will be much easier to merge it there
How do I find your branch?
I put the wrong name also so it's like I'm adding a file and not modyfing one
An innovative modpack that contains GregTech and TerraFirmaCraft on 1.20.x. - GitHub - Pyritie/Modpack-Modern at 0.9
Okay on yours I did it better I believe
I can delete the other one and redo it properly
merged, thank you!
lava proof, you can swim in it
will the equipment be burn ?
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?
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
the pakku stuff in that contributing file is what downloads all the other mods for you
yes, I have made a partial fix, the blocks are now broken from top to bottom, it reduces the amount of cave-ins by a lot, but doesn't completely.
that's already a big help!
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
might be worth asking in the tfc discord if they'd have any tips?
yes
check out my lovely LCR cube! 2x2x2 cube of lcrs
wrong chat?
Oh. Oops.
god I hate when I see a mod that's like "very configurable! ๐" and then has zero documentation about how to configure it
it's probably comments in a config file that gets added but still
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
would it be possible to combine tectonic mod with terrafirmacraft mod?
absolutely not
tfc is very closely tied to its worldgen
I did see that tfc is getting a bunch of worldgen improvements in 1.21 tho, check their server
Found it. The block you're actually mining always breaks first (with a mining hammer the center block), which still causes the cave-ins
ah! nice catch
https://github.com/Pyritie/Modpack-Modern/blob/0.9/TODO.md
I made a todo list with what I think is everything that still needs doing? I'm sure I'm forgetting stuff
However, it won't be practical to fix, as the logic for the center block handled by regular minecraft logic.
yeah makes sense, don't think it's worth the effort
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
Then that issue should be resolved with this fix. I'll make a pr
awesome!
@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
or is that handled elsewhere
That is handled somewhere else
wanna do something else? you can look through the todo list and see if anything looks interesting
check here first though in case someone's already working on it
I might look into the cold water thing
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
I think it has a "liquid ice"
It does i remember WTFing at that
we can always rename it to something else lol
Liquid ice is funny tho
i don't think it does anything either
this is just a test but I may have just figured out the texture thing -- and yeah it does abuse material icon sets lol
I can have a look at AdvancedAE
there we go, way more ore block texture variety and a second set of gem ore items
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
});
.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
});
like, the only different line is the displayname ๐
do me a favor and surroudn the code by triple backtick ( ``` )
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
ah!
try something like .translationKey('item.modid.taro_milk_tea'), then you can write the proper name in the lang file
well. i forget the different syntaxes. i could have sworn putting a ' inside " would work
you might need a backslash before the apostrophe? fuck if I know lol
yeah i mean that is an escape so it might work
Aha! We used ' in replacement of " in other parts of the code. Would make sense it being broken right there ๐
I'll test with a different name, if it works, then i can work on the correct display name using this, thanks
Also, if i wanted opinions about what foods to add, where should i ask?
here is fine
Then shoot your opinion, shooters
curry
we already have curry leaves
meat + rice + curry leaf in a pot with some water
maybe also vegetable item
honestly some foods that require machines but have better stats/duration might be fun
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
that's what I've been trying to tell you lol
the only item that's created in my suggestion is the curry item
what you just said is pickled food ....
but instead it create the picked item itself
relish is... very niche
:p it's a good glizzy topping
uh huh
it is a hot dog i am remember right
yes
it was a addon for flurben and the boba tea too
yes
these are spices in the game that currently have 0 use at all:
- Oregano
- Cilantro
- Basil
- Vanilla
ok wait no, vanilla has a use
pizza and salsa is still there
wait sorry. this is the chest of spices that do have a use
my other chest of spices burned down
and ther is vanilla ice cream
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
here this is more correct:
- Bay Laurel (this is bay leaf)
- Cardamom (very useful in indian cuisine)
- cumin
- pimento
well... i'd rather craft stuff with stuff in game, rather than limiting to dumb american cuisine lol
wait in the code...what is that choking thing
25% to choke on boba....
A sound the main dev coded as a joke
l o l
i can't remember if it is fully implemented or not, idk if we got the sound to work
this is a great gaslight for dragonium
i say add pimento pickled olives
cumin, emmm, chinese barbeque
it's just a sound, bro
you won't die, i promise
it say's potion effect i am not trusting u
if it is just a sound wount it be play sound effect instead
yes. sound fun
very deadly
you should delete all traces of this comment from here then hahahahaha
Ta-daaaaa
no one saw nothing
I didn't know there were questions being asked honestly
Only just now joined the server
Mostly the same thing i told you on the glizzy channel, how could we contribute, what was the process, etc etc
Just asked something about a snippet for one of the bobas that doesn't show in my game lol
taco ?
pizza ?
That's because that code with the choking boba was originally only sent to Flurben :p
you completely misunderstood my thing
taco and pizza already exist
i mean, that's not the issue
rasp boba shows in my game, taro doesnt actually show in my game
they are not american cuisine
arguably pizza is
fresh basil ?
that's an herb
please tell me you're joking
and not common on american style
no
unlike canadian stlye there is fruit
it looks more like canadian pizza to me with all that fruit
HAHAHAHHAHA
This was the issue
For fucks sake
Deleted the ' from the .displayName and it just works now lmao
Even though vscode didnt show a code break when it had it ๐
Lmao I'm fairly certain that's right at the end of the things I added, whoops
It's good
Time to go back to Flurbe's Flurbs lmao (?
bye ?
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
with tomato wedges and relish? i can't say i do
no need to have everything. It can even have vanilla/tfc/greg items for sure
I definitely didn't make the scripts with any intention of it being anything other than those two items ๐น Was a small thing to add simply for some YouTubers to have their fun little gimmick
didn't you add mustard?
yes
beef wellington
no mushroom
That's a pretty good one, definitely got the stuff for that
he's right no mushrooms
beneath adds tons of mushrooms
Oh wow, TFG gets rid of mushrooms? Hadn't ever even thought of that
time to create another plant /joke
it is just not possible to get in tfg at the moment
The hard part now would just be textures
it adds back red + brown vanilla ones + like 5 edible and 5 toxic
mushroomless wellinton, that' will be the name
And I also never could figure out how to add things to worldgen
i'd just wait for mushrooms
then that wont be wellinton anymore
portabello, shiitake, uhhh some others I forgor
mustard... what about a philly cheesesteak
For real, can even reuse the hotdog bread (?
normal bread would be fine i think
i'd use normal bread
Just change the name to "Sliced Buns" and no one would question it tbh
put egg noodles in the hot dog bread to make yakisoba pan
that sounds lovely
.....
i'm taking so many notes
https://en.m.wikipedia.org/wiki/Yakisoba-pan
mm carbs with carbs
Yakisoba-pan (็ผใใใฐใใณ) 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...
just have yakisoba and yakisoba pan
dangit i'm hungry and all the stores are closed
I love how this is basically what iCarly did with spaghetti tacos
lol
pho
wait we have egg noodles but no ramen? what is this!
we got rice noodle
yuck
fish and chips
honestly if someone wants to do something, they can add create recipes for most of the food we already have
oh you know what else is mustard! scotch egg!
make bread crumb with bread and fireed it in a pot of oil with
i coudl go for a scotch egg
is there a cooked egg noddle already?
yes
no, it turns into cooked pasta
i can only see normal cooked pasta
ah, k
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.
hmm, no breadcrumbs though
thus i said make bread crumbs with slice bread and bakes ?
yeah i'm trying to think of things that you don't have to create new ingredients for
noted, noted
that should be enough for a while, have to download a fresh copy and refactor our stuff for the latest version
thx kings
garlic mashed potato, there is bake potato
so why not mashed potato and mix that with a slice of cooked beef to make a steak dinner with side as vege
@brave cairn do you know?
is there a way to capture birds? lol
we got egg, milk bread and sugar so bread pudding
lead ?
like birds birds that fly, not chickens
and fence wit two block
they dont fly, they just jump higher
so fence of two block really
i'll see which of those make it to the thing lol
men i am making myself hungry before i go to bed
My bad
might want to make a whole forum just for food
i have list to go on with this but i will do it when i get some food that is after i sleep
That would have been a good idea
Might do that next time i'm here to ask for that kind of help
how are you downloading the branch?
welcome back!
not really anything major
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
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
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
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
I pinged exception for feedback about this a couple days ago but no response yet
https://github.com/Pyritie/Modpack-Modern/blob/0.9/TODO.md anddddd lastly we have a todo list now!
An innovative modpack that contains GregTech and TerraFirmaCraft on 1.20.x. - Pyritie/Modpack-Modern
oh fuck yeah
a todo list
thats nice
this is.,.. not true?
oh wait
no yeah
hide only the roofs from Alekiroofs
i'm just silly
at least that's how I understood what was going on from my 5 mins of looking into it lol
but yeah! we're getting close I feel!
ah yes, ruby
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
oh hm
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)
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
you wanna run this build, not the "normal" build
how did you download the instance?
I just opened up a new intellij project and told it to clone my repo
which repo did you point it at? try my one
thats what i used
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!
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...
You need to make sure they aren't rendered as a full block in the model file
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
There's two different ones. One for back culling other blocks and one for back culling itself
but if I do cutout which is what vanilla amethyst buds do, I get something like this https://cdn.discordapp.com/attachments/1186025944222269580/1353033040074637414/image.png?ex=67e02db6&is=67dedc36&hm=3ede59a29134efcd2e811fc69bda640bb8b5a96ad2a55a008b16675fbf1d9ccb&
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
https://github.com/InventivetalentDev/minecraft-assets/blob/1.20.1/assets/minecraft/models/block/cross.json I have, it doesn't say
{
"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" }
}
}
]
}```
I don't know where I'd have access to that
Its a kubejs argument
@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
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
I think the whole brine stuff is removed in this newer gt version
for advanced AE? do you still think we even need it, especially after extended has its own multiblock now?
nvm I just checked, the brine is still here, but maybe it's getting removed in gt 1.7, idr
Advanced doesnโt have the same multiblock. The multiblock from Advanced is basically a Super CPU
I think itโs still there
I think the only use for brine now is the pills for radiations
But hazard is still in development
oh I see it's just a process to get bromine, but bromine itself has no uses rn
Yeah Iโm pretty sure radiation pill needs bromine in a way
But Iโm not sure they have a use
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 itโs 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*
To be fair i think you can do it however you want, grasping the basics of FTBQuests isnt difficult actually
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)
Fair
then let's just remove it for now -- we can always add it back later if we need it
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
the general philosophy with the quest overhaul is that quests should be for two things:
- goals
- 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
yep! it might be good to grab an "updated version" of its quests before tweaking it for TFG
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?
ya let's wait until exception responds about my suggested primitive age suggestions before we do much with the create quests
possibly, I kinda want to instead have us do planetary gases instead
so I'm thinking we just leave the multiblock until mars arrives then we deprecate it
I mean there is also the nether now... So even more of a reason lol
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
right
Because*insert sysyphus image again
Will do
Thatโs the one ?
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
Okay perfect I will push there then
ayy, figured out how to make my own block
found this
https://modrinth.com/mod/create-vintage-improvements come with a whole bunch of machines, looks a bit overkill but some of it might be handy for this "introduce create earlier" idea?
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
Probably. Getting out worldgen features first so people don't have to wait. And then add create stuff later since it impacts worlds less
https://media.discordapp.net/attachments/1186025944222269580/1353170170805358722/image.png?ex=67e0ad6d&is=67df5bed&hm=192a848a3e96e38a03ed9091f4c6a48b6bd9130dd0a6af7d6f9551b62cdcde83&
cool, we got automatically generated buds now, no more photoshop for me
bad news: because of minecraft rendering and how gt recolors things, we end up with this https://media.discordapp.net/attachments/1186025944222269580/1353050377599189074/image.png?ex=67e03ddc&is=67deec5c&hm=fbd2be8ca834a56f884aee0197209621a429fd175dfaad4eae8b2447f6b60df7&
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)
I dont mind
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
yeah I dont mind, mostly just trying to get your branch cloned properly
have you been at that all day? damn
nah, just got back from work lol
Greg night
Okay, got your branch working. Intellij worked just fine to do it
Another L for Github desktop
SICK thanks so much
Btw, how would you add stuff to worldgen?
We have some plants and never got them to spawn on the wild ๐ซ
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
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
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
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?
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 - #๐ฌโmodern-chat-en is for general questions
this thread is for the modpack contributors lol
Oh excuse me
@low gate sorry to bother, but I saw you were online --
Hi, yes, I saw it, I just didn't respond because I was busy.
The idea you described sounds good.
no problem! Should it be for 0.9 or 0.9.1?
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...
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!)
I second this idea if only because the fact that pickaxes are effectively useless really bothers me
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.
they look really cool! did you know tfc also has similar stuff with its large vessels?
that... doesn't look bad
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
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.
ooh, did you get them working with the other tfc mechanics?
np np I'll get it working!
Not yet lol. Not sure if I want to make them like a larger vessel, a barrel, or maybe the vanilla Minecraft decorated pot.
Either way it may need to be modded in
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
Yeah, I'll see what magic I can pull with class reflection first before I try java code
another idea, what about structures? have you ever made those before?
Nope! I know how to make structure files though
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
https://gist.github.com/GentlemanRevvnar/387f9ee28613715c187a36dbc1dff35d this is what I used to figure out how to make moon structures, it's a little different in 1.20 but easy to figure out
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?
I don't have any sort of lore in mind, nope! but if you'd like to make some feel free to
https://www.curseforge.com/minecraft/mc-mods/tfc-ruined-world I added this already, which is a nice starting point
pretty much yeah!
I'm working on your buds rn
Alright, looks fun!
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
the coins are being removed in gt 1.7 ๐
I'm personally against villagers because no matter what you do, people always try and turn them into farms lol
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
you'd also have to go and change all the existing village structures because they use vanilla blocks
Yeah, and idek how to get them to not buy moldy food
true lol
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
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
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
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
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)
lmk if you figure that out, first I'm just trying to see how to rotate them lol
That's a good idea. Are they emissive?
Maybe look at the code for player skulls
haven't checked yet
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
nice! how do you get the block form?
block form?
yeah if players want to place the block down as decoration
oh! I don't have a recipe yet but I'm open to suggestions
that seems good
so any gem + a chisel?
yeah
sure thing
also does it break if there isnt a block under it? the bottom isnt too pretty since I figured it couldnt float lol
correct
with the greg ones you just get small dust piles, even though you can also craft the indicator back
i see
I couldn't get the rotation stuff to work but I just wanna shelve this for now lol
fair. I looked into it a little and it seems like its not a block state thing. Its just coded like that
which one is coded like that?
sorry, I looked at player skulls to see how it was done for those
ah
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
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
so like lily pads?
is that also how they work? idk
yeah i think so
that would also work then ๐ค
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)
because I wrote the code at like 3am
Yeah I wasnt sure so I just commented them out since when I wrote it there was the kenetic mixer
If I have time later I will switch to use tags
haha fair
yeah np I was just wondering
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
nah, it's fine, the main difficulty is getting enough light sources down there and then getting your crops all the way back up
hmm, getting a crash at startup. were any other mods added/changed or just tfg-core?
org.spongepowered.asm.mixin.transformer.throwables.InvalidMixinException
just a sec
I rebuilt tfg-core. Got a warning there about using an older gradle version but it finished building
that's normal
here is the log
pakku fetch didnt fix it
seems like an issue with firmalife and kubejs
dammit not the stupid charcoal pile igniter again
is that in tfg-core?
yeah
I have fisher and steam boiler mixin files
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?
same as mine ๐ฆ I don't know what's going on
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)
Nope, your old bud models and textures are in the tfg folder and nothing is in the tfc folder.
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
๐
Works! both tfg-core built fine and everything is up to date
Im convinced github can smell my fear
i clicked update on the branch and everything
yupp!
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
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
https://miro.com/app/board/uXjVIMTrVg4=/?share_link_id=661938290461
here's my suggestion for primitive age rework! would very much like any and all feedback
Looks nice, I really like the idea of the animal powered crank
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
domum ornamentum looks like framed blocks? which we already have
unless I'm misunderstanding it
https://www.curseforge.com/minecraft/mc-mods/roads-and-roofs-tfc do you mean this roads and roofs one? sure I know a few people added it already
it is like framed blocks but it adds some really nice roof models and brick textures as well
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
https://www.curseforge.com/minecraft/mc-mods/macaws-for-terrafirmacraft otherwise there's also this for roofing
its not bad but it doesnt have any brick roofs... hmm
with domum I can add roofs like this
onlt ceramic
I can definitely go without it tho. But its nice for builders
technically. could use a road as a roof if you're crafty
dang those are some sexy roofs
i am also one of those people that added roads n roofs ๐
if we add it to this modpack i will volunteer to make greggy recipes for the stuff
lol I think roads n roofs is more appropriate than a second framed blocks mod :p
Ill definitely add roads n roofs. And I think domum adds a lot more than just a copy of framed blocks
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
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
https://terrafirmacraft.github.io/Documentation/1.20.x/worldgen/decorators/#climate you'll be wanting this
This is the home of the API documentation for the TerraFirmaCraft mod for Minecraft, developed by AlcatrazEscapee, Disastermoo, Dries007, et. al.
ah I see, that's not so bad then
thanks!
I still think it'll be funny if we end up with like 3 roofing mods lol
You can mix and match different textures at the workbench
need to add tags to properly add functionality tho
you can never have too many roofing mods ๐
ill probably disable these though
Ohhh i hated it on minecolonies
Always mixed up the blocks and had to remake em
lol
https://www.curseforge.com/minecraft/mc-mods/decofirmacraft/ found this option as well if you want even more deco lol
though it adds quite a lot more than just deco blocks so we'd have to sort that out too
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
I think they go in kubejs/assets/tfg/lang?
hmm... more rock types would be nice for all the extra dimensions we'll be having... ๐ค
Thanks i will have a look then
I will update the quests with the Community Pack and touched some stuff to take TFC into consideration
awesome!
yeah stuff like needing sapphire for your first aluminium, or ae2 being available in LV lol
is it just me or have backpacks disappeared
I just see a few of the upgrades and nothing else
i wouldn't know (don't look at my suspiciously sophisticated backpack shaped belly)
hm, if I downgrade to a really old version then they work ๐ค
They changed names and tag on the recent version?
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
updated a load of mods, I tested it a bit but please let me know if something's broken (this means running pakku fetch)
yes but it was just cleanup so you can ignore it if it still won't work for you
Everything loaded fine
??
lmao, what is that gregtech
yeah lol
do you know how to remove recipes?
yeah ill take care of it
i just thought it was funny
yall ever just dunk your bricks in water?
and have them magically stick together?
working on adding create deco, and domum support atm
unless someone already added create deco support in another fork?
they did, lemme find it
https://github.com/TerraFirmaGreg-Team/Modpack-Modern/pull/555 + https://github.com/TerraFirmaGreg-Team/Modpack-Modern/pull/743
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...
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...
alright cool
if you wanna integrate them across, go for it
I think the deco lights can be adjusted to use glowstone now since that'll be much easier to get
yeah ill take a look and adjust whats needed and push it
hm, just noticed computercraft seems to be broken as well...
I wonder if an emi update is what caused this
https://www.curseforge.com/minecraft/mc-mods/decofirmacraft/ did you see this btw?
alrighty
is there a way to copy the pull request into my branch? Id rather be able to leave credit for the changes
id like to see what the piglins do with rose gold gears
ok so I figured out the backpack problem
the mod has its own config file where you can turn items off, and for whatever reason almost everything was disabled
regarding your question about applying a tfg PR to your codebase, yes that's definitely possible but can be a bit awkward
are you applying it to a fork of the tfg repo or to a copy of the tfg code in a different repo?
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
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
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
adjusted a few of the upgrades too, magnet, stack, and everlasting upgrades are a bit cheaper
not-so-sneak-peek
what are the brown/green bottom things?
oh!
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
It crashed my game hovering and holding shift to try to display the recipe on the side
important update ๐
My gpu doesn't like that update
what mod does this
it reminds me of dynamic surroundings
https://www.curseforge.com/minecraft/mc-mods/particular-reforged + https://www.curseforge.com/minecraft/mc-mods/coastal-waves
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
adds these effects fine to a ravine with still water, but won't to a river
I'll make them an issue on their github
Alright, Createdeco integration added. I had to change a lot of things from the pr
Took me longer to get git to work than to start coding ๐
pog
gonna add the airplane mod from #1328677031164117022
I think some of its recipes need a few small tweaks from back then
but should be pretty quick
have you looked into the animal create mod yet?
the what?
and I guess this too https://modrinth.com/mod/create-vintage-improvements
hmm is it possible to add a mod from curseforge that isnt on modrinth? pakku wants the modrinth id but there isnt one
oh that one, no I haven't yet
just press enter
it's ok I went through the same ๐
I tried like "NA","NULL", "N" and all possible variations
ok, aircraft stuff is all pushed - I also got distracted and removed a bunch of overlapping gregtech and tfc recipes for vanilla items
anyone wanna add blast furnace recipes for coke? and maybe coal for the bloomery too? https://notenoughmail.github.io/kubejs_tfc/1.20.1/recipes/#blast-furnace
na coal not really, in real life coke is made for steel making and coal is not used
coke for steel and coal for bloomery then? ๐ค
just trying to give more uses to the big coal veins lol
coke is more brittle and could be layerd easier for both of the metal work thus that is the reason why charcoal is perfered
"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."
thus if you add, coke is fine for both but not coal
Answer (1 of 2): 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 pe...
this is where the text i see it
I mean, you can turn coal into coke
...that is the context
the reason why coal is turn to coke for iron making and blast furnace
Im aware, they were just saying they wanted a use for coal. Coal can be turned into coke so it still works for iron
but it is fair that no one really uses coal since logs are so much cheaper
na, i an sure we can make tweek to it so it make blast furnace with a higher temp or something for using coke
I mean blast furnace is just a recipe
so you could do like, 1 charcoal -> 1 steel, or 1 coke -> 2 steel
(with equivalent iron inputs ofc)
!
honestly maybe just dont use charcoal for the blast furnace?
lol, also an idea
no, charcoal is fine
I would like to encourage the automation earlier
charcoal is just too easy to get
and the coke oven is going to be a bigger part with my primitive rework
I know Id rather spend double the charcoal
make coke oven expensive again
it was fire brick before and that is why charcoal is perfered
coke oven is already annoying because of the huge amount of clay and sand it needs, it's fine imo
now with cheap coke oven coke is perfer now is time to make it with fire brick again ~
no, because fire brick needs kaolin
i am sure we can get something work out
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
yeah, in normal greg you use exclusively coke for steel, and coke doesn't exist in tfc (though it does have coal)
coke oven is expensive enough. Its like the first automation people do
"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"
that is intresting
graphite in iron and steel making
anyway greg night
I want to finish up my nether stuff first then I can do the create things
do i need to run pakku if i'm contributing to pyr's branch?
okay, yes, you need to run pakku
her branch has no mods in the mods folder, lol
yeah, you also need to build your own tfc-core if you havent already
this should be the latest version of tfg-core
but you should defiantly get it set up to build it yourself since its been changing semi frequently.
Explain, please
https://github.com/Pyritie/Core-Modern/tree/0.9 you should make your own branch of the 0.9 tfg-core mod. Then you will need to use an IDE like Intellij to build the mod whenever it gets updated. Pakku will not supply tfg-core.
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?
yeah but its not that big of a deal until tfg-core gets updated again
Then the issue is this, i'm getting the mixin errors ๐ซ
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?
i might be ultra stupid
let me check that
okay, my files are on the 0.9 branch of modpack-modern
By adding tfc-core manually i meant searching for "tfg-core" on curseforge and adding the 0.6 (latest version)
Do you recommend i rather get this one instead of the one curseforge gives me?
No that version is not up to date. You will have to use the one I sent here or build it yourself
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)
It only takes a few seconds for me
im supposed to run init, right?
This one
Fun! visual studio code doesn't have any of that what i sent is everything i have lol
Yeah, I don't know how to use vs to build it. I use intellij
You can download the community edition for free. Seems like most people use it here so you can get more support
True
I'm checking with that
I hate devops so much
I remember why i never want to work on IT
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?
Yeah you have to run it again each time the repo updates
When it's done you can find it in your build/libs folder
java sucks, man
~_~ i'm so tired
who was the genius of addind .id(whatever) to all the craftign recipes? 7_7
it makes looking things up convenient, like using it to override an existing ID or look something up later
my bigger gripe is all the damn //#region spam
imagine solving 1 error and getting 2 more, couldn't be me (it's me)
Lmao trueee
just searched and it's so random
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
I'm not gonna remove it all since it's not my code but yeah
I'll //#region every line of my code just to spite you
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
Talking about that
Any gripes about me adding Flurben's Fantastic Foods on it's own folders?
I shove all the custom stuff in the tfg folder
do what you want lol just try and be consistent with what's there to keep the codebase tidy
wild
now you have to specify what is going to be crafting the recipe
.id(tfg:crafting/name_of_the_item)
wild
any idea of why
Item.of("kubejs:pickle_spear", 4), // pickle spear recipe
["kubejs:pickle", "#forge:tools/knives"]
).id("kubejs:pickle_spear");```
is giving me "Failed to create recipe for type 'kubejs:shapeless': ItemStack 'result' can't be empty!"?
why are they prefixed with 'kubejs'?
(you can skip the Item.of() by writing '4x id:name' btw)
how are we feeling about letting create stuff overlap with LV a bunch as well?
makes LV a bit less painful, and makes create irrelevant less quickly
sort of like what the mech roller does for the lathe already
what ideas do you have
the "create: vintage improvements" mod adds a bunch of machines that overlap a bunch
like it has its own lathe, spring machine, a press you can put different molds on
are these alternatives or are we disabling some LV machines
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
just alternatives
LV so far is kinda the only tier where you basically have to make one of everything
other tiers you don't
so this has a bit more of that consistency
that sounds good, incentivises using LV if you want an easy ride or create if you want to save on steel and cables
will make the create steam engines worth more too
definitely better than the kinetic mixer half assed "SU + EU" confusing mess
kinetic mixer no longer exists, gt got rid of its create stuff a while ago
so, the alternator multiblock is also dead, we're switching to the create additions' single block one instead
@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
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
(also pls ping me for PRs! github doesn't tell me about them annoyingly)
yeah if you know how to do it go for it. Otherwise I can try to figure out how later.
for sure!
should be pretty quick if I do it
unless you want to learn? I'd be more than happy to get another contributor who can do a bit of java lol
I wouldnt mind learning, but my java knowledge is pretty low
should I delete the mattock head extruding recipes too? Or are those added manually?
those are done programmatically
I think they're in gregtech's recipes.materials.js?
search how the mace mold is handled
I'm at work rn sorry
about to head to work myself. Will look into it when I get home lol
alrighty! I'll look up where the molds are handled in java so you know where to get started
thanks again!
thank you! ๐
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
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
because of the steam machines
so that's one thing, the other I'm thinking of may involve blaze burners
there's also the question of how much create do we even want to require
cuz rn it's literally just a depot/belt and a single deployer
which is probably too little lol
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)
my other ideas were stuff like, require more create for early circuit boards, or something involving mech crafters (with them being cheaper ofc)
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.
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.
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 ๐ค
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
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?
basically instead of the current "LV replaces create", have "LV overlaps with create"
more options = more gooder
then the total gregification begins in MV lol
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.
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
and make them similar in cost to the LV steam generators
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"
another thing we could do is just remove the infinite lava stuff because that also makes LBB spam too easy lol
also you have the nether for big lava oceans now anyway
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.)
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
you can, it was just really inefficient before, needing like 10 coke ovens running constantly for it
it's probably why the lava thing even existed because otherwise it's just so impractical
eh it wasn't too bad, steam scales badly anyway
I dont know how I feel about forcing Create on players or putting it equivalent
And where would go steam age?
The way I see it TerrafirmaGreg is an hardcore TFC/Gregtech
I mean even tfc has its own create-lite
I think Gregtech should stay the way it is or just harder
Yeah that are basically bad Create
You could implement harder progress during Steam and LV age that needs Create for example
Or keep Create as a QoL during TFC progression but requiring enormous amount of investment
Because if Create is too good then you will want to skip over Gregtech Steam and LV age
I disagree that gregtech needs to be made harder lol
Im mainly afraid Gregtech would become to easy if you can use Create
there's still lots of things you'll definitely need steam machines for -- alloy smelter for converting between blocks/nuggets and faster alloying, extractor for rubber, compressor/macerator for the wood boards. Then in LV there's a lot that there just are zero create equivalents of, like chem reactor, electrolyzer, arc furnace, the ore ones...
assembler, circuit assembler, I could go on
Really depends what you want Create to be able to do
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
when you go to mv, you end up replacing maybe like, a third of your lv machines minimum?
Yeah and I preferred when you needed blue and red steel lol
and like, I only made like 3 single block ev machines, that kinda thing
Depends honestly
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
like right now the lv lathe is pretty useless because the mech roller exists
Why not use create in synergy with Steam Age to make TFC late game easier ?
The issue with create is how it can become stupidly strong
cuz right now it's basically only TFC -> mix of create + steam -> only LV
whereas I'm proposing much more of a blur between each
If you have some Create process usable for LV

