#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 14 of 1
creating a new tag and removing coal coke and nether coke from it
well it did work because it created the tag successfully
GTMaterialRegistry.getRegisteredMaterials().forEach(material => {
const tfcProperty = material.getProperty(TFGPropertyKey.TFC_PROPERTY)
if (tfcProperty == null)
return;
if (tfcProperty.getOutputMaterial() == GTMaterials.Iron) {
let dustItem = ChemicalHelper.get(TagPrefix.dust, material, 1)
event.recipes.gtceu.steam_bloomery(`steam_raw_iron_bloom_coal_${material.getName()}`)
.itemInputs(dustItem, '#tfg:steam_bloomery_basic_fuels')
.itemOutputs('tfc:raw_iron_bloom')
.duration(2400)
.EUt(GTValues.VEX[GTValues.ULV])
}
})
GTMaterialRegistry.getRegisteredMaterials().forEach(material => {
const tfcProperty = material.getProperty(TFGPropertyKey.TFC_PROPERTY)
if (tfcProperty == null)
return;
if (tfcProperty.getOutputMaterial() == GTMaterials.Iron) {
let dustItem2 = ChemicalHelper.get(TagPrefix.dust, material, 2)
event.recipes.gtceu.steam_bloomery(`steam_raw_iron_bloom_coalcoke_${material.getName()}`)
.itemInputs(dustItem2, '#tfc:blast_furnace_fuel')
.itemOutputs('2x tfc:raw_iron_bloom')
.duration(2400)
.EUt(GTValues.VEX[GTValues.ULV])
}
})
this one works but the ```js'#tfg:steam_bloomery_basic_fuels'````
still has all the coals
event.remove('tfg:steam_bloomery_basic_fuels', '#tfc:blast_furnace_fuel')```
oh
this one doesn't have the material iron
Basaltic mineral sand doesn't either
I guess it doesn't! You can add them if you want?
btw, you can merge your two loops like this:
GTMaterialRegistry.getRegisteredMaterials().forEach(material => {
const tfcProperty = material.getProperty(TFGPropertyKey.TFC_PROPERTY)
if (tfcProperty == null)
return;
if (tfcProperty.getOutputMaterial() == GTMaterials.Iron) {
event.recipes.gtceu.steam_bloomery(`steam_raw_iron_bloom_coal_${material.getName()}`)
.itemInputs(ChemicalHelper.get(TagPrefix.dust, material, 1), '#tfg:steam_bloomery_basic_fuels')
.itemOutputs('tfc:raw_iron_bloom')
.duration(2400)
.EUt(GTValues.VEX[GTValues.ULV])
event.recipes.gtceu.steam_bloomery(`steam_raw_iron_bloom_coalcoke_${material.getName()}`)
.itemInputs(ChemicalHelper.get(TagPrefix.dust, material, 2), '#tfc:blast_furnace_fuel')
.itemOutputs('2x tfc:raw_iron_bloom')
.duration(2400)
.EUt(GTValues.VEX[GTValues.ULV])
}
})```
that's gonna by my test lol let's see if I can do it
Oh I see thanks
let's get it working with the existing irons first, then we can add those
I don't really need to redo the same method for iron because there is only one?
same method?
with a Chemical Injection
I don't understand what you mean, injection?
Helper lol
oh
I still don't get what you mean by needing to redo 😅 the first one gets one dust, the second one gets two
No I mean I have to add the recipes for the iron ingot
yeah, you can just do the normal iron ingot recipes outside of the material loop
but in that case please still use #forge:ingots/iron
it seems to generate the pakku.json, as opposed to pakku-lock.json
looks like it yeah
finished a playtest with my job's team
so now i'm actually free
I'm a little stuck on this pakku thing -- I've updated a bunch of mods to what I think was the versions they wanted. My normal instance works fine, but then when I export and import, the game crashes on boot and there's nothing useful in the log nor a crash dump
@gloomy elm what do you think of this crafting recipe btw? black steel rods, wrought screws, and a bronze frame. I figured it was ok for this to be relatively cheap given how expensive the bloomery itself was
thats... odd
uhhh
yeah I was looking at it earlier that seems good
should I push my pakku changes?
cuz iirc when i tested it out i didnt add tfg...?
that's weird because my import comes with tfg
no, if its really crashing wiht NO good stack trace i feel like thats a bad idea
huh
fair enough
event.add('tfg:steam_bloomery_basic_fuels', '#tfc:forge_fuel')
event.remove('tfg:steam_bloomery_basic_fuels', 'beneath:cursecoal')
event.remove('tfg:steam_bloomery_basic_fuels', 'gtceu:coke_gem')
still doesn't work
Aight, fetched latest files from github
gonna pakku fetch then pakku export
and see what happens
at this rate it might be easier to just manually make a list of fuels then lol
so its work to add the tag
definitely
// Add all items from the forge:stone tag to the c:stone tag, unless the id contains diorite
const stones = event.get('forge:stone').getObjectIds()
const blacklist = Ingredient.of(/.*diorite.*/)
stones.forEach(stone => {
if (!blacklist.test(stone)) event.add('c:stone', stone)
})
})
I guess I could try to do it that way
ah right I forgot there's an example for that
Ingredient.of(/.#tfc:blast_furnace_fuel/)
could you pass me latest tfg?
all?
I don't know what the -all one does, but it's generated along with the regular one
so I'm just giving you both just in case you need it
it's quite bigger
/.*blast_furnace_fuel.*/ maybe?
gonna try
hmmm
the fact we cant really specify a version on update is fucky
its causing create to jump straight to 0.6
yeah I had to rm and then add it with the right version
Can you not use ingredient.of('#tag').subtract('item')
add create:123456 where the numbers are the file ID
I can try
Probably something like ```js
event.add('tfg:steam_bloomery_basic_fuels', ingredient.of('#tfc:forge_fuel').subtract('itemname'))
Writing code from my head so the syntax might be off
trying that
because now it's only coal and charcoal...
// Add all items from the forge:stone tag to the c:stone tag, unless the id contains diorite
const stones = event.get('tfc:forge_fuel').getObjectIds()
const blacklist = Ingredient.of(/.*blast_furnace_fuel.*/)
stones.forEach(forge_fuel => {
if (!blacklist.test(forge_fuel)) event.add('tfg:steam_bloomery_basic_fuels', forge_fuel)
})
how is that only coal and charcoal lol
Listing these here
Also, i have no idea how youre supposed to add a specific version
JEI: 15.20.0.0
create 0.5.1.i
ae2 15.3.0-beta
#1331744604701069393 message
yeah I had to look that one up too 😛
🤔 which file is this in? could it be before the other coal things are added to the tag?
gregtech tags
Greg tags would be declared before tfc/g tags
Where is the other charcoal added?
aha, because the fuel tags are inside tfc tags
try putting your code after those ones
Well let me move all my shits over there
yeah mods are done in alphabetical order haha
first all the tags then all the recipes
(well more specifically, the order they're written in main_server_script.js... but it's all alphabetical there)
I put it right after the others one
and there is nothing else after
the confusing thing is now it doesn't even say tfg:steam_bloomery_basic_fuels
is it because it's tfg?
I should put tfc maybe?
@brave cairn fwiw, you can run add again, it'll complain you already have it installed and it'll ask if you want to replace it
thats how you replace a version of a mod with another
way cleaner than just, nuking it completely
ah nice
that part shouldn't matter, can you show your code in context?
// Тэги для возможности использования разных углей в кузне
event.add('tfc:forge_fuel', 'minecraft:coal')
event.add('tfc:forge_fuel', 'beneath:cursecoal')
event.add('tfc:forge_fuel', 'gtceu:coke_gem')
event.add('tfc:forge_fuel', 'gtceu:rich_raw_coal')
event.add('tfc:forge_fuel', 'gtceu:raw_coal')
event.add('tfc:forge_fuel', 'gtceu:poor_raw_coal')
event.add('tfc:forge_fuel', 'gtceu:coal_dust')
// Change blast furnace to use coke
event.remove('tfc:blast_furnace_fuel', 'minecraft:charcoal')
event.add('tfc:blast_furnace_fuel', 'gtceu:coke_gem')
event.add('tfc:blast_furnace_fuel', 'beneath:cursecoal')
// Create a tag for Steam Bloomery
event.add('tfc:steam_bloomery_basic_fuels', '#tfc:forge_fuel')
event.remove('tfc:steam_bloomery_basic_fuels', 'beneath:cursecoal')
event.remove('tfc:steam_bloomery_basic_fuels', 'gtceu:coke_gem')
hrm
I do think it's probably easier to just manually throw the specific items in the tag lol
You right
We tried
we fought
Now it's time for a change of strategy
We are being quite nice with the poor raw coal being able to be transform into coal coke
is it 1:1?
steam age wrought iron?
that does look a little odd lol
yeah
feel free to change those recipes around as you like
I'd say something like, 1 raw coal = 1 coke, rich = 2, then 2 poor = 1 coke?
How do we turn raw coal into coal? other gems n such are furnace
Is it just furnace as well? It feels strange ngl
furnace like it says
so you get a better wield if you cook your coal
ah ye im blind doh
it's a little odd but you're turning the "raw ore" into the "normal" item
Yeah, I feel like there's room for a more elegant way to do that for gems & coal though... I don't know what it is but it's somewhere
is it better? it looks like 1 rich -> 2 coal -> 1 coke per coal, same as if you just went straight from 1 rich -> 2 coke
oh what
that make sense that way
if you process you coal by cooking it
you get a better wield for coal coke
well it makes sense
gameplay wise
I guess
uhuh
that's the same for others stuffs so we better of nerfing a bit the poor coke
and keeping it that way
lapis and redstone are the same i think
What if we used a chisel to turn gems into their non-raw forms?
that would involve changing a whole lotta recipes
like it feels weird sticking my diamonds in my big furnace to turn diamonds into diamonds
I'm not against the idea but it'd be good to like, stop scope creep on 0.9 for now
yeah for sure
I'd have to figure out how to actually contribute anyhoo
while I'm not technically working
and supposed to be writing docs to give to support for BAU
hehe
yeah I'll be happy to help show you around once you've got more time, more contributors are always welcome
I guess Coke Oven and Steam Bloomery will be a good way to spend your poor coal ore
we could change it later if we really want let's finish the bloomery first
I feel like I've got enough experience with programming stuff and enough times where I've been like "huh this is wack, I wish it was this way" that I can contribute :D
not that I can think of
gonna change that while i'm on it
and do the modification for poor coal
for an unknown reason it added charcoal to the blastfurnace tag lol
alr, i think i just finished updating the mods
lets see if i crash, or i get to the main menu
if i get to the main menu i'll just push the pakku files
boots up
no less than 10 seconds passes
Crash
oh my
huh?
oh that's new
did one of the updated mods add an oopsie and is forcibly looking for fabric??
...maybe?
if its worth mentioning
the final mod i added was uhh
ae2
so lemme bump that one up by 1
nope
that didnt work
actually
i'm curious on something
if it means anything it might be an issue with the launcher
is there a possibility that we use a too old version of forge?
Because it's quite an old one compared to other gt modpack
i'm scared of updating forge itself
but maybe i can try that out actually
i wanna test something out first however
I did notice something like that when updating one mod
wdym by something like that
Okay it's done! All the bloomery recipes are finished with dust and ingot but nothing else for now
awesome! glad it's all working now
Adding charcoal dust created some issues so I had to add a line to remove charcoal for blast fuel
Idk why but it works all good now and the other tags are still the same
ngl the thing that confuses me the most is the fact that it works fine in our development environment but as soon as we try to export it just shits itself
might continue bashing my hed against the wall for now
i can just update the mods in prismlauncher
instead of doing it in the project
yolo-ing rn
gonna update forge to latest
that
did not work
You could always compare to other GT pack with Create and AE2
Star Technology is running on 47.3.22
AE2 is 15.3.3
Create is 0.5.1j
We can’t use Create 6.0 anyway
fyi, don't update framed blocks, it has a dependency on create 6 as well
Hmmm if someone do a change between the moment I downloaded the GitHub and now
also asked in the pakku discord if what we're facing is normal or not
Git will never oeverwrite your changes
it'll try to merge them
and if that fails you'll get a merge conflict
i'd recommend committing your changes, pulling the new changes in, fix any merge issues that arise (if any). then push to remote
Perfect it’s done thanks
i'm kinda sad we're not getting this to work on exported profiles :,)
i wanna playtest 😭
did you try setting these mods that way?
That’s such a mess to have all the mods on the right compatibility
tempted to ping Xikaro to see if he can give us some wisdom
how late is it in russia lol
he's at least more active than exception lol
Worth a shot
very late
you can add 13 hours I would guess
maybe less
9 or 10
wait I thought nebby was in spain
oh
damn
ah yeah I was like it's late in spain right now
i'm in the future
I'm in the past in Canada :p
@zealous atlas Hey, sorry for messaging you this late, i was wondering if you've ever stumbled upon Issues such as Crashes occurring outside of Development Environments?
We're currently trying to get our 0.9 branch exported and tested in Prism Launcher, when we try to export it we get Versioning Errors that are not present in the DevEnv (IE: A mod is expecting create X.Y.4, DevEnv uses create X.Y.3 just fine)
Even if we fix the versioning errors the game just straight up fails to boot, causing a crash that PrismLauncher manages to catch
already asked in a bunch of servers for help, since apparently you've been the one taking care of building i'd imagine you have more knowledge than we do
could it be a mismatch of pakku config, and dependecy downloading in the IDE?
maybe, tbh idk
@brave cairn i asked around in the modded mc's section of modpacks
if we're having an issue thats only happening outside of our DevEnv
very likely we're missing a key step with pakku
and the issue is in the Export pipeline
wild idea
the one thing none of us have any clue about
gonna have some quick lunch, what branch are you currently on for the mod and the modpack?
i'll see if I can figure it out
we're currently trying to export pyritie's 0.9 branch
ok, the modpack launches after a pakku fetch and the mod compiled and put in the mods folder. but won't export using pakku.
can you send me the full error for pakku export?
no, the pakku export command is working
and we are getting .zips that prismlauncher accepts
the issue is that the exported modpack has versioning issues that are not present in our dev-env
and trying to fix those versioning issues by updating mods causes a CTD seconds after booting up the game
ah its the AE2 not being the right version error that I saw earlier?
AE2 is one of those yes, others are JEI, Rubidium, Create and... i'm missing another one but yeah
those are some of those "versioning issues occurring only in the exported modpack" we're having
here they are, actually
i can get you the log as well if that helps you out debugging
heck it here's the log
HUH
OK THIS IS WEIRD
Thanks, I'll see what I can do.
The export is clearly failing
@brave cairn fuck they went to sleep
well
i'll say it anyways
peek a look at this weirdness
Greate: Expects a version higher than 0.5.1.i; version in exported project is 0.5.1.f
this tracks on the Greate's mods.toml file
HOWEVER
we have create 0.5.1.J in our dev-env
which is after i (duh)
Check the gradle.build
even then, the file that gets bundled in our exports is 0.5.1.f
idrk what gradle has to do with this atm
its clearly exporting the wrong versions
Tfg-core has a dependency of create J but the pakku Config only is giving F
the pakku-lock.json is the file I am looking for
"url": "https://edge.forgecdn.net/files/4835/191/create-1.20.1-0.5.1.f.jar",
"id": "4835191",
"parent_id": "328085",
"hashes": {
"sha1": "3fee3c26ebbfdfd59e1371ab73ba1f61b44ef6d0",
"md5": "6a097aa0bfc73a4f8372a16e763f9f02"
},```
1.F
not sure why there is 2 files under create mod section
its to long to send the whole thing
yeah, dw i did notice that
one was updated the other wasn't, fix that and any of the other ones that might have the same issue and you'll be sweat
i might look into using pakku add prj command to fix these
cool, let me know if there are any other issues
ok, doing this should fix it yeah
specifying both curseforge and modrinth
and making sure thyere the same versions
ok so
@blazing swan good news, i fixed the version mismatches found by this.
bad news
game CTD's
wait a second
modrinth's export is booting up
👁️

modrinth export apparently works???
Opens world > crashes
that'd be funny
you aint gonna believe it son
ooh
gotta disable a config in TFC i think
nice catch!
at TRANSFORMER/[email protected]/net.caffeinemc.caffeineconfig.CaffeineConfig.fabric$applyModOverrides(CaffeineConfig.java:253)
at TRANSFORMER/[email protected]/net.caffeinemc.caffeineconfig.CaffeineConfig.applyModOverrides(CaffeineConfig.java:207)
at TRANSFORMER/[email protected]/net.caffeinemc.caffeineconfig.CaffeineConfig$Builder.build(CaffeineConfig.java:540)
at TRANSFORMER/[email protected]+git.50c5c33/me.jellysquid.mods.lithium.common.config.LithiumConfig.createConfig(LithiumConfig.java:91)
at TRANSFORMER/[email protected]/net.caffeinemc.caffeineconfig.AbstractCaffeineConfigMixinPlugin.onLoad(AbstractCaffeineConfigMixinPlugin.java:16)```
GTCEU allUniqueStoneTypes needds to be what ever it isn't currectly
currently*
again, i didnt crash
so we're good there
I was just making a joke lol
ah
still, MAYBE the only thing missing is legit just this 👁️
I thought redeix was crashing
I never crash! Only the game does
.........
:)
kekw
also, we need to figure out what's going to happen with that grappler mod
we cant have it currently, it completely causes KJS to shit itself due to expecting it's existence
we can't have it because when it exists, it doesn't exist?
Ok, so to give more info
when trying to export the modpack
[0J[38;2;224;108;117;7m>>>[27m [modrinth profile] [90mMOD[38;2;224;108;117m [90m{cf=[38;2;224;108;117;4;1mcolds-grappler-forge[90;24;22m}[38;2;224;108;117m can not be exported, because it is not redistributable.[39m
this gets thrown
cannot export grappler to the modrinth export because its not redistributable
as a result, the modpack for modrinth has a missing mod
that cant be downloaded automatically
Ergo, kubejs scripts expecting the existence of the item just flat out throws exceptions
its not even set in the pakku
Causing at the very least 5 server errors
It doesn't exist in modrinth
That's why
It's a Cursforge exclusive mod that cannot be redistributed
i'm wondering something now
ah, yeah then no we can't have it unless we don't distribute on modrinth
yeah that is
Dev enviro still uses 1.0.9?
devenv IS supposed to use 1.0.9
yet another case of pakku picking the higher version for devenv
and different versions for each platform
oh I thought 0.2.10 is newer lol
nah LOL, that one was the firmaciv version we had back in 0.7
ah, yeah
it just keeps happening!!!!!!!
ahhhhhh, the tedious of maintaining 2 distrobution channels
i think this is more of an us issue than aything
tho i might ask the pakku developer if there's a command to catch these before they become a problem
yeah there no way of telling that because curse and modrinth might have different versioning conventions
hell yeah!! is that pretty much ready to test now? the todo seems pretty done
prolly this weekend we can begin internal alpha testing yeah!
hell yeah, I might play with a friend, I am in NZ so ping is horrible to anywhere that isn't Auss
Before i go gregnight i'm going to push this and document it
woah that's a plane!
@coral vault @gloomy elm @brave cairn OK so, this is just growing pains but worth mentioning.
I just fixed the project's export pipeline with the help of @blazing swan. There are 2 major issues that caused our headaches for today.
1. Colds Grappler is not redistributable.
Cold's grappler completely breaks the modrinth modpack, as it cannot be redistributed and as such its just completely missing from the Modrinth export. Causing quests and KJS to break
We can either talk with the mod creator to see if they can change their mind/upload it to modrinth, or we replace it with another mod.
2. Versioning Mismatch
Pakku has a relatively weird feature where it'll utilize the highest version for the DevEnv, but switch to the Specified version in the Pakku-Lock.json file for the specific export platform. (this was caught by aidie)
This was causing our issue on why Curseforge was having versioning issues, looking at the first pic CurseForge specified ae2 version 15.2.13 while Modrinth specified 15.3.3. Dev-env used the Modrinth version and as such we never had the versioning issue until we tried to open the exported curseforge version (which used the old version)
All of the mismatches i could find has been fixed, next time if we Add or Update mods, MAKE SURE you're supplying both Modrinth and Curseforge if applicable! Otherwise this issue is going to bite us in the ass in the future agian. (another example was FirmaCiv where modrinth used 1.0.9 and curseforge used the alpha version, the one that 0.7 uses
)
3. TFG-Core
Latest TFGCore wasnt being exported, i'm unsure why this is the case, but without the latest the exports just fail to boot (mostly related to mixin issues). Just manually adding TFG-Core fixes the issue
And with that
Gregnight

(if y'all have any questions ping me with them and i'll answer them when i wake up)
(I just pushed my fixes, theoretically if you pull you should be able to run the export command, then import the curseforge version of the modpack into prism launcher and play the modpack (As long as you made sure TFG-Core is indeed the latest)
Yeeeah 🎉🎉
@brave cairn Modpack pushes:
- Added CC integration.
- Added CC:C Bridge integration.
- Added Advanced Peripherals integration.
- Added gravel ore deposit washing recipes.
- Added new textures for some airship items.
TFG-Core Pushes: - Removed CC mixins (they were causing recipes to not appear in JEI).
you're an absolute wizard, thank you both so much for figuring this out! I imagine tfg-core is failing because it's its own mod that'll have to be published to cf separately
and thank you a lot as well! I'll take a look soon
I belieeeeeve the only thing that's left is just tweaking all the create things
I don't have an issue with just removing colds grappler btw, I didn't add it to 0.9
there might be a command in kjs to check if a mod is present before running its relevant code, so if people add the mod themselves it'll all work, but yeah no big loss
Very likely that's the case, I think we might be able to add them via the overrides system
Regardless, we should be able to start testing this weekend ‼️
First we need to see what to do with the grappler mod however
I'm having a big issue
since I added the {} to the lv quests
the category lv doesn't appear anymore ingame
wym
hm
I may have accidentally deleted the chapter
when cleaning up the old ones
if you make a new one with the same filename, that should fix it I think?
silly idea: remove hang glider, add the paraglider mod.
https://www.curseforge.com/minecraft/mc-mods/paragliders
Disable statues and spirit orbs, enable stamina consuming sprint and swimming 
a mistake with a {} somewhere?
i think so yeah
oh wack
i can try that out
damn I already look through everything once
lol, maybe after 0.9
Didn't see anything
I need to send you mine
i want the one without the formatting
so before you started placing the {} between the tokens
oh okay
but i wanna scope creep 😭
ok scope-creep aside
i'm looking at alternatives for the uhh
cold's grappler
there arent many BUT i found something that might just work
i'm going to try it out in creative
apparently it consumes stuff to make the bridges
so
it should just work™️
welp it uses vanilla wood types
so i dont even know if this will work
guess i'll try it and see
welp
no this wont work
unless i make an addon that makes it work with TFC + ArborFirmaCraft + Beneath
lmao
😭
https://modrinth.com/mod/grappling-hook-mod-fabric you can try this and the https://modrinth.com/mod/connector for forge
instead of that that sounds like jank
i'll look at this one
would be very funny if that cant be redistributed
lmao
i bet this will NOT be balanced, AT ALL
This might just work actually
gonna check the configs for it
ooh neat
Config seems well
highly configurable as well
there are some stuff that might need to be hidden but other than that i think this might work lol
that's a lotta doohickeys
👀
no info no where?
no there is info
Well on my side I tried to look for a mistake I didn't find any
I gonna take a break i'm disapointed lol
the connector works pretty pretty pretty well
but yeah that's the same mod
I had a lot of fun with those grappling hooks
some upgrades are pretty op
but you have to be extremely careful to try and not kill yourself
I think that's fine tbh
That's a lot of nbt
Gonna add this to pakku, and see if it can be exported to modrinth as well
if it can, then it'll replace cold's grappler
otherwise, guess no grappling for people
ok
good news
it can be exported to all profiles
so
byebye coldsgrappler
awesome
gonna remove the grappler things from KJS
then push the change
afterwards, just a matter of making this mod balanced, somehow
I mean 2 iron or steel pickaxe heads and some rope is pretty expensive already
i know, i was mostly talking about stuff like upgrades
do we need the upgrades?
sure, if you hate FUN
right
@gloomy elm how many quests have you touched? only the LV stuff right?
gregify the upgrades 
i might look and reformat the quests' tokens so that localization works myself
the forcefield is so cool
There's some more stuff I want to work on, but I think I'm done for 0.9 I'll probably just focus on lang until we release
what kinda lang stuff?
Yeah only LV for the formatting
That would be a crazy help after putting everything and messing up somewhere I’m a bit demotivated
Proof reading en_us and adding pt_br
Im using the forcefield and I think this needs to be the most expensive thing or directly being removed
you can easily reach 400 blocks of height and upwards of 500km/h on top of the water
clearly ZPM
ah cool, I've done about half of metallurgy age and all of stone age, you can tackle the rest if you'd like while I do the steam age ones? up to you
all of this is for the 8.0 update or the 9.0?
if you need help with the language merger thing lmk
0.8 doesnt exist
we jumpin straight from 0.7 to 0.9
we doin a microsoft here
and the create 6 update where is planned to be added?
does that mean 11.0 is going to suck?
post 0.9
maybe
absolutely
lmao
ok thanks
god win11 is so bad it's started making my workers write haikus about it
for 0.11 we add horror mods and lucky blocks
and the space is also planned post 0.9 right?
yeah, rough plan is 0.9 with nether, steam overhaul, and new greg, then create 6, then moon+mars, then others as they're done
with smaller patches in between for bugfixes etc
oh btw, I was just reminded -- let's make sure that the start of all the progression quest chapters does not have any dependencies, so people don't screw over themselves so badly if they skip a quest
(I can do that when I get home if nobody beats me to it lol)
tbh
all the stone age quests are gated behind the thing that gives you the fieldguide
which
i think its fine
yeah I more mean like, the start of LV shouldn't need any dependencies except "have 1 LV circuit" for example
yeah, it really sucks when people make quests that are like "click this checkmark to enable the quests you did like 6 hours ago"
Firstly - What is "Terminal"? It's not PowerShell (with Scoop), It's not CMD, I can't find any file named terminal in my fork
it should just be cmd
ok
Secondly i have this error
every time
breaks exactly at the end of clonning
that won't have any of our stuff in it
An innovative modpack that contains GregTech and TerraFirmaCraft on 1.20.x. - GitHub - Pyritie/Modpack-Modern at 0.9
fork this
ok, thanks
@coral vault merged all your stuff! I love some of your recipes lol
mixing greate and VI and things together
Awesome! I like the tag prefix stuff. I'll be using it a lot more
I tried to balance cc stuff as best as possible but it's pretty tricky since it can be very powerful if you know what you're doing
Btw I have no idea if cc:c bridge is compatible with greate. It should be, but that might be something we need feedback on during play testing.
I guess we'll find out!
ok
took a bit of pain
but i recorded something
now i just need to edit it a bit so its not dogshit
gonna take a break from the screens
Tbh I should've pro ably used visual studio code's git capabilities
But I really don't wanna rerecord
I like coming across exception's old comments
To be fair I've NEVER translated any of the Russian comments
- sorted out all the cutter recipes because all the log spam was driving me nuts, and now most deco blocks that have slabs/stairs/walls (including tfc's) are craftable with the stonecutter-kind of recipe that the mech cutter has (for consistency, and because like every mod that adds those blocks comes with stonecutter recipes)
- added some anvil recipes for a few create deco things
- you can now turn calcite ore into calcite blocks (and create's decorative variants) because idk I got distracted
Bombardiro Crocodillo
gonna look into the uhhh
graplping thing
interestingly enough it has like
a block that you can apply upgrades to unlock stuff for the grappling hook
since the entirety of the grappling hook is LEGIT just an item with a lot of NBT stuff
tryna see if i can make it so you craft the base, then you apply items to upgrade it via the mod's NBT system
such as using rope coil to extend the length
cuz
i dont really like the idea of having that block thing
muh realism
You can use something like this to copy nbt from input ```js
event.shaped(
Item.of('itemname', 1),
[
'I'
],
{
I: 'itemname'
}
).modifyResult((grid, result) => {
let nbt = grid.findAll().find(item => (item.id == 'itemname'));
return Item.of('itemname', nbt.nbt)
}).id('itemname')
You should be able to add nbt on top of that as well, but I'm gregnight now so I can't think of how exactly
Man
this is some fucky thing uhhh
guh
does anyone know if i'm able to cast Item to a specific Java class?
this fucking thing has a Checksum function of all things to ensure shit works properly
(Who the fuck does that??)
HAH
fuck you, you stupid ass mod
I WIN
motor upgrade
length upgrade
Still the upgrade station let's you customize it and so on
Problem is that upgrades are only needed one time, to upgrade this station block
neato
As I said, I ain't using that thing
ugh just noticed that fucking greate deleted all the assembler cable recipes and forced you to use the create spout
and they only "fixed" this (made it a config option) in the same version that requires create 6 :^)
Oh damn
alright all fixed
added mixins to disable all the log spam about the recipe input/output counts
based?
create horse power valid path blocks doesn't accept tags
argh
I am not adding all the damn rnr blocks to this
gross...
you can add them all to your inventory and then do /kubejs inventory
I can do what
if you do the command '/kubejs inventory' it will make an array of all the items for you that you can copy/paste
oh my god you saved me so much time
anyway just working on these create configs, doesn't look too bad
how are things looking on you guys' end? do you think we're good to start playtests tomorrow?
Haha glad I could help! Btw if you didn't know also, you can do '/kubejs hand' and it will show all of the nbt and tags of the item you are holding
I'll just work on proof reading and stuff tonight, but I don't think I have any more commits for 0.9
I didn't, but I've been using /data get entity @s SelectedItem for that one at least
I've got a file with a bunch of useful commands on it lol
Also /kubejs inventory will get item counts and some nbt data. So I use it all the time when making recipes
do you have the most recent version of our quests?
no?
we totally changed the quests to this
if you've got your text saved out somewhere it should still be usable at least
though we put text in lang files instead of directly in quests, if that's what you were doing
0.9
ok
And the lang strings go in tools/LanguageMerger/LanguageFiles/tfg/___/Quests
what kind of changes are you wanting to make, btw?
we're trying to not make the quests so huge, it was a problem in the old ones
yeah
the only one that has any business being huge is TFG Tips
also, regarding my work
i think i cracked the hardest bits of the grapplehook impl
might be able to finish it off today
:0
unironically the hardest bits was figuring out that checksum nonsense
but now it should just work™️
just a matter of making all those recipes
genuinely don't understand why a grappling hook mod needs a damn checksum
IKR?
Btw did you finish the immersive aircraft stuff? I noticed some of the planes still had their old recipes as well as the new ones
Also I think the quadrocopter should be more expensive. It's basically creative flight made of sticks
big disagree, quadrocopter is slow as balls and only really good for building
And consumes fuel
If I remember right I think the scarlet biplane had dupes. But maybe I just forgot to update my branch
I agree it sucks, but maybe it should use like bronze sticks instead of wood
It's about the same as the early jetpacks but exponentially cheaper
the rotors are pretty annoying
But they can be made out of copper right?
you still need at the very, VERY least the motor
and the motor itself is gated behind bloomery
i can make the frame to be out of bronze if someone else bothers retexturing the item and the model i guess
Nah that would mess up scaffolding
We will just see what people say in the playtest
Did you find out if there are duped recipes or is that just on my end?
lemme check
i mean
you can just have the alternator touch the uhh
funny block from GT
no?
Also, crafting shenanigans from grapplemod impl
yeah but the problem is getting multiple of them to touch the same FE converter
(durability not being conserved is fixed now btw)
I think this'll work for now, we can get rid of them again when we add ad astra because that also has its own FE cables
on the other hand, these do feel nice and low tech, lol
nice!
I think I'm about done with the create stuff, just gotta test how difficult it is to power some of these assembly lines
I do kinda like how greate forces you to think about powering things differently
a blob of water wheels then a single shaft running into your base just won't work
have to accomodate its own silly wire because that's what you get back when you break a connection
🤢
Can you not change it's loot table?
Well... You can probably change the drops but idk if you can change what you connect them with
https://i.gyazo.com/edcb4db622b9239d9942bf6ad20c99d8.gif
figured an OK way on how to tell the player what thing the recipe does
I loaded up the modpack last night and I found a few things not sure if its known issues but i'll list them here anyway
- Mechanical press isn't craftable for the bending press. for the whole molds for tool heads,
- the propeller for the economic plane is not craftable
- some descriptions/titles don't have translations, they are just their lang keys
Momps?
🤔 let me look
man of many planes
i killed off immersive aircraft's recipes
not man of many planes' recipes
ooh, how'd you do this?
KJS has special "Shaped" and "Shapeless" recipes
located under uhh
event.recipes.kubejs
it allows you to run stuff like ModifyResult
the upgrade takes a localizationToken, which is what the upgrade does
and assigns it as the recipe's default result
but when youre actually crafting it for real
modifyResults gets called
which resets the hover name back to the default
- mech press is removed until greate sorts its shit out, other machines do the things it did now. There's some "conversion" recipes to let people change their vanilla create stuff into these new machines, if that's what you're looking at?
- in quests? yeah, they aren't done yet
I know I'm totally gonna forget about this super niche tech but it's really cool
also I added #create:non_movable to these, hopefully it stops people putting them on their contraptions (I added toolboxes because I remember someone from the server saying you could dupe stuff with them)
Ok is there anything I can do to help get them done? Are the required descriptions done and just need to be linked or do they have to be written
I believe @gloomy elm was finishing up all the LV ones - the steam ones haven't been started or anything yet though
Got a bit of an oddball here
do y'all think players should be able to remove all upgrades?
this one for example is how you apply the motor upgrade
you use EXCLUSIVELY a LV motor (for now)
to remove it, you place the motorized grapple, a hammer and ANy motor to remove it
the motor doesnt get removed
considering how easy it is to just make a new one, I think it's fine
part of me wants to let you use any high grade motor to have better acceleration/max speed
the issue is that i... dont really know if i can replace an item's input conditionally
also I'm looking if we could just use the normal gt copper fine wire instead of create connected's but it's... complicated
https://github.com/mrh0/createaddition/blob/1.20.1/src/main/java/com/mrh0/createaddition/item/WireSpool.java I think this is the class that handles attaching it, for example
like I said these'll basically be placeholders until ad astra's wires
What if we use a cheap fix and make it a change from gt one to create one with a shapeless recipe
And make it give back the same spool when u took down the cable
Nothing of that of empty spool and some loose wires
Keep it simple
it gives you the empty spool + 4 wires when you break the connector
that's the issue
Yeah cant that be changed to give back the copper spool instead?
And if u want the gt one back u just do the shapeless recipe again
no idea
but sure lemme change the recipes, less parts is good I agree
if you use a wrench to break the connectors like other create things, it just gives you back the full spool
The alternator is feeling more icky to me day by day
the alternative is a setup like this
how's that?
steam engines go at 64 rpm
right now I have it set so you'd need 256 rpm on each alternator to have it do 32 EU
but hmmm lemme try something
That seems good to me
Another thing i wanted to suggest but idk how much use it has for day to say things
Could there be a pipe cover or like a block pipe to sense how many mB has passed through the pipe
Something like create stressometer
But starts counting remembers the amount and u can reset it with a button
Preferably it could have like a display like a super tank
Rn the only way to do it occupies like 10x3x5 using create creative motors
Aw man i sended a msg but didnt get send and it got erased
Pyritie i was asking about the chipped gems to small dust
that sounds like a job for computercraft, lol
just this
If the recipe was made cause the other day when i asked in the chat a random guy said he did it and i belived him
Or integrated dynamics could do it if we had it in the pack
millstone/macerator etc also works
hot
Ah im not yet at that age
Yep but if there is a Macerator recipe better
I'd be willing to add integrated dynamics to the pack, but idk how we feel about different pipe mods
made all the old replaced create things have maximum stress usage so you're forced to convert them lol
I'd like to keep all the pipes to just greg's and ae2's imo, I see other gregtech packs have stuff like enderio and other things and it kinda trivializes everything
embrace the spaghetti!
Yeah that was my impression
That's evil lmao
People's stuff are about to explode since they won't have water flow 🙃
Or idk wich machine it was for actual gem to full dust
Sorry if my msg come late im pretty far from the nearest City/ tower
there is
yeah my big advice for people upgrading their worlds to 0.9 will be "copy it over, see what explodes, then go back into 0.7.19 and prepare correctly, then copy it over"
Yeah sorry i saw your msg but mine wasnt send yet
all the old create stuff can be converted into the steel tier greate equivalent, so
or if they're in the middle of steam age, either upgrade and start over, or finish in 0.7.19 and then upgrade once you're more in lv
feels like bloat
my craptop is struggling already 🥲
Get bloated bozo
yeah for sure
I feel the same towards the grappling hook mod, unless you build a whole city, it's only useful for the nether
ok but think of how fun it'll be in low grav
but it's neat
fuggen schmoovin over the moon surface
I actually use it in my movable base
As i need open area to summon it
I just pillar up generate it and hook a rope to go down
Ik jetpack exist but i didnt need one yet
there ya go, 8A of LV, and I got rid of all the spools too
Wth is that
are water wheels only gonna work in river biomes like in 0.8?
tbf i like further incentivising settling near a river and making your first factory near it just like real life
why do you need a second of the same motor to remove the initial motor?
Limitations, you cant really dynamically set a "replaceIngredient" value from a dynamically calculated value sadly
trust me if i could just have a hammer and it automagically knows what kind of motor to give you back
i would've done that
(and i did try)
hmmm, dang, i thought you would be able to look at the nbt and do some conditional checks or something
Only way i see for that is making that hand placed glass doesnt generate water
Glass.... Ice block
we'll think about it for the future
I think greate's limitations will already provide enough of a challenge lol
Plus there are already like 1000 incentives for settling near a river
If there is something at primitive age i would have loved (ik it would have been a pain)
Would be having pond water (as bad as sea water because of dirtiness ) wich would give dehidratation because of diarrhea
And River water (regular water) but it give less hidratation than actual ways
And have something to filter it like active coal and boiling
that sounds annoying
How many mB is a drink from flask?
isn't that from hardrock
Idk never used it
100mb
hey nebby look
I'll leave the anvil one as
because maybe you're just really bad at smashing them together there
since this thing can move and place source blocks now, I changed the recipe to use a bucket too
oh yeah I was gonna check how much lava a volcano has
Yeah i think thats where the problem comes from the player is consuming 100L of water per sip
If the recipe of cleaning water is for 1 wooden bucket and the sip now uses idk just 1~10L that would be less painful and annoying
A sip would be 100mL *whoops I wasn't paying attention
A bucket is 1000L
LV MV and HV are close to finished
there is still the issue of the lv one's missing the {}
1000L=1000mB
Also now that I remembered @exotic wraith or @gloomy elm it might be worth mentioning in the quest section on flasks that you can put milk in them for dairy points
alright so most volcanoes have less than 2000B of lava
they are smaller than I thought lol
Cause they are shallow ngl
just sucked one up and it had like only 250B
U can test using world edit that would be faster
Wouldnt u get a msg of how many blocks replaced
oh like that
Or just /fill
maybe, but now I gotta find more volcanoes lol
But tbh I think it's better to focus on oil-based or coal-bases fuel sourced instead of lava
but also yeah there's plenty of big underground lakes if people want
Lava should be the cheap but not very good option
Let me find my seed i got a biome with like 20 volcanoes
geothermal power is rare irl so it make sense that you can only feasibly use it if you make your lv factory at the surface where a lava lake is somewhere directly below
what was this issue? i remember about it but can't remember the whole issue
no, 1 L = 1 mB
or t r a i n
here's the logic: one bucket can pick up a water source block.
Water source blocks are 1 m^3 (1m*1m*1m).
1 m^3 = 1000 L
hence 1/1000th of a bucket, 1 mB, is 1 L
yeah, like every single mod I have always known as 1000mb = 1 bucket = 1L, because a bucket wouldn't hold 1000L's
minecraft meters feel way smaller than a meter irl
but again a block wouldn't be 1L of liquid
I mean, most mods don;t even try to use litres and stick to buckets because of how unintuitive L and mL feels here
perspective thing: jumping 1 block in minecraft is super easy.
Try jumping one meter vertically irl...
it will feel closer to irl if you use VR
because a bucket of water is no way 1000 liters
lmao
also, imo i think leaving it to a value that's higher than most volcanoes is fine
if you want infinite you can always setup a train to drain other lava lakes
and fill yours up
heh... nice
committed all my changes and reorganized the todo list a bit
I think I'm all ready for the playtest now 🫡
would it be a bother if we can wait until i finish these recipes? 
check the link 😛
I'm going to bed now anyway lol
gregnight
hopefully exception's on tomorrow so I can poke him about stuff as well
Good news, Rope upgrades (length and sticky) are completed
same for the motor upgrades
(which includes the smart motor, motor max speed and acceleration)
coords 15186 96 9180
seed 6863734414556780385
jeez no kidding, that is a lot
its amazing at night
I'll take a look tomorrow but I'm guessing they're all gonna be a similar 250ish B
also how do I fix the low voltage quests. like where is the {} missing?
right so
in very simple terms
FTB Quests treats strings between {} as Token Keys
which basically means
"Give me the Locale specific value for this token"
all stone, metallurgy age quests have them
LV quests have them too
the issue is that they're not between {}
so FTB quests treats them as regular strings
ah, so I I just have to go through and fix that, can I just put {} around then and that will fix it?
unless tom's already done that 🤔
yup!
thats basically all it takes
pyritie wants me to rewrite it to also generate the vein files
theoretically should be a way cleaner IMPL overall
but its not 100% required atm
right?

we can do it while people fuck around with the playtest yeah
field guide needs updating too for other random things like the blast furnace needing coke now
Will you create the 0.10 branch right away or will we move to the space branch?
nah rough timeline is like:
- release 0.9 once we're happy with it
- (bugfix patches)
- create 6
- (bugfix patches)
- moon + mars
my space branch is super out of date anyway, I'll need to merge it into 0.9 at some point
thats gonna be fun

Are we working on main then? Or like 0.9.1?
where are the files for quests stored? gonna see if i can do a mass find and replace 😁
ideally exception will just give me permissions to do all this in the main github 
so we can stop fucking around in my fork
Would be nice 😬
I imagine 0.9 will become the new main, then there will be a 0.9.1 branch and a 0.9-create branch and a 0.9-space branch, that kinda thing
Sounds good 👍 I wanna keep working on stuff after it gets pushed out, so I was just curious
yeah for sure!
you can have your own structure branch you can do stuff in and then merge into main whenever you're happy, lol
or whatever
wouldn't be surprised if he just gives the most well
"important" contributors access
the rest would probably still need to make forks off TFG
better than doing a fork of a fork tho
yeah for sure
I don't mind not having access directly
if anything, I'm expecting just me, but I will vouch for you as well
But a blue name sounds nice lol
yeah I'll ask to get all of you guys blue named too lol
The exclusive red name 👀
yeah, I am nebby and pyrite, you both should have access to main repo, and rest of use do pull requests
741
729
556
712
157
712
681
282
388
608
406
498
771
168
738
185
562
260
average 519.11
oh interesting that they vary so much!
i didnt count the really really small ones



