#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 10 of 1
perfect!
gonna push everything now and go back to the quests
I was wondering for the language do I have to do something specific while making the quests?
@brave cairn I was wondering is it mandatory that we go from TFC -> Eearly Crate -> Late Create -> High Pressure GT -> LV GT ?
no, it's more like tfc steel age -> mid create -> black steel + HP steam -> late crate + colored steel -> LV
ish?
it's kind of a gradient
We could keep the Forge Hammer the way they are and use a better hammer for late create then?
then add back more colored steel for LV
so it gives more margin to have better process in late create without triviliazing the content ?
lol mistakes were made
we've got the helve hammers from create vintage improvements, I was planning on having them get better with every anvil tier
but also yeah, the mech presses - greate adds tiers of them
which also means we can have the first one have the same worse plate ratio and the second have the better one, for example?
I really don't care if a few LV machines get 'replaced'
LV already has way too many compared to every other greg tier
no that I agree I was the one saying we can make a multiblock stronger than the LV Arc furnace
but there is a difference between having setup that we keep through LV
and going through LV in some hours
oh!
I mean you'll want the arc furnace for other things, like turning colored steel dust into ingot, cheap glass, and annealed copper
You can transform colored steel into ingots with the arc furnace?
oh damn
I need to do a playthrough but I wonder how fast I can go compared to the last time
I'm really concerned about making the pack too easy
I don't think it will be
for example: I made graphite more difficult again
you now have way more different ores clogging your inventory instead of just crushed
steam age will be longer
(LV won't be that much shorter, you'll still want to make most of the machines, you can prob just skip lathe and bender now?)
why not keep colored dust in the EBF but nerf the temperature to Cupronickel coil and energy tier to MV***
neat
because you need red steel in late create/for all your LV machines
forcing people to wait until the EBF before they can retire crucible alloying is... a long way away
otherwise, rn it's just mixer + arc furnace + electrolyzer at minimum
I remember fondly when I needed Red steel and Blue steel for the casing and the ingots was gated behind HV EBF ahahah
lol the hv thing was just default greg
also remember this is just skipping a little bit of LV
it's probably already the longest tier
meanwhile something like EV? way too short imo
space will stretch everything out
and I think it's a good thing if more people get to see the mid-late game content
yeah that's the reason I think expanding Gregtech is quite important
or else you can breeze through GT
I don't think it's a bad thing if our pack ends up being one of the more accessible gt packs
if people want something cruel, that's what gtnh is for lol
I thought TerrafirmaGreg was make to be hard though
Late AE2 with complex recipes
begining with TFC and all
well at the end of the day there is also the possibility to make an hard mode it's quite trendy these days
I mean, it's already still way on the harder side of modpacks
personally i wish some of the mods it integrates heavily had been released in a newer versionbecause there's some quirky things about 1.7
after the video I changed the raw ore blocks to also just drop 4-6 raw ores, the same as the pickaxe.
nice
so what happen
it seems to me that hammer become really bad at doing basically anything
for tfc stone, it turns stone -> cobble -> gravel -> sand
for these "new" stones, it skips steps if they don't exist
so basically no more hammer mining
since instead of droping ore 100% it drop ore and stone instead
this should work.
but the ore block get it drop a little ore at least like something less than the pick
I changed the ore blocks so now they just drop the same as a pickaxe
idk what else to do there
flux ? we still get that
I wonder if it'll complain if you define _COMMENT_ multiple times
everything is good
maybe... i hope not
if the answer is yes i can just keep track of the amount of times i write the COMMENT
and just append the count
so
__COMMENT0__
__COMMENT1__
__COMMENT2__
blahblah
of course it will be a lot more work but something i wish for a function to smash a machine to material in the future using the hammer
Either way this is way cleaner
lol, you already use the hammer to make a machine shut up
have the soft mallet do it then
no, soft mallet turns them on and off
shit
na even blue steel is like slow at crushing the things
it's fine
not the stone part, the gravel part
you just want it the same speed at smashing stone
because it's not the "correct" tool
alright I think that's all the stone/ore loot tables sorted
😅
yknow I wonder if we're going about the ores to field guide thing the wrong way
what if we started with a table or something, and then a program used that table to both generate the vein jsons and the field guides?

fucking hell
honestly a table is a way smarter way to do that, LOL
i have no fucking clue how to parse that tho, surely there must be libraries for that kind of stuff
I am in extreme pain
how to parse a table?
i'd rather have the program take the table and output stuff from it
instead of have the table parse it into json then feed it thru the program
I mean there's a broad range of things ranging from a csv, to a json, to a spreadsheet
probably a spreadsheet would be a good way to do that
google sheets can output to a csv
yee
though hm I do think json would be easier because we want like, an array of ores and an array of stone types
I gotta go to bed but tomorrow I can write up some test files for you 🤔
should make everything much simpler
likely yeah
sure if you write that stuff i'm ok with it LOL
prolly if we want to add new entries to that json file we can use some neat json visualizer in vscode
tho wanst the ore table auto generated by code
will it still work with the new version
no?
csv is like a table
-# sorry didnt mod , wasnt this one
ye, that i just noticed
also, language file generation works

gonna open the PR relatively soon™️
yall gotta ping me when you open new PRs lol I don't check github often
oki
20 * 60 * 60
uh for the bloomery? I think it's 8 mins real time
a minecraft day is 20 mins so bloomery being 15 hours is... 12.5 mins
@brave cairn https://github.com/Pyritie/Modpack-Modern/pull/18
language merger if it real
@gloomy elm reviewed both your PRs
I just need to add the last one for the recipes but well we can change the time later
also fyi you don't need to bother with the PR template if you don't want to
15*3600*20
damn nebby you really banged all this out just now?
how do I modify my pr on github?
upload to your same fork
I go back to my fork and change it?
fr
merged it
coolio
but yeah, now any language modifications go in the LanguageFiles jsons under tools/LanguageMerger/LanguageFiles
i might make bat files to run those programs
since i'm not that much of a fan of having to open vs to run them
The TFC Bloomery is actually 5 blocks tall
is it really, I thought it could only do 3 blocks' worth of items
if you increase the height you can make more raw iron bloom
16 per layer iirc
yeah to do 3 you need 5
oh so there's always one block of air at the top?
the bloomery level does count though, no?
nope you can't make a bloomery stoping at the level of the door/bloomery item
I have it in front of me
And I mean it kinda make sense that this doesn't work

might install this mod
cuz otherwise i might just go crazy
Oooh I understand what's the .setProgressBar(GuiTextures.PROGRESS_BAR_COMPRESS_STEAM, FillDirection.LEFT_TO_RIGHT)
I was like wtf is it doing
oh boy
if i want to reload the language
i need to reload all resourcepacks
thats painful
I don't need to do anything specific while doing the quests for the translation?
oh
uhh
well, as long as you keep the formatting consistent
yknow, the uhh
"quests.x.y.z" bit i talked about
I totally didn't lol
I went right into writing the descriptions lol
well
I can modify everything just need to save the file with all the descriptions and all
so I do quests.lv__low_voltage.basic_assembler.title
for example?
oh
uhhh
no, just quests.low_voltage.basic_assemblier.title
the LV is a bit unecesary since its like "Low Voltage Low Voltage"
at least the language merger thing works very well
already finished writing the tfg questline
given its the smallest, but still, lol
so it only have the description in english with the lang file
that we work following your tutoriel on the github?
I gonna have to look at how that works
wym
if we don't have the lang file as for example if I don't download it
there is no description except the quests.primitive.Y.Z ?
if you dont have the language file it should show up as quests.primitive.y.z
inside ftbquest
make sure you encapsulate the language token with {}
it basically tells the mod: "Give me the localized value that this key represents and display it"
Getting better gonna need to add the TFG specifics and finish all the QoL available at this point
Has version 0.9 fixed compatibility with the new Create 6.0 yet?
no, but the plan is to do that soon after - we're still waiting on a few create addons to update
Ae2 quest is pretty annoying ngl
I think the early quest needs change
Especially the mine certus ore
Just remove that part
It’s not much needed
@brave cairnis your fork developed separately from the main build?
yes, for the moment, because exception is too busy
here's the main branch we're developing in
can this build be used for gaming or not?
no, you'll need to build the core mod itself and then there's still a lot broken in it
but you can help test stuff if you'd like! just don't use it as your main world
here's the latest core mod if you'd like
@gloomy elm merged both your PRs
What do you mean?
I still need to push the recipes but I don’t know what duration to put
it was what, a maximum of like 22 blooms in 12.5 mins before?
I guess maximum of 24 if you use whole ingots or something
so let's round that out to like, 2 blooms per min
if it can parallel 8 per time, so the equivalent would be 4 mins
buuuuuuut making it a bit faster than that would be cool too
maybe 2-3 mins?
I gonna put 3 minutes ?
It’s the same time either you put 1 or you put 8
So you better not fuck up and put only 1 though 😂
sounds good 2 me
sure why not
oh, also beneath:cursecoal because it's another coal type now
I renamed it to Anthracite and it's also usable in the blast furnace, like coke
Should it be 2 iron ingots for 1 coal?
Curselcoal*
equivalent to whatever the rich coal is I guess 🤔
So we got 3 minutes for the recipes but if you use coal coke it's half
It says 120 seconds but it's 180 seconds I don't know if it's due to parallel or steam machine
I think just the dusts is fine
so iron, hematite, magnetite, yellow limonite, goethite, pyrite iirc?
yeah just checked, those 6
ah I thought you had a texture on this thing
it is
I mean there is
but the overlay needs to be added
oh
@brave cairn I know
I thought the file wasn"t in gtceu but it is
I added it manually through kubejs
let me change that
oh that's the tfc one?
yeah, wasn't that the idea?
it's even better
I was using the primitive blast furnace
You added it as an overlay in kubejs assets?
I can't test if the 'on' texture works since I have no recipes yet
but I can submit it over to you
too late I already pushed it
let's go
gonna test that
@brave cairn I updated the kubejs
and now i'm crashing again at world creation :p
java.lang.IllegalStateException: Failed to parse tfg:worldgen/configured_feature/nether/vein/nether_tetrahedrite.json from pack KubeJS Resource Pack [data]
these ones seems to come back a lot
Caused by: java.lang.RuntimeException: Not a JSON object: "gtceu:raw_pyrite_block"; Not a JSON object: "gtceu:raw_sphalerite_block"; Not a JSON object: "gtceu:raw_sulfur_block"; Not a JSON object: "gtceu:raw_pyrite_block"; Not a JSON object: "gtceu:raw_sphalerite_block"; Not a JSON object: "gtceu:raw_sulfur_block"; Not a JSON object: "gtceu:raw_pyrite_block"; Not a JSON object: "gtceu:raw_sphalerite_block"; Not a JSON object: "gtceu:raw_sulfur_block"; Not a JSON object: "gtceu:raw_pyrite_block"; Not a JSON object: "gtceu:raw_sphalerite_block"; Not a JSON object: "gtceu:raw_sulfur_block"
dropping this in your mods folder should fix you up for now at least
thanks
Imagine puddler multiblock
puddler?
@exotic wraith I made you an example for what I was yapping about last night, I hope they'll be much easier to work with!
ohh
so instead of a massive fucking json
its just split into multiple?
then i'll wrap up LV and MV first draft to push them
sort of! the vein files instead just have the vein data, like "I want ruby, sapphire, and emerald in this vein, and it should only be in granite and gabbro" and then the script could use it to generate the vein files as well as the field guides
instead of having to try and figure out what all the different blocks map to and parse shit out
@exotic wraith I don't have the texts on the quests
is it because you didn't push them yet?

I see
so the project would also create the vein files and not just the patchouli stuff
yeah, i have it all in my local repo
yeah, I think that would be easier? I can help out if you need it
the language stuff works very well too
@gloomy elm i can tell you how to use the language merger if you have the itch to start writing the translation values
i love writing these subtitles
yeah that would be cool
the translators are gonna hate you for these lmao
I read your explanation but I need to test to see if I understand
sounds like a them issue 
real
I forgot if a decision was taken for the dust centrifuging ? Do we push the energy tier for now or do we wait and let it be for now?
let it be for now
If we keep it I should add a quest for them in MV
- Go to minecraft/tools/LanguageMerger/LanguageFiles/tfg/en_us/Quests
- Create a new JSON file, give it the name of the quest chapter you're wiriting (picture 1 are the ones i have for now)
- Fill the key/values for your quests. example:
{
"quests.tfg_tips.misc.title": "Misc Tips",
"quests.tfg_tips.misc.subtitle": "Even more tips!",
"quests.tfg_tips.misc.desc": "These are miscellaneous tips, they dont fit in the other categories but still useful to know about.",
}```
4. Once you have your language, go to minecraft/tools/LanguageMerger/bin/Debug/net8.0 and run "LanguageMerger.exe"
5. Reload the resourcepack by f3+t
6. ???
7. Profit
at least to tell to go the field guide
if you want, don't spend too much time on it tho
oh damn I'm feeling I won't be able to launch it on mac
oh it's c# lol
don't worry I got a pc also
i mean
yeah
ok so, its C# i have no fucking clue if mac uses .exe as well
but C# runs in a Virtual Machine
just like Java
nah mac doesn't use .exe
so it should just work

I'm at my gf now but I will do it when i'm back at my place with my pc
all good
can we pin the explanation of Nebby though?
wish i could, only people with manage messages can pin stuff
damn
@gloomy elm try this for the mcmeta
"animation": {
"frametime": 2,
"frames": [
0,
1,
2,
3,
4,
5,
6,
7,
8,
9,
10
]
}
}
I gonna copy the link on a file somewhere lol
weirdly still not
is it about the frametime?
hm, I have no idea 🤔
lemme look up the docs on how mcmeta actually works instead of guessing lol
oh!
it needs to be renamed to overlay_front_active**.png**.mcmeta
@gloomy elm i just pushed my Quest_Tokens branch into the remote
so if you want to see the stuff i got there as basis you can do so
awesome
Okay I understand how to fill the file
I mean even if I can't launch the tool I can add my quests to the files like you did and someone else can launch the file?
I will let you change the name on github
yes
i'm p sure there should be a way to execute that .exe using the dotnet runtime
I will add a file with my description and let you do the work :p
so at least I can fully finish the first two chapters
newer .net versions should all be usable on mac (anything build with .net core)
I've never done it before though
@exotic wraith what is it when you have .desc.1 through 4 for example
is that different pages?
like a page breaker on ftbquests maybe
I'm not sure though
Oh I guess you do the pagebreak on ftbquest and put .desc.1 for the the first page and desc.2 for the second
gosh that's gonna be so long to redo everything :p
yeah, if you end up needing multiple desc i just append a .n at the end
so
desc.0, desc.1, desc.2
ideally make it 0 indexed.
*tho i dont think i did that myself but whatever, lol)
like that?
yeah
oh
that works
so I begin with 0
yknow i cant with 100% certainty say i indexed with 0
so
just index it with 1
programmer brain likes to make things start at 0
okay!
I think you started with .1 on the tfg tips
and \n is back back to the line if I want to jump a line I do it two times ? \n\n ?
why the hell my VSC is telling me comment are forbidden in .json...
because they technically are, in most json specifications
Do I need to remove them then?
I think the json parser we use has an option to be ok with comments
@gloomy elm uhhh
i fixed that
give me a sec
i'll tell you how to get json with comments
- Go to "File/Preferences/Settings"
- Type "Association" in the search bar
- Add a file association with this values
by assigning .json with jsonc
you'll enable comments in json
you can also add regions, just like in C# or JS
certainly beats unecesary scrolling
hmm
oh
i missed the *
perfect thank you
So just to check I'm not fucking up because this is quite a long process
ooh, news to me
this is the way?
...any reason why we don't just use .jsonc files?
Am I good to continue that way?
perfect thanks
I understand that doing it this way is easier to translate it later on
but damn
that's not as fun ahahah
unfortunately we have a lot of russians playing the modpack so I'm sure they'll want translations too aha
btw, if the text is unchanged from gt's, you could probably have your quest just point at gt's text strings instead, right? they already have a lot of translations done
huzzah, a proper wood ash block instead of the hacky workaround I was doing before
For some title I guess you are right
is this a fix for when you cut a tree in a forest and it cuts the leaves of the other close trees?
it's a fix for "oh god chopping trees is so unbearably slow that I have to place logs next to them just to chain them together and have decent chop times"
oh okay
....na people will still be chaining after this
as you are not cutting one tree at a time but multiple tree at once
I don't see any reasons to not connect them even if it's faster
not really something you can fight against
you connect them for cutting with no penality, you are able to cut more tree even without the durability on tools
more tree with less tool why not
yeah if people connect them I can't really stop them without turning off this whole chop mod
but this at least makes that part not necessary
not yet
oh @exotic wraith did you submit the changes you made to those single block alternators for their RPM to FE amounts?
I'm pretty sure Large Boiler are bugged on last GT version anyway
they go kaboom when you launch a server
btw the main obstacle to this rn is "is creosote still horribly inefficient in an LBB" because if so, then we can disable the infinite lava if we also change that recipe
Is it easily modifiable ?
HUH, first I've heard of this
I know Large Boiler are kinda crap overall
Yup I think this is quite new since last GT update
probably? I haven't looked into it yet
not really, LBB can power like 12 lv turbines, it's pretty good for its time
I guess changing the creosote to give it a longer burn time
It's good if you can fill it
But it consummes items and liquids so fast
that except when you have infinite lava
it's really tough to feed it
yeah, exactly the problem
I think someone found you needed like 10 or 12 coke ovens constantly running to keep an LBB powered
then the greenhouse is quite early so at that point you have benzene
then come the question of feeding these coke ovens lol
imo, something like 3 or 4 would be a lot more reasonable -- or you could go stick a hose down a volcano and have lava deliveries by train
(or from an underground cave)
that would be funny
I used an elevator to bring the lava from a lava lake under my base
but I don't want to force people to do that, it's difficult to balance lol
I think that kept me going until very far like EV
on the other hand oilsands can give a fuckton of oil which is easy for lv combustion gens 🤔
But that's what you are speaking about infinite lava right?
yeah just the single-block infinite thing
oooh
lava can of course still be a fuel source
Oooooh okay I thought I saw that in a let's play
But that's a bug
that shouldn't be a feature
kiiiiind of? it's more of a workaround than a bug lol
I see it as a bug
The only way to get infinite lava with Create should be Hose pulley with a 10k lava lake
that makes no sense
What's the point of hose pulley
if I take a bucket of lava it's not infinite
cap for steam ?
I'm so against that but well
that's definitely an exploit and it makes litterally no sense with the way Create works
not my call
well they kept it for so long
If you want lava you use Create to bring it in
and the only way you should be able to do it
is to use a Hose Pulley in a 10k pool
then make a train, a fluid pipeline from GT or even an elevator if you like me you built over a lava lake
but having infinite lava besides your sink in your storage room
seems dumb as hell
chill bro, if you hate it you can learn the code and change it in your game
Maybe it's fix in more recent Create version
In my game I don't really care I can just not use it you know
not that i know
you may want to look into that
it's not a "fix", it's in the tfg config
the minimum fluid amount to be considered infinite was changed from 10k to 1
Aaah okay
That makes more sense
I was deeply confuse why Create devs would let that be
alright what should I do next
I guess I can stop procrastinating on the bastion thing since it's basically the last thing I have to do in the beneath
ugh python
do yall mind if I rename the TFGCSharp solution to TFGTools
cuz I'm gonna put this python thing there
sounds good
Basically a quest to make Steel crate and the tape to move them around
without breaking the items within it
kinda solve the issue with create contraption
i mean
probably yeah
it could be moved to the metal age post blast furnace
let me try ingame how it works actually I never tried
@brave cairn could you tell me precisely what AFC type additions you added? i'm going to redo the AFC tips section and then write the language tokens
well it works like expect
one time use
this is amazing
especially for TFC
is it too strong?
the one time use kinda counter balance it
but well
we could remove the crafting table recipe and keep only the assembler recipe?
just noticed the glow berries in the nether have suddenly vanished, wtf
just the bit with the conifer pitch -> conifer rosin/sticky resin
and adding "ancient" logs since apparently they're a thing that afc generates
it's fine, it just lets you move crates around, nothing too fancy
cool, mcresources is very easy at least
nice nice
idk what happened but the glow berries are back
I just rearranged a few features in the biomes 🤔
did you end up doing the new steam age?
nope but I could get onto it later
I'm just not sure what's the path gonna be
I would recommend leaving steam age alone for now because it's gonna change the most
aighty
I guess that's the one we will do right before beta testing the pack
likely yeah
Remember to use EMI and don't hesitate to click on the structure to see what the possibilities are.
is click used in english?
I feel like I should use an other word
thanks
I'd say "left click" to be specific here
or "left click on the structure blocks"
do they know to press "Use" (default U) on the controller block to see the preview?
the steam bloomery will likely be their first gt multiblock
(before, the LBB usually had that honor)
I feel like LBB comes after but yeah I will recall it just in case
I don't know if we gonna keep the Tips and Trick from GTModern Community Pack
but that could be change later on
what's on that tab anyway? tfg hadn't had it yet
minor spelling and grammar errors: basics instead of basic, controller instead of controler.
Also sentences should not start with "But"
I'm afraid there is tons of them 😦
right, that's the bastions all sorted
I think I can call the beneath officially finished now 🎉
stuffs like that
it's quite useful to be fair
do you guys ever get 6 kubejs errors when loading in, to do with trying to access materials before finishing loading?
even for the gregtech quests I keep a lot of what they did
good idea
sometimes but most of the time it's when I messed up something
hm I get them every so often even when nothing's wrong, and usually rebooting the game makes them go away
I think there's a race condition going on
uuuuuugh
I fixed these ones
gonna need someone to check everything when I finished
Ok so
real shit
we can add them
yknow why?
there's an entile cog tooth dedicated to GT that is COMPLETELY empty
i kid you not
@brave cairn fixed the missing tree entries btw
the pictures at least
ayy
you added the #tfg:rosin_logs tag
thanks
that'll make my quest a lot easier

that's such a nice touch
Okay good lord I finished the file for lang and the quests for LV
Can I give it you guys and let you manage the complex computing stuff that my mac and my mind is not able to carry on?
finding the trees in their natural habitat was a PITA
but beats having to "pretend" how to create the tree using patchouli's multiblock display format

sure
send the me file i'll run it thru the merger
trees are structures so /locate should've worked 🤔
fyi only kapok and rubber fig can actually be extracted for rubber
I will force everyone to do the southeast journey
lol, what for
strongly advise to get sea water for chlorine and hydrogen
oh lol
I think they also need to go to the sea for soda ash for their first glass stuff too
I think everyone should make a tchou tchou 🚂
me 3
i just want to say you can get rubber before resine

no
that doesnt work
huh
i mean
sure
you can extract the resin directly
using a uhhh
extractor
but
i dont care

kapok , raw rubber , rubber ..... sure that is fine
right
but again, i dont care
you're going to craft sticky resin regardless
considering you need them for the first circuits
tfg-core update
and very likely you'll do that before you even think on getting rubber
unless you're speedrunning the rubber gloves
owo whats dis
that is true, and I'd like for people to actually use ulv circuits for a few late steam age things, instead of them just being more crafting components for lv ones
they are awful to craft
I think it's wonderful to need more
for me i ran in the process of making everthing less on lv but not resine because of winter
so as long as lv is not locked behind rubber it would be fine
turbine and stuff
sort of?
afc comes with its own latex fluid but we use our own, and conifer pitch is new, I made it like a week ago
yeah
Latex works great for warm places
Conifer Pitch works great for cold places
you can use either if youre in the middle
right sounds good
kapok/rubber fig will be required for progression because fuck you, go on the tropical journey, it's fun (but kapok is way less rng dependent than kaolin)
conifer pitch is just a wax substitute because some people were getting fucked by bee rng
required?
required 
how so LOL
rubber is required for any lv machine
you make it in a steam extractor, then steam alloy smelter it with sulfur into rubber
no, the pitch gives you sticky resin, which is used for circuit boards
the extractor in question
it's a steam recipe
i dont think thats a good idea
that's basic Gregtech isn't it
yeah resin's from gregtech
maybe? its been a thing since forever
thats how i got most of the raw rubber pulp when i played 0.7
I knew you could centrifuge sticky resin for more raw rubber
That's the way yeah
but not extract it
the centrifuge is lv
I know
the idea is more
I guess kapok would just be more efficient in this case
since you can go straight from log to raw rubber
whereas the conifers would have to go pitch -> cooked in vat with sulfur to get resin -> raw rubber
well you can use fig also
I guess we could remove the extractor steam recipe
to force the way towards the tfc way
I would be down to do that
it's harder lol
I like it harder
wait i'm lost
i'm missing something in the conversation
I mean conifers are not rubber-producing trees so it would make sense that it would take more effort to get something useful out of em
you can use the extractor to get the rubber
but you need the tfc way to do the sticky resin anyway
yes sticky resin is still a requirement for circuit boards
and you need both sticky resin for the circuits and rubber for the wire anyway?
and you need a looot of it
well you need a lot of rubber too, the alloy smelter recipe sucks ass and you use so many 1x tin wires in lv
so I guess this'll be "yeah you can technically avoid kapok but boy it'll save you a lot of time"
It's native GT yeah to be able to extract from the wood
but if you want to push people to get their rubber from the sticky resin and so the tfc way
you can just increase the recipe for extraction to lv
the extractor is already mandatory at lv anyway
oooor
I do not want to push people to get their rubber from sticky resin
if anything I want to force them to get kapok/rubber fig for their rubber
well, i'll leave the balancing to y'all. i still need to write the FirmaCiv/FirmaLife/Primitive and Metallurgy ages
so, yeah, lmk if y'all end up doing somethin
don't forget hevea
MV structure and text is close to finish
I just need to add some small stuffs for the electrolyser like Sodalite
HV also has some more important changes because of TFG but then it should basically be classic GT progression
@exotic wraith did you get it ?
ngl
it completely flew past me
gonna run it soon, i'm finishing the FirmaCiv section of TFG_Tips
speaking of FirmaCiv
@brave cairn I have zero idea where it was modified, but FirmaCiv still requires the usage of it's copper bolts instead of using GTCEU copper bolts.
oh ya are we getting the newest version of firma or the same
we've been on newest for a while
oh damn, like to hammer into the scaffolding?
yup
for rowboats and sloops you need to hammer it into the scaffoldings
0.7 accepted GTCEU bolts
i have no idea where that was coded
since i think the FirmaCiv checks for that are pretty much hardcoded
last time i saw the gitlab
@gloomy elm sorry for the wait
here's the compiled JSON file
should contain your quest tokens as well
ah the newest in the current version right i totally forgot about that
ugh ok it might've been in tfg-core
Thanks !
So I push it to the GitHub or you did it already?
righto, greg night, I'll take a look at the ships thing tomorrow then I'll start actually working on the create stuff I think
oh, the compiled language file?
i havent pushed it
i'll prolly open my main PR with the translation keys for my questlines once i finish the metallurgy one
Alright
that feels like it took forever
all the quests in TFG_TIPS are now localized!
almost 600 lines 
and that's without the GT and Beneath branches 😭
aqueduct structures 👀
@brave cairn New Commits
- Added three structures: Moai statues, temperate houses, and aqueducts.
- Added decorative vases in 16 colors + loot vases.
- Added simplylights integration.
- Added smelting recipes to some "heating" recipes that missed them. (like chalk and roof tiles).
working on building wands next
- Added construction wand integration.
- Added new textures for backpack tiers.

holy hell, man
any luck with the extruder molds for rnr or should I take that over?
This is amazing
I fucked up something it didn’t work
I think I found the firmaciv bolt issue... the mixins for it are commented out for whatever reason 🤔
...odd
Your tokens are there
I saw them myself
the reason is latest firmaciv refactored a lot of itself and so the mixins broke lol
uuuuuugh
(it refactored a lot of itself so it could be split into niftyships for vanilla)
...what if I just tell gregtech to use firmaciv's bolt instead of generating its own?
ho ho ho, delightfully devilish, seymour
👍
now to just swap the texture with the greg one to make it look consistent
yup, thats basically it
yep all seems to work
why make many mixin when one simple trick work?
I love setIgnored() I just wish it wasn't so ass in kjs
🥹 @brave cairn
get latest modpack for #1, download latest tfg-core for #2 #1331744604701069393 message
speaking of being silly, I finally figured out why the new quests weren't showing up - I didn't know they were in the config folder and I didn't have my config folder linked to the one in the repo
oh
yeah quests are config
for
whatever reason
seems like a massive codesmell from ftbq
but 
fug, there's one more commented out mixin and it's for the akistor carts, letting them use gt tools

that's a problem for future me
fun fact: that phrase is owned by the govt of california (I think) and they very heavily enforce their copyright
selling products with spinoffs of got milk will get you takedown notices
I mean it's fine in a minecraft mod lol
this is just an anecdote from my side hustle of selling merch at conventions
you very quickly have to learn which companies care and don't care about fan merch lol
there are airplanes now?
- man of many planes (adds two 'even better' planes)
thats really fucking big
how are these balanced around progression btw?
also having the quadcopter, god how i missed the quadcopter
check their jei recipes I guess
the airships are iron age I think? then I think the first proper plane needs aluminium?
been a while, can't remember
they're sorta balanced around when you'd get the mv/hv jetpacks
the airships are super slow so I figured it was ok to get those early
this is going to sound a bit silly
but
why not make them be crafted in a mechanical crafter?
bro you're not gonna believe this

when you said "that's really fucking big" I just thought the same thing
crafting table works fine but i think theyre not nearly as painful to craft as some firmaciv stuff
which is why my mind hopped to
"What if, mech crafter"
gonna add it to the todo on my branch
or can you do it in yours since youre working directly on the 0.9 branch
either way
sure I'll put it on the todos
regarding quests for aircrafts
i can make the firmaciv section be a Watercraft + Aircraft section
that branches into Immersive Aircraft and FirmaCiv respectively
like a general transportation section?
yeah
sounds great
just how there's the portable storage section
got the hang glider there too?
nah, hang glider has been in the misc tips
but i'll likely move it to the transportation section
and then put the mining helmet where the hangglider was
sounds good - I think it'll help a lot in the nether
speaking of the nether
oh nice yeah I forgot about that mining helm
I'm kinda thinking of what even needs to be turned into a quest 🤔 it's pretty freeform
it's basically an area with richer and more exposed ores that's also more dangerous, both from mobs and from heat
and that's.. kinda it?
tbf it can have a quest regarding how to get there, what shit you should bring with you
and then once you reach the beneath via a dimension visit quest
I guess you could say the special stuff to find there, like how it's another kaolin source, the blue steel diving gear, the juicer...
ah true
there's damascus steel stuff in the piglin chests, and the field guide has the barter list
nice
at least the GT section should be straight forward
if anything that can be our version of the GT Tips and Tricks the original GT quests talk about
noone will ever know 👻
Yeah it’s because of GT Refreshed ? They changed all the texture
Do I need to modify something for the quests?
I won’t be there this weekend
It’s gonna take quite the time to finish all the quests have you an estimate time for when they need to be finished ?
nah we can just update them as we go
I thought you already did them
You got the mod declaration working right? That's the part I was struggling on
I added rnr to the java project but I didn't move any of your code around
Alright, I'll see if I can do it then
I got someone to cover me so I don't have to work overtime
Will do 👌
since a lot of these addons are coming with their own ingots/plates/etc with their own (more unique) textures, I integrated them all and recolored their textures (or changed greg's colors) where necessary
new tfg-core to go with latest changes
where did you go to add rnr? Just so I can see how to do it
build.gradle, near the bottom
ah hm
i guess it technically isn't required
probably? I think that just tells cf/modrinth that you need to have these mods installed along with it
but just to build? no
yeah, a lot of them are commented out anyways
meta inf looks very outdated anyway yeah lol
it begins
Are you working with greate at the same time?
I like the fact you kept the Gregtech philosophy of using tools
Greate is really a blessing for the philosophy of the pack
yep
my rough idea is ULS for pre steel things, then transition to LS in steam age
tbh a lot of tfc recipes could use some tools... but that sounds like a lot of work for not much benefit lol
one other nice thing about greate is that it just pulls all its recipes from gt
so this also solves the issue of the crushing wheels giving different outputs than the macerator for certain ores, for example
isn't 4 ingots too cheap for an anvil gear
it's a little weird - extruder and solidifer have 4 ingots worth, crafting table is 6, and alloy smelter is 8
I don't know why the alloy smelter is so bad
gonna have to rename 'andesite alloy' out of these
etc
upgraded one is a little different
Shouldn't they be treated wood sticks?
you're intended to make these in bronze age, before you have the coke oven
Don't people usually make the coke oven in the bronze age?
no, it requires wrought iron to even craft
I didn't remember that 🤔
Seems fine then
My b
Do you think maybe the upgraded machines should use the previous version in crafting so people don't need a bunch of old machines laying around?
Or do they have recycling recipes?
Greg pilled




