#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 15 of 1
well now im out of it but i would be in pain with my 1 lava block lbb movable base
I think the 10k is balanced around the vanilla nether's huge lakes tbh
We still have the beneath, do we not?
people can easily put the lava in data packets from AE2
then manually move them to the overworld
yeah but a) there's no way to automate stuff out of it, and b) I covered up most of the lakes so you don't spawn right above one and get completely fucked
and use AE2's stuff to export them out
2000 is already quite a lot lol
I don't wanna ask too much of them while they're still in late steam/early lv, lol
that's when they'd most likely want the lava
fair enough
also, for any of the smarter peeps
what the hell is Samarium
and when can you get it
centrifuge rare earth
i see
mostly askin cuz the grapple mod has a magnet upgrade
and i want to tier them based off these ones
right yeah
Iron, Steel, Samarium, Neodymium
neodymium is before samarium, I'm fairly sure
wym samarium doesn't exist
(gtm does come with a magnet item btw, if you feel like using it?)
it just has 2 tiers, which may be too little imo)
ah
Well, you get both samarium and neodynium from rare earth
people say neodymium is the strongest so i'll just make neodymium the final tier
neodymium also has its own ore, so it's easier to get

oop
ok good point
NO WAY
samarium it is
is there a possibility that we get the rest of them that are missing? even when they have no use
i would love to finish my periodic table wall
gregtech technically comes with every element already
(this is my creative test world)
it just has most of them hidden
and we can add more to space if we feel like it, though it'd be cool to give a few currently useless ones like thorium and caesium some use too
lanthanum too is useless i think
but yeah in space could be a good option tho they are present in irl earth soo...
true but we also don't wanna overwhelm with too many ore patches
yeah uhh who is the geology nerd
maybe we could find a vein that has traces of the rest of the elements
I mean that's kinda what the point of rare earth is
rarer earth
rarest earth
That already exists tho LOL
isnt it rarest metal mixture
welllll that's a platsludge thing lol
rare earth the second
uncommon earth dust
how easy is it to get helium btw?
i can modify the hook's gravity
and i think using either helium buckets or lead to modify it 
actually
no nvm that's genuenly stupid
hmmm I think either centrifuge mozanite or get it from liquid air distillation
sporadic earth dust
common earth dust (it's just sand)
gravity i have no fucking clue, lol
i know
i'll just make the 0 gravity hook an upgrade instead of something you can configure
sounds better
just a matter of seeing what would fit for that upgrade
oh i know, a gravistar :v
hmmm
nvm, Gravitation Engine Unit
that's a bit late isn't it lol
you'll also be able to use bubble pearl, but that'll reduce it to 0.5 instead of 1
bubble pearl isn't attainable (yet)
just leave it lol we can slap a shulker shell on it later or something
i could keep the uhh, theme of using another gravitation engine unit with a hammer
and yeah cuz tungsten is fucking DENSE
dense boy
are all these recipes visible in jei or something
yes, its a bit of a mess
I guess this is why it had the special block :p
ok so I got like 90% of the quests working, there are just some even with the formating are not working. where do I check if I have the naming correct
which is why the recipes in JEI tell you what they do
you'd check the "lv_quests.json" file inside minecraft/tools/languagemerger/languagefiles/tfg/en_us/quests
ok, LV is done, as far as I can tell, the cover behaviour quest does not have an Icon, but thats fine,
the steam age title doesn't seem to be using the Lang file, how do I check that the correct lang file is being targeted?
if you mean the one below metallurgy age
that one is using the correct stuff
on my end at least
huh, it wasn't for me
I fixed a few lang things, and I think i export it correctly with the LangMerger
gonna check now
not blue though
also the Tips lang key wasn't working either so I fixed it
I made it
my bad yeah
So far youre able to do the following things to your grappling hook:
- Increase Length (jute rope)
- Decrease Length (Knife, juterope is returned)
- Forcefield (GT Tiered, utilizes the field generators)
- Gravity for the Hook (can only be decreased to 0.5 using helium bucket, or to 0 using a gravitation engine unit)
- throw speed (GT Tiered, utilizes pistons)
- Magnet (semi tiered utilizing magnetic ingots, Iron -> Steel -> Neodymium -> Samarium
- Motor (GT Tiered, uses electric motors)
- Sideways motor (basic lv chip)
Gonna add the double hook now
I didn't work on my own branch just directly on pyrites 0.9 branch 😐
huh I didn't have the Lang Keys in there, until I ran lang merger
I also have 100's of edits I didn't touch
@exotic wraith should I push all the lang changes or just the changes to the Langmerger Tool lang files?
thats normal
push both
the actual language files that the tool outputs are just that, the output
ok all those changes pushed to 0.9 branch on pyrites repo
let me know when you can, if there are any issues
sure thing
i'm about to finish these recipes
aight
p sure there shouldn't be any issues
keeping these here so i have an easy way to look at them
Aight
i'll write the texts for these tomorrow
i'm fucking tired, lmao
Also i'll need to be sure to hide the unused items and blocks from the mod
since basically all other items got fucking nuked out of their utility due to the modification recipes I nade
Do contributors contribute to the main branch and the devs approve the changes they make?
so the way it is supposed to go is branchs and forks for doing stuff and then pull requests into selective branch
currently it is branch 0.9 on pyrites repo, as we can't get changes accepted into the main repo
some of us just commit straight to it, which we shouldn't be doing
are there any plans for a better canteen? feels wack using the same one for forever after iron
yeah there's a red steel one now which has infinite durability
ah, ily
the flasks mod added it not us lol
Seems overpowered
it's just a water flask
in my playthrough I only broke my iron one by the time I was in IV
@low gate hello! we are about finished with 0.9 and are ready to start play testing. We can distribute a .zip in a thread here. I have two questions:
- How should we handle merging this back into the main github? Would it be possible for Nebby and I to be added, so we can manage the main github too?
- When the play test is finished and we've fixed the bugs, how should we submit this to curseforge/modrinth?
I've already thought about this, most likely everyone who contributed or made at least a PR that was approved will be able to create branches in the repository, but the main branch will remain protected and only admins will be able to merge into it.
This will make your life easier
that will help a bit, but it still means the main branch is dependent on one person having so little free time -- so we'd just end up continuing what we've been doing with working in a single fork
no, you can merge into the dev branch, just before the release, the merge will be into the main branch
You can also run beta releases or put together an action so that anyone who wants to can run them.
Of course, we can do this as you wish, give you and someone else from the active developers access to merges in the main branch, but this is at Exception discretion.
by "run beta releases" does that put them up on curseforge? or how do you mean
also, when would be a good time to merge our fork back into main, do you think?
@exotic wraith ready when you are! I sent the cf/mr zip file + mod to a few people in the chat channel and it seems to work for them. Here's a thread OP I wrote if you like?
I don't have nitro so it'll be easier if you make the thread
instructions are basically 1) add the zip to cf/the other thing to modrinth, 2) replace the existing tfg-core with this, 3) launch as normal
https://mega.nz/file/OZ82xS5K#wsiLWQgNXSMKsJsoKM8yBrpAF_7Ld68gKsnVNshMGgA https://mega.nz/file/OdME2DQb#wgP3vpl_fiOTqJy56c8RAsH19yF3uLFS8ZtsOvyHdnI otherwise here's my builds that seem to work?
Kewl
Like
As some context
I paid a friend of mine who builds PC to help me out upgrading my PC to a modern beast
Mostly in preparation for the new Doom game
He comes today to help me swap out basically ALL the parts
ooh nice
also hey, fellow "programmer who's ass at hardware" gang lmao
would it be easier if I made the thread?
For the release? I was thinking on doing one in general chat with the instructions
Then somehow have Xikaro or Exception forward the message to the announcement channel
Then I can setup a private server for us to fool around
for the playtest
I think keeping it contained to a thread would be helpful, to keep the main channels clear
Right
Then I can make a thread then in there the first message is the announcement
We can use the model
- Automatic builds for each commit in the fix/feature branch (GitHub action)
- Alpha release on GitHub each time the PR is merged into the dev branch from the fix/feature branches
- Beta release on GitHub/CF/MR with each merge from dev branch to main branch
- Full release from the main branch, on GitHub/CF/MR manually, after majority approval and beta testing
is this something we should do now, before the play test?
I was just going to make a thread with the .zip files in it
all these automatic build things are new to me!
I'll work on developing what I wrote above at night, and I think we'll move your branches and pr to the main repository.
I'll do everything for both repositories myself.
Awesome, let me know what I can do to help!
I think we'll make a thread for now, just to get some initial feedback
#1360631815563513997
if someone wants to make a russian thread, feel free
@brave cairn does your GitHub fork have an issues page
done
Gewd
Why? Let it be in the main repository, you'll only confuse everyone
ok ok
I'll try to give you access now, for now only to you and Nebby
the new gregtech version should fix a lot of the existing bugs too 
@zealous atlas apologies for the question, i assume the main idea is to merge our 0.9 branch to the upstream branch called "dev", right?
I will describe everything in detail as soon as I finish organizing, please wait a bit 
Btw I'm not sure if you have the power, but a few of us have been missing contributor rolls for a while. At least me and TomTomTom. Probably a few more that Pyritie could name
in the past at least, contributor roles were given out whenver a version with your changes went live
Okay I'll wait a month 
I gave out these roles if I found you by name on GitHub
Show your PR
https://github.com/Pyritie/Modpack-Modern/pull/25 heres the latest one
here are the contributors:
Redeix
aidie8 (tfg-core)
TomTomTom
jojo7682345 (tfg-core)
Met en Bouldry (ukranian translation)
No, in the repository
https://github.com/TerraFirmaGreg-Team/Modpack-Modern
ah, these are contributors to my own fork
How to do everything in https://github.com/TerraFirmaGreg-Team, I will issue a role
We have been working on 0.9 🤔 I guess I'll be on the main repository when the update goes love

Aight
@brave cairn letting you know i just pushed an update that fixed the issue with TFC flasks
alongside the uhh
hguh
right
the hguh
quest strings for grappling hook
oh nicenice
Friend should arrive to help me out in a bit so i'll be offline after like, 40 minutes
Thought of new flasks, but they are single use plastic bottles that you have to throw on the floor and never despawn 😁
The industrial revolution and it's consequences in TFG no way
Let's turn the sky brown! PPE for the rest of the playthrough!
oh this reminds me, i wanted to make it so you can shift right click jam jars to unseal them and have a chance to get the lid back
A chance? Do you sometimes rip it off with the strength of a dyeing star?
yeah

Oh okay
remember that steve canonically can carry an ungodly amount of weight
True
You should be able to use player events to make it work
Shouldn't be too hard, I just don't really know if it will keep the correct expiration date

guess we'll see
Why couldn't expiration be a nbt 
it is
NotEnoughMail’s site for his online projects: writing, documentation, and possibly more
Oh 👀 there goes my ignorance again
Wait. Correct me if I'm wrong. But aren't itemStackBinders different from nbt?
as far as I can tell, "it's complicated"
Yeah, that was my impression
If it was just nbt, than it would be easy to get working with greg
I wouldn't be surprised if this was some custom system tfc did back in the 1.7 days that kinda got ported over into working with nbt?
If I remember it is actually a completely different system
The old system never worked right. If you placed food in a modded chest it wouldn't spoil for example
ah nvm then
Back when tfc had built in chisels and bits 😔
i heard they lagged very badly
i also remember placeable lumber
@exotic wraith I'm a bit afraid to touch version numbers at the moment (lol) but could you downgrade Inventory Tweaks Refoxed to 1.1 instead of 1.2? 1.2 is buggy in crates
Sure thing
I'll do it once I'm set up once again
PC upgrade is over
And man is it a beastly boy
what specs?
ooo nice to hear it went well
one time when I tried upgrading my pc I wasn't grounded properly and I fried my mobo 🥺
I'll write them soon
which branch are we fixing 0.9 alpha stuff in?
well
some of us got access to the main repo now
apparently Xikaro will post more guides soon™️
- AMD RX 9070 XT
- AMD Ryzen 9 7950X 16 Core (4.5 GHz)
- 64 Gigs of Ram DDR5
- 2TB M.2 SSD && 2TB HDD
big boy
ohhh..
im thinking about r9 9950x
The 9070xt is that one radeon GPU that when undervolted has the same efficiency as a 5080Super lol
but with that im need to upgrade entire pc except of gpu
which is why i went for it instead of sticking with team green
shieeet...
this pc is a fucking beefcake, lmao
tomorrow i'll look into setting up a private alpha-testing server
not sure whats going on, join multiplayer with a friend, when I saw Coal, they saw Emeralds, and at a different point they saw diamonds, is that a desync issue? or a generation issue, I was running of my pulled branch, they were running an exported to curse forge zip
no clue, I've not tested any server stuff yet
@brave cairn
Don't cover up problems with your hands
put tags, it will close the problems itself upon release
ah whoops ok
Use tags, status and such until you make decisions of a coordination nature or ask, I'm almost done with the guide.
This applies to fixes in the new version, the rest, which do not relate to TFG errors, or do not require correction, mark accordingly and you can close
alright got it 👍 I will wait for the others
Once I finish writing the manual, you will have more rights so that nothing irreparable happens))
Right now you can put tags on issues and PRs, and close what has the status 2. Status: Not a TFG Bug
Also create milestones and add there what you have corrected.
And apparently, these can be combined and renamed to 9.0
Or make your version 8.0 to keep the numerical order
Once we do everything, we will release your version.
I've been calling it 0.9, so it might be good to keep that name? It's ok if you want to call it 0.8.3 though, your choice
@brave cairn are we working on the 0.9 alpha stuff in your fork still or the main repo? If its the main repo I think I dont have permission to view it
still my fork
One thing I have noticed is that I think all of the "checkmark" quests should probably be replaced by "exist" quests
there are so many checkmarks that I often just go hours past the questlines becuase I didnt check one thing off
possibly? though part of it is because they have text that you should actually read
if you do happen to skip a step, I'm hoping the new quest layout makes it a lot easier to retrace your steps
if people are getting past steps without reading them and checking them off, then they didnt need to read it in the first place. if someone is lost they can always open up the book and read it then
its not always that convient to redo everything just to progress the book
I'm not fond of doing that personally
the checkmark quests are there for important reasons
such as knowing a specific mechanic or a very, VERY important PSA
sure i could delete for example the... Repairing and Upgrading grappling hooks quests
both of those are checkmarks
But without those you may accidentally just place two grapples together and loose all your upgrades
or have no idea how the upgrade system itself works
I understand that there are some important ones. But for example, why are beehives locked behind a checkmark telling you what bees are? why not just have that information in the beehive panel itself?
Did you succeed fixing my LV quests?
or all of tfc tips being behind something that says tfc is in the pack. These are things that can be "exist" quests. They just serve as branches but dont really need to be read
yeah, ok those ones can be changed to "exist"
(and then disable their toast so you don't get spammed, lol)
the toast does give a bit of adrenaline tho lol
sure but not 8 of them at once lol
/advancement grant @p everything
here try this if you love toasts
lmao
fixed in what way?
anyway I think I've finished writing all the steam quests
just giving them a check now
did I do this?
nope that's me
I made some placeholder items so people can convert their old gregtech-generated items into the newer ones
ahh
not totally finishd with it yet lol
Nebby told me they were gonna try to add all the {} missing automatically
oh! yes I can see your descriptions
there was one that was missing a } but I fixed it
teehee
That's such a nice idea to bring the lore idea from GT Community
we do have a lot of lore to talk about in stuff like this
pushed all my changes
new tfg-core which should hopefully fix the issue that guy was having with the steam macerator
what should I do next?
play the game and have fun ☺️
oh yeah nebby was gonna look into the private server :0
Do you have a ready-made server kit?
not at the moment
👀
what is bro cookin
new tiers of supports
- Stone supports: 9x5x9 (same as wood)
- Concrete/rebar supports: 17x9x17
- Reinforced concrete/steel: 33x13x33
this cave will collapse over my dead body
literally
btw, did you see the feedback from your new structures?
I havent
people like them! but the aqueduct one might be spawning a bit too often?
okay, good to know! ill increase the radius for the aqueduct
read through peoples comments. Glad most people seem to dig the structures. Ill turn down the spawning rate and more will diffentely come in the future
didnt want to make too many and then people say "structures dont belong in tfc!" lol
yeah totally fair
I think peoples' big gripe with structures in other modpacks is that you enter a couple and you walk out with full diamond gear and chests full of loot from like 20 different mods
meanwhile in tfg: "you get 3 raw ores and some charcoal, take it or leave it"
I agree, they are mostly here for the vibes and to provide some help for newer players
I think i might rename the generated vases to something like "loot vase" idk
maybe give them a more desaturated texture
anything to work as a landmark from time to time is perfect imo
honestly one thing i was thinking about regarding this pack is that maybe inevitably because terrafirma only really focuses on pre-medieval era stuff there comes a point in the pack where it just kinda Becomes Gregtech right
obviously the space stuff will help by making it not just GT but it's kind of a hard thing to work around conceptually
yeah
adding more survival-feeling stuff to space is one of my goals with it
so it's not gonna be totally tfc again of course, but it'll still have some of that vibes to it
pushed out some more quest tweaks and bugfixes
Keeping the exploration vibe is a big plus
that's why not getting interdimensional travel before very late game is definitely a cool plan
oh damn
i am SO into this
Also, hello chat
@exotic wraith @brave cairn Please check what is not clear, where there are errors
https://github.com/TerraFirmaGreg-Team/Modpack-Modern/blob/main/.github/CONTRIBUTING.md

new contributingMD, nice
i'll take a look into it
@zealous atlas i'd recommend writing here that you can run Pakku utilizing java itself. Utilizing java -jar pakku.jar then followed by the command (java -jar pakku.jar fetch is the same as just doing pakku.jar)
Other than that this is very solid stuff
wow this is very long, no wonder you were so busy!
I wrote this here because it can launch users of different OS, because it can't be done on MacOS, the information is in pakku, is it worth duplicating?
its very much complete, which is very nice
probably not, altho maybe adding a link to pakku's general documentation would be nice. Since the only link to pakku is to it's github repository
thanks to the general doc site is how i learned how to actually use pakku to manage stuff like adding new mods n fix the versioning issues we had when we where trying to launch the 0.9 alpha test
This is the link
That one points to the github repo, i'm talking about this site: https://juraj-hrivnak.github.io/Pakku/home.html
oops
Also ,since youre here i might as well ask
is there a reason why we keep a "mods" submodule?
considering that pakku should ideally be the only "true" source of mods?
At least in my experience it just meant a bit of a very big annoyance because the GithubDesktop completely crashes out with the repo since it cant download the submodule
(with the submodule being private)
For now, yes, it is more convenient, it is available to you, https://git-scm.com/book/en/v2/Git-Tools-Submodules
I think he will abandon it completely later, once the work with Pakku and autopack-director is finished.
https://github.com/juraj-hrivnak/Pakku/pull/83
glad to know it isnt a permanent thing, the sooner we can phase it out the better imo
thanks for your time <3
No, this shouldn't happen, initialization doesn't happen until the command is run.
Oh, so you're supposed to run pakku, and THEN github desktop wont complain about the missing submodule?
this guide is very thorough, thank you! I understand what to do with the "main" and "dev" branches now
is it safe to merge my branch into dev? or how should I proceed?
the branch itself being 0.9 right? i think the best idea would be to create a PR between forks that goes from your 0.9 into dev
I need to test it, I could be wrong, I have this repository initialized from birth
understandable
i'd explain more about the issue i'm talking about but i dont think its too necesary
main and dev won't let you push without a PR, so open a PR and start the chaos 
I will go to bed soon, so I will leave that until tomorrow haha
Let's make the 0.8.3 release sooner and so on.
how do we add new mods? do we just add them to pakku-lock.json and that's it?
I think i should be able to open a PR that goes form Pyritie/0.9 -> TerraFirmaGreg-Team/Modpack-Modern/Dev
also, are we officially calling the new version 0.8.3? 🤔
sheesh
Yes, you can do it, but for now add it in mods, you can make a separate branch in the mod repository, I will need time to fully switch to Pakku
hm, well i need to fix some stuff in pyritie's 0.9 branch then first
considering i completely nuked the mods submodule from how annoyed i was
alright nebby how about you handle the mods, and I'll handle core and modpack
wym by handle
For the Core repository, also adhere to similar rules, I will make changes there too
like, if you wanna figure out how to integrate our mod changes over into the mods repo?
OH
sure
i dont think it'll be too difficult
I assume i should be able to just, make a branch of the "mods" submodule
shove all the mods we have now
and call it a day
surely it cant be that hard
:clueless:
(don't forget to downgrade inventory tweaks to 1.1 pls, 1.2 is funky with crates)
git submodule init
git submodule update --remote
by the way, for bugs/features, I'm supposed to tag them as "in dev" and then put the "0.8.3" milestone on them? and then they will be closed whenever 0.8.3 is finished?
During the release, the task goes through such problems and closes them with a message
This is necessary so that people can see that such a problem exists before the release, many are too lazy to click on closed problems
milestone
we just need it so as not to overload the release and track what should be included in the release
you can also add to the project
But I will soon make it automated
ah I see
that roadmap has many of exception's ideas, is it ok for me to edit? or what should I do with it
Yes, you can allow, add and execute what is planned, preferably for creating new ideas, use issues (feature request) and put tags there with priority, so that later it would be easier for me to automate it))
But it's up to you.
guys is it possible we get a second output slot for those machines that got more input slots than output?
wire mill
bender
good, I can delete his idea for draconic evolution 😈
ah right
Ok the first fix i'll do is re-add the github submodule for the mods
@zealous atlas should i use the 0.9.x branch for the submodule? or create a new branch for the ones used in our 0.9 branch?
Make from 0.7.x-latest-mods, branch 0.8.3
We truly are calling 0.9 0.8.3 now 
The last time Dima asked me to update the mods there
but sounds good
Let's stop at the fact that we are releasing 0.8.3
sorry, is the next release called 0.8.3 or 0.9, just to confirm

0.8.2 I guess!
Or at least, okay, let's make 0.9.0, since you already had version 0.8, we'll consider it dead, and so as not to confuse

next version 0.9.0
understood haha

but as I understand it, 0.9.0 comes from 0.7, and not from 0.8, since there is some kind of chaos going on there
basically, yeah
0.8 was a bit of an experiment
exception was trying to change the ore generation to use GT's system instead of TFC's, as well as other things
0.9 real 
Oh right
since youre here i might as well ask with pleading eyes
@zealous atlas i utilize a Git client called Fork, can i request it's authorization? 🥺
its basically the git client i use at my jobsite fwiw, lol
Use the command above, you only need to do it once
I don't know how to do it in GUI myself 
kekw 😭
i did end up creating a 0.8.2 branch but now i need to delete it or rename it to 0.9
and ofc, i have no idea how to do that with the command line
i'm a silly gui user

Maybe because of this?
Make a branch at https://github.com/TerraFirmaGreg-Team/Modpack-Modern
i'm mildly confused, i thought we'd have to make a branch in the mods submodule for our 0.9 branch to use

0.9.1
Ready
there is no need to create a 0.9 branch, do everything in the dev branch, and from there we will dance
yes, i understand that
but
our 0.9 branch has its own listed mods, do i push those mods into the submodule's 0.9.1 branch?
yes

Or if you want, I can make a dev and main branch in the submodule so as not to confuse everyone
i think that would be better until we can phase out the submodule system
and 0.9.1 will be renamed to dev
sounds good!
Once you transfer your 0.9, when you have time, sort out the PR
🚀EN - 1.20 Modpack Contribution Megathread
@coral vault @gloomy elm @exotic wraith @anyone else -- if you have any changes left to submit to my own 0.9 fork, submit them within the next 8-10 hours, because afterwards I'll be merging it into the main repo. If you're not done yet, that's fine, you'll just have to PR them into the main repo yourself later
I got nothing thankfully
i'll take care of the mods folder thing
@brave cairn you havent added anything to our pakku json file right
cool, remind me, which mod needed the downgrade? 
inventory tweaks refoxed 1.2 -> 1.1
Refoxed, right?
ye
Pakku looks so much nicer on windows 11
lol
@brave cairn interesting:
Can you pass me your core modern jar?
Core, which branch did you make it from?
that'd be a @brave cairn question
hopefully they havent gone to sleep
Also, Pyritie, is the branch we're merging is "0.9-huge-merge"?
seems like they went gregnight
marked as draft
👀
@brave cairn Last PR before merge! 🎉
- Added stone, concrete, reinforced concrete, rebar, and steel supports.
- Integrated rnr concrete to use gtceu concrete.
- Added loose rock to gravel crafting, and reversed.
- Spaced out structures more.
- Renamed naturally generated decorative vases to "loot vases" and re-textured them to be desaturated.
- Added inventories to decorative vases
I wasnt sure if you wanted it in 0.9 or 0.9-huge-merge so I just submitted it to 0.9 
yoooo IM BLUE!
ok major issue, inconsistent ore generation server/client
like completly wrong, last time it was coal/emerald and coal/diamond, this time its coal/casserite sand ore
also means they do not drop anything, even with a pickaxe
pyritie/core-modern/0.9. It's just a local build for now
lmao I was gonna do it
there is a incosistiency with pakku fetch and pakku export
these mods
that is what is causing the missmatch ores
awesome!
Nw, all I did was set it up
I'm positive I'm missing a lot of the finer details
Wouldn't be surprised if it's another pakku skill issue
done a bunch of chores, time to start this merge hell
ugh it's stuck on the stupid mods folder again
I still don't really understand it's purpose
what did you do to get the mods folder back again?
this
and the command line isn't working for me, it keeps saying "dev" doesn't exist or something
Man I fucking hate that submodule thing
Uhhh
I don't really know, I know I made the big merge branch utilize the dev branch of the mods submodule
But I'm unsure what's the conflict itself
I could try and merge main into the branch and see if I can tell what the issue is
yeah give it a shot if you can
since 0.7.19 has been basically untouched since we started 0.9, the actual merge was very easy, except this file
I will in the future
ugh fucking github cmd line doesn't work
visual studio is useless and so is github desktop
I don't know what else to do to merge this 😩
Do the rest, I will resolve this conflict
Check it out
alright
Noice
This one is public right?

@proven ginkgo one of the gtm devs is planning on changing the aoe tool behaviour for something else and figured they'd make it collapse-safe at the same time, if you'd like to look!
did I get it wrong again 😅
Yes, I think we'll do it this way for now.
ok!
- would you be able to rename 0.8.2 to 0.9?
- what do I do with the pull requests that were intended for the old 0.8 branch? since they are basically dead now
And a label that should be closed upon release
in dev = closed on release, understood
If something can be saved, do it, I can redirect PR to dev branch, but most likely there will be a lot of conflicts
sure, though a lot of them are "port 0.7 thing to 0.8", so are useless now
I'll redirect them now, you see what's not required, reject it
ok 👍
ready for me!
When you test our system, you two must approve ))
@exotic wraith
Or he probably won't be able to, since he created it 
I think it says you have to approve it lol
no, infusion into dev, you two are doing it, and I'm already in the main one and already making a release
lol
yeah i cant aprove my own thing i think
what do i need to do? my boss isnt online yet so i'm a bit free
lol
Try to unite PR
which means? 
does it have to be in this merge?
Well, it’s possible later, but taking into account that the pipeline assumes minimal participation on our part.
Ok, give me a moment... there is a lot of changes so it will be impossible to list everything, but I will do my best

I think you can slightly change the pipeline and give direct access to changes to the dev branch to the Contributor-Modern team, for cases like writing a changelog, and then you will open the pr from dev to main, for the subsequent release.
Ready
I'm still writing it 😅
Don't specify mods

so for tfg-core, #15, #17, and #18 are ok to approve - but they are also in my branch
so either those three can be merged and then I merge my branch, or those can be closed and I do my branch all at once
Approve, implement in the repository https://github.com/TerraFirmaGreg-Team/Core-Modern
Then make pr out of yours
ok
thanks, I'll do the merge conflicts
Well, I started it myself, but oh well 
haha ok
I haven't started yet, trying to figure out intellij...
should I continue?
Yep
oh you did it! thank you
looks like exception is the only one who can review it though haha
https://github.com/orgs/TerraFirmaGreg-Team/projects/10/ I think I have finished moving the TODO list to here
You will still have to resolve the conflict in
https://github.com/TerraFirmaGreg-Team/Core-Modern/pull/21
I rolled back because I did it incorrectly
and the IDE doesn't want to see minecraftforge.gradle
Looks like maven forge has fallen again
🥹 ok, I'll try to figure out how to do this merge
all fixed + builds ok for me!
woohoo
let me get latest in dev and make sure it works
nice
I immediately got 12 quest popups, but still lol

when it's ready, tell me when to make alpha release of core mod 0.6.0 and alpha release of modpack 0.9.0
alright!
I'll put it on the server, I'll put it after testing and if there is compatibility with old worlds
@exotic wraith anything left that you want to do for this?
I can tweak quests a little first
oh damn
uhhh

maybe we should make sure that multiplayer thing someone has reported doesnt happen now?
I looked into that code and it should have the block break order from top to bottom for all directions except when mining upwards. So when this PR gets accepted our fix is no longer required.
cool, I'll let em know
which one?
Probably this?
Seems to me like one person doesn't have the correct patch
Or is it s curseforge vs modrinth pakku difference?
We should probably make a test server
ive been meaning to set one up
havent had the time for it tho
lowkey traveling to Texas next tuesday 
I'm sorry for you 😔
Fair. You'd have to pay me too to go there
sorry, I misread the code, it still only breaks blocks top down when mining down, it breaks them bottom up any other direction.
https://discord.gg/vnykYppf #modern-dev-talks if you'd like to reply directly
that's the thing, we don't know cuz only one person's tested it using our jank export
This is caused by one of 10 ish mods being different from my pakku to fetch prism instance and curse forge export. Don't know why though, I opened 2 of my prism instances connected them and it worked fine, ores were correct
This is specifically loading up dev environment directly from repo in prism launcher v.s curse forge export. I copied all mods from the prism instance into curse forge. Replaced 191. And was left with like 15 ish mods that were different. Most were outdated versions
that sounds like the cause of it then
when I make a new world I see a quest popup saying something about "preventing lag" with a mud block, where is that? I can't find it
@exotic wraith ^
😭
well in that case lemme submit my tweaks and then I think I'm good to publish an official alpha!
I don't get that popup 😬
https://github.com/TerraFirmaGreg-Team/Modpack-Modern/pull/848 @exotic wraith @zealous atlas
after this is approved then I'm ready for alpha release 🫡
Let me remind you about the correct naming of branches, also you both have access to push directly to dev, but do not abuse this
oh, my visual studio wouldn't let me push to dev
also now you have the opportunity to set approval for both, even if one of you opened a pr, after that one of you merges into dev and as dev is ready for release, you create a pr in main, with everything that is required for this, and I already approve it, after that a release is created automatically
ok, so PR from dev to main is how we say "we're ready for a release"
anyway, the branch needs to be named something like "fix/quest" or something similar, give an example to others, also tell me what vscode writes
Failed to push to the remote repository. See the Output window for more details.
Remote: Error: GH013: Repository rule violations found for refs/heads/dev.
Remote: Review all repository rules at https://github.com/TerraFirmaGreg-Team/Modpack-Modern/rules?ref=refs%2Fheads%2Fdev
Remote:
Remote: - New changes require approval from someone other than the last pusher.
Remote:
Remote: - When rebase merges are not allowed, merges must occur on the web.
Remote:
To https://github.com/TerraFirmaGreg-Team/Modpack-Modern
Error: dev -> dev (push declined due to repository rule violations)
Corrected
I renamed the branch 👍
Check if you can create a PR in main from dev
it says this now:
Remote: Error: GH013: Repository rule violations found for refs/heads/dev.
Remote: Review all repository rules at https://github.com/TerraFirmaGreg-Team/Modpack-Modern/rules?ref=refs%2Fheads%2Fdev
Remote:
Remote: - Changes must be made through a pull request.
Remote:
To https://github.com/TerraFirmaGreg-Team/Modpack-Modern
Error: dev -> dev (push declined due to repository rule violations)
failed to push some refs to 'https://github.com/TerraFirmaGreg-Team/Modpack-Modern'
fix
As described in the rules, 1 bug / 1 PR / 1 branch, follow it yourself and demand it from others
Need to achieve branch naming format fix/tweaked_quest feature/hopper_recipe
oh like thaaaat
Did it work with the dev branch?
no, same error
Remote: Error: GH013: Repository rule violations found for refs/heads/dev.
Remote: Review all repository rules at https://github.com/TerraFirmaGreg-Team/Modpack-Modern/rules?ref=refs%2Fheads%2Fdev
Remote:
Remote: - Changes must be made through a pull request.
Remote:
To https://github.com/TerraFirmaGreg-Team/Modpack-Modern
Error: dev -> dev (push declined due to repository rule violations)
failed to push some refs to 'https://github.com/TerraFirmaGreg-Team/Modpack-Modern'
works now!
but ok I will remember that for the next time I make a PR 👍
let me make the one for main now?
Also, when you make a PR from dev to main, the following must be filled in
CHANGELOG.md - Only information about changes inside the modpack, without specifying mods
pakku-lock.json - reflects changes by mods
So will all future releases be developed on dev or are we going to continue making branches for new versions like 0.10 for example?
is this correct?
the idea is:
- nebby and I can make branches directly off of
devfor major features/versions/stuff, and others can contribute to them too, sort of like what we did with my own 0.9 - anyone else can fork into their own repo and PR into
devas before, and nebby/me/xikaro can approve them
Ah I see 🤔
for example, there can be a feature/moon-and-mars and feature/create-6
Okay, I like this
then whenever we're already for an upload to curseforge/modrinth, nebby or I makes a PR into main and then xikaro handles the publishing
Seems like a good system
Let's do it again, if the PR is in main, it's still being done, then format it as a draft
If everything is ready, duplicate the PR description, information from the CHANGELOG and specify me with a verification request, this will let me know that everything is ready and I will start the verification and subsequent release
If there are changes in the Core, then you will need to release it first and reflect this in pakku-lock.json
Ok, yes, we need to do Core first then
is the process the same for Core? Make a PR into main, then ping you? I don't know what you mean by "verification request"
If there are active developers who want to be like nebby and Pyritie, speak up
Yeap
Why did you close PR?
renaming my branch closed it 😛
but also, it needs the new tfg-core, so the pakku was wrong
https://github.com/TerraFirmaGreg-Team/Core-Modern/pull/22 here is the PR for core, though I don't see you in the Reviewers here.
I'm pretty active, but don't trust me with GitHub 😁
hm, this tfg-core looks wrong...
Ah right, so will tfg-core be the same way where we have to build it ourselves or do you now have the power to publish the mod and let pakku pick it up?
ideally it won't need to be updated very often
Once upon a time, in addition to auto-publishing on CF, we also had a build and release on GitHub, but exception broke everything there
I will make an auto build and let you know
Neato 👍
I made a Core PR from dev into main, but there's merge conflicts, so I am trying to resolve them in dev now.
mondays amirite
they sure are going
I think we need to sort out a publish for tfg-core, then update pakku in tfg, then that can be published too?
And which one?
left has merge conflicts, right fixes those
But there were conflicts in both 

Remote: Permission to TerraFirmaGreg-Team/Tools-Modern.git denied to Pyritie.
it's not urgent, but just letting you know
Fixed
😔
Failed to push to the remote repository. See the Output window for more details.
Remote: Error: GH013: Repository rule violations found for refs/heads/main.
Remote: Review all repository rules at https://github.com/TerraFirmaGreg-Team/Tools-Modern/rules?ref=refs%2Fheads%2Fmain
Remote:
Remote: - Changes must be made through a pull request.
Remote:
Remote: - Cannot change this locked branch
Remote:
Remote: - Cannot update this protected ref.
Remote:
To https://github.com/TerraFirmaGreg-Team/Tools-Modern
Error: main -> main (push declined due to repository rule violations)
failed to push some refs to 'https://github.com/TerraFirmaGreg-Team/Tools-Modern'
...why does tools need a dev and a main 🤔
Well, there are fewer requirements for everything, so I will quickly accept the PR
except1on on was doing this
pushing to tools/dev works 👍
do you need me to do anything else before the 0.9 publish?
I'll fix some things in Core and publish them
ok ❤️
got access to my server again
private whitelisted TFG 90.9 alpha server time
man right as I'm about to go to bread, I got work tomorrow 😩
Want to add Redeixx? 👀
yeha i plan on adding myself, pyritie, xikaro, exception and maybe other contributors, Albeit the connection may be complete dogshit
since the server is located in chile
lmao
@brave cairn before you go gregnight
Yippee! If it's good enough for the test lol
everything's in the dev branch
nobody should use my forks any more. Get off my lawn!

Also
since my PC is a beast i'm tempted to look into "semi-official" guides for setting up distant horizons
that shit must go fuckin crazy in tfg
It actually doesn't use up much processing power
Just install the mod, no guides needed really
yeah, beast is multithreaded
might actually install the server side one on my server
lol
And the mods submodule still doesnt work
man
it doesnt even work on the command line
i'm sticking with my pakku
@brave cairn do you have tfg-core 🥺
I was having trouble trying to resolve a merge conflict with it
but VS otherwise didn't have any issues for day to day usage
it just doesnt find the repo
nope, i just cannot download it
for... whatever reason
maybe it thinks i'm not logged into github
i think my git config is a bit fucked
man this is fucking jank
i legit just went ahead and cloned the mods modern separately
then moved it into the main repo
now it opens

(i dont like this workflow
yeah xikaro said it's a longer term project he's working on lol
keeping this here for ease of access
Ok so
good news
and bad news
good news is, i managed to download the serverpack to my server
bad news is
it doesnt boot
Seems like digger helmet needs a different version of geckolib?
no, geckolib is missing alltogether from the server pack
looks like it, we're so clueless 
@zealous atlas could you later maybe tell me how to ensure the ServerPack output works properly? or do y'all setup the server-pack differently? lol
Would it be evil if I made loot vases have a chance of spawning a spider? 😁
Maybe one with like 1 HP for the lols?
I see you added mods that are not on Curseforge, this may cause some problems
We had some problems, we originally where adding a "colds grappler" mod that was unable to be downloaded by third party apps
we removed it and replaced it with another mod
at least i've tested both versions of the modpack (curseforge and modrinth) and both seem to boot up just fine
It's not about downloading, but about distribution, since licenses or prohibitions on distribution through third-party sites can play a cruel joke
Curseforge simply won't let the modpack through

thats...
not good
as if i didnt have enough reasons to spite curseforge/overwolf
How many mods aren't on curseforge? Hopefully it's not that bad
had someone report that damage input consumed the whole chisel in the recipe. Didnt do it in my fork so idk
Now all that's left is to sort out the mods, changelog and you can merge the PR
btw did you see the issue about backpacks disappearing in the server?
I've seen it so far greate
thats a big one 😬
Current version has a bunch of problems, nbt save error is the least of them
okay so heres what mods dont seem to have curseforge versions:
- Diggerhelmet
- Firmacivplus
- Greate (from github idk how that works here)
@exotic wraith 
https://modrinth.com/mod/firmacivplus
We have a developer on our forum
Diggerhelmet
No way the actually issue is me
LOL
Well
Guess I'm uploading FC+ to cursforge tomorrow
Regarding Greate, you should probably write on GitHub, or hope that it will work
okay I had a report that someones world was bricked by one of the millstones. I tried recreating everything and looked through their logs but I dont see the issue, and cant replicate it.
Some tools crafted don't show forging bonuses
there were a few chisel recipes that didn't have damage inputs which I fixed
that's a known issue with the gregtech tools, the bonuses do exist, the numbers just don't change
the modrinth version of greate requires create 6, which is a whole mess we're going to do later 😞
that's why it uses a github package for now
Okay it's gregnight for me! It's your shift to respond to questions lol
we were using a very out of date backpack version so I hope those are fixed by now
How is it going?
new tfg-core was published fine, just sorting out the last few dependencies in tfg itself
also we got more access to do stuff in the main repo now, so we don't have to wait for exception all the time
Good
thinking of helping out again? 👀
use?
To upload the modpack and mods
xikaro is the one that handles it but I think there's just way more cf exclusive mods than mr ones
For forge yeah
But I saw some talks regarding modrinth and wanted to know what you concluded
oh, that's just for a few mods we're using that are modrinth exclusive
I think it was just firmaciv+ (nebby's mod), #1291630891667292161 , and greate
it's more to do with licensing and distribution rights
Wth is greate?
Yeah I get that
But a separate mod some of you made? Or what?
Why not just KubeJS?
what do you mean why not just kubejs
greate adds tiers of cogs and shafts and things
Ohhhhh
like different tiers of millstones/crushing wheels that do all macerator recipes
Yeah that makes sense, easier to do on a separate mod
they have stress limits
yeah we all do, lol
Patience
it just affects a lot of other mods so we want to do it separately
Understandable
hm, the licensing stuff is going to be difficult for create 6 because vintage improvements doesn't support it yet, but someone made a fork which does, but it's github exclusive, argh
@zealous atlas check the bottom, greate says it's ok to include the jar in modpacks
https://github.com/GreateBeyondTheHorizon/Greate/blob/forge-1.20.1/README.md
Can't you create a mod that auto downloads mods from the other api upon minecraft execution?
if you want your modpack to be rejected by cf/mr review, sure lol
Ñeñeñeñe
You are right
Well
You could try
Maybe they let you as long as the petitions are clear enough
But probably not
Let me read mr docs
unfortunately mods aren't a free for all lol
I dont see anything that makes me think it wouldn't be possible in Modrinth
god github's web diff tool sucks so much
I was looking through some of the old PRs and just cuz I moved one thing elsewhere, it flags half the file as different
hoping it won't take forever
whenever we're done with 0.9 stability, do you guys wanna work on create 6 while I go back to working on space?
Did someone had the time to test if Large Boilers go boom when world loading?
Because that could lead to some catastrophic stuffs happening
I haven't tested that myself
maybe add to modpack?
https://www.curseforge.com/minecraft/mc-mods/tfc-caelum - looks nice
https://www.curseforge.com/minecraft/mc-mods/double-doors
lol this is like the 4th time caelum is suggested
I'll have to see if it works with ad astra because that also changes the skybox
as for the door thing I think tfg already has something that does that
Someone in the gtceu discord had a suggestion for our itemStackProvider problem. It seems like the suggest replacing the ingredient with like a standin which stores the information from the input. I'm not really sure I understand it
#1089296351906504835 message
I have no clue what a standin is 😭









