#๐EN - 1.20 Modpack Contribution Megathread
1 messages ยท Page 11 of 1
Best gregards
i mean i do like the progression, it gets cheaper the more advanced methods you have access to...
sure but then why is the crafting table less expensive than the alloy smelter?
something about a mech mixer doing recipes that involve gases is a little odd, lol
thing I've learned about greate -- it doesn't generate its own recipes off of greg's
it literally just uses greg's recipes
which means you can't be selective
Hmm. That's not the best
the dev said they'd "look into the ability to remove recipes from only greate machines"
so I'll see how that goes
this does mean I've had to go back to the normal mech press for now, because it does all bender recipes and I only want it to do plates and welds
but it's trying to also do springs
hrm, I can't even use the normal create mech press
greate forcibly grabs all of the normal mech press recipes, and if you try to unhide the normal mech press, it has no recipes either
I guess we'll just stick with this for now, and separate it whenever the dev implements it -- one problem is that newer greate updates will require create 6
actually hm no let's just disable it for now
I can do something else for the 5:4 plates
that's kind of the only thing we want it for rn anyway
Can someone tell me the differences between the 3 Bronze types?
@coral vaulthow are things going on your end?
Bronze, Bismuth Bronze and Black Bronze?
like in terms of tool stats?
yes, i'm writing the quest for making your first saw and i have a bit explaining that, while you can go straight for copper, you can try making your saw out of bronze instead by alloying it in the Vessel
the basic jist of the bronzes is "use whatever's easiest"
looking at jei, theyre very similar
alright according to a sword and a pickaxe, black bronze > bronze > bis bronze in every way
At work rn. I looked at it a bit this morning and I think I understand most things okay. But the material handler is being a bit tricky. I'm pretty sure I need to import certain classes and I can do some but not the ones I think I need
I'll probably play around with it more. But if I can't get it tonight I'll probably ask for your help
alright! I'll be around all weekend + monday
besides this hiccup with greate, things are going ok on my end too
Is there an updated list of things that need to get done?
I keep this thing religiously updated
these are basically macerators, so I thought it was ok to make them expensive in different ways since they don't need circuits
as well as use the 'secondary' metals some of these tiers use -- lv has cobalt brass, mv has vanadium steel, etc
๐ ฑ๏ธogwheels
I got rid of bulk blasting, so now the fans are basically ore washers. I need to give them correct recipes though
Bye bulk blasting ๐ you won't be missed
Wish we could pin stuff. So many links to keep track of lol
same
Greate models have custom textures right? Or do they just point to the location from create? I'd rather be able to make custom textures for them to match their tiers
For the crushing wheel for example
they already do, it's just not that noticeable in certain machines
Okay. I can probably fix that
Probably just need to change the wood and stone to metal type used or something like that
changed around the path for the copper anvil
noticed you should really start mining once you have the workbench
yeah, saw and a pickaxe should be your #1 priority metal tools
there we go, thats better
Also... correct me if i'm wrong
you no longer use a hammer for mining
right?
correct
aight so, the hammer is used for what exactly?
a hammer instead gives rock -> cobble -> gravel -> sand
appart from anvilworking
Ohh, i see
(and also turns ore into cobble)
(also it skips steps if the item doesn't exist because fuck making dripstone gravel and all the rest lol)
it's nice though because if you live far inland, sometimes it was actually very annoying to find sand lol
i think i'm in an outdated version of the modpack?
i cant break this native copper with the hammer
huh i see
so even mining the native copper it just returned the cobble and no ore
So you cant get easier minerals with the hammer anymore?
iirc it was overall better to just
use the hammer to mine since the crushed versions would give you slightly more mb
trying to tell people to mine with hammer was a) very confusing to new players who make pickaxes on instinct, and b) made the pickaxe useless
now, you take the raw ores home and can turn them into crushed there
so it's the same level of "efficiency", just a bit more intuitive I think?
I see, it'll still take either steam or a crushing wheel
nope! quern will do it
NYI?
haven't done the recipes yet
but the idea is you progress from manual quern in stone/copper age, to the millstone in bronze, then later in steel you get automatic washing and the crushing wheels
I like this
since the crushing wheels now do the exact thing as the macerators, you don't get that extra bonus
yeah the main bonus of the crushing wheels is they're just much much faster
(also millstones only have ULS and LS tiers, but crushing wheels go up to ES (I disabled everything IS and above, you should use the multiblocks ya dingus))
hopefully this'll make people expand their ore processing area earlier since the only electric thing it'll need is thermafuges
i really like this
me 3
@gloomy elm btw, i noticed your issue now
youre missing the angled brackets between the tokens
its supposed to be {quests.low_voltage.lv_age_progression.title}
not just quests.low_voltage.lv_age_progression.title
IDK why but GT's hazards are broken?
i have both asbestos and lead and nothing is happening
hazards are enabled in the config, fwiw
I think pyritie wanted to change it back manually
Im getting stuck here on the material handler
metalDict.forEach((material, metalType) -> {
var MetalItemsRNR = RNRItems.MATTOCK_HEADS.get(metalType);
toolHeadMattock.setIgnored(material, () -> MetalItemsRNR.get().get());
});
not sure how to do it right since they did it differently than tfc https://github.com/Therighthon/RoadsAndRoofsTFC/blob/main/src/main/java/com/therighthon/rnr/common/item/MattockItem.java
whats the error you getting in the log?
not really an error issue. I just dont know what im doing lol
ah ok, I thought maybe a warning or non game crashing error might give a clue what is going wrong, other wise I have no clue
no im just not really sure how to finish setting the map. tfc uses Metal.ItemType.class while rnr uses Metal.Default.class
my high school java class didnt teach me this 
seems like Default is for metals, ItemType is for the type given a parsed in metal.
so I think you want to use default as you are already defined the tool type
yeah so you would call this on ItemType.Mattock.Create(Metal.WroughtIron) or something
I guess the difference in logic would be
for each metal -> As mattock -> setIgnore....
v.s
as a mattock -> for each metal -> setIgnore....
does ^^ help?
yeah, I think that makes sense. Still kind of lost. Ill try again tomorrow when my brain is running
thanks
let me give it a try
I gave up lol
but yeah it's pretty much only dusts that cause hazards now
I did make realgar/cobaltite dust hazardous at least
a problem is that hazards still aren't properly finished, so if you get, say, arsenic poisoning, there's no cure until LV's longass chain to make paracetamol
so that being said I made the realgar/cobaltite hazards less severe, I don't remember exactly but I think they just give you one of the effects that doesn't kill you and goes away on its own after a few mins
to sorta teach the player "hey some of this shit's dangerous" without just killing them outright lol
this worked for me:
inside the metalDict.forEach, do this:
toolHeadMattock.setIgnored(material, () -> RNRItems.MATTOCK_HEADS.get(metalType).get()); - I tested it here with the mace head
It should be 12 in the crafting table too because the rod are 1:1 and the plate 2:1 ?
Holy cow
Do I need to change all of them manually ?
Sadly yes :')
I'm positive I did warn you to put the {} around the actual tokens
You could try to just do some find and replace in those two files
Find "quests
Replace with "{quests
Then do the same with each different ending bit, such as
Find title"
Replace with title}"
I think I literally typed that, but was like. "Nah, that can't be it" ๐ thank you lol
yeah all the different .get()s are confusing lol I don't blame you
especially when different mods are not very consistent
especially especially when different items in the same mod aren't consistent either, looking at you vintage additions and your vanadium
Lol. Sometimes I feel like it would be easier to just make them from scratch than to understand other people's work
certified supplier moment
god i hate java
we have the aether?
wtf?
Nah, I think that's just a optional dependency for auroras
i see
also
do we want some sort of custom block you need to stand on at bedrock level to go to the beneath?
we could create one then figure out the custom dimension transition from there
oh my
lemme quintuple check i upgraded correctly
You killed off treetap?
i assume you removed the modifications to that mod right

you didnt

actually i'm confused by this desicion
wasnt the idea to keep the treetap mod? just completely disabled?? and you could craft the AFC treetap by just converting the deprecated one
@brave cairn
yeah it's just builtin support for aether, we aren't gonna use it lol
unless we no longer plan on making the idea of upgrading from 0.7 to 0.9 a reality anymore
already sorted! we just stand on bedrock and off you go, try it out!
I removed the treetap mod but created a new treetap:tap block that just has the pink/black texture
so when they upgrade, their taps will look like very obvious HEY YOU NEED TO DO SOMETHING WITH ME things lol
yeah makes sense
because otherwise I'm sure we'll get a load of "why are my taps not working" questions
now we could put a texture on these blocks saying "upgrade me" which might help lol
what other modifications were there tho
So, I tried to work on some of the CC addon integration. But, I noticed that most of computer craft does not show up right in jei. Do we know why?
I know you added the tooltip
๐
The tooltip and the crafting recipe
that was it really
but since you just
replaced the block with a custom one
and apparently nothing breaks
then its ok
no and I was trying to figure that out but didn't have much luck ๐ค I thiiiiiink someone here said something about like... a recipe name being too long??? @plain imp was it you?
Yeah, I saw that. But I tried it and it didn't do anything
Also, I tried updating the mod too and nothing
I'm wondering if advanced peripherals is doing it
possibly
I did have a similar issue with sophisticated backpacks and the fix was to downgrade a bunch
๐ฆ bulk blasting is gone ๐ฆ
also, all done adding recycling recipes to all the greate things
So like
can you still make steam with bronze bits?
or is early steam age locked at a specific anvil tier?
nah I got rid of the LP boilers because they kept confusing people
source?
well ok the recipe isn't removed but it's not visible in jei
(holy hell there's so many gtceu recipes I'd love to remove lol)
ohh, ok fair enough i guess
then steam is locked behind wrought iron?
or at least thats when you'll be able to get steamy?
cuz i'm positive this part of the metallurgy progression isnt accurate anymore
why was the LP one there ๐ค
it was before we decided to redo steam and mech
the checkmark between them literally is called here be dragons
and was supposed to tell you
"Gregtech's recipes are taken from the GT community pack, and as such may not be 100% accurate to TerraFirmaGreg"
ah, sounds like it was left as a placeholder
since we weren't sure if we were doing this overhaul before 0.9 I think? idr
yeah
that was it basically
anyway, progression looks more like this rn:
- stone/copper age: no automation lol, crush your ores in a quern and wash them by hand
- bronze age: millstone, animal power, helve hammer for auto plates, first cogs/shafts
- iron age: coke oven means creosote means treated planks (the regular block kind) which you use to make water wheels and windmills. Gearboxes, chutes, basic funnels/tunnels. Basically the "move shit around" starts here
- steel age: tfc blast furnace now requires coke (or anthracite from beneath), upgraded greate tier, all the other andesite casing machines like mech saws, harvesters, drills. Access to bulk washing + crushing wheels. Also fluid pump! so you can automate your blast furnace
- black steel/early steam age: now we get into steam stuff. HP steam boilers and machines will require a little black steel each. Same for the create steam engine. This is when you'd ideally start the latex stuff too
- mid-late steam age: I'm still figuring this part out, but I would like to make more use of ulv circuits, and change their recipe a bit to use some different machines instead of just deployers. Encourage a proper deployer line instead of people scraping by with just one lol. This is also when you'd get all the "brass casing" advanced machines
does that sound ok? you get access to much more mechanical stuff before steam, so you're a bit more eased into it
yeah i actually love that
i was a bit sad that create seemed far more like an afterthought
nice nice
instead of being part of the progression
anyways, there it is
black steel anvil and from there you start steam
pog
yep, from 'create horse power'
basically you leash a bigger animal to this thing and it magically makes SU lol
lol
animal abuse
lets fucking go

what are animal workers?
cows?
horses clearly arent
anything you want to put in the config file really
there's 3 animal size categories you can put things in
by default iirc it puts stuff like dogs in the small category
thats really funny
anyways
gonna make some placeholder quests in steam_age with the improvements you've listed
cool cool
The helve hammer doesnt have a custom recipe but it is gated behind bronze
right
wild idea
would it be not ok to call the steam age the steampunk age?
considering you work with mechanical
then steam
lol
might be the registerHighPriorityData or something along that place
that register action gets broken by random stuff that shouldn't affect it
correct, I haven't done any recipes or anything for vintage improvements yet
(aka the main_server script that computercraft uses on register)
ooh ok
heh, nice
oh it's all scrunched up now
nah metal age is still spaced out like the rest of my quests
thats just placeholder links and quests inside the steam_age group
this update is going to be big 
cuz the idea is that you'd be working on the metallurgy age, and as you progress it's tiers you slowly unlock more from the steampunk age
it's not exactly steampunk any more then is it ๐
i know but calling it Steam age is not correct either
neither Mechanical age
and "Steam-Mech" is a bit of a mouthful
yknow, Mechanical as in Mechanical Power
Stress
its the entire point of create lol
oops I missed your line and was making a name suggestion, but what's wrong with mechanical age or steam age?
Steam Age is not correct because you work with mechanical power, and steam is basically at the end
Mechanical is not correct because you work with steam eventually
so
Steampunk! 
i mean, true? but steam doesnt power stuff like the horsecrank or water wheels 
actually
fuck it
Industrial Age
that should work
the early years of industrial revolution where powered by steam, which itself powered mechanical devices

I think it's a good idea to have a default keybind for the quest book and a chat message upon entering the world telling you to press it.
I've seen people take a while to find it, especially those who don't play questing packs since it's hidden away in the in the corner of the inventory.
good idea, do you know how to do that?
the keybind can be done with default options iirc
not so sure about the chat message, hopefully it doesn't need java code
that sounds unlikely, it's probably just something in client_scripts
lol, floating point moment
I typed 0.3333
this is why you don't teach rocks how to do maths
but hey that's washing done
same rates as gt ore washer
aaaand quern
and with that, I believe that's greate all finished and ready
I'll just keep all the mechanical presses disabled for now, and give its 'cheaper plates' job to something else like uhhh the rolling mill
(so the rolling mill can do both plates and foils, then the mech lathe can do rods)
actually, now that i think about chances
are we keeping my sequenced assembly that only produces sheets with a chance of small dusts?
yeah I'm just moving it to a different machine for now
add legendary tooltips to modpack
why, this isn't a sort of modpack with oooh rare loot
anyway gonna go eat then finish up the horse power mod to use tfc mobs/blocks
then I can start vintage
Also legendary tooltips is a crash fest
okie
wtf is a legendary tooltips
makes tooltip borders look fancy
Mod that basically changes how tool tips look to from the blue to a nice grey color ๐
Actuallt looks pretty nice imo
@brave cairn the idea is that these are locked behind the creosote from the coke oven, right? i noticed most of their recipes are disabled for now but you'll still need treated wood planks for it
correct!
aight, gonna do some funky stuff
there we go
locked behind the coke oven now
instead of just the anvil
โ
how are you supposed to feed your coke oven wood?
i know youre supposed to use the hatch
but you cant relaly put the wood inside chests
crate
I think you can also just put the crate right up against the hatch since they should auto-pull?
yeah, wood goes on the top, creosote and charcoal from the sides
looks nice
looks like something players can add themselves if they really want
ok ๐
monifactory modpack has more chemical processes that can be added
that's fine, nomi is doing it's own thing
their tech process is crazy
we aren't nomi
lol I had a horrible idea
what if we put phantoms in the nether
can't really use flying mobs on other planets with low gravity because they just fly off into space
bruh
basalt delta exclusive mob, let's go
happy ghast wouldn't be happy 
how long is this supposed to take ๐ญ
its taking forever :,)
yeah i dont think this works @brave cairn
been inn here for minutes
aight
i'll wait until 2 minutes
and i'll tell you if i do actually go to the other side
it doesnt work, do i need to be in survival??
oh! yes
also @brave cairn can regular Kaolin Clay and Graphite be found in the beneath as well?
or is it just the Klaze and the Glaze?
lush hollow, right
Wild question, what part of the Blast Furnace requires Coke/Anthracite?
or does the process of making steel require it?
the latter
you use it instead of charcoal
(because there was so much damn coal before and it was basically useless)
good to know, i'll be sure to update the questline
fyi
unrelated, but the blast furnace and steel anvil part of the questline is completed
fixed locally, will push in a bit
sweeet
is this from copper to steel?
steel to LV might end up needing its own chapter ๐ค
Nah, wrought iron to Steel.
the metallurgy age encompasses the Anvil Tier system
and goes hand in hand with the Industrial Age quests
i dont think that's necesary
the process of getting ULV/LV can be at the end of the industrial age
are these the industrial age quests?
wait no I'm stupid
there's overlap duh
this chapter handles the tfc progression
then industrial age handles the mech to steam to lv progression
right gotcha
I kinda want to re-enable the HV steam miner since you do end up needing quite a lot of materials here
anyway first version of some of these recipes done
- spring coiling machine: makes springs lol. Might also give it some wiremill recipes?
- compressor: it combines with a basin to either compress stuff downards or create a vacuum upwards. I was thinking of using this for vacuum tubes
- vibrating table: idk a sifter?
- curving press: like a mech press except you can swap the heads. I was thinking of making it be an lv extruder, maybe I can also give it a head to do the plates?
- lathe: rods + the tfc glass lens
- laser: laser emitter but only the brick recipes
this big boy (centrifuge) deserves a big craft
some greebles
and here's the hammer... trying out using these tfc 'plated metal' blocks, which rn don't have recipes, but I was thinking of just doing similar to the andesite/brass casings where you slap a plate onto a block (in this case, smooth stone? to avoid overlaps?)
bot left is cast iron double ingot, top right is cast iron plate
i've always found silly how conservation of mass does not apply to Black, Red and Blue Steel
here's another one
it is a little odd how you don't at least get two ingots out of it
yeah
hm... wonder if I could change that actually
it makes it insanely expensive
at most i'd expect you could alloy both of those metals into the molten high carb versions of them
and then you cast that, work that and get the final result
would make more sense than just having an entire ingot's worth of mass disappear
I was thinking the simpler option of just giving you two ingots lol
that works too
lol
would definetly cut down a lot the consumption of iron
which works, considering that steel is no longer that easy to craft
since now it requires anthracite or coke
๐ญ๐ญ๐ญ
To be fair if you just put the tokens between brackets and hit enter. If the value doesn't exist in the language database it just displays the raw tolen
Token*
So I had no idea either way :')
I'm sorry
good ideas just against the Extruder because itโs like one of the best MV machine with the รlectrolyser not being as good in TFG
No worries
I will just open the quest file and add them
I have no idea how to do it in an automatic way
it'll only do LV extruder stuff
Oh but it can be upgraded to MV after doesnโt it ?
no, these are vintage improvements machines, not greate, they don't have tiers
they'll only do lv recipes
I donโt think there is many recipes at MV extruder though
I mean there are mostly bad one but well
At least itโs some automation
oh MV extruder is when it's actually good lol, it can do blocks, rods, rotors, gears, etc etc
Yeah itโs a crazy upgrade
the LV extruder on its own basically just does tools
I put it as a milestone of MV for people who donโt know
I was wondering if it would be possible to use GT steam for Create?
So we can push people toward LBB
Rather than the Create one
Mix up Create and Greg together
If Create does more stuff from Gt that could be a cool
People could also mix up High Pressure machine and Create with only one power generation
The create boiler doesnโt produce steam trueโฆ
Too bad GT removed Create integration would have been easy to do a Create Generator
we got alternators from create additions
they turn SU into FE, then greg has FE to EU converters that are properly gated so people can't tierskip
That would be difficult to have it input steam and output SU
Nah, we can just use the create steam boiler for it
let's go
Alright
it's done
All 4 questlines i've made
now have proper text
instead of translation keys
@brave cairn hope you have fun proof-reading all this
LOL
๐ตโ๐ซ
when do you think would be a good time to get localizers involved btw
the ukranian guy was in my DMs this morning, and I've had a few russians ask when they could help too
More shitposts too
I'm going to write a detailed guide on how to contribute for the localization effort
wonderful
finished firmalife's two as well
now you can build something out of expensive-ass blocks!
spot the difference
one is a block of copper the other is a copper plated block
lol
yeah you cant tell the difference
@gloomy elm you there? i have a wild question
also
Localization Contributions to TerraFirmaGreg-Modern
To contribute to Localization you'll need to know how to Contribute in general, please go to CONTRIBUTING
Language files located under minecraft/kubejs/assets/MOD_ID/lang cannot be modified, if you modify these files you WILL loose your contributions when the mod gets ready for release again.
Instead, you'll want to head towards minecraft/tools/LanguageMerger/LanguageFiles
The LanguageMerger is a Localization Tool used to Merge multiple JSON files into a single output, which is then loaded in Minecraft.
Their folder structure is split into three layers.
- MODID: The ID of the mod, ie: tfc for TerraFirmaCraft
- LOCALE: The target Locale to write for, ie: en_us for American English, ru_ru for Russian
- JSON Files: All the files located in the Locale folder will be merged into a single JSON file for the specified Locale.
- LOCALE: The target Locale to write for, ie: en_us for American English, ru_ru for Russian
For example, the files under LanguageFiles/tfc/en_us are the localization overrides for TerraFirmaCraft in the English Language
Adding new Localizations
- Inside the LanguageMerger's Language Files, open the folder of the mod you want to Localize.
- If the mod is not present, create a new folder with the mod's id's name.
- Open the Folder for your locale.
- If your desired locale does not exist, create it (ie: zh_cn).
- Open the JSON file related to the type of thing you're localizing.
- You can know the type of thing by looking at the first word of the Localization Token.
- IE:
items.jsonfor Items,blocks.jsonfor Blocks - If no JSON file exists, create it.
- Fill the Localization Keys using JSON
Running the Merger
- To run the merger, go to
minecraft/toolsand run the LanguageMerger shortcut.
FAQ:
Q: I dont have a Windows Machine
A: Assuming you have DotNet installed, you can use the dotnet command to execute the main .dll that contains the LanguageMerger.
Open your Terminal and type the command dotnet LanguageMerger/bin/Debug/net8.0/LanguageMerger.dll
@brave cairn
that's the localization file
think it's good enough?
would it be worth just submitting a .exe that people could run?
The .exe already exists
oh
as a matter of fact it's a shortcut in the "tools" folder
Apparently .exe files run exclusively on windows, not on mac or linux (tomtomtom uses a mac for example)
but since the nature of dotNet is a JIT compiled language that runs in a VM, it should theoretically be able to run anywhere utilizing the dotNet command
(if you have the dotnet runtime ofc, which i'd be genuenly surprised if that doesnt exist for mac or linux)
plated stuff and vintage recipes all pushed, you'll want this tfg-core
ahh I see
noice
@pearl gale
Adds all localization and text to the following quest categories:
tfg
tfg_tips
metal_age
stone_age
Have fun proofreading pyritie, ly <3
@pearl galeIf you have any questions lmk
@brave cairn all yours
Arabic translation for tfg
Imagine
https://github.com/Pyritie/Modpack-Modern/pull/20/files#diff-9307322cecc0abec03d8a93ef50e76dc3bcf9228a180338e8f883a3e65e34104 what is this file for?
nebby pfp jumpscare

uhhh
OH RIGHT
i tried so fucking hard to like
hide the fucking sus record recipe
I did hide the 'automatic_shapeless' tab since it was noise
i just wanted to hide the sus record recipe but completely failed
kinda gave up
that file is just the remnant of it
mind if I delete the file?
what other json
oh I didn't touch that one
gn gn
thank you again!
neato
downside is that the anvil for the recipe can't use a tag
Just create three of them
Shrimple
Actually
The fact that you can't use a tag is bad lol
Theres gonna be like what
6 recipes for a copper sheet
๐ญ
yeah ๐ฅฒ
9, actually, but yeah
alright I don't think this'll be that bad
ยฏ_(ใ)_/ยฏ
the way I did it is every material starts at needing 10 blows, then for every higher tier anvil, it subtracts 1
so the red steel anvil only needs 5 blows to turn copper into a plate
I'll have to actually balance this in the future but hey it's a proof of concept
Noice
jesus christ this is slow LOL
yeah I'll have to see how much SU you can get from a horse crank
(also see if I can adjust the position where it renders the ingot so it isn't floating)
we are looking at about 30 for each hammer right now ( in the video
and even with the best anvil we are looking at 2:30 .....
at 256 rpm it's about 1 second per blow
nah in the video that's at 16 lol
changed the recipe, I wasn't feeling the other one. Now it uses gt frames and specifically wants hardwood logs, lol
Hardwood my beloved
that's all submitted as well now, todos is up to date for anything you feel like grabbing tomorrow
what is that thick ingot
Minecraft movie was goated
It is goated as a comedy movie and not a Minecraft representation
Tbf, a Minecraft representation would be boring af. It would basically be a let's play
Going into it thinking it would be terrible and actually having a good time. Nihilism comes out on top again
Im there now if you are still here
every read the mincraft book
it was a good one
it talk about one person become a steve in minecraft and had no idea about everything around and some how work around thing without knowing anything
it was great read i say
@brave cairn Okay, so I think I did all of the mattock head extruder mold stuff right. Im getting an error but I think its because the colored steel on my branch is still bugged. I pushed them if you want to take a look and see if it works ๐ (also pushed a few other minor things)
I've looked through the tool folder and have some questions:
1.The shortcut that points to the .exe is through your personal profile.It should look something like this %appdata%/roaming/prism
2. There are no files and folders in which .exe should be present.
Most likely downloaded from the old repository or it is not finalized
Thank you
awesome, I'll take a look
cast iron double ingot
@coral vault merged both, all looks good, thanks so much โค๏ธ
damn these aqueducts go deep
btw I tweaked a few of your deco and construction wand recipes -- andesite alloy is now tin alloy and iron is now wrought iron. I think this fits a bit better since cast iron is a dark brown now
what do you think of these?
those are ?
staff of building
it looks like it but a little different
it's a modern version
what the last one do, the same thing like the unbreakable one ?
Oop. Ok I'll fix both of those, I have a feeling that the actual executable file is not actually being saved in git so you'd have to compile it
great to have around tho, this mod is my fav when it comes to building
Once I fix the issue that Met en Bouldry pointed out, I'd like it if you could tell me if you're able to download the dotNet runtime in mac
If you can, you should be able to run it's command to run the language merger yourself
yeah, it has infinite durability, the others just have bigger ranges and more durability
there we go, perfectly aligned, thankfully that was easy
this does mean the hammer itself doesn't quite align, but eh whatever
that looks a bit less stupid
ah but the finished item floats
balls
Clearly we just change the model of the anvil
I'm seeing a load of kubejs warnings about the sealed barrel recipes for simply lights
Will try
@exotic wraith
Generating Localization Files!
[F A T A L :] Exception has been thrown. System.IO.DirectoryNotFoundException: The "assets" folder was not found in C:\Games\Pyritie-Modpack-Modern-729dbba\Pyritie-Modpack-Modern\kubejs\assets
at LanguageMerger.MainClass.GetKJSAssetsFolder(DirectoryInfo dotMinecraftFolder) in C:\Games\Pyritie-Modpack-Modern-729dbba\Pyritie-Modpack-Modern-729dbba\tools\LanguageMerger\MainClass.cs:line 85
at LanguageMerger.MainClass.TryGetProgramArguments(ProgramArguments& programArguments) in C:\Games\Pyritie-Modpack-Modern-729dbba\Pyritie-Modpack-Modern-729dbba\tools\LanguageMerger\MainClass.cs:line 67
[Error:] Failed to get Program's Arguments, Press any key to exit...
this took way too long but that's good enough
Oh that's... Weird
Does that folder actually exist in your end?
Actually
There's something wrong there
I see no "minecraft" folder
Tho I don't think that would cause the error I'm seeing
PS C:\Games\PrismLauncher\instances\TerraFirmaGreg Modern\minecraft\tools\LanguageMerger> dotnet run
C:\Games\PrismLauncher\instances\TerraFirmaGreg Modern\minecraft\tools\LanguageMerger\LanguageMergerProgram.cs(108,20): warning CS8618: Non-nullable field '_modLocaleOutputFolder' must contain a non-null value when exiting constructor. Consider adding the 'required' modifier or declaring the field as nullable.
Generating Localization Files!
[Info:] Arguments have been obtained! Printing...
[Message:] .minecraft Folder Path: "C:\Games\PrismLauncher\instances\TerraFirmaGreg Modern\minecraft"
LanguageFiles Folder Path: "C:\Games\PrismLauncher\instances\TerraFirmaGreg Modern\minecraft\tools\LanguageMerger\LanguageFiles"
KJSAssets Folder Path: "C:\Games\PrismLauncher\instances\TerraFirmaGreg Modern\minecraft\kubejs\assets"
shouldPrettyPrint: "True"
shouldOverwriteFiles: "True"
[Message:] Language Merger Program has Started!
Interesting
After changing directories with minecraft0.7.19, compiled without problems..... This is of great importance after all
i see
so indeed just changing the folder to "minecraft" works
i'm not surprised honestly
the program recursively goes up directories until it finds the minecraft directory
i see you used the dotnet command
i assume you built the project to get the .dll?
i'm gonna change how it finds the minecraft folder
it'll just recursively go up folders until it finds the pakku.json file
then it'll know the folder that has that file is the minecraft folder
what the fuck was i thinking
i think this is less idiotic
yeah that kinda works
at least its no longer doing a VERY SPECIFIC string search and instead it looks for a file that is REQUIRED for the repo to work
so
it's definetly better
well the gui's a bit broken but it's got the spirit
@exotic wraith
[16:45:07] [Thread-75/ERROR]: Exception deserializing stack "gtceu:sus_record"
java.lang.NullPointerException: Cannot invoke "dev.emi.emi.api.stack.serializer.EmiIngredientSerializer.deserialize(com.google.gson.JsonElement)" because the return value of "java.util.Map.get(Object)" is null
at dev.emi.emi.registry.EmiIngredientSerializers.deserialize(EmiIngredientSerializers.java:73) ~[emi-1.1.20+1.20.1+forge.jar%23435!/:?]
at dev.emi.emi.api.stack.serializer.EmiIngredientSerializer.getDeserialized(EmiIngredientSerializer.java:23) ~[emi-1.1.20+1.20.1+forge.jar%23435!/:?]
at dev.emi.emi.data.EmiData.lambda$init$16(EmiData.java:161) ~[emi-1.1.20+1.20.1+forge.jar%23435!/:?]
at dev.emi.emi.registry.EmiStackList.bake(EmiStackList.java:206) ~[emi-1.1.20+1.20.1+forge.jar%23435!/:?]
at dev.emi.emi.runtime.EmiReloadManager$ReloadWorker.run(EmiReloadManager.java:205) ~[emi-1.1.20+1.20.1+forge.jar%23435!/:?]
at java.lang.Thread.run(Thread.java:833) ~[?:?]
[17:52:19] [Render thread/ERROR]: main_client_script.js#8: Error in 'JEIEvents.hideItems': ReferenceError: "hideEtchedItems" is not defined.
i did tell you to remove that one ๐ญ
anyways i'll remove it now
did some improvements to the language merger thing
mb
first try lfg
i just made it so you can build the LanguageMerger, and have it output to all the OS-es
and technically speaking
in linux you should just be able to use the console to execute LanguageMerger
sounds good ๐
Yeah, lol. For some reason adaptive terrain doesn't work with tfc. (Or at least I couldn't get it to work) so if we don't want floating structures the legs have to be huge
true, and making it follow the terrain height would leave you with a very broken-looking aqueduct, so it makes sense
Looks good. Didn't think about it, but we definitely need more uses of gems
Yeah I tried making it follow terrain, looked very ugly lol
Weird. I'll look into it
@exotic wraith how do you feel about making 1:1 plates available earlier (because I'm struggling to get the roller to understand how to do chanced outputs lol)
earlier as in, requiring vacuum tubes
FAT FUCKS LETS GO 
Couldn't you make it require double ingots?

that could work
fuck now i regret pushing that lol
i should've made the bat a .sh file
so it can run anywhere
oh well
not my repo 
nah i think you're fine
double ingots is the primitive way
rolling mill is now significantly more expensive. Yes those are black steel gears 
Do the brass mechanisms still have the chanced output?
thats base game create
and tbh
fuck that
i hate that feature
i guess it's ok if with an assembler you can also make precision mechanisms
with no chance of failure
the way it is right now is that yes it has the base 10% failure via deployers, but the assembler is both 100% perfect and uses fewer materials
(5 items vs 3 items)
I would not be against removing the failure rate tho
i think the higher amount of materials spent is already a good enough incentive to make the assembler asap
tho i wish create could do something about the recipe check
emi doesnt do well to the recipe in the tree it only show the recipe for one cycle instead of the number of cycle it goes through
ulv mixer, which can do all the metal dusts to save on alloying
@gloomy elm @pearl gale
Letting you two know i just updated the Localization Contributing markdown file to explain how to run the LanguageMerger, i made builds that should run on Mac and Linux respectively
yeah, all these fancier ulv machines will need vacuum tubes and black steel
now, time to take a look at the todo file
does anyone mind if I throw out tfc:brass_mechanisms and use gtceu:small_brass_gear instead
how would we craft it early then ?
on an anvil
seems fine
my goal is to introduce players to greg concepts a bit earlier without having to deal with electricity at the same time
and make LV shorter while making ULV longer
oh ffs create additions
why do you make the rolling mill's recipe times a single global value
what?
I can't set it per-recipe because of this

uuuuugh mixin time I guess
thats disgusting
(I'm making the processing times match the time in the greg machines)
well, i'll finish up the things i need to change on the tfg tips
and just push it to 0.9
cuz i'm lazy today
sounds good
guhhhh
only if you turn on dynamic lights in embeddium video settings
oh
lol
well
i'll make sure to write that
altho, why do dynamic lights when holding torches work
and this doesnt

also @brave cairn
do you think you could send me the uhh
latest tfg you got?
try this
uhhh different system maybe, idk
dynamic entity lighting as opposed to handheld lighting
Ohh
i see
yeah i'll make sure to write that on the quest for it
Immersive Aircraft isnt fully balanced right?
it should be?
you don't get any proper planes until aluminium
(check the recipe for the propellor)
i see
while the other smaller ones just require any rotor
i think that works
definetly making these use the mechanical crafter woul.d be better tho
sounds gud
@merry briar question, how does your integration work? is it just recipe changes?
it is yeah
yes
which then I just tweaked a bit further
I see
i wish we could've used actual liquid fuels instead of stuff like coal, lol
thats just me however
yeah that would've been cool, but alas
yes but I think the buckets get consumed
iirc it's anything that goes in a vanilla furnace
I mean you could make an addon mod that adds some fuel interface or something like that
yeah, that or make gt fuel buckets usable in furnaces
you still have to change the bucket
and so on
and its not early game compatible having buckets
sounds like effort
some of these planes and airships can be made pretty soon
you could do wooden buckets, adding more fluids to them is just a tag iirc
In an ideal world i'd make ven stuff like the airship and the hovercraft require at the very least steel
that way watercrafts arent completely invalidated when it comes to going for kaolin
you are way way way way faster
hmm
i guess the current ones are just fine then
idk
i'll just make some sort of quest tree
I did notice the integration throws out a whole bunch of warnings
actually, creosote buckets can be used as furnace fuel
while creosote buckets work it doesnt accept a wooden bucket of the stuff
so creosote as fuel is post red/blu steel
lemme dinner then I can knock out the rest of these VI recipes - just laser engraver and centrifuge left I think
then I can start actually designing the whole progression ones
holy shit lmao
Part of me wants to add that transportation for grounded vehicles now
so you can travel the skies, oceans and ground in style
sure but let's do it later
ad astra does add its own ground vehicle
(and it takes fluids!)
might tweak some of these recipes
which, bleh
idk why its in its own mod if all it does is recipes but i'm not supposed to complain about it
you can
(psst, while victor isn't looking -- let's move all the recipes into tfg directly and drop his mod (which he said he planned to do anyway but ran out of time for))
OH
ok then
i'll do that
got some ideas, gonna also make the scaffolding not require bamboo
what we use for schaffold any string fiber ?
stick or stick bundle then
no
Long Stick
- Burlap/cloth
You'll first create the Scaffolding Frame
the thing you stay on top of
Scaffolding itself is the same recipe as regular MC, just Long Sticks instead of Bamboo, and the frame instead of the piece of string
Scaffolding Frame is also used in the recipe of the Quadcopter
should i make new textures for them?
ehhhh
idk
up to you
If you can make something better than this then be my guest
tiny
ill put it on the back log :)
neato
btw, when making new recipes, I've been using the #forge:type/material syntax more often, because it's less prone to breaking
so the simplylight barrel issue is because the white lamp doesnt have "white" in the name but all the other colors do. Thanks for making it hard simplylight
lol, ffs
@brave cairn wrought iron casings are going to be changed to be dark steel, right?
well, black steel
not sure yet how to actually implement it but yes the HP steam machines will all require a little black steel
i see
i'm mostly just making the aircraft engine
and i was like
"We dont want to gate all of them behind black steel... do we?"
if not i can just make the basic engine consume metal casings instead
ok, I'll leave the casings alone, and just use the black steel for the machines themselves
wym?
this is the one you want, right?
that's the one that the uhhhh, iatfg recipe for the engine uses
and since those are also used for the HP steam stuff
again, i can just make mine use the actual Metla Casings from create instead
top is new recipe, bottom is old recipe
fixed
neato
im guessing you arent supposed to make these out of water right?
it's just the slower recipe that takes even more energy
seems weird that you can either use advanced steel or water
I stan programmer art
Hope you enjoy making these
my idea is that main components such as hulls and the balloon are craftable
later on the bigger ones will require mechanical crafters
or assemblers
so those can just levrage the fact that they can have a stupid amount of item inputs
tbh we could make the airship balloon a block for the fun of it
but for now its an item with a texture that looks like shit
(old vs new airship for the second one)
recipe idea for the cargo airship
2 new rotors and engines because well, they appear in the model
- crates instead of chests
(we can retexture the chests to look like wooden crates)
Nope itโs native GT
The gain of time is immense though
And with the arc furnace recipe in TFG itโs never been that cheap
sounds a bit overkill for something I don't think will be that used
the retexturing part? yeah probably
the crafting hopefully not lol
It says its fuel hungry
obviously because it has more engines

i just noticed create seats arent craftable
why
theyre neat
anyways, ignoring tool cont this is how expensive the quadrocopter is
using the least expensive metal for rotors, which tbh, its copper
considering that shit is very abundant
and this is the airship's cost
i think this is fine
here is what I have so far for building gadgets. thoughts?
starts at EV and then IV for copy/pasting
i guess cut/paste should also be IV
are these regular recipes you can do in crafting tables?
i think for the stuff that even requires EV or even HV it should be an assembler exlcusive maybe
specifically for the building gadgets
that makes sense
I could've sworn they were, since they have dye recipes ๐ค
I have no idea what any of these do lmao but they look cool! doesn't the ultraviolet thing need luv stuff though?
building gadgets is basically construction wand on steroids
I know that much, but not the specifc it- oh!
btw, these 'field emitters' are things greg provides as sort of general "you need a big blob of stuff to make these" items, if you ever wanna use em
okay hows this?
as far as I can tell it is IV
europium requires fusion
what does the block on the bottom do? the 6th item
ah, good call
basically lets you save schematics for the copy/paste gadget
ill use the clipboard instead of the blacklight
doesnt need to be too expensive, only used for the one gadget basically
fair enough yeah!
end of lv
yeah it's the main MV material, so as soon as you get the EBF which is one of two endgoals in LV
ehh, i guess gating the propeller to it sounds good
anyways, gyrodine crafting
if youre wondering why it uses a block of wrought iron
i have no fucking idea what that's supposed to be
an ingot's worth maybe
eh, double ingot
also if possible I'd try to keep the recipes to use 21 mech crafters max, the same as the crushing wheels
makes people less likely to go "ugh forget it" if they already made 21 and see they have to make more
sounds like a them problem tbh
they do be a little more expensive now
these are cheaper now so people can automate digging a bit sooner
plus 32 is the stack size for them lol
those'll be one of the cool new unlocks of steel age
this looks pretty fucking neat
i really like the idea of having a steam powered kart
i have used automobility before as well
it can wait until after 0.9 pls
goodgood
i dont wanna scopecreep
less create stuff to worry about when we do the big create 6 swap
@brave cairn i guess the assembler doesnt really have a limit of items right
it has 9 slots
create's assembler?
I hope you aren't making these planes stupid expensive compared to like, jetpacks lol

uhhh
*i had no idea we have jetpacks
huh
I said that's what I'd balanced the planes around!
anyway: the lv combustible one is dogshit
the mv electric one is horrible horizontally but ok vertically, you can combine it with the hang glider. Still kinda slowish
the hv electric one is better, still not much faster than sprinting I think
the advanced hv one (nanosuit chestplate) is very fast though, almost creative flight
try em out and compare their speeds to the planes
anyway, starts of steam progression since I was tired of making vintage improvements recipes
ough, how do i load the combustible one
- get your trusty HP steam machines of a boiler and compressor minimum (since your millstone can shred the wood for you)
1a) also an alloy smelter unless you love glass blowing - start setting up the start of a deployer line





