#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 8 of 1
I mean why not
But then I feel the danger is the pack becoming easy
When it’s been promoted as an expert pack
Using create for crushing and rolling works well because it makes sense. But I think bulk blasting should probably be removed since it doesn't really fit the pack well
why? it can only do normal furnace recipes
It just feels wrong
Then it’s stronger than the Multi Smelter
it doesn't replace the EBF
nah the multi smelter is SO much faster
Like air frying my copper ore
Not early game actually
Again why not I’m just afraid the pack becomes easy
I do like create for building tho. Trains and the rail road stuff is very nice
it's gregtech man it's never gonna be "easy"
It could be if TFC is made easier and Gregtech easier
Because of Create being too strong
you want easy go play nomifactory where you get handed diamond mining hammers and an ore prospector on spawn 💀
I don't think create will really influence Greg all that much. It's basically just an in between to automate tfc and start preparing for steam age
Yeah but Nomifactory or Monifactory have custom contents above UV tier for Gt
TFG doesn’t
Well I don’t know it’s just a feeling when I finished TFG I felt it was hard early game
And late game was a piece of cake
I don't plan on tfg having tiers above UV, but space will stretch out the existing ones more
make them significantly harder
What made TFG hard during my lets play was the fact that LV needed tons of blue and red steel
cuz I think one problem with tfg is a lot of people quit as soon as they get into greg because of how much it hits them like a wall
And TFC wasn’t too modified
whereas if we ease them into it a bit more, then they'll have more energy left over for the cool space stuff
If early Gregtech and late TFC is made easier the pack will be a piece of cake
and I definitely want people to stick around for the space stuff!
I understand that but I feel make early game easier so people can get into space
it's just a bit lopsided atm, tfc already makes the early game significantly longer than greg's early game
It modifies too much the essence of TFC and Gregtech
Keep the early game hard
And as a reward you reach space
There is tons of pack where it’s hard to progress
And it feels rewarding
Monifactory has hard mode or expert mode
Cosmic Frontiers has the slowest and hardest early game
Tfc was made easier with greg, greg was made easier with create, what even is there left to make easier?
if you want it to be harder, greg does have a bunch of options in its menu to make it harder
Yeah I don't really understand. Nothing's really that different
Create ignores those
It's not like you can make aluminum with create or anything
that can be changed
Changed to be easier if you make Create available earlier
You already moved lv closer and made it cheaper
I mean, we can have the create ones do 1 rod per ingot or something
You can do that with inventory crafting
who said I'm making lv closer
I'm making steam age longer if anything
You made hulls cost a tiny bit of red steel vs 4/4, that's moving it significantly closer
I need to have a larger picture to understand better to be fair
Coloured steel is a significant resource sink until lv where it gets cheaper
With greg's ore dusts giving 129 mb it's already significantly easier by default
But colored steel only needed to be used twice, because once you had the assembler you could ignore it
When I finished TFG the LV casing was only coloured steel and not steel
I would like to remove tedium and replace it with stuff that's more interesting
That wasn’t the case I played the pack
Tedious is kinda TFC and Gregtech though
That recipe was unintentional
That’s why I’m saying if the amount of ressources or the way to get them is made easier
I think more people actually finishing the pack is a good thing
The processing lines should be harder
I really don't like how anything one dislikes can be labelled as tedium and ignored without any arguments
I don't really want this to become another gtnh
Depends really if the pack should be easy or hard
processing chains and planning stuff out = fun
sitting at an anvil hammering out steel = not fun
to me, anyway 😛 I know you like tedium but a lot of people don't
I mean at the end of the day you can do a hard mode
If mining in a game called minecraft is tedium for you then it feels like something else is a problem
Everyone is doing that these days
people hated when I changed the assembler recipe to all colored steel
And not everyone has to like every pack, and it's normal
supports and cave-ins keep mining interesting
I mean if you want to donate for us to change all the recipes again
tfg hardmode: every block is now collapsible
So interesting that most people try to avoid the mechanic by using non-collapsable blocks
Or digging straight down
What’s donate is about anything here ?
Finding solutions to problems is part of the mechanics
Well we will see but making early game easy when it was the only hard part of the pack before is a change of philosophy
And the pack will become easy for sure
I'm not sure why you are saying it's getting easier? Nothing is really changing
That’s what I’m understanding
Lv entry cost got significantly reduced
you guys talk about making tfc easy when I am removing hammer mining 💀
Create (free machines) becoming available earlier is going to make it easier too
No create isn't being available earlier. It's just being split up so not all of create is unlocked at once
then we make the machines not free? I can make the mechanical lathe cost as many lv circuits as the LV one
That'd make no sense logically
The point is also making Create do more stuff
A wooden machine with 2 small metal beams needing circuits
why would I make the create ones so much cheaper lol, that would make no sense
https://www.warco.co.uk/2164-thickbox_default/gh1640-gh1660-lathe.jpg idk man looks pretty fancy to me
An example on why I would be very cautious about Create
Tbh making a create contraption that makes rods inst that much cheaper than boiling water
Especially if we raise the cost of create blocks
Wood farm when I played it where basically a deep hole underground with a Create basic farm
And that was producing more than a EV Greenhouse
the rod thing is just a time save, you could bang out all your rods on an anvil if you want
It’s faster
Way faster
Because they're custom ítems, and on 7.12 we needed to prefix them or the recipes wouldnt get detected lol
And easily expendable
prefix them with tfg or something then 🤔
I think a way to make Create not too strong would be nerf heavily the speed
And make it having a bad ratio
So we just need to increase the load on machines so they can't produce at high speeds
That’s one of the way
But that needs heavy testing
So it’s not useless but not too strong
That's not too difficult to do
I don’t know I never played a pack that nerf Create that way
I have tried multiple iterations of that lol
No prefix, tfg, TFG/crafting, etc
It is fair that a create press shouldn't produce parts extremely fast at like 10,000 rpm. It's too easy to get that speed
anyway here's a tl;dr of my main changes for stone-steel age:
- no more hammer mining. You want ore that's worth a ton of mb? you have to actually work to process it
- add trip hammers to turn ingots into plates for the same 2:1 cost as an anvil. Reduces some tedium, yes it's optional. TFC has this mechanic as well
- graphite is no longer piss easy to find and requires exploring at low Y levels, so you actually have to interact with caves instead of digging straight down
- nether has an alternative route for kaolin and other ores at the cost of being more dangerous, both from other mobs and from the environment. Solves the issue of some people getting fucked by bad worldgen
see? I'm not making it piss easy
and the "work" is making a big ol' steam engine, which we can adjust the price of. Reminder that blaze burners need a whole bunch of blue steel each, and we can change the cost of the steam engine bits too
and if you're making all these machines then you're gonna want one
have you actually created your pickle spear item? in the startup scripts? with your recipe then in the server scripts?
yep
can you see your pickle spear item ingame?
have you checked for typos in your recipe?
nope to the first, yes to the second, no typos
then something's wrong with your item creation
I also think create should have limits. Keep it around steam age. Shouldn't be able to hammer aluminum or titanium or anything like that
I was planning on letting them do anything that LV machines could do
but that's not a bad idea either
You mean ULV? I don't think they should be able to make something an assembler can
I think the gradual "upgrade bits of your factory as you need them" that you do in the rest of gt is a good thing
Agreed
I'm not replacing the assembler
I see
the only things that'll get replaced is like, the lv lathe, bender, and extruder lol, maybe the wiremill
Also there is a mod to add compatibility with Create and TFC for the blaze burner
I don’t even know if we use it
Yeah, but I think we can just code that in ourselves
duh, i might had to to the "const registerData" thing with the item creations too
bruh
lolol
Error in 'StartupEvents.registry': ReferenceError: "registerFFFItems" is not defined.
Fun
I love javascript!!!!!
I have no idea what's wrong anymore
lol
unless i'm stupid enough to have missed a mayus i
if that's the issue i'm blowing a creeper to oblivion with 78 kegs of tnt
you have no idea how many times I had scripts fail because of a missing brace or something stupid like that
i'd so loved missing ; on C
who would've thunk that tfg code would change that much form .12 to .19, i've finally refactored most of the original code! haha
lol, which part?
are crops no longer considered a block for the startupevents.registry?
uhhhhhh I have no idea, that's a kubejs thing isn't it?
I don't know anything about custom crops 🤔
Most of it
Contraction "e." for "event." is no longer allowed, you need to use const on your startup scripts and server scripts, and declare it on main_scripts
Seems like some recipetypes changed, ex: crops no longer being a blocktype for a startupscript
I wonder why we use const lambdas anyway, I've just been using functions with no problems
Const can't be redeclared so I like it when there's a project with multiple different people
oh, huh
Function is generally better tho
Also, pretty sure you don't need to assign a const to the kubejs script. We just do it in the pack to have all scripts declared in the same place in alphabetical order. That way if there is a priority issue it's easy to adjust.
But yes kubejs changed a lot between versions. The wiki is not up to date on the changes at all. So if you get issue I would check their discord server
Doesn't seem to work without that declaration, it seems like the game now expect stuff to be on the main_script
You have to format it differently
@coral vault in java: look inside src/main/java/su.terrafirmagreg.core/compat/gtceu, most of the files there have to do with material stuff. Look at how some of the other tfc-exclusive tools like the javelin, mace, chisel, or propick are set up. You'll need to make a tag prefix (in TFGTagPrefix), a material icon type (in TFGMaterialIconType), and then go to TFGMaterialHandler and tell GT about the item objects from RNR.
in js: go to tfc/recipes.materials.js, again find the mace/chisel/etc and copy what they do, for your mattock. Then do the same sort of thing in gregtech/recipes.materials.js. Finally, add your extruder mold to gtceu/constants.js/TFG_EXTRUDER_MOLDS and the recipe to tfg/recipes.molds.js
and I think that's it. Plus you'll learn about ChemicalHelper and how gt's dynamic item generation system works, which can be very handy
Thanks! It'll be good for me to learn how to do that stuff. Maybe I can even make custom mattocks for gtceu materials
if you think they'll be useful!
I have no idea how to actually give stats to any new tool though, so you'll be on your own for that haha
Hopefully the mod uses the tier system correctly and you can just assign a new tier. But if they didn't... Then I'm not really sure how to do it lol
If it's too difficult I'll forget about it. Not really worth spending that much time one. I added gt recipes for most of the stuff anyways so you don't even need the mattock at a certain point
I personally found that the colored steel tools are still plenty of durability even later game
I was halfway through my second red steel chisel lol
especially how easy they are to produce more of later in the game, and you don't have to worry about building up enchants or anything
Yupp
the other nice thing about chemical helper is you basically say "give me x amount of this item type with this material" and somewhere way else in the code you can say "actually for zinc ingots we're using create's item now" (as an example). You then don't need to refactor your whole code to deal with that
and say "this item type is worth Y amount of material" so you can generate the casting/recycling recipes and just tweak one number later
..something I should probably get in the habit of using more, lol
Can all of this be done in kubejs? I know you can create new chemicals there and assign them for recycling, but I'm not to sure about more complicated things like molds.
yep, gregtech/recipes.materials.js uses it heavily
👍
I am kinda tempted to do more .setIgnores() and use items from other mods where we can, like those zinc things, just for more item texture variety if anything else haha
https://cdn.modrinth.com/data/S27aYArf/images/2c3178cbd42c7429ba2695e6713e78a26ad5befb.png and these look kinda fun
hm.. I wonder if afc is gonna make kapok even more OP in wood farms lol
this thing is HUGE
I figured out how to remove pages from the field guide with a resource pack
the bad news, it worked a little too well
Welp 😬
Quick question, before, just declarating the item correctly, giving it the correct asset on /assets, would automatically make it appear on JEI
Now it doesn't seem to work, am i missing something?
Yes
On my startup added it with const registerewhatever(event).....
On main_start.. added it to the itemregister lines
And assets are on the correct folder :shrug: No typos anywhere
could you upload your files?
No
just kidding, yes, let me do the latest tests for today and if it doesn't work i'll just upload it
i'm hoping it's just another case of wrong syntax
fuck yeah, it was wrong syntax
alright so, the horse mod works, but the horse doesn't actually move around in circles, it just stands there and wanders a little as if it was attached to a normal lead. It at least works with a millstone though and at its super slow speed can do around 1 item every 4 secs
so the balance is fine, I just wish the horse actually went in circles lol
Oh interesting. Would definitely be better if the horse moved
it's pretty configurable at least. There's small, medium, and large entities that give different amounts of SU, and poor, normal, and great path blocks, though it's unclear what difference the paths do
just that you can have it require some sort of block underneath in this 7x7 area
comes with a ponder too, though the timings are off so the text goes too fast, lol
teehee it bounces
What is that for? Lol
by default? automating leaves and doing unpacking recipes
but we can use it for whatever we want
I was thinking of a sifter
oooh leaf automation? humus?
hm maybe
there's this thing which I think is supposed to be a chem reactor, but I want to stick to greg for that stuff
"compressor" or "vacuum chamber"
huh.
lol
we could probably keep that for some really really low tech recipes
like... beets to sugar
You could use it to get honey out of combs 🤷
yeah those sorts of things would be cool, no chemistry stuff
there's this automatic sandpaper thing. It's interesting because it has to be ran at low RPM in order to work. If it's possible to add that mechanic to other machines as well, that would be a great way of keeping these balanced with LV
there's this thing which by default just makes springs. Kinda boring though, I was thinking of also having it do fine wire maybe? since springs are barely used
I like that idea
there's a thing called a "curving press" which is basically a mech press except you can swap the head
so I was thinking of having it do LV extruder recipes, which is already pretty niche since it can only do tools, but hey
by default it does things like turn iron blocks into cauldrons and stuff like that
not sure what else to do with it 🤔
we don't have to use all these, for example idk what we'd do with the sandpaper one, and there's also a laser thing that's very out of place
hell yeah
I mean maybe you can use the sandpaper one to get higher quality gems but idk
Can you switch it to use a tfc anvil?
nah that's normally locked to hv, I don't wanna mess with gt balance much
Fair
I hope so!
oh now THAT is interesting
ok perfect, looks like the hammer's useful at least lol
Phew
there isn't a way to have that rpm restriction on other machines, but they do all have a processingTime field, so we can have them take as long as we want. Perfect!
Do you know if you can adjust stress requirements on other machines?
yep
which is good because the hammer is a heavy boi by default, lol
so we probably wanna tone that down for early game
so bloom hammering ?
yep
pig iron too ?
I'm planning on having them do anything that requires hitting the "hit" button 3 times
so blooms, pig iron, colored steel hammering, as well as turning ingots into plates (at the 2:1 ratio)
if that is the case then less people would rush for ebf with that since the most painful part is processing the pig iron and not the combination of ingot that required pig iron for black steel and blue steel with more steel
I mean right now you also have forge hammers
that is really slow, would create hammer be slow too ?
create machine can be crank really high with the gear ration which making everything fast
stacks and stacks of plate in seconds
yes, though I can always speed up the forge hammer so it can be an upgrade
that's why we give it a high rpm impact so it has a speed limit
you can't make anything faster than 256 rpm
na, 256 is fast enough
YO I went to bed and had an idea
solves two things with one solution
PINE RESIN AS A WAX ALTERNATIVE
- gives people a reason to go north!
- helps people who have bad bee RNG!
- another thing to use with the new tree taps!
and apparently it used to be used for medicine in the past so it goes well with the new pills too!
I did add paraffin wax as a wax alternative
using resin as wax doesnt really make sense logically. It would make more sense as a glue alternative
You could distill resin into rosin which is a sealing wax. which isn't the same thing as regular wax, but close enough for the modpack
So fun
Adding a register###recipes to the recipes region of server_main_scripts, bricks my instance
Commenting that line out doesnt unbrick it lol
register.highprioritydata(computercraft) gets broken, and that's so weird because nothing of the recipe i coded is near enough any of those files
Just a heads up, if you use a register### name too long, it might permabrick your instance. Old name was 22 letters, with 3 letters and the exact same code works golden
that could work - and paraffin is great but needs the chem reactor
I'm mostly thinking about stuff like the vat and waterproof hide, not candles
wow what the hell - but also, that could explain why cc is broken
also, fun!. Yeah that was the reason it's breaking. I'm not sure if the lenght of the registername is the issue, but i'm sure that i changed it and it aint breaking now
was woken up early by a boiler repair guy lol
went back to bed after he left
so cc works now too? great!
Had to reinstall, but everything seems to be working so far
With 1 ítem/recipe/food finally redactored the rest should go a bit easier
Irl boiler or Greg boiler
irl lol
Fair
I haven't played my tfg world since jan
@coral vault I tag-ified your medicine recipes and added mixing bowl versions of all the basic pills, is that ok?
Yeah that sounds great. I'll probably add some more stuff to the tags too, since some of the beneath plants have medicinal properties as well
something something wood tar?
nah it's for making stick resin and another wax alternative, from cold plants
just trying to add a reason to visit up north lol
i mean. i like the idea of integrating low tech stuff into mid tech stuff
that's one of the reasons i completely removed the sulfur requirement from the gt recipe for the latex thingy
the gt recipe for the latex thingy?
🤔
oh just a heads up but I know like half the beneath mushrooms give you poison when eating them
Who doesn't need 20 different ways to make poison pills?
...why are there even pills for all the bad effects anyway? 😛
would be more cool if they were like, throwables like vanilla's splash potions or factorio's capsules that nobody uses
Mostly for the sake of adding more potion effects. But my goal is to add splash potion type effects. Not sure how I want to add it yet
lace food with the bad pills
I thought it would be cool if you could poison a food or water source
Yeah this guy gets it
that sounds like a lot of work since you'd have to code the mob AI to come eat/drink it
🤔
pvp server, someone steals food, eat it, gets posion and dies
But currently day 10 of my work week and I might have to work this weekend too 🙂
Yeah mostly pvp
lol tfg pvp server sounds hilarious
Lol
good grief
Yeah... I need a break
funny enough, seems like kubejs and it's tfg implementation are a bit better now
block creator for crops not automatically takes the model and textures from the assets folders
back in 7.12 we had to manually write the model and texture json for it to detect them lol
oh wow
I only started on 7.14 and I guess it had a kubejs update then
kubejs-tfc has had a few new things added to it since then too
btw, I did try to add "mysterious conversion" recipes, since it seems to be a tab you can kinda add whatever you want to? I'd like to at least have something in jei saying "you can get latex from these trees"
or other crucial things that are buried in the book/quests somewhere
didn't have much luck though
I thought jei had a specific tab for information? Not sure how to add to it though
just break the roof
wait for rain
everything goes boom
I've seen it for dyeables but I have no idea how to put stuff there, the jei docs aren't very helpful, but that would also be a good place to put it
Might have to look at another mod packs homework
spread Asbestos into air = deadly internal damage and external damage
Not me breaking OSHA guideline 29 CFR 1910.1001
@gloomy elm btw did you see this #1331744604701069393 message
Oh that's a great ideas
Using Create to make the crushed ores is exactly the middle ground i'm thinking about for difficulty
And it's way more interesting than hammers giving crushed ores so easily
Anyone here has worked with placed_features/generated_features? (Worldgen stuff)
note to self - replace this stone block with the stone tag so we can make relays easier
see I told ya I'm not gonna make it easy haha
meeeeeee
you'll want a circuit setting too because that's also how you make slabs/stairs/walls
how the fuck do they work? lmao
can you be more specific lol
https://notenoughmail.github.io/kubejs_tfc/1.20.1/worldgen/#simple-block-stateI
I have the block created, i think. It's a wild crop block. Whenever i use that code in the link i shared (someone on TFC discord passed it to me), it says the world has corrupted datapacks. if i comment everything inside, it says the event.simpleBlockState can't be found
NotEnoughMail’s site for his online projects: writing, documentation, and possibly more
I made a ticket on the kubejs server too and no one has answered yet 🫠
kubejs server is kinda useless I found
uhh I've not used the kjs feature stuff, I've just done it all datapack file style
what I'd do is just look through the tfc gihub, find the features for their own crops, and copy it into tfg
and like the guy in the tfc server said, just crank the spawn number way up to test
you could also look at the ones I've done for the beneath
That's so helpful, thanks
is that sarcasm, sorry I just woke up lol
I can help you with more specifics
since I basically did the worldgen for the reworked nether, I had to learn quite a lot about how features worked
but starting by copying existing ones and fiddling with them is a great way to start
No, 100% serious lol
oh also when you make your file you'll have to actually add it to the biomes. TFC uses some tags for overworld ones, otherwise I put it in the biome files for nether ones
I tried looking through the wild_crop files but i couldnt replicate em lol
I wanted to do it with kubejs, but it seems like what you tell me is the more viable option
the tfc tag list is on their online docs, under their worldgen section somewhere, you can add them at the bottom of server scripts/tfc/tags.js I think?
near where the ore veins and glow lichen are added
oh you'll also want to add the "can be snow piled" tag to your block so it gets covered by snow in winter
sometimes it can also be helpful to make your configured feature place something like magenta concrete when testing, makes it more visible
forgot to answer, was busy cleaning a bit the refactored code haha
thanks
funny enough, made a configured patch feature, if i made it place wild_crops, it worked
if i made it place my wild_crop block, the function straight up stopped working
lol
trying to learn neoforge, they used the "braces start in the next line" convention 
the only correct convention

I bet you also use spaces instead of tabs, heretic
i'm not uncivilised dw 😌
i code in paper
debug by thinking really hard about the code
i send the code to pr by fax
i require assistance.
what's the syntax to create an item/block/whatever so it creates as kubejs/mymod/itemname?
If i create it as event.create("itemname"), or("kubejs:itemname"), it automatically wants to take the textures from a folder called kubejs inside assets, not the "mymod" folder.
just event.create("mymod:itemname")
it'll still need to be in the assets folder tho
kubejs/assets/mymod/whatever
Thanks, that's what i've been trying to achieve
@coral vault do you have any interest in making your custom structures actually lived in by any chance? the person who made the kaolin klayze is working on some primitive-themed illagers
#1337210033406087188 message
so will miner helmet be added ?
yeah I just tested it, needed my "enable dynamic entity lighting" setting to be turned on https://cdn.discordapp.com/attachments/1291630891667292161/1354965478245797908/2025-03-27_23.48.53.png?ex=67e73570&is=67e5e3f0&hm=b5061319b596aadda99cbb5bc353967d0a446e6d704117225f2208ed48f48fbc&
pretty nice, having a hand free for a shield
it looked like a great idea but it also seems like a perm light source to swap out for a helmet slot
yeah, less armor
how about do a temp increase
helmet slot armor isnt much anyways
it will be abused in ther early game and everyone will just walk around with a miner helmet once it is made
i could already see the image already
that's why I changed the recipe to need glowstone :)
Interesting. I'll see how it turns out. For now I'll just design them to have multiple different states of decay. And if we add the illagers they can populate the intact structures
sounds cool!
How is a blockstate from assets linked to a created block?
Example for your event.create('tfg:charred_log'), there's an asset with the variants in assets/TFG/blockstates
the feature is the one that does stuff with the blockstate
I pass those blocks to the vanilla cherry tree feature placer, which is already set up to use the blockstate of logs to place them in directions
so kjs says "here is a block with this id, and it has this property", then the block state says "when this property has this value, rotate the model"
I was wondering if it was plan to make Universal Circuit ?
A circuit that shares the tag from #gtceu:circuits/lv as an example and can be made easily from any other circuits of the same tier
so it's easier to automate for AE2
I don't really get what you mean, there's already cheaper and cheaper circuit recipes as you progress
I mean it's a custom made circuit that the only way to craft is by using circuit with a ratio of one to one
the goal is to encode your patterns with this universal circuit and not having to change later when you unlock easier circuits
Usually the recipe is something dumb like Assembler on #9 with only a circuit getting you the same tier universal circuit
oh, is that to get around ae2 not understanding what a tag is?
right yeah
The only bother of doing that is the texture for the universal circuits*
each packs made their own textures
I'm not totally against it but we'd need art and everything for it, as well as communicating to people what it actually does -- like I wouldnt've guessed just based on the name
I was thinking about that while making the quest
though whenever I unlocked a new tier of circuit I only had to change like... maybe half a dozen patterns in my system, it wasn't that big of a deal
I think it's mostly betting on the futur with expending Gregtech
I can make dumb skins for now and see later on
if someone wants to have a try
or we can ask an other modpack teams if they don't mind sharing
sure, feel free to make this system with placeholder textures for now
how are the quests going btw?
idea for the future: you know those globes that ad astra has? the ones of each planet
what if they were trophies you could craft to basically say "I have conquered everything this planet has", and like, the one for earth would be one of the saplings from each temperature/humidity extreme.
Just a bonus goal for fun. And maybe all the planet trophies would do something (as like, a "true ending" sort of side goal?) right at the end if you get them all
Heya guys! It's been awhile but today we’re diving into Scorched Guns 2, a Minecraft mod that packs 76 guns ranging from classic muskets to futuristic ray guns. Whether you're dealing with zombies or ancient city guardians, this mod equips you with everything from shotguns to missile launchers. We’ll walk through crafting, attachments, and s...
Could be good
Not much progress was a tough week
I want to get onto it this Sunday
I still need to successfully launch the 0.9
I tried to download Pakku it didn’t launch on my Mac so I need to try with my pc 😅
Could be a cool feature as a quest goal?
The « I finished the pack » reward but could be turn in exploring every aspect of the pack
Since there is none crazy ending for now
yeah that sounds good!
greg itself is already crazy enough dont you thing
Yes and no
As a « veteran » player of GT I would say the vanilla version is kinda chill/easy
But it’s a very crazy mod when you do it for the first time
So it all depends which Gregtech players you are targeting
Honestly I’m no game designer neither I’m a mod maker or modpack maker
So it’s a very personal feeling
i feel like we need something to abtain ore like a void miner of somesort then
If you have a large miner you can move it around with Building Gadget or Create and ores should never really be an issue in the modpack
But depending on how it’s going it could be interesting to have a void miner
like in creating ore out of thin air with a large set up and required a large amount of energy to get it
The void miner is in GTmodern now
Just need to config the ores
But I guess before doing that we have to wait to see how space is integrated
Personally I would love something like having to setup void miner in planets orbit
Or some special planets
I would even go as far as removing some ores from the overworld and put them exclusively in space
But that’s big philosophy change on the modpack
Not my call
fair enough and no rush! was just thinking that we're gonna have to change the steam age quests significantly for the create stuff so was gonna suggest you don't spend much time on them yet
Im not gonna touch it then
I was gonna put bedrock miners on other planets yeah, so you'd have to make mini setups to automatically send it home
my thoughts for the endgame, whenever we get around to it, was instead of the NAN certificate, you'd make some kind of special item that you could knap to turn into various creative items
"creative clay" maybe lol
idk I just like the idea of coming full circle back to stone age mechanics lol
the idea of void miner really come up more when you are late in game when soem of the ore could be infi but some are not which required other ore to get and carrying all the ore around is really required labour instead of one structure that just do mining infin in one spot
and in order to power it, instead of spamming fusion donuts, you could "drill" plasma straight from the sun
because "craft things to send into a magic box that produces power and call it a dyson swarm" isn't as fun as literally building the sun drill setup yourself lol
there is definitely space to create process lines that don't need donuts spam
I like the idea of extracting from the sun
You should look at Sky of Grind it's GTm modpack i'm playing these days that tried an interesting space integration
not gonna lie though it goes high in Gregtech tiers but some ideas are interesting
I think there is a multiblock you can only make on a specific orbit to extract some liquid that you can use for other thing
but well I guess this isn't the time yet to think about all that
haha true
yeah I don't have any ideas for the gas giants besides "set up a gas collector in close orbit to get its atmosphere, which you can then distill to get different stuff" with the idea that you could pick and choose which ones you wanted to bother with
as a replacement for something like ender air
how does it do it? I'm very much trying to avoid having a bunch of mining dimensions
Im still not there yet but basically the liquid star is used to make other ores or is mandatory for other processing lines
And I think when you progress even further you can unlock new way to make even more liquid star
The core idea is interesting but I don’t think it’s the exact way we should handle it because we simply don’t need as much materials
And for the kubejs I think it’s basically a multiblock that only works in a biome
Or a dimension like Saturn orbit for example
Also I’m pretty sure next GTm update is implementing a way to lock recipes behind validated quests
That could also be an interesting way to implement stuff
I will send you pics tomorrow or on Sunday
oh neat
I'm not sure we'd use the quest thing directly but it could be useful for technical stuff?
Add knapping recipes for every item in the game 👍
I guess one way I think that could be interesting is making shortcut
Not gonna lie it would be fun to have to do knapping to make a creative item
Creative clay that you get from a TFC method using end game GT materials
Back to the basics
you want that NAN license? better dig out your anvil and forge again
After spending hours on Gt and space you have to go back to the overworld
Ahah yeah bring back the anvil 😂
you didn't really finish TFG until your license says "perfectly forged"
I don’t know when the modpack will be there but not gonna lie I won’t forget
That’s the perfect way to end the pack
hehehe
yeah the endgame stuff will probably be done last
I mean these kinda NAN license things can be done whenever, but the rest?
like the sun drilling? later
Yeah I guess even if it’s exciting there is more stuffs to do for the present :p
YES! Lmao
That would piss so many people off
that being said, when we get more into space development, things like gas giants and so on could be good smaller projects for other contributors to do while I figure out all the worldgen stuff 🤔
I’m limited to making basic stuff with kubejs 🙏
the worldgen does just naturally take a while to get looking good
I was wondering what’s the position of Exception on the modpack now? Do what you want just supervising it follows the modpack philosophy?
kinda all he can do until he gets time again yeah
he did say he'll have more time this summer at least
I see it’s actually nice of him to trust people to make good choices on the modpack
yes I'm thankful he's been so flexible!
back in jan he had a bit more time to actually check PRs and go through stuff, and I think all of our help then has built up some trust
That would make sense and I mean it’s great for him to see the modpack being updated while he’s busy
it's kinda funny to look at an old roadmap I found from back in like, october
there was stuff on it like the aether and draconic evolution lmao
Yeah it's for the best that we try to stick to a theme lol
Could imagine being in the middle of MV and then being forced into astral sourcery to progress?
there's many reasons why I have no interest in playing gtnh and that sort of thing is one of them 😛
found it
all i see is russian
well yeah
Common tower of babel L
exception is russian and barely knows any english
oh shit the first thing i saw is already about AntiqueAtlas
potion making
lol they mention about the tap problem too
Кнеппинг резины (Не работает, возможно ошибка аддона, я не знаю крч)
"Knapping rubber (Doesn't work, maybe addon error, I don't know)" google translate
Добавить какие-нибудь рецепты для миксера Create, иначе он бесполезный (Подумать над возможностью добавления поддержки миксером сплавки металлов TFC)
Add some recipes for the Create mixer, otherwise it is useless (Think about adding support for TFC metal fusion to the mixer)
what your though on this one
For heated mixer right?
I'm thinking about letting a heated mixer do some LV mixer recipes like mixing metal dusts
I don't want to make the crucible completely useless
and this one "Ограничить спавн рыбы тфк (вызывает лаги)"
Limit fish spawn tfk (causes lags)
does fish really cause a lot of the lag
Uhhh. I think it's because they use their own mob cap. But it really isn't that bad
"Make the sprinkler connect more natively to the Greg pipes" i saw this in the low proity lol
idk about lag but it does make a lot of noise, and they do kinda stop other animals from spawning
and i see draconic and extram crafting at the last two on high prioity
lol, I very much hope not
Интеграция ExtremeCrafting (Перенести многие рецепты машинок например и другого контента в верстаки 5х5 и более)
ExtremeCrafting Integration (Transfer many recipes for machines, for example, and other content to workbenches 5x5 and larger)
Добавить Draconic Evolution
and this explain itself ^
watched this - I like how the guns actually look minecrafty, idk how to feel about the sheer number of them but I'm not a gun person haha
I don't think we need this for 0.9 but it could def be useful in one of the space updates since there will be more stuff to kill
They don't affect other mob spawning anymore
"What has been put on the back burner, or ideas that will not be realized." well i hope thse two are not applied
yeah possibly, the shulk ones won't really fit since we don't have shulk
Make custom weight for non-TFC blocks and items this lookes like the only content that they are going for right now that is at mid priority
at least exception seems to be quite open to other ideas, like he said he really wants the nether but I told him that me and others felt it didn't fit the theme of tfg, so we compromised on me reskinning it
putting it below the overworld was his idea
and when I started working on space stuff he said it was something he was hoping to add for a while, so he approved of that too
I have no clue what's going on with vintage
there is so much more stuff being work on the vintage
"Make all recipes in groovy scripts"
I think that's one that xikaro works more on? that's all I know
theres skulk ones?
i didnt checkl the full vid
yeah sort of near the end before the "scorched" category
Xikaro Clean up tfc resource files, there is a lot of unused crap there
lol look at this one
so is your update official or unoffical at the end
it'll be official as soon as it gets merged into the main repo 😛
I wonder if it will populate a little more when we are closer to finishing development
I'd probably play on the server after it's done
ya who knows
I'm just happy that things are still active after hecuba's series has been getting fewer views
How much did things change from those videos? Started playing before then and joined the discord later on
videos?
https://terrafirmagreg.su/storage/img/image-1.png oh god there's a stargate
god I hate that model it looks so out of place in minecraft
Hecubas videos
I might be able to change the Stargate model depending on how it's made
oh!
he's on uh 0.7.14 I think
so... not that much has changed fundamentally since then
Oh no I meant the popularity of the server
oh! well the popularity was his fault, I only started playing because of him haha
Lol
as did many of the others here
so is me, i was into tfc and felt something lacking
I think this is a screenshot from vintage?
I started playing when it was added to curseforge. I love tfc packs lol
Is there still discussion on adding Stargate to modern?
i see non in the road map
there's been a few people requesting it but I haven't seen anyone seriously talking about it
I don't really see much of a point to it honestly
Neither do I
i mean hay it is teleportation
I'd prefer something more like tempad
but the requirment in the gtnh is like ridiculous
It's kinda the point tbf
it can be a thing but the prioity is way too low
compare to the unfinish part of tfg itself
Adding goth girls is a higher priority
tbh the only sort of thing I could see a stargate for is going from like, earth planets to whenever we start doing scifi planets
What about something like this?
I think this one lets us require energy ^
energy use is cool
the sort of thing I was looking for, at least for within-solar-system teleporting, is something that maybe requires a fluid? so we can feed it rocket fuel and then swap the model for a little rocket going off
Honestly. Could probably make that just a custom asset
Does gtceu still let you make custom machines on the newer version?
yep
Might be able to have a machine take inputs and then when it finished use a kubejs script to teleport the player
so the netherarium/enderarium still work for now, and the electric greenhouse is also technically "custom"
Not sure the mechanics on how we can get it to detect what player to teleport
yeah I'm not sure of the specifics honestly
even just something like a waystone but you have to rclick it with a bucket of rocket fuel or something would be good lmao
Hmmm
I know tempad can require item consumables and RF, but I'm not sure about liquids
Could always use fuel cans
yeah
Just realized that what we want is exactly what the rocket launch par is lol. Just less long animations
basically!
rocket launch is fun but also slow
so... some sort of fast travel would be nice for qol
My vote is for tempad. Way stone is good too but needs a reskin
Could just do both ngl
As far as I know waystone only lets you set and exp requirement. Which isn't very good
mm and we don't use xp for anything atm
And there isn't really a source of exp for peaceful players
there probably is a way ngl
Would be cool to have an enchantment alternative
that's what perfectly forged is for :p
what sort of enchants would even be useful?
tools last so long that by the time one breaks you can make the next tier
so unbreaking and mending are useless
tools already get so much faster than vanilla so efficiency is useless
I could maybe see the case for like, prot on armor but at that point we might as well just buff the existing armors? like make nano stronger than colored steel or whatever
bow enchants? why not a gun mod?
Except it isn't available on gtceu late game stuff right?
feather fall? hazmat/nano boots cancel fall damage entirely
it's just an nbt tag
I guess I'm just vanilla brained. Seeing things without glint just doesn't feel like they are peak yet
it doesn't show any difference in the tooltip but if you compare a perfectly forged and normal tool, there's definitely a speed difference
(weird interaction between gt and tfc I guess)
I see. Do they come with the nbt when processed with machines?
not by default but it's easy enough to add
Maybe add a way to upgrade the equipment to be perfectly foraged
So it isn't applied by default
I'm still just kinda.. not really sure it's needed?
we'll have to see in the playtests
Valid
is there anything that needs to be done that is core functionality?
what is broken that means that we couldn't update the curseforge with all the changes?
or are we wanting to add all the content before we release?
we got a todo list here! https://github.com/Pyritie/Modpack-Modern/blob/0.9/TODO.md have you seen that? it's relatively new
as for curseforge, well, nobody can do it except exception or xikaro I think, and it would be good to have everything playable and mostly finished before starting playtests -- but we can do playtests without uploading it there
I remember when 0.8 was on cf, we'd get people in here all the time who downloaded it, not knowing it was an alpha
so I think it would be better if we only uploaded it there when it was good enough for new players to play and not get horribly stuck
Yeah lol
I don't have to work this weekend!
Only a 12 day work week instead of a 19 day one
I can finally work on modpack features
what the hell do you do that has such long work weeks
I work in the medical device industry. So sometimes we get big demands out of nowhere and have to do overtime
damn!
So if people could stop getting heart disease it would positively impact my Minecraft modpack developing experience
I'll do my best, man
Thanks 😎
I got my parents visiting this weekend for mothers day here, but I also have an extra day next week
Extra day off or an extra day of work?
first
I did two extra days of work a few weeks back so I had one extra off this week and will have another off next
I'm so lost rn lol
Configuring a feature, when i give it a default wild crop to place, it does, when i give it my feature name, it doesn't place anythin glmao
Do i need to "create" a feature item somewhere? I already have the configured and placed feature files, and the game says there's missing or corrupted data
@brave cairn working on the mattock heads now. Do you know how to properly import other classes? Im trying to provide information to the material handler
https://github.com/Therighthon/RoadsAndRoofsTFC/blob/main/src/main/java/com/therighthon/rnr/common/item/MattockItem.java#L33 I believe most of what I need is here
interestingly It seems like they just used most of the coding from the tfc chisel.
weird bug with logs. Also cant make dug out canoes (even when stripped)
you have to have soft wood
birch is not soft wood that can be made into a canoes
and i see no bug really the log being mine like that is a feature
not me skipping a page 
use pine or something
it seems weird that placed logs should break like that. very annoying if building
yeah canoes are fine. Im just dumb
na just shift and mine one
has it always been like that?
always
you also see people accidentally broke the whole building because they forgot to shift
🗿
🗿
for that one on the right, do you know about structure voids and cave air?
uhhhh I think you'd have to add it as a dependency in the project... I've not done that before but I'll see if I have time today to try it
what does the log file say? the placed feature needs to point at your configured feature at the top
🤷♂️
Did everything again
Wild crop block is correct, correct texture, items drops, model
I have the files for blockstate, model, textures in the right place
The /place feature kubejs:cropname just doesn't spawn anything
Logs don't throw me any errors either lol
/place hardly ever works for me too lol
bruhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
it works for all the other crops :(((((
so the only thing i can do is pump the spawning to max and go search for it?
yeh
fml
you can do /tfc count to look for your block within a radius
shouldn't
if you're still stuck, post your files and I can try it out if I have time today
Thank you so much
I'll probably post em on my own fork :p
have edited like 4-5 files, hard to post everything on dc
aw beans it didn't work
pumped the spawnrate to max on the placed feature and nothing spawned on a new world for like a thousand blocks or so
might have missed a tag that tfc needs to spawn it or something, idk
good night
did you add it to the biome tag?
Same
First thing i'll do tomorrow
startup scripts/tfc/tags.js, at the bottom
This is the home of the API documentation for the TerraFirmaCraft mod for Minecraft, developed by AlcatrazEscapee, Disastermoo, Dries007, et. al.
then you put it in one of these tags
tfc:feature/crops looks like the one you want
No. What is that?
I figured it was something like that. I can try to Google it or something
Ah. I figured it out. Ive been following that tutorial you sent before
Pyritie we need a recipe to remove the lid from a lid jar to make jar without lid so people can scorp honey with it
scorp
yee, tldr they tell minecraft "replace this with any existing blocks" and "make sure this is always air"
java.lang.IllegalStateException: Unbound values in registry ResourceKey[minecraft:root / minecraft:worldgen/structure]: [tfg:plains_temperate_house_0]
crashing when trying to test the structure
not really sure what the issue is since this is all it says
seems like the issue is with the pool file. But it looks fine to me```json
{
"name": "tfg:plains_temperate_house_0_pool",
"fallback": "minecraft:empty",
"elements": [
{
"weight": 1,
"element": {
"location": "tfg:temperate/plains_temperate_house_0_0",
"processors": "minecraft:empty",
"projection": "rigid",
"element_type": "minecraft:single_pool_element"
}
},
{
"weight": 1,
"element": {
"location": "tfg:temperate/plains_temperate_house_0_1",
"processors": "minecraft:empty",
"projection": "rigid",
"element_type": "minecraft:single_pool_element"
}
},
{
"weight": 1,
"element": {
"location": "tfg:temperate/plains_temperate_house_0_2",
"processors": "minecraft:empty",
"projection": "rigid",
"element_type": "minecraft:single_pool_element"
}
}
]
}
figured it out
I had a typo in the file name so it didnt match the path 
works! next I need to try out loot tables
(they will be much rarer than this lol)
interestingly indicator blocks ignore cave_air
shouldve expected supports to not generate right lol
yeah, indicators are added on a different step I think? I'm guessing part of the UNDERGROUND_ORES one
those look like a cool start!
thanks! just wanted to start simple so I can understand how it works
rotation stuff is weird haha
for loot tables you want a command like this
/give @s minecraft:chest{BlockEntityTag:{LootTable:"mod_name:loot_table_registry_name"}}
edit the last bit to like, tfg:plains_temperate_pool for example
then place the chest down as part of your structure but do not open it
you want its "unopened" state to be registered into the structure, so it'll correctly get randomized loot
(took me a bit to figure this out haha)
do you think it works with vessels?
not tried it!
but I don't have high hopes
it didn't work when I tried ae2 sky stone chest or greg crates
though I only tried those with randomized inventory. I think sky stone chest might work if you had the same inventory over time (which is boring), whereas the greg crate wouldn't even get saved into the structure lol
no clue about vessels though 🤔
oh, the "framed secret storage" also worked for same inventory every time, didn't try it with random
for what i see that building seems really new in terms of a debris
it is suppose to be really new ?
if not then consider putting more holes on the top and maybe a few vine around the bottom of the building and green on the thatch as in real life they last short when not maintain
there are three different states for the buildings. new, collapsed, and ruins. There are talks of adding illager type enemies so the new buildings are mostly meant for those
any luck with the java dependency stuff?
havent worked on it yet today. Took a break to work on structures
heres an example of the collapsed version of the structure
looks like vessels do generate. Ill just have to see if they retain their loot tables
alright, I'll have a little time in a bit I could see if I could get it working
I think I got it! I pushed it to the repo
had to add the file to build.gradle and figure it out with this https://cursemaven.com/
so vessels dont work but i have another idea
nicee! ill have to check out how you did it
so my idea is to have generated vases that hold custom loot tables. And you just break the pots to get the items. (place holder item test)
ah so it just uses a normal block loot table instead of a chest one!
yupp
nice workaround!
and I just need to add a custom version of a block so that the normal version doesnt drop the loot table
so like a craftable and noncraftable one?
yeah
idk if youve tried to use lootjs yet but it works very well
colors.forEach(color => {
event.addBlockLootModifier(`tfg:decorative_vase/generated/${color}`)
.removeLoot(Ingredient.all)
.pool((pool) => {
pool.rolls([1, 5]);
pool.addAlternativesLoot(
LootEntry.of('minecraft:apple').when((c) => c.randomChance(0.8)),
LootEntry.of('minecraft:stick').when((c) => c.randomChance(0.3)),
LootEntry.of('minecraft:diamond').when((c) => c.randomChance(0.7)),
LootEntry.of('minecraft:coal').when((c) => c.randomChance(0.99)),
LootEntry.of('minecraft:torch').when((c) => c.randomChance(0.2))
);
});
});
this is what it looks like for the vase
a little, I ended up just using normal data files for most things
both are valid
mostly to just tweak stuff that already exists
json just makes me sad to look at
I'm used to it lol
The fast option could be telepresence - You control a robotic body or whatever. It would factually work by teleporting the player directly to their destination, but without any of their inventory or equipment. The inventory and equipment is cached in some manner, and returned when the player teleports back. The telepresence could be time-limited and have significant energy costs (scaling exponentially with telepresence time + cooldown?) if limits are desired or needed. (Specifically I think the equipment could be automatically transferred into the machine/block which initiates the telepresence and mapped to a player name/ID. Then you just need logic to get it all back out when they're done.)
One issue would be preventing the player from breaking the script loop by teleporting again. If the telepresence-body teleported off the moon to mars or whatever, then the script might become confused about when to give their equipment back. Or if it ever should. (Same issue if the telepresence body 'dies'). This needs to be taken into account, and I'm not sure it's trivial problem.
You could gate the telepresence behind [for example] having sufficient signal bandwidth through some sort of machine, or other requirement which makes sense.
I don't think there's any off-the-shelf solution for this, so sorry if that's not helpful.
it's a cool idea! but yeah I'm seeing if there's anything possible that doesn't require extensive effort on our own part lol
that's a cool idea it makes me remember Witchery dream world mechanic
for travel when you get the AE2 Quantum Ring
you can basically make a teleporter for yourself
yeah, but the quantum ring will be at the end of space (because of how much it would trivialise it), so that's not really viable
forgot that
Isn't it possible to add a rocket that goes way faster and doesn't explode when it touches the ground?
I guess that would need to be a mod
so you don't get a teleporter but rocket traveling is faster and can be afk
doesn't explode?
oh!
yes there's an ad astra addon that has an item that you put in your rocket's inventory and then it'll land safely by itself
i think that could be a cool compromise for a solution
yeah you don't get to teleport
but rocket traveling is less of a bother
added bismuth item pipes and bis bronze fluid pipes (same stats as tin and bronze, respectively)
Neat!
added a recipe to recycle the tfc blast furnace lol
can't do one for the bloomery though because you can use any of the bronzes for it
@proven ginkgo were you still taking a look at that "cold potion" thing? I just noticed that tfc-ambiental actually comes with its own potion effects for lowering/raising temperature
ah my bad this is for an old old version
@brave cairn sorry to bother you
Would it be possible to get a new explanation on how to launch the 0.9 ?
from scratch?
yeah I'm trying to get Pakku running for now
do you have a 0.9 workspace from my fork?
(easiest to keep that up to date through a tool like VS code or an IDE of your choice)
Do you import the workspace in VS Code?
idk even know what's a workspace 😦
It's like making a fork from your fork?
I haven't used VS code (I use normal visual studio) but I think the command is called clone?
if you open up VSC it should have an option like "clone a repository"
there should be an option to clone it from github directly 🤔
Let me look for it
like in VS, there's a menu for Git > Clone repo...
then it opens a window where I can select github and paste in a url
I think I need to download an addon for that
I gonna try
Pleasure of being on mac right now...
ah
give me a sec I'm fighting to try to instal the basics lol
Okay I'm there
After 2 youtube videos and 6 fucked up
I'm able to clone the repository
Should I clone this one?
I made the clone and saved it on my computer
I downloaded Pakku
I'm now lost lol
no, you want the 0.9 fork, this one https://github.com/Pyritie/Modpack-Modern/tree/0.9
my "main" is still 0.7.19
anyway, get that 0.9 cloned, then download pakku, get the pakku.jar and copy it into your minecraft instance (same place as the 0.9 clone)
where do I get the pakku.jar?
it should be inside the pakku thing you downloaded... I forget if it's a zip or what
anyway, open terminal in the instance and do java -jar pakku.jar fetch and wait for it to download all the mods for you
it won't download tfg-core though, so put this in your mods folder too
thanks
Oooh
I think it's working
let's see
I guess I can import the pack on Curse after that?
yeah!
lol for an unknow reason the file weight 1.5 Go
but I don't see what so heavy in it when I look files by files
the import doesn't work and says invalid files...
file*
Hmm it seems I'm missing something
It doesn't download forge automatically
I guess I could try to do it manually
just forge?
yeah forge was missing or maybe invisible idk
but I'm trying by manually creating the modpack with curse
I can't suggest doing my method which involves a whole bunch of symlinks 😛
I'm launching now let's see
well it crashes damn
I'm using forge 47.2.16
Is it the good one?
apparently we use 47.2.6
let's try to update
oh no that's the one
damn and I have no idea what isnt working
Ooooh
There is an issue
I don't have the updated mods...
I have Rocketry and no Ad Astra
I'm confuse
¿
I feel like i'm downloading the wrong repository
0.9 doesnt have ad astra in it right? thats a separate branch
0.9 doesn't have either yeah
yeah so its a problem if you have rocketry
my space stuff is in a separate branch (which is still on 0.7.19)
Ooh so I still have the wrong one
looks that way
is this too OP, do you think?
wear the full set and have a constant 18c body temp, completely ignoring ambient
I'm not really sure how else to implement it, just adding a load of heat reduction means it lets you survive lava, but makes you freezing cold in the overworld lol
if you are at that point in the game then ambient is kind of no longer a factor imo
colorrss
ooh so pretty
Damn finally succeed :p
thanks for the help now I can get into the quests though
I feel I don't have the new ones
my original plan was a seperate model for all 16 colors but... nah lol
6 models will have to do
Do you know if we have an easy builder to add all the dyeing recipes?
oh the quest were on a different branch got it
sort of, search for MINECRAFT_DYE_NAMES
most of them just loop over all the dyes, and if they aren't white, do this recipe, then also have a separate lye/chlorine "bleach" recipe for white
others just do all the dyes and don't have white as a special case
up to you really
I see. Thanks!
anyway finished the other insulation stuff
copper diving suit is -1 warmth, +1 insulation
and nano and quarktech armors are also fully insulated
hooray for mixins
Finally I’m set up :p
Isn’t it possible to make it resistant to heat only ?
probably yeah
https://github.com/Pyritie/Core-Modern/commit/5bd610c4beb58fc451dd8bfb1d731fca349a25e9 my code is pretty hacky lol
basically I just give the armors huge amounts of insulation, and later on when it figures out the temps, it just adds the insulation together and if it = a full set, force set the temp to 18c
we could do like, two separate big numbers of insulation and have one of them only set your temp if it's higher than something
gotta go to bread now tho
make so that it is still hot and not burning in lava
so you are still required a cooling cloth to get more comfortable
🗿
I haven't had much time lately to work on it.
alright, no problem!
not a bad idea
Is this a base firmalife recipe?
I think it's firmaciv but yeah
well, mostly -- it exclusively wanted beeswax before, we replaced it with #forge:wax
I wonder if on these kinds of recipes it's not better to simply keep the Sealed Barrel Recipe and a GT one if needed ?
did it have a sealed barrel recipe to begin with? 🤔
https://github.com/HyperDashPony/FirmaCiv/blob/Nifty-1.20.x/src/main/resources/data/firmaciv/recipes/crafting/large_waterproof_hide.json here's the original recipe
maybe not I guess :p
Migmatite is Deepslate but is it something naturally generated or is it for space?
nether
go to the nether either by standing on bedrock for a bit, or /execute in minecraft:the_nether run tp 0 64 0
Finished MV but gosh that's gonna take some time
Also need to add description for everyting in AE2
I think the ae2 chapter needs an overhaul so it doesn't have literally everything in it lol
like you want the main bit of "mine certus -> charge it in a polarizer -> make fluix in a mixer" maybe with a suggestion to use a sifter + rubies for efficiency
then a couple of the starting concepts like storage, interfaces, patterns/patprovs... but then all the tons of different sized disks etc don't need to be there
I can divide it in two chapters
But i think it’s useful to have everything included as quests
Because for lots of players they don’t know it exists or what it does
Or I can incorporate the basic AE2 in the GT quest progression
I think once they look up how to craft a few drives they'll see the others in JEI
Disks I agree
But not all the rest
Tag storage bus, Oversized Interface, Matrix, Better P2P
I could go on
I can add the basics of AE2 in the GT quests and keep a chapter for AE2 others stuffs
If you fine with it ?
yeah, up to you really
those addon things are pretty unfamiliar, I don't have an issue with those
Sounds good
I need to replay the pack a bit there is lots of change since I finished it
Lots of TFC stones have interesting recipe as dust in the centrifuge
And you added all of them to the rock crusher so
I will add that to the quests
mmm I do kinda want to get rid of the dust centrifuging eventually
Oh really?
replace them with bedrock mining in space
Too strong for TFG?
less that they're too strong, more that they're just boring
I mean gabbro used to just give straight titanium dust lol
Well I will have a look at all of them and suggest modifications so it doesn’t give main progression stuff
there's a section in the field guide that lists everything, tfg tips > infinite resources
Ooh I should look a bit in the book
there's a lot of missing key resources like copper
well it’s everywhere though
the main things people use dust for is iron, aluminium, and sulfur, sometimes that titanium
To be honest in a modpack like TFG I would be against the possibility of having irons or others dust by just centrifuging stone dust
But that’s just me
yeah that's why I wanna get rid of them lol
it's not like it's difficult to get thousands of iron from the mining machines anyway
make it an extremely low chance for tiny dusts. I mean you could extract iron from oxides in random rocks irl, it's just not economical.
but it's neat knowing which rocks contain trace amounts of elements
I did already nerf the hell out of diorite
I was wondering
For stuffs like Fluorine for example
would it be interesting to make it a harder processing line to get it sustainbly and later on when you progress in space you unlock easier way to make it
that would expand gregtech and keep the feeling of unlocking faster process
without having to push further tiers
you already get a lot of it from digging up a topaz vein, but yeah later we can add more minerals (like fluorite) or other ways to get it easily
I wanna try and follow the general gregtech principle of "do it a difficult way now to make it easier later"
exactly i share this same idea
And if we want nothing is stopping us to nerf the usual method
or reduce some ores veins