#🚀EN - 1.20 Modpack Contribution Megathread

1 messages · Page 14 of 1

brave cairn
#

which change in tag?

gloomy elm
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creating a new tag and removing coal coke and nether coke from it

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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

brave cairn
#

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])
            }
        })```
gloomy elm
brave cairn
gloomy elm
#

Maybe you can't remove a tag from a tag?

brave cairn
#

damn, maybe not

#

well ok it's not too bad if we just have to remove two items 🤔

gloomy elm
#

I don't really need to redo the same method for iron because there is only one?

brave cairn
#

same method?

gloomy elm
#

with a Chemical Injection

brave cairn
#

I don't understand what you mean, injection?

gloomy elm
#

Helper lol

brave cairn
#

oh

#

I still don't get what you mean by needing to redo 😅 the first one gets one dust, the second one gets two

gloomy elm
#

No I mean I have to add the recipes for the iron ingot

brave cairn
#

ooh

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sorry I'm exhausted

gloomy elm
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no worries!

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I'm asking a lot of questions

brave cairn
#

yeah, you can just do the normal iron ingot recipes outside of the material loop

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but in that case please still use #forge:ingots/iron

exotic wraith
#

pakku sync...?

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uhhh

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i dont think i've known of that command in particular

brave cairn
#

it seems to generate the pakku.json, as opposed to pakku-lock.json

exotic wraith
#

looks like it yeah

#

finished a playtest with my job's team

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so now i'm actually free

brave cairn
#

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

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@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

gloomy elm
exotic wraith
#

lemme try exporting my own local repo

#

and just add tfg to it

brave cairn
#

should I push my pakku changes?

exotic wraith
#

cuz iirc when i tested it out i didnt add tfg...?

brave cairn
#

that's weird because my import comes with tfg

exotic wraith
exotic wraith
gloomy elm
#
    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

exotic wraith
#

Aight, fetched latest files from github

#

gonna pakku fetch then pakku export

#

and see what happens

gloomy elm
#

Oh this is weird

#

oh

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wait i'm lost

brave cairn
#

at this rate it might be easier to just manually make a list of fuels then lol

gloomy elm
#

so its work to add the tag

gloomy elm
#
  // 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

brave cairn
#

ah right I forgot there's an example for that

gloomy elm
#
 Ingredient.of(/.#tfc:blast_furnace_fuel/)
exotic wraith
#

could you pass me latest tfg?

exotic wraith
#

all?

brave cairn
#

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

gloomy elm
#

it's quite bigger

brave cairn
gloomy elm
#

gonna try

exotic wraith
#

hmmm

#

the fact we cant really specify a version on update is fucky

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its causing create to jump straight to 0.6

brave cairn
#

yeah I had to rm and then add it with the right version

coral vault
#

Can you not use ingredient.of('#tag').subtract('item')

gloomy elm
#

lol that's a funny one

brave cairn
#

add create:123456 where the numbers are the file ID

coral vault
#

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

gloomy elm
#

trying that

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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

exotic wraith
#

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

exotic wraith
#

ohh

#

oki

#

durr

brave cairn
#

yeah I had to look that one up too 😛

brave cairn
coral vault
#

Greg tags would be declared before tfc/g tags

gloomy elm
coral vault
#

Where is the other charcoal added?

brave cairn
gloomy elm
#

Oh okay

#

damn

brave cairn
#

try putting your code after those ones

gloomy elm
#

Well let me move all my shits over there

brave cairn
#

yeah mods are done in alphabetical order haha

#

first all the tags then all the recipes

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(well more specifically, the order they're written in main_server_script.js... but it's all alphabetical there)

gloomy elm
#

I put it right after the others one

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and there is nothing else after

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the confusing thing is now it doesn't even say tfg:steam_bloomery_basic_fuels

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is it because it's tfg?

#

I should put tfc maybe?

exotic wraith
#

@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

brave cairn
#

ah nice

brave cairn
gloomy elm
#
    // 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')
brave cairn
#

hrm

gloomy elm
#

should I remove the # ?

#

how would it know

brave cairn
#

I do think it's probably easier to just manually throw the specific items in the tag lol

gloomy elm
#

You right

#

We tried

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we fought

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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

brave cairn
#

is it 1:1?

gloomy elm
#

it seems there is something wrong here?

brave cairn
gloomy elm
brave cairn
#

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?

crisp bluff
#

How do we turn raw coal into coal? other gems n such are furnace

#

Is it just furnace as well? It feels strange ngl

brave cairn
gloomy elm
#

so you get a better wield if you cook your coal

crisp bluff
#

ah ye im blind doh

brave cairn
#

it's a little odd but you're turning the "raw ore" into the "normal" item

gloomy elm
#

You didn't know if cook coal it mulplies :p

#

That's fission in your oven

crisp bluff
#

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

brave cairn
#

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

gloomy elm
#

1 rich is 4 coal I think

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yeah

brave cairn
#

oh what

gloomy elm
#

if you process you coal by cooking it

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you get a better wield for coal coke

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well it makes sense

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gameplay wise

brave cairn
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I guess

gloomy elm
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uhuh

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that's the same for others stuffs so we better of nerfing a bit the poor coke

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and keeping it that way

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lapis and redstone are the same i think

crisp bluff
#

What if we used a chisel to turn gems into their non-raw forms?

brave cairn
#

that would involve changing a whole lotta recipes

crisp bluff
#

like it feels weird sticking my diamonds in my big furnace to turn diamonds into diamonds

gloomy elm
#

I feel it's okay

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it's been that way in Gregtech since so long

brave cairn
#

I'm not against the idea but it'd be good to like, stop scope creep on 0.9 for now

crisp bluff
#

yeah for sure

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I'd have to figure out how to actually contribute anyhoo

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while I'm not technically working

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and supposed to be writing docs to give to support for BAU

brave cairn
#

hehe

#

yeah I'll be happy to help show you around once you've got more time, more contributors are always welcome

gloomy elm
#

I guess Coke Oven and Steam Bloomery will be a good way to spend your poor coal ore

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we could change it later if we really want let's finish the bloomery first

crisp bluff
#

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

gloomy elm
#

btw there is coal dust but no charcoal dust?

#

is that on purpose?

brave cairn
#

not that I can think of

gloomy elm
#

gonna change that while i'm on it

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and do the modification for poor coal

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for an unknown reason it added charcoal to the blastfurnace tag lol

exotic wraith
#

alr, i think i just finished updating the mods

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lets see if i crash, or i get to the main menu

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if i get to the main menu i'll just push the pakku files

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boots up
no less than 10 seconds passes
Crash

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oh my

brave cairn
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that's been my evening

exotic wraith
brave cairn
#

oh that's new

exotic wraith
#

...why fabric of all things??

brave cairn
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did one of the updated mods add an oopsie and is forcibly looking for fabric??

exotic wraith
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...maybe?

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if its worth mentioning

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the final mod i added was uhh

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ae2

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so lemme bump that one up by 1

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nope

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that didnt work

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actually

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i'm curious on something

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if it means anything it might be an issue with the launcher

gloomy elm
#

is there a possibility that we use a too old version of forge?

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Because it's quite an old one compared to other gt modpack

exotic wraith
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i'm scared of updating forge itself

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but maybe i can try that out actually

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i wanna test something out first however

brave cairn
#

I did notice something like that when updating one mod

exotic wraith
#

wdym by something like that

gloomy elm
#

Okay it's done! All the bloomery recipes are finished with dust and ingot but nothing else for now

brave cairn
#

awesome! glad it's all working now

gloomy elm
#

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

exotic wraith
#

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

brave cairn
#

same

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I think xikaro knows a bunch about build stuff

exotic wraith
#

might continue bashing my hed against the wall for now

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i can just update the mods in prismlauncher

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instead of doing it in the project

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yolo-ing rn

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gonna update forge to latest

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that

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did not work

gloomy elm
#

You could always compare to other GT pack with Create and AE2

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Star Technology is running on 47.3.22

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AE2 is 15.3.3

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Create is 0.5.1j

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We can’t use Create 6.0 anyway

brave cairn
#

fyi, don't update framed blocks, it has a dependency on create 6 as well

exotic wraith
#

#1359685594812383262 message

#

there, i've sent it there

gloomy elm
#

Hmmm if someone do a change between the moment I downloaded the GitHub and now

exotic wraith
#

also asked in the pakku discord if what we're facing is normal or not

gloomy elm
#

It will try to overwrite it?

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How do I modify that

exotic wraith
#

it'll try to merge them

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and if that fails you'll get a merge conflict

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i'd recommend committing your changes, pulling the new changes in, fix any merge issues that arise (if any). then push to remote

gloomy elm
#

Perfect it’s done thanks

exotic wraith
#

i'm kinda sad we're not getting this to work on exported profiles :,)

#

i wanna playtest 😭

gloomy elm
#

That’s such a mess to have all the mods on the right compatibility

exotic wraith
#

tempted to ping Xikaro to see if he can give us some wisdom

#

how late is it in russia lol

brave cairn
#

he's at least more active than exception lol

exotic wraith
#

Worth a shot

gloomy elm
#

you can add 13 hours I would guess

#

maybe less

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9 or 10

brave cairn
#

wait I thought nebby was in spain

gloomy elm
#

oh

exotic wraith
#

i'm latino :p

#

chile

brave cairn
#

damn

gloomy elm
#

ah yeah I was like it's late in spain right now

brave cairn
#

probably confused it with spanish

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lol it's 1:30am here I need to sloomb (UK)

blazing swan
#

i'm in the future

gloomy elm
#

I'm in the past in Canada :p

exotic wraith
#

@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

blazing swan
#

could it be a mismatch of pakku config, and dependecy downloading in the IDE?

exotic wraith
#

maybe, tbh idk

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@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

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very likely we're missing a key step with pakku

#

and the issue is in the Export pipeline

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wild idea

brave cairn
#

kannainspect the one thing none of us have any clue about

exotic wraith
#

gonna just, do pakku sync

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then pakku export

brave cairn
#

I tried that and didn't have much luck myself

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but give it a go

blazing swan
#

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

exotic wraith
#

we're currently trying to export pyritie's 0.9 branch

blazing swan
#

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?

exotic wraith
#

and we are getting .zips that prismlauncher accepts

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the issue is that the exported modpack has versioning issues that are not present in our dev-env

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and trying to fix those versioning issues by updating mods causes a CTD seconds after booting up the game

blazing swan
#

ah its the AE2 not being the right version error that I saw earlier?

exotic wraith
#

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

exotic wraith
#

i can get you the log as well if that helps you out debugging

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heck it here's the log

#

HUH

#

OK THIS IS WEIRD

blazing swan
#

Thanks, I'll see what I can do.

exotic wraith
#

The export is clearly failing

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@brave cairn fuck they went to sleep

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well

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i'll say it anyways

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peek a look at this weirdness

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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

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we have create 0.5.1.J in our dev-env

#

which is after i (duh)

blazing swan
#

Check the gradle.build

exotic wraith
#

idrk what gradle has to do with this atm

#

its clearly exporting the wrong versions

blazing swan
#

Tfg-core has a dependency of create J but the pakku Config only is giving F

exotic wraith
#

HUH

#

thats...

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interesting

blazing swan
#

There is a pakku file that configured that

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Lit me find it

exotic wraith
#

aight

#

godspeed

blazing swan
#

the pakku-lock.json is the file I am looking for

exotic wraith
#

this is the latest pakku-lock

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if it means anything

blazing swan
#
                    "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

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not sure why there is 2 files under create mod section

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its to long to send the whole thing

exotic wraith
#

oh thats weird

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its taking the curseforge version as priority

blazing swan
#

MODRITH IS THE RIGHT VERSION

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but curseforge isn't

exotic wraith
#

yeah, dw i did notice that

blazing swan
#

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

exotic wraith
#

Well, i'll see if JEI has a similar issue for example

#

would you look at that

blazing swan
#

yep same issue

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also dev is 15.2.3

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mnake sure to fix the beta "release type"

exotic wraith
#

i might look into using pakku add prj command to fix these

blazing swan
#

cool, let me know if there are any other issues

exotic wraith
#

ok, doing this should fix it yeah

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specifying both curseforge and modrinth

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and making sure thyere the same versions

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ok so

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@blazing swan good news, i fixed the version mismatches found by this.

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bad news

#

game CTD's

#

wait a second

#

modrinth's export is booting up

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👁️

#

modrinth export apparently works???

coral vault
#

Opens world > crashes

exotic wraith
exotic wraith
blazing swan
#

i was going to say radium looks like its causing it

exotic wraith
#

ooh

blazing swan
exotic wraith
#

nice catch!

blazing swan
#
    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)```
exotic wraith
#

yeah thats some VERY NICE catches

#

ly

blazing swan
#

currently*

exotic wraith
#

so we're good there

coral vault
#

I was just making a joke lol

blazing swan
#

ah

exotic wraith
#

still, MAYBE the only thing missing is legit just this 👁️

blazing swan
coral vault
#

I never crash! Only the game does

blazing swan
#

.........

coral vault
#

:)

exotic wraith
#

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

blazing swan
exotic wraith
#

i think curseforce firmaciv is also out of date

#

anyways

exotic wraith
#

when trying to export the modpack

#

>>> [modrinth profile] MOD {cf=colds-grappler-forge} can not be exported, because it is not redistributable.

#

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

blazing swan
#

its not even set in the pakku

exotic wraith
#

Causing at the very least 5 server errors

exotic wraith
#

That's why

#

It's a Cursforge exclusive mod that cannot be redistributed

#

i'm wondering something now

blazing swan
#

ah, yeah then no we can't have it unless we don't distribute on modrinth

exotic wraith
#

kek, thats piss old

#

thats a very nasty version mismatch

blazing swan
#

yeah that is

blazing swan
exotic wraith
#

yet another case of pakku picking the higher version for devenv

#

and different versions for each platform

blazing swan
#

oh I thought 0.2.10 is newer lol

exotic wraith
#

nah LOL, that one was the firmaciv version we had back in 0.7

blazing swan
#

ah, yeah

exotic wraith
#

it just keeps happening!!!!!!!

blazing swan
#

ahhhhhh, the tedious of maintaining 2 distrobution channels

exotic wraith
#

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

blazing swan
#

yeah there no way of telling that because curse and modrinth might have different versioning conventions

exotic wraith
#

bleh

#

thats a good point

#

Curseforge boots!

blazing swan
#

hell yeah!! is that pretty much ready to test now? the todo seems pretty done

exotic wraith
#

We are so fucking back chat

#

@coral vault @gloomy elm @brave cairn

exotic wraith
blazing swan
#

hell yeah, I might play with a friend, I am in NZ so ping is horrible to anywhere that isn't Auss

exotic wraith
#

Before i go gregnight i'm going to push this and document it

crisp bluff
exotic wraith
#

@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 Skull )

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)

gloomy elm
#

Yeeeah 🎉🎉

coral vault
#

@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).
brave cairn
brave cairn
#

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

exotic wraith
#

Regardless, we should be able to start testing this weekend ‼️

#

First we need to see what to do with the grappler mod however

brave cairn
#

sure thing

#

I guess I'll do the create stuff next since I'm most familiar with it

gloomy elm
#

I'm having a big issue

#

since I added the {} to the lv quests

#

the category lv doesn't appear anymore ingame

exotic wraith
#

wym

gloomy elm
#

it vanishes

brave cairn
#

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?

exotic wraith
gloomy elm
#

it's still there but invisible 😦

#

if i try to create a new page with the same name

exotic wraith
#

i think you accidentally fudged up the find and replace bit

gloomy elm
#

a mistake with a {} somewhere?

exotic wraith
#

i think so yeah

brave cairn
exotic wraith
#

i can try that out

gloomy elm
#

damn I already look through everything once

gloomy elm
#

Didn't see anything

exotic wraith
#

where's the uhhh, quest? in 0.9 right

#

i can try to reformat it

gloomy elm
#

I need to send you mine

exotic wraith
#

i want the one without the formatting

#

so before you started placing the {} between the tokens

gloomy elm
#

oh okay

exotic wraith
#

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

#

😭

merry briar
# exotic wraith https://www.curseforge.com/minecraft/mc-mods/rope-bridge/download/6074403
exotic wraith
#

instead of that that sounds like jank

#

i'll look at this one

#

would be very funny if that cant be redistributed

#

lmao

exotic wraith
#

This might just work actually

#

gonna check the configs for it

brave cairn
#

ooh neat

exotic wraith
#

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

brave cairn
#

that's a lotta doohickeys

gloomy elm
#

👀

exotic wraith
#

i barely know what ANY of these do

#

lol

gloomy elm
#

no info no where?

exotic wraith
#

no there is info

gloomy elm
#

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

merry briar
merry briar
#

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

exotic wraith
#

I think that's fine tbh

brave cairn
#

good lol

#

if you splat yourself then that's your fault haha

exotic wraith
#

That's a lot of nbt

exotic wraith
#

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

brave cairn
#

awesome

exotic wraith
#

gonna remove the grappler things from KJS

#

then push the change

#

afterwards, just a matter of making this mod balanced, somehow

merry briar
#

I mean 2 iron or steel pickaxe heads and some rope is pretty expensive already

exotic wraith
#

i know, i was mostly talking about stuff like upgrades

gloomy elm
#

do we need the upgrades?

merry briar
#

probably none

#

maybe rope length

exotic wraith
#

sure, if you hate FUN

merry briar
#

right

exotic wraith
#

@gloomy elm how many quests have you touched? only the LV stuff right?

brave cairn
#

gregify the upgrades monkaHmm

exotic wraith
#

i might look and reformat the quests' tokens so that localization works myself

merry briar
coral vault
#

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

brave cairn
#

what kinda lang stuff?

gloomy elm
gloomy elm
coral vault
merry briar
#

you can easily reach 400 blocks of height and upwards of 500km/h on top of the water

exotic wraith
#

clearly ZPM

brave cairn
merry briar
#

all of this is for the 8.0 update or the 9.0?

exotic wraith
exotic wraith
#

we jumpin straight from 0.7 to 0.9

merry briar
#

ok so for the next update the 0.9

#

cool

brave cairn
#

we doin a microsoft here

merry briar
#

and the create 6 update where is planned to be added?

coral vault
#

does that mean 11.0 is going to suck?

exotic wraith
#

post 0.9

exotic wraith
brave cairn
coral vault
#

lmao

merry briar
brave cairn
#

god win11 is so bad it's started making my workers write haikus about it

coral vault
#

for 0.11 we add horror mods and lucky blocks

brave cairn
#

0.11 chance cubes

#

open it in your base bro it'll be funny trust me bro

merry briar
#

and the space is also planned post 0.9 right?

brave cairn
#

with smaller patches in between for bugfixes etc

merry briar
#

so cool

#

and also I saw talks about modrinth? whats all that about?

brave cairn
#

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)

exotic wraith
#

tbh

#

all the stone age quests are gated behind the thing that gives you the fieldguide

#

which

#

i think its fine

brave cairn
#

yeah I more mean like, the start of LV shouldn't need any dependencies except "have 1 LV circuit" for example

coral vault
#

yeah, it really sucks when people make quests that are like "click this checkmark to enable the quests you did like 6 hours ago"

still saffron
#

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

brave cairn
#

it should just be cmd

still saffron
#

ok

#

Secondly i have this error

#

every time

#

breaks exactly at the end of clonning

brave cairn
#

how did you make your fork?

#

was it a fork of my 0.9?

still saffron
#

no

#

main

brave cairn
#

that won't have any of our stuff in it

#

fork this

still saffron
#

ok, thanks

brave cairn
#

@coral vault merged all your stuff! I love some of your recipes lol

#

mixing greate and VI and things together

coral vault
#

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.

brave cairn
#

I guess we'll find out!

exotic wraith
#

Tralalero Tralala

#

gonna record the tutorial now Pain

exotic wraith
#

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

brave cairn
#

I like coming across exception's old comments

exotic wraith
#

To be fair I've NEVER translated any of the Russian comments

brave cairn
#
  • 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
exotic wraith
#

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

brave cairn
#

alright I guess lol

exotic wraith
#

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

exotic wraith
#

turns out this is harder than it looks

coral vault
#

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

exotic wraith
#

yes!

#

that's precisely what i'm doin rn

exotic wraith
#

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??)

#

fuck you, you stupid ass mod

#

I WIN

#

motor upgrade

#

length upgrade

merry briar
#

Problem is that upgrades are only needed one time, to upgrade this station block

brave cairn
#

neato

exotic wraith
brave cairn
#

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 :^)

exotic wraith
gloomy elm
#

Oh damn

brave cairn
#

alright all fixed

brave cairn
#

added mixins to disable all the log spam about the recipe input/output counts

exotic wraith
#

based?

brave cairn
#

create horse power valid path blocks doesn't accept tags
argh

#

I am not adding all the damn rnr blocks to this

coral vault
#

you can add them all to your inventory and then do /kubejs inventory

brave cairn
#

I can do what

coral vault
#

if you do the command '/kubejs inventory' it will make an array of all the items for you that you can copy/paste

brave cairn
#

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?

coral vault
coral vault
brave cairn
#

I've got a file with a bunch of useful commands on it lol

coral vault
#

Also /kubejs inventory will get item counts and some nbt data. So I use it all the time when making recipes

still saffron
brave cairn
still saffron
#

no?

brave cairn
#

we totally changed the quests to this

still saffron
#

damn

#

ok

brave cairn
#

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

still saffron
#

ok, got it

#

the most recent quests in which branch?

brave cairn
#

0.9

still saffron
#

ok

brave cairn
#

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

exotic wraith
#

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

brave cairn
#

:0

exotic wraith
#

unironically the hardest bits was figuring out that checksum nonsense

#

but now it should just work™️

#

just a matter of making all those recipes

brave cairn
#

genuinely don't understand why a grappling hook mod needs a damn checksum

exotic wraith
#

IKR?

coral vault
#

Also I think the quadrocopter should be more expensive. It's basically creative flight made of sticks

brave cairn
#

I don't see any dupes 🤔

#

which one are you looking at?

exotic wraith
merry briar
#

And consumes fuel

coral vault
coral vault
#

It's about the same as the early jetpacks but exponentially cheaper

brave cairn
#

the rotors are pretty annoying

coral vault
#

But they can be made out of copper right?

exotic wraith
#

and the motor itself is gated behind bloomery

exotic wraith
coral vault
#

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?

brave cairn
#

lemme check

brave cairn
#

minimal steam engine setup to get 1EU

#

hm, we might have to use these wire things

exotic wraith
#

you can just have the alternator touch the uhh

#

funny block from GT

#

no?

brave cairn
#

yeah but the problem is getting multiple of them to touch the same FE converter

exotic wraith
#

(durability not being conserved is fixed now btw)

brave cairn
#

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

brave cairn
#

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

coral vault
#

🤢

#

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

exotic wraith
blazing swan
#

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

  1. Mechanical press isn't craftable for the bending press. for the whole molds for tool heads,
  2. the propeller for the economic plane is not craftable
  3. some descriptions/titles don't have translations, they are just their lang keys
exotic wraith
#

i forgot to kill of MOMP's recipes

blazing swan
#

Momps?

brave cairn
exotic wraith
#

i killed off immersive aircraft's recipes

#

not man of many planes' recipes

exotic wraith
#

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

brave cairn
brave cairn
#

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)

exotic wraith
#

nice

blazing swan
brave cairn
exotic wraith
#

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

brave cairn
#

considering how easy it is to just make a new one, I think it's fine

exotic wraith
#

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

brave cairn
#

also I'm looking if we could just use the normal gt copper fine wire instead of create connected's but it's... complicated

#

like I said these'll basically be placeholders until ad astra's wires

gaunt quiver
brave cairn
#

it gives you the empty spool + 4 wires when you break the connector

#

that's the issue

gaunt quiver
#

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

brave cairn
#

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

coral vault
#

The alternator is feeling more icky to me day by day

brave cairn
#

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

coral vault
#

That seems good to me

gaunt quiver
#

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

brave cairn
gaunt quiver
#

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

coral vault
#

Or integrated dynamics could do it if we had it in the pack

brave cairn
#

millstone/macerator etc also works

exotic wraith
gaunt quiver
gaunt quiver
coral vault
#

I'd be willing to add integrated dynamics to the pack, but idk how we feel about different pipe mods

brave cairn
#

made all the old replaced create things have maximum stress usage so you're forced to convert them lol

brave cairn
#

embrace the spaghetti!

coral vault
#

Yeah that was my impression

coral vault
#

People's stuff are about to explode since they won't have water flow 🙃

gaunt quiver
#

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

brave cairn
brave cairn
# coral vault That's evil lmao

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"

gaunt quiver
#

Yeah sorry i saw your msg but mine wasnt send yet

brave cairn
#

all the old create stuff can be converted into the steel tier greate equivalent, so

brave cairn
spiral lintel
#

my craptop is struggling already 🥲

coral vault
#

Get bloated bozo

brave cairn
#

yeah for sure

spiral lintel
#

I feel the same towards the grappling hook mod, unless you build a whole city, it's only useful for the nether

brave cairn
#

ok but think of how fun it'll be in low grav

spiral lintel
#

but it's neat

brave cairn
#

fuggen schmoovin over the moon surface

gaunt quiver
#

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

brave cairn
#

there ya go, 8A of LV, and I got rid of all the spools too

gaunt quiver
#

Wth is that

brave cairn
#

your new alternator multiblock replacement

#

anyway I think this is about done

spiral lintel
#

are water wheels only gonna work in river biomes like in 0.8?

brave cairn
#

nah

#

0.9 doesn't have that mod

spiral lintel
#

tbf i like further incentivising settling near a river and making your first factory near it just like real life

exotic wraith
#

ok

#

peep this shit out

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Greggified Upgrades umaru

blazing swan
#

why do you need a second of the same motor to remove the initial motor?

exotic wraith
#

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

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(and i did try)

blazing swan
#

hmmm, dang, i thought you would be able to look at the nbt and do some conditional checks or something

exotic wraith
#

wish i could trolled

#

alas

gaunt quiver
#

Glass.... Ice block

brave cairn
#

I think greate's limitations will already provide enough of a challenge lol

coral vault
#

Plus there are already like 1000 incentives for settling near a river

gaunt quiver
#

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

brave cairn
#

that sounds annoying

gaunt quiver
#

How many mB is a drink from flask?

spiral lintel
#

isn't that from hardrock

gaunt quiver
#

Idk never used it

brave cairn
#

100mb

exotic wraith
#

as a rule of thumb

#

a sip is always 100mb

brave cairn
#

hey nebby look

brave cairn
#

I'll leave the anvil one as

exotic wraith
#

yay

#

that way i can keep my stupid subtitle

brave cairn
#

because maybe you're just really bad at smashing them together there

exotic wraith
brave cairn
#

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

gaunt quiver
#

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

coral vault
#

A sip would be 100mL *whoops I wasn't paying attention

gaunt quiver
#

A bucket is 1000L

gloomy elm
#

there is still the issue of the lv one's missing the {}

gaunt quiver
#

1000L=1000mB

coral vault
#

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

brave cairn
#

alright so most volcanoes have less than 2000B of lava

#

they are smaller than I thought lol

gaunt quiver
#

Cause they are shallow ngl

brave cairn
#

just sucked one up and it had like only 250B

gaunt quiver
#

U can test using world edit that would be faster

#

Wouldnt u get a msg of how many blocks replaced

brave cairn
#

oh like that

coral vault
#

Or just /fill

brave cairn
#

maybe, but now I gotta find more volcanoes lol

coral vault
#

But tbh I think it's better to focus on oil-based or coal-bases fuel sourced instead of lava

brave cairn
#

but also yeah there's plenty of big underground lakes if people want

coral vault
#

Lava should be the cheap but not very good option

gaunt quiver
blazing swan
#

shouldn't it me 1mb = 1ml?

spiral lintel
blazing swan
spiral lintel
spiral lintel
blazing swan
#

yeah, like every single mod I have always known as 1000mb = 1 bucket = 1L, because a bucket wouldn't hold 1000L's

brave cairn
#

minecraft meters feel way smaller than a meter irl

blazing swan
#

but again a block wouldn't be 1L of liquid

brave cairn
spiral lintel
exotic wraith
#

There is a reason why everyone uses MB and B

#

instead of ML and L

spiral lintel
#

it will feel closer to irl if you use VR

exotic wraith
#

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

brave cairn
#

committed all my changes and reorganized the todo list a bit

#

I think I'm all ready for the playtest now 🫡

exotic wraith
#

would it be a bother if we can wait until i finish these recipes? blep

brave cairn
#

check the link 😛

exotic wraith
#

yay

#

takes an entire week

#

jk

brave cairn
#

I'm going to bed now anyway lol

exotic wraith
#

gregnight

brave cairn
#

hopefully exception's on tomorrow so I can poke him about stuff as well

exotic wraith
#

Good news, Rope upgrades (length and sticky) are completed

#

same for the motor upgrades

#

(which includes the smart motor, motor max speed and acceleration)

blazing swan
gaunt quiver
brave cairn
#

jeez no kidding, that is a lot

brave cairn
#

ok get latest now

gaunt quiver
#

its amazing at night

brave cairn
blazing swan
exotic wraith
#

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

blazing swan
#

ah, so I I just have to go through and fix that, can I just put {} around then and that will fix it?

brave cairn
#

unless tom's already done that 🤔

exotic wraith
#

thats basically all it takes

blazing swan
#

one more thing?

#

what is wrong with it

exotic wraith
#

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?

brave cairn
#

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

coral vault
#

Will you create the 0.10 branch right away or will we move to the space branch?

brave cairn
#

nah rough timeline is like:

  1. release 0.9 once we're happy with it
  2. (bugfix patches)
  3. create 6
  4. (bugfix patches)
  5. moon + mars
#

my space branch is super out of date anyway, I'll need to merge it into 0.9 at some point

coral vault
#

Are we working on main then? Or like 0.9.1?

blazing swan
#

where are the files for quests stored? gonna see if i can do a mass find and replace 😁

brave cairn
#

ideally exception will just give me permissions to do all this in the main github Sapo

#

so we can stop fucking around in my fork

coral vault
#

Would be nice 😬

brave cairn
coral vault
#

Sounds good 👍 I wanna keep working on stuff after it gets pushed out, so I was just curious

brave cairn
#

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

exotic wraith
#

"important" contributors access

#

the rest would probably still need to make forks off TFG

#

better than doing a fork of a fork tho

brave cairn
#

yeah for sure

coral vault
#

I don't mind not having access directly

brave cairn
#

if anything, I'm expecting just me, but I will vouch for you as well

coral vault
#

But a blue name sounds nice lol

exotic wraith
#

if i'm not one i'll be unironically kinda miffed

#

lol

brave cairn
#

yeah I'll ask to get all of you guys blue named too lol

coral vault
#

The exclusive red name 👀

blazing swan
#

yeah, I am nebby and pyrite, you both should have access to main repo, and rest of use do pull requests

gaunt quiver
brave cairn
#

oh interesting that they vary so much!

gaunt quiver
#

i didnt count the really really small ones

exotic wraith
#

just keep it to 10k

#

if you want infinite lava

#

work for it