#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 9 of 1
today I learned that the "piglin_loved" tag does not mean "stuff piglins will trade for"
it's basically hardcoded to be a gold ingot (and them not attacking people is basically hardcoded to be gold armor)
yeah that's just a loot table
thats good at least
lol it gets worse -- it would be easy to override it if it was just mojang, but forge overrides this as well but in an even more awkward way that idk how to override
thanks forge 👍
forget this, we're going back to gold ingots only lol
theres a mod out there that makes this easy but it's for fabric only
(I am guessing this is part of the reason why lmao)
learning about the new gt hazard system
it uh, can fuck you over with some permanent debuffs until you make "paracetamol" which is a huge stupid mess of recipes only available in LV
I'm gonna see if I can make your primitive pills cure some of these
Apparently it's not really fully fledged yet
yeah, I can even see a comment saying they want to add more specific meds
lemme see if it's possible to make our own items cure these 🤔
yeah not having much luck
I'll just let gt handle this balancing
it's at least way less annoying than it was in 0.7.19 lol
btw looking at the pills more closely... 30 mins of regeneration sounds insanely OP lol
Yeah I've been meaning to tweak those numbers. Were mainly there for testing
15-20min might be better for the tier 2 pills since they are still only level 1 effects
Level 1 regen takes about 5 seconds to heal 1 heart. So it's not very strong imo
Honestly that looks great if you just disable everything after LV tier
That way create can actually be limited in functionality
Or you can allow things to go faster as long as they still can't process advanced materials
yeah, + shift some of the other tiers "down"
this would actually help a few of the progression things I was having trouble with, plus introduces people to greg tiers earlier lol
Soon, no mods will be safe from greg
0.7.19's outdated version of gregtech has its kinetic machines go up to EV, that feels like an ok cutoff point for here too 🤔
yeah
Gonna use the billions of decorative plants tfc add? And multiple plants making the same cures because of climate limiting the flora
redeix is already way ahead of ya
early? you forget about NZ and AU, its already 10am 1st here
its perfectly on time lol
We can only hope 😬 last thing we need is more ai slop mods and slop structure mods. Let alone a combination of the two
- changed blue steel diving suit to just cap your body temp at 28 instead of being "fully insulated" like before (the nano/quarktech kits do the fully insulated thing instead)
- reverted piglin loved tag to avoid confusion, fixed field guide to say gold ingots only
- added hazards to realgar, cobaltite, galena, chromite... but only the dusts. Idk how to add it to the raw ores, and I'm unsure if even adding it to the ores is a good idea
oh also added the construction wand mod, if anyone wants to make recipes for it - it's like, 6 items?
What about building gadgets instead?
that's an elegant way to have Create power limited
Building Gadgets could be seen as op I guess?
or the best tools are lock way further in progression
Need more late game items anyways
yeah they'd be cool for later, let's just go with this for now tho
we've kinda been heading into scope creep territory lol
honestly what we could do, is wrap up the rest of what we have already, and start playtests for the nether at least?
give something people to chew on
awesome
@exotic wraith would you be able to submit your stuff like the chalk recipes and so on? I can do the PR if you're busy
Wouldn't hurt to have building wands and building gadgets together. I can work on implementing the wands into the pack better.
sure thing, the wands should be v easy, it's only 6 items
I'll clean up my current build and submit a pull request. Added decorative vases + loot vases. Some structures. Random fixes. And I'll probably add my simply lights Integration from the main branch
Btw I thought of a weird solution to the loot problem.
You know how we can't add random loot to some things but we can make predetermined loot? What if we used a jigsaw block in place of the loot container and just had a pool of like 30 predetermined loot?
🤔 sounds a bit silly but that could work!
Would limit the structure size but its fine for smaller structures
We can't use the research function of the ore prospector ?
research function?
When I open the prospector I was able to type the name of a ore to see only this one on the scanner
but I can't type anything
oh yeah mb
hmm weird
holy cow
I just realized the new integration to WAILA or whatever is this version
to know if the block is supported or not
how so?
how do you modify the guide book? There is an entry about the kinetic mixer but it was remove in latest version of Gregtech
kubejs/assets/tfc/patchouli_books
Isn't there a limit to 7 jigsaw pieces?
So using a jigsaw to create a loot block would use up one of the pieces from the limit
oop
how much have we advanced? i kinda stopped devving TFG and instead have been playing vidya instead
we got the OK for the early game create stuff, and I was sent this today which will help a lot with some of its progression https://modrinth.com/mod/greate/
ohhh
some of the prim quests will change because of this so it'd be cool if you could submit what you've got so far!
sure no rush! just wanted to see how things were going
I need a bit of a break from tfg dev as well lol
otherwise things are going well!
I'm getting a lot of crashes while making quests
what kind of crashes?
Some rendering crashes but I was unable to understand the crash log
I deleted a quest and remade it and it works better now
I think later on when you will integrated space I may redo the quest from fresh
Especially if we modify stuff
yeah, the HV+ quests will need some modifications then, but most of them will still be relevant
btw, you said that you're able to see all the items for computer craft and advanced peripherals after you did something?
Hmmm did I say that ?
maybe it was someone else 🤔
tidied up the todos page
also fixed a few of the field guide entries that were pointing at removed tfc recipes
Alright
i have NO idea how much i actually did the uhhh
chalk stuff
but
@brave cairn sure, i'll open a PR for my primitive quest rework
i think that itself contains the chalk stuff as well
i dont recall where i left that impl, oh well
Question @brave cairn
whats this about?
i can guess the kapok
but why the other trees?
did you add more tapping recipes?
you can tap it but nothing come out ?
idk, thats why i'm askin them
yep I added a new tapping thing to some cold conifer trees to get conifer rosin, a wax substitute
to a) add a reason to travel north, and b) give people another route instead of relying on bee rng
you can also turn it into sticky resin but not latex. Still need the tropical trees for that
how is making the tab compatible with greg drum
it uses tfc barrels now
i guess it is better than wooden bucket but how is it in terms of automation
how well does greg go with wooden barrel
same as before, create pump out of it
How hard do you think it would be to implement a condition to recipe
So it needs a certain temperature ?
Would be like a biome condition but with more flexibility in TFC with temperature
I had a quick look through the tfc docs and I don't see anything out of the box, why?
Well it’s to force you to travel
In the same idea as space
For example making rocket fuel would need you to go a certain temperature and make a set up over there or the recipe wouldn’t work
i like this
thanks for the clarification
Like a distillation tower recipe that would only work at a certain temperature
@exotic wraith we have a small issue
the new quests you made have icons larger than every others icons :p
We have to modify one part
I could modify the Gregtech's one though
because I'm not finished with them yet
And I feel the GT ones are actually really small
I'm confuse both are size 1
or default
https://github.com/Pyritie/Modpack-Modern/pull/14 @brave cairn
I already wrote this using the damn template but it deleted itself, thanks.
Anyways, this quest adds A LOT of changes, mostly to the primitive questline. Yada yada, you already probably know whats ...
here you go
there is something i'm not understanding
my work hours have started so i wont have much availa bility
no worries I will try to understand what's happening
don't touch the sizes in my quest lines. most of those are indeed size 1
its just that theyre considerably more spaced out
i hate the crampy feeling the GT ones have
that would scale?$
wdym?
oh yeah you are right
if I look at both screenshots
the standard icons have the same size
I use a combination of Sizes and Shapes to indicate the types of quests
Gears are major start-end points
I need to copy yours then
hearts are optional stuff
tbh you can stylize the greg quests as you see fit
I think it looks better if the whole quest book has the same code/shape
I will simply copy yours and give more space and bigger icons for milestones
here are my guidelines then, or at least what i used during the development.
- Constant localization tokens
- Size 4 Gears for Start and End points of questlines. (ie: metallurgy age's copper anvil being the start, and THE BUCKET being the end) NO ICON is bigger than 4.
- Hearts are for Optional Quests, usually completionists or ABSURD quests (such as 1024x garlic bread)
- You can use big size squares for mid-points or "mildly important" milestones
there might be other patterns that you can extrapolate from the metallurgy/stoneage questlines
sounds good thanks
good day!
cheers
And I found the culprit most GT icons are smaller than the standard size of 1 -_-
Im redoing it all fuck it
This seems like a mistake? Cast iron into wrought iron
Default Greg recipe
It does feel wrong imo, especially with Create, bulk blasting costs no power and is significantly faster than any alternatives until much later
it is wrong
I dunno, I like the idea of progressing beyond the bloomery
and bloomery and arc furnace is a huge gap, and you use wrought iron for a ton of things
honestly I'd be more in favour of just removing bulk blasting
!
single block furnace too slow? steam multi furnace
!!!
Or make another bloomery or 2 if it's too slow
Costs bronze too
yeah I do like the nugget recipe as a middle ground between hammering blooms and the arc furnace
You should use Steam hammer if you want to automate wrought iron
I'm really not a fan it feels you just skip new tools
Like you unlock bronze age
yeah but how do you automate the bloomery
it's so much slower than the blast furnace even
We can think about that with expanding Create for example
wait wait I know
Always better to create new ways
custom multiblock
GT steam custom multiblock?
it's bloomery shaped
sounds like a very good idea to me
but costs your bloomery item and just gives you blooms directly
the advantage here is you can dump a load of iron in and not have to wait 20 mins or whatever
doesn't seem too complicated to implement too
okay so I'm removing the nugget I was on it already
cool, I'll add this to the to-do list
That's exactly the cool things i'm thinking about to amplify GT and TFC
You can just use the arc furnace tho
That creates a step between the bloomery and the arc furnace
I think that's cool
especially because to make the recipe works with the arc furnace you need air collector/centrifuge and arc furnace
so if we got a better bloomery players could push to later to get the arc furnace
yeah, and with the create changes, the steam age will be a bit longer too
Seems like a good idea
@gloomy elm approved your PR, nebby I'll look at yours at home since there's more stuff to it
I forgor about your dye stuff lol
should the steam bloomery still require charcoal?
I guess but it can be less because there is the need for steam?
or same ratio and the cost in steam is due because it's automatic
yeah I feel it's better to keep the same cost
same cost but faster i'd say
or parallel
which would end up the same
but intensify using it with more ressources
is there anything for coke?
feels odd that coke is unnecessary for steel production at all stages of progression
anything what for coke? they'res recipes to extract more stuff from it
I'm making the tfc blast furnace need coke
it's just useless besides being a niche fuel for the forge
for steam bloomery:
1 cast ingot + 1 charcoal = 1 bloom
1 hematite/pyrite/etc + 1 charcoal = 1 bloom
does it need to accept anything else?
I should be able to set up the multiblock fast since I've done them before
I guess I could let it accept coke as well? in case you overproduce it
I would be curious to learn how you do multiblock with kubejs
I will look at that later on
Is there an easier way to impletement a strutuce or do you really need to put your letter in the good order manually?
I kinda want to make it only accept dust/ingots lol, but if you wanna do the raw ores as well then that's fine
look at startup scripts/greg/machines.js I think it is? you can see how I did the terrariums
if you wanna try, go for it! there's a block tag called #tfc:bloomery_insulation I think? that you might find useful
then the gtceu documentation has a page on custom structures
imo I'd just make the structure look like the existing bloomery except you can swap some of the stone for your hatches
and you put the "controller" where the bloomery doors go
maybe make it so the fluid input has to go on the bottom layer and the item ones above?
no sounds good to me
Okay I can try to have a go at it
If I don't succeed by tonight I will let you do the magic lol
alrighty, lmk if you need any help! let's get some of your other stuff merged too
smaller more frequent PRs means it's easier to keep everything merged
I'm finishing LV quests because finally I went back and redid everything lol
cool!
Kept most of their text though because I have to say it's quite interesting
yeah I'm sure we'll have to go over them again later with all the create changes
I've got 6 days off coming up so I hope I can get a lot done then
I have to work Saturday 🙃
Every descriptions should be updated
I added the mixer as an important milestone because of colored steel
nice nice
there is some cleaning to do
I'm thinking about removing all the machines for ores processing on the right side
At least we have more space now to expand it later on as needed
nice nice
just fixing up a few of the dye recipes, added the ones for comforts
now just seeing how to replace the existing tfc/firma recipes so you only get 144 instead of 1000
i'd leave 1 quest telling people they can process to get more stuff, maybe about some ores that you'd want to process
maybe lead them to the EMI ore processing tab
Good idea will do that
I plan on introducing people to ore processing as early as copper age
I copied the chapter on ore processing from Community Pack but we could make a custom one for the different ways at different ages
so the lv machines will be good to tell people "here's how to actually get byproducts, you'll need some of them" but also yeah a lot are unnecessary like the magnetic separator
though I don't mind it at least getting a mention
it's sort of like the fishing machine
it's kinda pointless but the knowledge is there I guess?
(yeah I know the fishing machine is good for wetware later)
It has some use to be fair later on
Well yeah
And it’s a good source of food even early game
never needed the magnetic separator, all it does is get extra iron and gold
and I've never met anyone who was short on gold in tfg lol
I want more use from that thing
Could be interesting to make up some stuffs
I still think there is an avenue to make new processing lines needed for AE2 🤷♂️
yeah, someone here had some suggestions that on other planets we can explore more exotic kinds of ore processing
Oh that’s a nice idea
I have some ideas. I would like to do a significant ore processing project in late mat
May
It can be heavy duty because the large version exists for the magnetic separator
But rn my masters in cs is more important
some electrolyzer recipes could be moved to the magnetic separator, ones involving magnetic materials
Computer science ?
for the dye stuff?
did you read my PR?
pretty sure i left the code snippet that made it so you dont
oh wait
uh
idk if my code made it so tfc recipes made 100mb of dye or 144mb
100 but I changed it
whatcha thinking of? 👀
It has a single good use case with naquadah
oh is naq magnetic?
Guess so
@brave cairn when you try to do a testing for a multiblock a simple /reload is enough?
I just have a broad idea of things I'd like to cover rn but I can try to Write out some of it if you want to hear some theoretical ideas
not if it's a startup script, you'll want to do /kubejs reload startup_scripts and then relog? or just restart your game
Fast I'll be back in like ten minutes
I'm interested in any vague ideas you might have!
@exotic wraith are all these tiny/small/normal dust sizes needed for the chalks? I'm getting a bunch of log spam from create about how 10 ingredients for the tiny dusts is too much for the mixer
ok so. i'm going to start here:
most of the mercury and the sodium persulfate recipes are not worth doing at all, due to the very small buff to the output.
i propose to buff those recipes, and add new ones with some other liquids (pending) to have a couple of (probably higher tier) ways to get more resources out of ores you're already going out of your way to mine a lot of, given that there are certain resources you end up needing but generally aren't in large supply.
check that they aren't already buffed in newer gtceu
sure i don't plan to start on this until i graduate and hopefully a month and a half is enough?
i highly doubt it would suddenly get buffed now, after being the same for a decade though.
it will be an excuse to examine the magnetic separator as well.
i also wouldn't mind a slightly more complicated chain for rock dust processing...
I'd like to eventually get rid of stone dust stuff
it's just kinda boring
but yeah fair enough
well... there really needs to be a way to get thousands and thousands of certain resources, and right now ore mining just doesn't cut it
specifically aluminum and iron
I like the idea of putting bedrock mining places on other planets because then you have to deal with the logistics of sending it home
it needs to be doable en masse whatever it is
because then you have to extract everything needed to send that parcel home, however we do it
instead of just plopping down like 3 magic cubes in your base
🤔 I can probably add a few "useless" ones like quartzite, salt, asbestos, etc to earth as well
quartzite would be moderately useful
you can make nether quartz with it in the netherarium
3 magic cubes thing is solvable from a design standpoint by making the production line more interesting.
I mean the terrariums will be eventually deprecated as we finish up space more lol
oh. so it'll be actually useless.
maybe zeolite? it's got a little aluminium in it without being as op as mirabilite
oxygen I guess 😛
what do you mean?
you talking rock dust?
from the brief foray into wiki i've seen most aluminum is in the form of alumina which is basically 2 bauxite connected by an oxygen atom
I'm talking removing rock dust centrifuging, and adding bedrock ore mines (they have to be ores)
then different planets get better and better bedrock ore veins
idk, we'll see
yeah but you don't get bbedrock miners that early. you need to be able to get that much iron some time in mv, and that much aluminum some time between mid hv and early ev
I did nerf diorite hard so now it'll just give a small trickle instead of a geyser
it's really not hard, iron and lapis veins are huge
I was thinking of adding a multiblock MV electrolyser to make it easier to process it all
heck if we just remove ilmenite from bauxite veins and rutile form bauxite electrolysis and then add like a couple chem bath recipes to bauxite, 1 for more aluminum (i mean like 2 or 3 per operation) and 1 for rutile (tier appropriate liquid) i'd be happier
just so you can shove a whole lot of input buses in it
oooohhhhhhh what would be wrong with moving some of the multiblcok machines' tiers around? just using the actual one in mv
well. i'd say hv.
and sifter
the easier solution would be to just move that vein to the moon :p so if you want tons of alum, you use something like lapis instead, or the many many many other minerals that contain it
i guess it's an ABS thing isn't it
correct
no, that's harder not easier...
I would be in favour of a few earlier ones though, with their gimmick being that they can't take parallel hatches
yeah sure that makes enough sense
maybe even limit them to 1 energy hatch so their gimmick is really the fact that they use buses...?
and then they become pretty good in ev when you get 4a hatches
actually wait. doesn't the electrolysis machine use hsla steel? that one's pretty low tier innit
i did mention the kaolin recipe i wanted to do right?
5 kaolin dust (that's from maceration) -> electrolyze into 1 bauxite 2 silicon dioxide 2 water
I think the magnet blocks need IV circuits or something
so like, technically doable in HV?
tbh for the mv one I was just thinking of a bunch of mv machine casings + some blocks of magnetic steel/neodymium
really it's the controller block taking straight up iv electrolyzer that's hard keeping it to iv
yeah that too
i kinda want to add some ore chemical bathing with bromine given its properties
tbh I wouldn't mind if ore processing is kept somewhat boring on earth, then we can do more crazy stuff on other planets where you'll want small setups
like maybe venus just has pools of bromine sitting around, or some other bromine compound that you can extract and use to get tons of uh, zirconium or whatever you need for quantum circuits
shrug i just saw that bromine was in gregicality rocketry and has some very interesting properties
another hardly used element is iodine
i'm just looking for ways to extend normal resources anyway, once you have some surplis to improve your additional mining efforts
I think right now you only get it from brine stuff, and then only use it for paracetamol?
is that 0.9?
iodine is a bit of a weird one
since it's a solid, that sort of increases its effective surface area so it's nowhere near as reactive as the other halides
or is it "halogens" idk the plural form whatever
there's also potassium iodide (solid) and hydrogen iodide (gas)
anyway i'm thinking specifically about ore doubling as my area of interest here
nice. how's the progress on all that?
mostly done, as far as I can tell? the main thing is that it actually added its own recipes for lots of vanilla items so there's a bunch of duplicate crafting recipes now
I've tried to remove as many as I could
i see
still occasionally finding a few though...
sounds like you need to outsource the bugfixing on that, release a beta or just do it live and wait for bug reports lol
yeah we'll do a playtest
lol
i had no idea there was a limit for a create mixer
but
yeah its prolly unecesary

Damn I think I put myself into something way out of my league 😂
The Gtceu Modern doc doesn’t explain right away how to do steam multi
I saw there's separate blocks for steam item input and output hatches, and a block to insert steam? at least in 0.9 anyway
yes
well, just the steam input hatch
and then it uses ulv input and output buses
or did they bring that back in 0.9...
Yeah there is different input/output
this is done in java but the syntax should be pretty similar 🤔
I will try
I guess we can fuck around and find out lol
Someone was saying on Gtceu discord that you had to do it differently for Parallel on kubejs
I will try a bit
At least flesh the rest of the multiblock
worst case scenario it can be put in the core?
parallel?
yeah
what do you mean
#1333104408522657844 message
@worthy tusk btw I was thinking of venus being the "acid" planet, so bromine stuff would be a great fit for there
giving it the parallel ability like the others steam multiblock
ok
i wasn't going to nor do i think you should limit the chemical bath recipes i had in mind to a particular planet
ah good find
of course not, but if you put a chemical in an easier to access place, that incentivises it - you could always ship home drums of bromine if you really wanted, for example
none of the properties that were interesting about bromine had anything to do with specific gravity - and also venus has pretty much the same gravity as earth.
yes, sure
heck add bromine to the like... fluid drilling whatevers
on earth or venus? lol
venus
right yeah
earth should really just be oil
what planet were you thinking of putting more chromite veins on?
moon perhaps?
yeah, moon and mars
did you have ideas for fluid drilling on the other planets?
not yet
i'd love a source of fluorine.
the moon should involve helium-3, though drilling that straight up is too OP
heck just drilling helium would be great
yeah, putting fluorite somewhere would be perfect - making a new material, saying what elements it's composed of, then saying it's an ore and a gem type? all super easy to do with greg's api - and it adds all the right recipes for it too
oh is fluorite not in gt? i thought i saw it
nah it's a rocketry thing
did... did you take out rocketry?
yes because it's shit lol
ok, got it
everyone is taking rocketry out 😦
we're using ad astra because it's actually stable
rocketry would be cool if it was finished! and didn't crash all the time!
that's too bad they had great idea
i don't know where i would put fluorite. it should be somewhere like... mid ev maybe
maybe early iv
that way you're pretty much at the point of getting autocrafting and lots of channels on your ae2 system and want more LCRs
and bastnasite starts to become annoying
I'm not succeeding
sounds good to me - IV is venus + mercury
how do I share the code?
well, depending on how you flavor venus since it's the acid planet maybe it's abundant in halogen elements!
paste it here between ``` tags
```js
like this
```
the js adds the right syntax highlighting
event.create('steam_bloomery', 'multiblock')
.machine((holder) => new $SteamMulti(holder, 8))
.rotationState(RotationState.NON_Y_AXIS)
.recipeType('steam_bloomery')
.recipeModifier((machine, recipe) => $SteamMulti.recipeModifier(machine, recipe), true)
.appearanceBlock(CASING_BRONZE_BRICKS)
.pattern(definition => FactoryBlockPattern.start()
.aisle("XXX", "XXX", " X ")
.aisle("XXX", "X#X", "XXX")
.aisle("XXX", "XSX", " X ")
.where('S', Predicates.controller(blocks(definition.getBlock())))
.where('#', Predicates.air())
.where(' ', Predicates.any())
.where('X', blocks(CASING_BRONZE_BRICKS.get()).setMinGlobalLimited(6)
.or(Predicates.abilities(PartAbility.STEAM_IMPORT_ITEMS).setPreviewCount(1))
.or(Predicates.abilities(PartAbility.STEAM).setExactLimit(1))
.or(Predicates.abilities(PartAbility.STEAM_EXPORT_ITEMS).setPreviewCount(1)))
.build())
.workableCasingRenderer(GTCEu.id("block/casings/solid/machine_casing_bronze_plated_bricks"),
GTCEu.id("block/machines/centrifuge"), false)
thanks
which part are you having problems with?
const $SteamMulti = Java.loadClass('com.gregtechceu.gtceu.common.machine.multiblock.steam.SteamParallelMultiblockMachine');
it crashes during load
could be!
which part crashes?
I don't get anything from the crash log too complicated for me
lol
ahah
unfortunately the crash long is where all the useful stuff is :p
this one goes to main_start_up script
?
no, that goes in your same file, above your other code
missing pattern while creating multiblock steam_bloomery
there you go
so the creation of the multiblock fucked up?
¯_(ツ)_/¯
uhuh
look at my terrariums if you need a reference
I didn't make the shapeInfo
I thought that was only for EMI
but would it be possible it provokes a crash?
the shapeinfo should be optional 🤔
i want red steel pipes that can handle cryogenics and blue steel pipes that can handle some hot stuff lol
but they'd logically need to be worse than stainless so idk if it's worth it
or adding something that makes them mandatory before stainless
though that would mean mv
no i woulodn't do that
honestly colored steel being just as good as aluminum would be absolutely fine
that's easy enough tbh
or maybe just the blue steel one is just alu but slight heat buff and the red steel one has lower capacity but is warranted because you dont' need chrome for cryo
you won't really be using red steel in this scenario until you're actually some time in ev but that's fine
and black steel?
item pipe
if you have to, but i believfe it's already a wire
i guess it could be a nice 2 stacks/sec small pie or something like that but idk
well no, because cobalt is already that and it's so abundant in this pack
honestly i'd nerf cobalt and put black steel in its place
eh it's fine
shrug then i wouldn't worry about giving black steel a pipe
Why the Greenhouse doesn't have a shapeinfo and still it's in EMI?
Oh it works also for mine
I'm lost lol
there u go
same flow rate as alum
blue has same temp tolerance as tungsten, red has same temp tolerance as PE (lol) but can do cryo
try just making a normal multiblock without any of the steam stuff first
cool
or try just copying the existing one you found in the gt discord
yeah that's what I'm trying right noz
didn't work 😦
I think he uses custom textures or something
Well I'm getting the block
if you don't get it working by tomorrow evening then I can take a look then 👍
But I can't get the rendering on EMI
btw, I got latest and I don't see nebby's quests, do I have to make a new world to see them?
all the chapters look the same too
I forgot to add .build lol
yeah I don't see that 🤔 I'll make a new world and try
maybe verify if there is a group in the snbt file
lol
Wouldn’t it be possible to increase the tier of the centrifuging for dust so it can be abuse until a better solution is found ?
I mean if the recipe is fixed at IV for example
yeah we can change it to whatever we want
I'd like to see how my diorite change goes at the moment because that was the biggest offender
Im missing something to make the .shapeinfo
It doesn’t appear
Im making my coffee and gonna try a bit more before passing it to you lol
iirc all the shapeinfo does, is let you provide a default shape for the multiblock preview instead of the one it generates, since it might look silly
so even without the shapeinfo it should generate a multiblock preview even if a funky one
correct
I did one for the terrariums because the default looked very silly lol
like all the magma and glowstone in a corner
Then the issue isn't my .shapeinfo but the multiblock itself hmmmm
the weird thing is I don't have any errors
the controler is there
but not the multi
I gonna try to replace the steam bus with the basic one and see what's happening
good idea
this is getting worst even copying your doesn't work lol
and for an unknown reason your recipes have disapeared for the terrariums lol
All the machine recipes from GT have disapeared actually
I need to start fresh lol
uh oh
do you have any kjs errors? sometimes I get 6 about material load order, and then all the recipes are broken
I had none lol
and now I deleted the kubejs to redownload it
and I'm crashing when making a world
wtf
Well I'm merging quest and I'll do a fresh download lol
I don't know what I did but I guess I broke my instance
Do you think using an old version of Forge could also be an issue?
Fresh install and I’m still crashing 🫨
Omg what did I do
Well for a reason I'm not sure I'm able to understand I can't launch the 0.9 anymore
even while using a fresh instal from github
what's your log say?
a fresh download + rerun of pakku, then you'll need to copy over the tfg-core jar again
redoing it again with Prismlauncher you may never know
I deleted everything don't have the crashreport 😦
will do
launching again we'll see
still crashing
something about "at net.minecraft.client.gui.screens.Screen.m_96579_(Screen.java:437)"
I don't get it it was working fine before
I deleted everything redownloaded everything from github and pakku
change the launcher
even reboot my computer
other minecraft instances are working fine
Description: mouseClicked event handler
Apparently some people had the same issue after having a corrupted saved (which happened to me) but they were able to make it work by removing the save
Errors in element tfg:earth/geode/barite:
java.lang.IllegalStateException: Failed to parse tfg:worldgen/configured_feature/earth/geode/barite.json
oh my bad
this is my fault for trying to write something during my lunch break 😂
just delete the geodes in that folder and the placed feature folder, except the amethyst ones, and it should work I think
I didn't think it would cause problems unless the features were actually used...
check that part of the log files again if it still doesn't work
``js
Errors in element minecraft:worldgen/configured_feature:
java.lang.IllegalStateException: Unbound values in registry ResourceKey[minecraft:root / minecraft:worldgen/configured_feature]: [tfg:earth/geode/barite, tfg:earth/geode/calcite, tfg:earth/geode/gypsum, tfg:earth/geode/opal, tfg:earth/geode/pyrite, tfg:earth/geode/quartzite]
''
seems like i didn't remove everything
ok lemme just delete those files for you then
oh
I get it
I missed the placed folder
trying again
okay it worked lol
thanks for your help
I made a push to get rid of them for now, sorry about that
nah no worries
glad that was the only problem at least
I saw the error in the logfile but I was like "well nothing changed before so it can't be that"
but yeah, unfortunately knowing how to read logs is a useful thing to learn because that's where so many problems get dumped
definitely but with my poor skills :p
if there's a bunch of stack traces in a row you want to look at the first one, usually?
it's kinda funny I corrupted my save which gave me a crash while loading world and when redownloading I had this new mistake
I thought both were the same
I guess I will remember that
though sometimes that first one will have an "inner" exception with the real problem
ah bad timing, how'd you corrupt your save?
good question
When I realized that I broke all the GT recipes
I downloaded a clean instal of Kubejs
the save didn't like it
huh
well time to get back to breaking everything while trying to make my Steam Bloomery lol
I'm really confuse I added a really simple multiblock I have no crash everything seems fine but I see in the log that it doesn't register and EMI doesn't load all the GT recipes again
I can still see all the others multiblocks
Am I missing a step or something?
recipes are still working they just don't show up on EMI
if one part of gt crashes I've noticed that makes the rest of it not load either
so there is some kind of issue with the way I create the multiblock
Should I first define the recipe type
launch the game
then quit and add the new multiblock?
right will the greg crate on create contraption still crash game or will that be fix in 0.9
and the problem with change in paste when you attach contration to water wheel directly that seems to also caused crashed
there is a tape to move Crate from GT now
try making the new multiblock use an existing recipe type instead? if that's the issue
I haven't tried yet
I will try that
I tried while removing the multiblock and only having the recipe type right noz
Okay it works
so it's the multibloc
I'm definitely messing something
I will try to use the recipe type on your multiblock and see what happens
🤔
I'm having difficulty making an electric multiblock lol
well it will be knowledge for later I guess
who knows maybe I will be able to make it para steam easily after
(don't think so)
lemme finish eating then I'll fix the geodes and you can send me what you've got so far and I can give it a shot
using my recipe type on your multiblock doesn't break anything
So I'm definitely making a mistake when I do my multiblock
good to test that!
damn I forgot
//#region Steam Bloomery
event.create('steam_bloomery', 'multiblock')
.rotationState(RotationState.NON_Y_AXIS)
.recipeType('steam_bloomery')
.appearanceBlock(GTBlocks.CASING_TITANIUM_STABLE)
.pattern(definition => FactoryBlockPattern.start()
.aisle("CCC", "CCC", " C ")
.aisle("CCC", "C#C", "C#C")
.aisle("CCC", "CXC", " C ")
.where('X', Predicates.controller(Predicates.blocks(definition.get())))
.where('#', Predicates.air())
.where(' ', Predicates.any())
.where('C', Predicates.blocks(GTBlocks.CASING_TITANIUM_STABLE).get()).setMinGlobalLimited(4)
.or(Predicates.autoAbilities(definition.getRecipeTypes()))
.build()
)
.workableCasingRenderer(
"gtceu:block/casings/solid/machine_casing_stable_titanium",
"gtceu:block/machines/macerator", false
)
//#endregion
there is something wrong here
come on I can find it
hmmm I may have find it
the .or wasn't included within the .where
for C
fingers crossed
nope
yooooo nice! what was the problem?
I didn't include the .setGloballimited within the ()
I'm making the structure this time and will try again if I don't fuck up
If I can't convert it to steam multiblock I will give you the hand
ooh, classic parenthesis issues
yup
I think I ran into something similar when I was starting mine haha
weird setup
ahah that was just a test
@brave cairn sorry for the bother I was wondering how do you get the path for texture easily
without having to go to the github or go through the mod
Lol
I mean progress is being made
Need to find the texture
I wonder if I can use a tag
pick whatever you think looks most appropriate I guess
thanks I'm doing a try with TFC texture I have no idea if it's working
oh to make it look like the tfc bloomery?
you might need to copy the tfc bloomery texture and put it in a folder, and rename the texture to "overlay_front.png" like all the others here 🤔
I guess because the game just crashed lol
.appearanceBlock(Blocks.getBlock('tfc:rock/bricks/granite'))
that doesn't work I guess?
oh the BlockS shouldn't be here
nah it doesn't like it anyway
.appearanceBlock has to be a GTBlocks. ?
yeah
appearanceBlock is like, the casing block - so in this case you'll want the same one as the other steam machines probably?
the texture in .workableCasingRenderer is the textures that's put on top of that
So I need to do a copy of the bloomery from TFC and put it in the assets from kubejs
and name it as an overlay?
I believe so - I've not tried it before, but "mimicking what's already there" has done well for me so far!
I don't think they do to be fair
only the LBB
I will check
hmm I may have an idea
so there is no maintenant hatch on the other Steam multiblock so either we put a maintenance/muffler hatch
a steel casing as that would make sense that we need steel before getting this multiblock
or bronze casing and the controler will be the gated one
I think using steel is good because there is no low pressure machine and only high pressure machine
then I guess we could put any brick stones that is compatible with #bloomery
idk, I kinda want to make this available right after you get steel, so making all the steel casings is gonna be more pricey
and all the other steam multis are bronze
also wow the steam input/outputs are pricey lol
It's so strong compared to the tfc bloomery
I feel it's okay
And I'm saying only one steel casing in the middle to connect the input/output
that's still cheap
are the positions of the other components not customizable? they are in others
I can but I thought it looked cool like that
oh, do we need fireboxes?
the other bronze multis that involve heat have fireboxes 🤔
there is space to put firebox for sure
that'd be cool imo
but.. steel fireboxes might be too pricey here
this thing's gonna be super expensive lol
I could imagine it that way
yeah but it's automatic
and it does parallel 8
that's such an upgrade from the tfc bloomery
if it's not expansive people will just skip the bloomery from tfc as fast as possible
that would be sad
wait it does parallel?
oh
it should
are we sure that's a good idea?
We can play with the recipe time
I was more thinking of this just being an automatic one-at-a-time bloomery
and more automatable with the hatches
The bloomery doesn't do 1 by 1 though
mmmm true
what abouttttt
Well it all depends
One is harder than the other :p
I'm always on the side of making TFC longer so people can't rush to GT
But idk
I mean changing the multiblock later won't be an issue I would advocate to go the harder road first and if during testing it appears it's just a fucking bother it will be time to nerf it
but I feel like making the arc furnace can be potentially far from early LV so this multiblock could be so strong that you don't switch until MV Arc furnace
but for it to be too strong it needs to be hard to unlock
did you see the recipes for the steam inputs/outputs? they're already pretty damn expensive aha, especially because at this point you've still got the 2 ingots = 1 plate recipe
Let's me see how much the multiblock would cost
now there will be ways to at least get the forge hammer's 3:2, but still
Is this one being removed?
that's between 64 and 106 steel ingots
well
we can use only one firebox casing on the bottom
no, but reworked
I'm still a bronze enjoyer personally 😛 but ya we'll see
Could be easy to switch to bronze
if the whole multiblock is bronze, the ins/outs switch their textures to look bronze too btw
The hatches and buses would still need steel so
That's nice at least it would keep the harmony with the high pressure machines
if the casing and the firebox are in bronze that would still be around a stack of steel
that feels correct to me
Parallel is cool it gives you a big incentive to send them 8 by 8
it's the same time
what do you think about making the multiblock able to craft Refined directly and not the raw ones?
let's go with that 👍
hmmmmmm good question
honestly if anything I'd be up for just making the forge hammers go faster lol
Feel you
or
Parallel Steam Forge Hammer 😂
That doesn't work 😦
I don't know how to push a .png and create new file for the path
that's fine, I can do that part quick
You know how to fix it so bronze looks like steel?
I can push the multiblock and the recipe type and send you the file
I put this one in kubejs/assets but there gonna be DS.store in the zip because it's from mac
never understood why apple put that
fyi
the idea is that the mechanical age and steam age should be merged into one
which is why its there right after the metallurgy age
speaking of the modpack
@brave cairn how much have you fixed of my merge issues?
i might hop back today
I think all of them
I'm still not fully finished with my create rework 🤔 lately I was thinking more like, at the start of steel age you unlock all the fancier andesite casing machines like the mech saw/drill/harvester etc, then there will be some recipes that use create to do similar kinds of "this machine makes plates cheaper" recipes. Then the start of steam will be behind black steel?
idea is that you start with mechanical, then move to mechanical + a small amount of steam, then gradually go to the bigger mechanical machines that demand a whole steam engine to work
https://modrinth.com/mod/greate this should help a lot with tiering
ye ye
Well, i'll look what to do now
maybe i could start writing the quests for the primtive/metallurgy/tfg_tips
@brave cairn I'm still confuse on how to make the bronze casings look like steel
they don't want to swap even though i said steel everywhere
no no I meant the other way around, to make the steel parts look like bronze casings
that would be a huge help, thank you 🙏
do we want it to be any bricks from #bloomery?
or just some of them
I feel like it's all of the stones that are compatible lol
yeah anything in that bloomery insulation tag
so ideally people can just take their existing bloomery, swap the doors, add a few hatches, and it all just works
well time to add 20 bricks lol
do tags not work?
lol, 'bloomery insulation' is an entire page and a bit of blocks
I know lol
I sure hope the tag works
So am I
if not I will only put the bricks
(Predicates.blocks('#tfc:bloomery_insulation')))
doesn't seem to work 😦
would you type it differently?
We might want someone to proofread that, considering that yknow
my english is not 100% flawless

not gonna lie I used chatgpt often to reformulate
haha I'm a good proofreader
I have a reputation at work for being good at catching typos but not blatant bad algorithms when doing code reviews 
okay this is so weird i put the #tag and now it accepts air for the bricks
check the log, I imagine it's saying "idk what that is so I'm using air as a backup"
the logs don't update when I put a block -_-
ah code when one little symbol is a mistake for the whole code
oh you have the same issue i had earlier
there is some kubejs files about geodes
that are crashing the game at world creation
here
yeah
the barite and the amethist
in tfg/worldgen/configured_feathre/earth/geode
I had more than that
odd
i did create a new branch from 0.9
so
maybe its something else
i'll send the crash log
placed_feature folder and configured_feature folder and I had to remove everything except the amethyst
oh it's a new one
@brave cairn i think i'm having issues unrelated to what tomtomtom faced
i'm gonna look into getting my ore index tool into the 0.9 branch
i want to have another tool so we can manage the damn language files
because i hate having just a singular monolithic json file
oh hold on I fixed those gimme a sec
you're gonna love what I've been doing to the ore vein files 😂

whatdidyoudo
@gloomy elm so I guess we either add all the tfc bricks (as in, just the normal bricks), or we could be evil and have them make fire bricks/coke bricks
actually, where was my tooling? i dont remember where that csproj was
basically, there's a lot more stuff in it - from "we need to check like 8 blocks to replace with deepslate ores" to "now there's 3 different indicators but at least there's no more multiple sized buds any more" to "also let's add raw ore blocks into the mix"
space2 branch
Im a big fan of being evil
Though adding all the bricks seems also fine
@brave cairn you mind if i cherrypick the C# projects into 0.9
okie
done
is that a separate solution or is all the kjs stuff going in it too
If Space begins at HV/EV I can stop the revamping of the quest at this point?
space isn't gonna be for a while, so yes please continue if you can
okay no worries
(and when we get to it, we're not gonna change the gt progression that much)
oh you will likely need to rebuild tfg-core as well, or use this
thanks for the idea ❤️
no worries and I'm quite happy to have learn how to do it
last thing before finishing it
do we want bronze firebox on the full layer bottom or not?
could look a bit better
I was thinking of a + shape, with you also being able to swap them with the steam input and item input?
so 3 casings + one of the others each
TFGCSharp contains MarsBiome and the OresToFieldGuide projects
i'll add a "LanguageMerger" project
because the TFC Bloomery has this weird shape
lol
I guess we could do that also
perfect, thank you
I guess yeah, fireboxes and inputs and controller all on the same level
multiblocks are supposed to be pretty customizable!
I can allow some customization but this one doesn't allow for much
I will make firebox and busses swappable
I'm still a fan of this shape haha
fireboxes and inputs on bottom, then controller + bricks, then output + bricks
lets people put the ins and outs on whatever sides they want
should be the opposite I guess
because in the TFC bloomery we throw the input from the top
and grab it from the bottom
lol, that's true
Okay I gonna do that then
hm how about, steam input and 4 fireboxes on bottom, top is all bricks and the item ins/outs
then you can do the preview with them in the order you want! if you'd like
So, main idea on this program.
You have hte "LanguageFiles" folder, its split into the mod to override tokens and then a folder. the folder itself is the locale you're aiming to write for. You can add as many JSON files to these folders.
running the program goes thru each folder, splits them into mod, then into locale
then merges the individual json files into one single json file, the "output". and puts it in the assets/modid/lang folder
with the output file's name as the locale
you mean the item ins/outs? sure, but I more meant the ability to put any of them anywhere
Input/Output anywhere on the top and firebox and steam input anywhere on the bottom
I went that way
basically this list https://cdn.discordapp.com/attachments/1331744604701069393/1357130841490325555/Capture_decran_2025-04-02_a_19.13.20.png?ex=67ef1616&is=67edc496&hm=4f5159551809d9c2bcfd5bfbc8fcfa3d1af2c2782a0d10b2a9c89b7a7cab8925& but the list also has the item ins/outs
yes ok
sure why not
ah so basically the lang files can be a lot more split up and organized? I love it
yes, thats the basic idea
i plan on having a README file at the root of each mod's language folder
awesome! I hated how big some of them were getting lol
that says
"Hey, DO NOT modify these, your progress will be LOST"
"look into the folder with the program"
tbh you can probably put it at the root of /kubejs/assets/
like README_IF_TRANSLATING.txt
I mean if they send a PR for it then we can just point them in the right direction, and their file will be saved on github in case they overwrite it anyway
yeah
Files located at "assets/x/lang" (where x is the modid youre looking to translate), which are the localization files, are AUTO GENERATED by an external tool in the repo ("minecraft/tools/LanguageMerger")
This means that any changes done to the files in "assets/x/lang" WILL BE OVERWRITTEN the next time the tool is ran!
If you wish to properly write localization for an already supported/translated mod:
1. Go to "minecraft/tools/LanguageMerger/LanguageFiles"
2. Go to the folder of your mod of choice.
3. Open the Localization folder for your language, these are the actual locales supported by the mod (ie: en_us)
* If youre looking to add a new language, create a new folder with your chosen locale
4. Edit, or add a new JSON file with your language values.```
ythink this is good enough?
well I feel like I'm understanding so that's a good test if I can do it


