#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 16 of 1
(though I think you should be in the addons channel, not dev, dev is for gtceu itself, addons is for modpack stuff)
ohh realistic sky, i'll be adding this to my client for now, thank you!
Oop 👀
i also said some stuff in the addons channel. honestly if anyone can help us it probably is screret tho
she used to contribute to atm gregitas before... well yeah something happened idk about the drama and dont feel like dredging it up
I did hear a little about atm
luckily for her, tfg-modern is now being ran by an enby and a rock lol
its funny how it works out
so if she's looking for another project...
firmalife has these helpers in place. I wonder if we can borrow them
public static void writeTraitList(List<FoodTrait> list, CompoundTag nbt, String key)
{
if (!list.isEmpty())
{
final ListTag listTag = new ListTag();
for (FoodTrait trait : list)
{
final CompoundTag newTag = new CompoundTag();
newTag.putString("trait", FoodTrait.getId(trait).toString());
listTag.add(newTag);
}
nbt.put(key, listTag);
}
}
public static void readTraitList(List<FoodTrait> list, CompoundTag nbt, String key)
{
list.clear();
if (nbt.contains(key))
{
final ListTag excessNbt = nbt.getList(key, Tag.TAG_COMPOUND);
for (int i = 0; i < excessNbt.size(); i++)
{
final FoodTrait trait = FoodTrait.getTrait(FLHelpers.res(excessNbt.getCompound(i).getString("trait")));
if (trait != null)
{
list.add(trait);
}
}
}
}
public static void writeItemStackList(List<ItemStack> list, CompoundTag nbt, String key)
{
if (!list.isEmpty())
{
final ListTag listTag = new ListTag();
for (ItemStack stack : list)
{
listTag.add(stack.save(new CompoundTag()));
}
nbt.put(key, listTag);
}
}
public static void readItemStackList(List<ItemStack> list, CompoundTag nbt, String key)
{
list.clear();
if (nbt.contains(key))
{
final ListTag excessNbt = nbt.getList(key, Tag.TAG_COMPOUND);
for (int i = 0; i < excessNbt.size(); i++)
{
list.add(ItemStack.of(excessNbt.getCompound(i)));
}
}
}
might be worth experimenting with!
otherwise this information might be helpful https://github.com/TerraFirmaCraft/TerraFirmaCraft/blob/1.21.x/src/main/java/net/dries007/tfc/common/recipes/outputs/ItemStackProvider.java
having a cracked java dev would be nice rn 😶
we must become the cracked java dev
Btw so all we are missing for 0.9 is waiting for firmacivplus to be uploaded? Did digger helmet get moved too?
Ah, saw their message. So we are just waiting for curseforge then huh?
Yes
speak of the devil
You can create fix new bugs and prepare 0.9.1
yep I will look at two bugs tonight
let me make some issues for things that need to be done for the alpha to be finished
did any of you successfully started a server with 0.9? I tried to remove client side mods that were giving me error, but after i got an error with digger helmet since it was trying to load a feature for client side only on a server
I think nebby was working on it
https://github.com/orgs/TerraFirmaGreg-Team/projects/10/views/5 here's our todo list now by the way!
#1294775491559165992 message
Btw Infinite Water cover was remove for TFG 0.7 update I believe
They didn’t want to have a cover fixing water
can't open this
Oh 😦
It’s Pansmith Discord
There is a fix for large boiler exploding when loading the world
I wonder why 🤔 it beats still having to use a mech pump when you're way off in IV or something... oh but actually, now that you mention it, not having easy access to water could make space interesting
That was a too easy solution for water
since ad astra does freeze/boil water unless you build an enclosure for it
ooh nice, is it easy to implement? is it something you'd like to try?
That’s far out of reach for me 😦
you guys can add to this todo list as well btw if there's something you'd like to work on that isn't mentioned, just make an issue for it and let me or nebby know
I don’t even know if you can put the fix within TFG core so people don’t have to replace their Gregtech.jar
is it a mixin?
No idea it’s a Gregtech jar with the fix within it
I don’t know why Gtm doesn’t push a small hot fix for that
That seems like quite a problematic bug
But I guess because not many people use large boilers in GTm usually they are focusing on pushing their next big update 🤷♂️
I guess everyone is better of rushing benzene until this is fix
Nope I guess
the quests are kinda structured to push you more in the direction of the steam engine + alternators, so hopefully there will be fewer people making an LBB? I guess we'll find out
could you attach the jar somewhere here?
I will when I’m on my computer
I will create a post within the forum
Oh fuck I miss my metro stop 😂
@worthy tusk mind if I sort the merge conflicts on your PRs?
choo choo
@brave cairn
That sounds interesting for us too ?
As I’m not a big fan of single block (alternator) transforming SU in EU
yeah I'd love a balance patch for the creosote
is that a mixin or is moni maintaining their own gtceu fork
fuck yeah
i have tried, i tried utilizing the "ServerPack" that comes bundled with pakku's export
however it completely fails
i think some of the mods in pakku arent set to be part of the server, i'm unsure
i dont know about pakku enough to be 100% certain on that
btw nebby I've been fixing up some merge conflicts for old PRs, if you see any waiting for your approval go ahead
oop
xikaro said we can start putting 0.9.1 stuff in dev
right, stuff needs the approval of us both right
I've been dumping all the tiny tweaks into a branch, if you wanna put any there or do your own branch is up 2 u
lol
i'll look into reviewing the PRs
since i'm p exhausted, i hope stuff dies down soon on my jobsite
easter long weekend bby
just looked at the PR's that needed reviewing from me

Wishing i could know how to fix the serverpack
i really wanna setup that private contributor only server
lol
nice nice
lemme test something then it'll be helpful to squash my tweaks branch in as well
makes more of these merges easier
defo
myself i'll focus on getting the serverpack working
its the only thing from the build export that doesnt work
btw are these supposed to be visible?
no, the only thing there thats supposed to be visible is the grapple hook itself
considering all other items are unused with my custom grapple hook upgrade system
damn you can actually go really fast with this
(see?)
...maybe something to put as treasure loot in space somewhere 😛
alreaedy reviewed fwiw
yep just gotta wait for xikaro since I can't review my own
[15Apr2025 18:45:11.106] [Server thread/ERROR] [net.minecraftforge.fml.loading.RuntimeDistCleaner/DISTXFORM]: Attempted to load class dev/thomas/diggerhelmet/client/DynamicLightingManager for invalid dist DEDICATED_SERVER
[15Apr2025 18:45:11.106] [Server thread/WARN] [mixin/]: Error loading class: dev/thomas/diggerhelmet/client/DynamicLightingManager (java.lang.RuntimeException: Attempted to load class dev/thomas/diggerhelmet/client/DynamicLightingManager for invalid dist DEDICATED_SERVER)
[15Apr2025 18:45:11.107] [Server thread/ERROR] [net.minecraft.server.MinecraftServer/]: Encountered an unexpected exception

i have a feeling digger helmet isnt working well
Apparently it was made by someone for tfg
Thomasx0
#1291630891667292161
the server booted up, kind of
Another digger helmet issue 😔
looks like it, there are multiple issues tho
there's a startup script that breaks in the server
Got a feeling our pakku file is beyond fucked for the server
did you comment that out?
why doesn't the server have that mod tho
idk
i didnt have it either
on my latest export
so

actually
no i'm lying
i do have it, i just set it's extension to something else
anyways, i know some of the issues right now that the serverpack has
firstly is GeckoLib being missing
secondly is that something is not playing nice with the digger helmet
i'm just going to ccreate an issue in the github
yeah, i'll create multiple sub-issues so this is easier to digest
I want the force field to be usable please :)
theyre tied with the Field Generators
Okey cool
the balance is actually kubejs
oooh, I wonder if we could steal that 👀
pretty sure we could :p
is all of this utilizing mc creator? 😭
apparently lol
is it really that bad for stuff like this
I've heard it's mostly in the sense of "the stuff it outputs isn't very optimized" but that shouldn't be a big issue for a couple simple mobs, right? 🤔
afaik its because it uses very templated hard coded code, and the code is un optimised and terrible design in general
its like only useful for making extra tools with different material, or extra models from existing entities
anything more complex it can't do
HUH

at this point I think theres a bigger issue than individual mods
most of these are caused by PAKKU being fucky
at least he sounds like he knows what he's doing when it comes to builds
Well, here they are
all the issues i managed to find
I marked the parent bug (857) as critical
Too bad xikaro isnt online

I had the TFC hot or not even export curseforge and connecting to dev enviroment, I think that was fixed for the client version though, might be a clue to fix it there
i'm unsure, the fact that curseforge is that old compared to server pack tells me there's a versioning conflict
which are my favorite types of pakku errors


@brave cairn hey so.
i added Particular to the server, which was the thing that was causing the latest crash
and i got a completely drunk world, lol
like
give me a sec i really hope this is just a corrupted world and creating a new one fixes it
but i need to record this
...drunk? this I gotta see
also

:)
judging by the fact that i was creating new chunks i'm positive the server pack is beyond fucked
also
epic embed fail
I wonder how discord feels about these hundreds of gb files that never get downloaded once
maybe this time it embeds
I just convert all my vids to webm for discord
i'm lazy
then again
i prolly should
this 1440p screen is bound to cause big chonky videos
lol
embed you piece of shit
good.
i present
drunk world
(this is bad)
new tfg april fools update dropped
blud its 14 days too late 😭
I think every single stone type was replaced by a waterlogged aqueduct
the server lag was god-awful thop
lol
fwiw i think it was a one time thing
dang
why dang??? this is good! LOL
it means our server pack isnt unbelievably fucked
but yeah new server world seems to be properly generating
i lied
is this some waterlogged leaves?
lol
Your world took lsd to generate
what do you think this is chat?
If you guessed Trellis Planter
you're wrong
it's a waterlogged sealed trapdoor
And if you thought a sealed trapdoor was just a sealed trapdoor? youre wrong.
It's this invalid blockstate for a sealed wall
its not caused by a firmalife version mismatch
nevertheless, this is drunk
honestly i would not be surprised if all of this is due to version mismatches
but these are pretty funny
Willow Food Shelf -> Blackwood Jarbnet -> Maple Jarbnet -> Spruce Jarbnet -> Birch/Blackwood Keg monstrosity
Beehive? Wrong. Cheese.
I'm honestly surprised it loaded at all lmao. That's hilarious
there is a lot more silent version mismatches than i thought
currently painstakingly reading thru the entirety of pakku-lock.json to find any oddities
agh fuck it
i'm going to write a tool for this
well
i see him online, just busy
@zealous atlas IDK if you're aware but the pakku.json file has a lot of inconsistencies, have you fixed any of them? 

if anything it should catch things before they become a problem.
I sent a image of all the mismatches already that I found earlier let me find it
I'm a tool at work rn
fwiw i just made a tool that catches stuff like projects not being in both platforms and potential version mismatches
https://cdn.discordapp.com/attachments/1331744604701069393/1361275098077597696/image.png?ex=680023fa&is=67fed27a&hm=ac8dbaafad878504cc5743515e47dbcef4aa4da12648aa1636824c370eb28b2f&
does this list look the same as what your tool produced?
this was taking exported mods copying and overwriting the same ones, then deleting them, leaving only the ones that are not in both
On my end i just check if their "files" array contain both Modrinth and Curseforge in their "Type" property
if so it checks if their file names are the same
if not, its very likely a versioning issue.
otherwise if either modrinth or curseforge types are missing
it logs the missing platform
hmmm, that might be the cause or it might not, the mismatch between pakku fetch and pakku export is my issue,
what source does pakku fetch use?
some of them may very well be false positives, such as this one
i honest to god have no idea
i think it may prefer Curseforge over modrinth?
no
here for this specific one it prefers modrinth
while this one it prefers curseforge
@blazing swan i think its whichever is the first one in the "files" array of the pakku-lock json file
See? ambiental the first one is curseforge, and it's version is being used in the modpack dev env
while "supermartijn"'s core lib has modrinth first, and that one is being used in the devenv
ah ok, that is what is causing the miss match then, sometimes it takes the modrinth out of date and sometimes it takes the curseforge out of date
good to know, that the program you made with fix both issues
it doesnt fix them in this case
all it does is checking them
and logging potential issues
thats ok, it means that it can be pointed out easier and part of the process is using that to check it. you could even make it throw a warning in the git actions so that on release it can warn before releasing to modrinth/curseforge
if i knew how git actions worked, i would

ugh i need to rewrite my ConsoleLogHelper to output the written text to a log file
anyways, i think fixing most, if not all the version mismatches + making sure that mods that are supposed to be part of the server get into the server
and the server pack should work again

I started doing this but was out of action for a couple of days again so I'll only finish and release it on Friday
GitHub log is exploding these last couple days
Nice work everyone
I’m starting to have a little more time on my hands these days so I may be able to start working on some stuff if any help is needed
help is always needed!
https://github.com/orgs/TerraFirmaGreg-Team/projects/10/views/5 here's our todo list if you're looking for something to do (the low priority ones should be good if you've not done anything before), otherwise if you have your own idea, nebby and I can approve PRs now so stuff should go through much sooner!
Pyrite I was thinking is it possible to add a ore that only spawn in cold climate ?
I guess this one is easy to do
hm... possibly?
ore veins are just placed/configured features, and tfc has this thing for placing stuff in climates: https://terrafirmacraft.github.io/Documentation/1.20.x/worldgen/decorators/#climate
This is the home of the API documentation for the TerraFirmaCraft mod for Minecraft, developed by AlcatrazEscapee, Disastermoo, Dries007, et. al.
normally the ore vein placed feature file is basically empty, I haven't tried putting anything in it
I had this idea since a long time but I was thinking about adding more complexity to get AE2 because the implementation goes already kinda hard
So you cut it in two
Automation stays the same
I was gonna put certus on the moon, along with the asteroids
I have an idea in the same vibe
Automation is gated behind moon
But the storage part could be open to MV (only the storage part no automation or moving items)
And we would need a new liquid to make it that needs an ore/clay that only spawns in cold climate
Then later on we could automate it from Mars
Or Venus 🤷♂️
That would be easy to implement because we can keep the recipes and just change a liquid
that already reduces the need to rush ae2
then both create 6 and ae2 require travel
Yeah I like the idea
Holidays begin in two weeks I will have time at this point to look at that
Also really like the idea of getting further in progression from a planet a resource that was limited to get previously
The reward feeling of progression
yeah absolutely
Hello. Will this build add the ability to adjust the size of biomes?
Isn’t it a TFC thing ?
yep
You should ask directly on their discord
I like the idea of "forcing" people to interact with the world more.
Especially the colder northern biomes, currently are not utilized at all.
TFC already forces you to head south for kaolin - or I guess now to the nether - but the cold survival aspect of Hot Or Not is not really explored. Would be cool to see that integrated somehow if possible. Locking AE2 behind space is also cool, again, forcing exploration.
maybe nebby's tool could help here!
I'm thinking about making a custom structure like a stone spike so it's easy to see and within you could find the ore that you need to process to get a AE2 liquid
well once you're on the moon you already have to both: find the meteorite, then: find certus quartz ore
that's just more traveling in the overworld I don't see that as an issue
then later on you can generate the fluid directly when you gonna need more AE2
in space/planet orbit
both of those are on the moon
what do you mean?
the meteorite and certus quartz ore will be exclusive to the moon
you want ae2? gotta go to space
yeah but I want the ae2 liquid to be further in space
because on the moon it's gonna be fast to find it
it's a barren land
The AE2 liquids could be only in the orbit of Venus for example
on only on Venus
I don't know
then we can add other things to the moon to make it more interesting. I already gave it a bunch of biomes and some ruined moonbase structure
venus is way off in IV
yeah that's the idea
So you have to take your plane and go vroum vroum in the overworld
you could also upgrade the process to get more out of the basic overworld ressource
well you were the one who told me you wanted to expand GT and not increase the tiers
:p
gosh it's snowing again
Theoretically it could be used to fix most, if not all version mismatches and missing platforms
Would still be a relatively manual labor type job
this weather is terrible it was sunny yesterday and now it's snowing -_-
wtf how is it snowing in april
ugh
still, it's something I guess?
then hopefully in the future there won't be so many mods to update and worry about
Canada :p
ooh
so I was digging around in the tfc server on how to copy the forging bonuses onto tools correctly, because that broke in 0.9
and discovered that there's a tfc/create compat mod called "wooden cog" that apparently has its own recipe type to support copying ItemStackProviders in recipes -- which is how tfc handles stuff like food stats
so... it might be worth looking at how that mod does it, to get item stack providers to work with gregtech?
👁️
Real sex
Ideally we'd be able to very carefully and scrutinize changes to the pakku-lock json
That should avoid this happening again(I think)
But yeah, I think fixing most (if not all version conflicts) and making sure all mods are present on the server should hopefully fix the server's weird drunken behaviour
Do you mind if I finish it in a single evening? I think I'll be able to catch most of them and fix them as well
@cosmic veldt
Thomas just fixed the digger helmet, should hopefully work on the server now
cool, though it comes with a bunch of new things lol
I tested the server on modpack version 0.7.19. Now it launches without a crash.
I know about woodencog and have looked through the code, but whatever way they implement ISP it's not even used in the actual mod as far as I know and it doesn't work
mod was very hastily made seemingly and it was more pain than helpful back when i was contributing to gregitas
I'd definitely avoid it
yeah I wasn't gonna add the mod
just thought it might've had something useful to grab, oh well
Added to the 0.9 Alpha changes.
- Fixed glider wing not having a recipe.
- Added tipped arrow recipes using medicine.
- Added flint knapping to make arrow heads.
- Cleaned up some recipes to use helpers.
- Increased paraffin wax output.
- Made rebar supports climbable.
damn that's a pretty big merge conflict you got there
was this something you made for a different branch and then had to move? 🤔
yeah
ah would explain it
uhhh what are you using to code in btw?
intellij
oh, I don't know how to do git stuff in that, but there should be a way to like, pull the 0.9-alpha-feedback (or just dev, honestly) into your own 0.9 branch
that should help clean up a lot of the conflicts? and if not, I'd hope intellij has its own better merge tool
uuHHHhhHhh
hm that's probably my old pyritie/0.9
I have an idea that's a bit brute force-y but would probably work?
yeah for some reason it took the whole branch with it 
make a whole new fresh fork
manually copy and paste this fork's files over to the fresh fork
then you can use intellij to diff your files to see what changed and what didn't
lemme see if i can just cherry pick them first
closed the first pr
okay, yeah ill do it your way. Needed to make a new fork anyways
btw do you know if its possible to make a new fork without deleting the first one?
but wont it still be scynced to your fork not the main one?
If you need to merge some small fixes, and you do not want to make a separate branch for subsequent PR, then they can be pushed directly to dev, whoever has access
Because now the branch feature/0.9-alpha-feedback performs the function of dev
thats what i tried, but for some reason it tried to merge the entire fork in the pr, not just what I pushed
That's how it works, branch = fix or feature, and when you open a PR, it takes everything from the branch and puts it in the branch where you opened the PR
i see. Ill figure it out later. I have to go to work
boy I'm glad I use perforce at work and not this mess lol

would you be able to approve that? I would like to sync it so I could merge some other old PRs
thanks
my pull request? want me to reopen it?
nah I meant my tweaks branch
oh i see
@gloomy elm do you still need this pr btw? https://github.com/TerraFirmaGreg-Team/Modpack-Modern/pull/823
Nvm, I'm not feeling well so I'm not going to work today. I'll figure out the merge soon probably
if you're not feeling well then you should rest and not greg 😛
nope it's the exact same as in your branch
alrighty, safe to close it then
🦀 pumpkin chunks fixed 🦀
oh that's good
The Greg must flow
doneso
cheers
btw tfg core is already merged right?
yep, merged and published on cf actually!
okie dokie
ill make a new fork off the main for each. I want to play with tfg-core and see if i can get itemstackproviders working with gtceu
awesome! I know airice wanted to give that a shot too
was the hammer recipe always there? I use the knife
yeah I always used hammers
hmm... I think that's most of the initial 0.9 feedback sorted for now
I guess I'll start doing more of those ore vein jsons
im finishing up merging my fork off of yours so I can send to the main repo
i might do a couple of the easy to-dos real quick before i submit the pr
honestly if you ever chage your mind about wanting to get github permissions like me and nebby, another reviewer would be helpful when either of us (or xikaro) is away haha
I dont mind reviewing. But as you saw from earlier. me and github go together as well as oil and water
is there a way to get permission to review without being able to make some catastrophic problem?
I mean, it takes 2 people to review right? so I shouldnt be able to mess something up by myself
not sure 🤔
but also, we'll have to review your stuff too, so if you did something accidental, we can catch it
hmm alright then. Sounds good if I can help
btw where do I go to edit the guide book? I wanted to mention the extra support blocks
kjs/assets/tfc/patchouli/field_guide
ah, thanks!
if you want a page that isn't there, you'll need to copy it off the tfc repo and paste it in ours
sounds good
basically, our own local copies overwrite the tfc ones
sorry by page I mean json file, which represents an "entry" (series of pages)
seems straightforward enough! good to know
from package collection to package management
It's a really great addition though I wonder if stone is the most logical material ?
No I was like isn't stone support a bit weird
with the new supports I don't think I will use gregtech miner until way further into progression honestly
stone support is only as good as wood ones and are mostly just for the decorative variety
they use mortar so you cant just build them with what you find while mining
Oh I see
unrelated but I have been told that apparently it was a meme in the russian side of tfg that whenever people asked "when is the update" exception would reply "tomorrow"
unless you bring mortar!
the meme for dda is Soon(TM)
not me filling my pockets with wet sloppy mortar
pls noooo
not again
So true
also yeah the update releases tomorrow
anyways
pakku fixing time
i love it when people just
forget a release in one platform

guess in situations like this i'll just use the closest higher version
lmao wtf 😭
Ambientsounds in modrinth has missing 6.1.6
closes is 6.1.7
but curseforge doesnt have 6.1.7!
it only has 6.1.8

is there a problem if they slightly mismatch?
i dont know
BUT
i'm not taking any chances.
is there a specific reason why we're using 6.1.6?
for ambient sounds? no clue, it was there when I started
well ambient sounds was only added on curseforge
from what I can remember, most things can be uploaded to latest except:
- anything create related
- framed blocks (also wants create 6 for some reason?)
- panda's falling trees (I updated to latest and then it stopped working? I might've done something wrong though)
i'm the one who added into modrinth
i'll keep these in mind
what the hell is a Risugami
never heard of it
sounds like some kind of japanese demon lol
i think for things where making sure both version matches i'll just, not use the older one
like
etched in modrinth is not well supported
max version there is 3.0.2
while the one in curseforge is 3.0.4
one thing is certain
if i ever make a modpack i wont make it downloadable from modrinth

lmao
@brave cairn @exotic wraith pr :)
- Fixed glider wing not having a recipe.
- Added tipped arrow recipes using medicine.
- Added flint knapping to make arrow heads.
- Cleaned up some recipes to use helpers.
- Increased paraffin wax output.
- Made rebar supports climbable.
- Mentioned new supports in guide book.
- Added recycling recipes to early capacitors.
- Added recipes for sponges and adjusted their textures.
- Added cobblestone to loose stone packer recipes.
- Fixed conflict with cream and curdled milk.
- Fixed double-nosed moai statue.
pog pog
oh remember that our language merger tool now exists over in Tools-Modern, so you'll want to put your strings over there too if you haven't already
we'll have to fix that tool up since it broke with the repo split
yeah, the tool doesnt exist anymore for me
uhh, how does this work? Do i just make the changes and then pr them there?
yeah, same process as in modpack-modern
alrighty!
xikaro wanted them split up for whatever reason, I kinda get it
i dont see files for the quest book
is this the issue that you added the capacitor recycling for?
yes
because I think they meant like, the whole block kinda capacitors you use in the substation
I mean hey these are still cool too but yeah lol
(also psst you don't need to use chemical helper everywhere haha)
i like it lol
do you know if the quest book is in the language merger?
it is not
field guide i mean*
the field guide doesn't use the language strings, so it goes in the modpack repo
language merges is for everything that uses the assets/*/lang files
ah okay, so I dont need to do anything about that then?
nope all good
okay, pushed!
A review? but I didnt even study 
alright so I will definitely have some free time once I get my thesis submitted, do we have a roadmap or trello board or w/e where we organise our efforts?
id like to contribute something, probably some quick kubejs edits
ty
that's where I've been putting a few, otherwise you could look through the issues section and see if there anything there that looks doable
(I don't know what to do with all the "my server crashed" ones...)
i used to keep up with the issues but I was busy for like 3 months so i'm a bit behind on the current developments
and definitely behind about 0.9
I like the issues section because its either something like will take like 5 min or someone wants us to create an entire new modpack/mod
haha fair enough, might be good to just get your workspace all building and running first, then play around a bit
oh redeix did you see the primitive illagers were finished?
I saw. Will they be added with 0.9?
no
well, not the 0.9 that nebby's working on fixing up to publish
but they could go in a 0.9 if they get a home
they seem like cool additions but they'd need a suitable structure to spawn them in
sounds good, ill have to see how balanced they are too
might not belong in the overworld depending
yeah I'm not sure what to do with the ravager looking thing lol
though I did see this:
All Primal Illagers appear rarely, but they can appear at any time of the day and in any biome of the upper world:
so.. I don't know what that means exactly
kind of like a hollow earth thing going on
maybe they spawn like patrols?
lemme ask
im not opposed to the overworld seeming mostly realistic with the realistic fauna etc and the nether (jack black voice) having the more outlandish prehistoric themed stuff in it
yeah that's the best I can come up with, to just put it down there
for the earth-like-but-more-monstrous mobs
just making it be the challenge dimension you can optionally tackle for a Fun time
exactly haha
if the nether equivalent has some really nice sidegrade paths to normal progression that maybe doesnt require as much tech infastructure to get to a certain point without necessarily becoming its own magic system or w/e, that's the sort of thing i would enjoy
already seems like it with the glowstone lamps etc, just really useful stuff that doesnt replace anything but is a great qol
yeah no magic, but some fun qol stuff
right now the nether is basically "more risk but more reward"
which people seem to like!
Didn't GT have damascus steel or something like that in the files
yep and now it's in the bastion chests!
basically steel we ourselves can't make but is better
ahh i knew yall must have thought about this
haha
yes exactly stuff like that
we got the netherite diving suit now too, reflavoured/textured/named to be blue steel, crafted with an item you can only get in the nether, but in return also makes you immune to high ambiental temps
completely optional but hey now you can stand next to your ebf on a hot day and not have any problems!
Here's a thought on making the north more interesting. If the amount of ore was greater in the north and much less in the warm south. It might be good to have a base in the south for growing crops, but if you want tons of good ore you'd have to dig farther north. Good reason to use trains and other fast travel.
gt ore vein generation can't detect tfc climate so it can't work afaik
we use tfc ore vein generation
Aight
[Message:] The following mods have been spotted with potential issues. More info above.
# Mod Name: ae2-network-analyser(1);
* Issue Type: MissingModrinth.
# Mod Name: ae2-things-forge(2);
* Issue Type: MissingModrinth.
# Mod Name: alltheleaks(6);
* Issue Type: MissingModrinth.
# Mod Name: building-gadgets(29);
* Issue Type: MissingModrinth.
# Mod Name: cosmetic-armor-reworked(46);
* Issue Type: MissingModrinth.
# Mod Name: cupboard(59);
* Issue Type: MissingModrinth.
# Mod Name: decay-2012(61);
* Issue Type: MissingModrinth.
# Mod Name: domum-ornamentum(66);
* Issue Type: MissingModrinth.
# Mod Name: etched(73);
* Issue Type: MissingModrinth.
# Mod Name: ex-pattern-provider(76);
* Issue Type: MissingModrinth.
# Mod Name: ftb-backups-2(78);
* Issue Type: MissingModrinth.
# Mod Name: ftb-essentials(79);
* Issue Type: MissingModrinth.
# Mod Name: ftb-filter-system(80);
* Issue Type: MissingModrinth.
# Mod Name: ftb-library-forge(81);
* Issue Type: MissingModrinth.
# Mod Name: ftb-quests-forge(82);
* Issue Type: MissingModrinth.
# Mod Name: ftb-ranks-forge(83);
* Issue Type: MissingModrinth.
# Mod Name: ftb-teams-forge(84);
* Issue Type: MissingModrinth.
# Mod Name: ftb-xmod-compat(85);
* Issue Type: MissingModrinth.
# Mod Name: fastfurnace(89);
* Issue Type: MissingModrinth.
# Mod Name: fastworkbench(90);
* Issue Type: MissingModrinth.
# Mod Name: forgiving-world(97);
* Issue Type: MissingModrinth.
# Mod Name: grappling-hook-mod-reforged(104);
* Issue Type: MissingModrinth.
# Mod Name: GreateBeyondTheHorizon/Greate(105);
* Issue Type: MissingModrinth.
# Mod Name: gregtech-revival-32x(106);
* Issue Type: MismatchFileNames.
* Curseforge file name: GregTech Revival 32x 1.19.2-1.20.1-1.21 ver 0.17.zip
* Modrinth file name: GregTech_Revival_32x_1.19.2-1.20.1-1.21_ver_0.17.zip
# Mod Name: improved-applied-energistics-2(113);
* Issue Type: MissingModrinth.
# Mod Name: improved-create-32x(114);
* Issue Type: MissingModrinth.
# Mod Name: inventory-hud-forge(115);
* Issue Type: MissingModrinth.
# Mod Name: placebo(159);
* Issue Type: MissingModrinth.
# Mod Name: primitive-creatures(162);
* Issue Type: MissingModrinth.
# Mod Name: probejs(163);
* Issue Type: MissingModrinth.
# Mod Name: recipe-essentials-forge-fabric(167);
* Issue Type: MissingModrinth.
# Mod Name: simply-light(175);
* Issue Type: MissingModrinth.
# Mod Name: tfc-aged-alcohol(185);
* Issue Type: MissingModrinth.
# Mod Name: tfc-better-blast-furnace(187);
* Issue Type: MissingModrinth.
# Mod Name: tfc-canes(188);
* Issue Type: MissingModrinth.
# Mod Name: tfc-casting-with-channels(189);
* Issue Type: MissingModrinth.
# Mod Name: tfc-grooming-station(191);
* Issue Type: MissingModrinth.
# Mod Name: water-flasks(198);
* Issue Type: MissingModrinth.
# Mod Name: tfc-ruined-world(200);
* Issue Type: MissingModrinth.
# Mod Name: terrafirmagreg-core(203);
* Issue Type: MismatchFileNames.
* Curseforge file name: TFG-Core-Modern-0.6.0.jar
* Modrinth file name: TerraFirmaGreg-Core-Modern-0.6.1.jar
# Mod Name: tool-belt(205);
* Issue Type: MissingModrinth.
# Mod Name: tumbleweed(206);
* Issue Type: MissingModrinth.
# Mod Name: fix-gpu-memory-leak(215);
* Issue Type: MissingModrinth.```
These are the ones that cannot be fixed
the resourcepacks is because i CBA
TFG-core is because i dont know how to keep the github source as an option
regardless, all others cant be fixed because they dont exist in modrinth
xikaro might have to do the tfg-core one, idk what's up with that
the 32x resource pack I believe is from https://discord.com/channels/400913133620822016/1125556940005720134 ?
the modpack isnt being published on modrinth is it?
or, at least the pack hasnt been published there before
not that I know of
so it probably doesnt matter if it missing modrinth

then why did xikaro said it missing from modrinth was an issue
i feel like i wasted my time, lol
anyways, i'm running an export now.
i think he said missing from curseforge is an issue
maybe
idk
now i feel a bit silly
anyways
hopefully i can have a world thats not drunk now
Aight
i'm testing stuff out
the weird transmutation shenanigans with firmalife no longer happen
this stuff
food shelf places as a shelf, kegs arent broken either
and the sealed trapdoor is a sealed trapdoor
surface rocks arent broken either
rock types arent aqueducts either, server p responsive
@brave cairn i think i fixed the serverpack
only issue is that the curseforge export doesnt come with TFG
gonna open a merge request for these
am i allowed to agree to my own changes...? lol
i wouldnt know, but hey! it works!
i could theoretically setup the private server now
you theoretically should 👀
i wanna wait until we're properly ready to release 0.9 outside of the server
that or when main gets updated
So i got in contact with the dev of kubejs tfc and they confirmed that we will need to enable support for isp's with java code
@coral vault
Welcome to the team, don't forget to turn on 2fa
thank you!
i guess its time 😔
lol
I have a suggestion of adding a texture pack I love to use
if it's doable to add an optional ressource pack
I have no idea
why tf is "String" capitalized but no other type is 😭
I don't mind you adding it as one of the optional packs. But you might want to check to see if they allow redistribution
because its java
@brave cairn changed the way the recycling recipes were added to follow the way you wanted to do it. Also added those empty capacitor recipes
consensus on adding isp's to gtceu recipes is: very hard for me, probably not that bad for someone who knows what they are doing
the issue is that the way gtceu uses itemstacks is very complicated, and messing with it just causes a bunch of issues
Because string is a library
So you can modify a string
id rather just throw everything in a const and call it a day
I learn lua
No wonder why I understand Java a little
want to solve our itemStackProvider issue then? 😁
cool, cheers
figures
oooh wonderful
even with the new textures? imo they're even easier to tell apart than ever
apparently they do just spawn on the surface occasionally, and aren't tied to any climate 🤔
which I'm sure we can override, that's just the default
alright, I figured I'd add you since it was related to packages and build stuff, which you know more about 🤔
what's the last version of TFG core?
nice thanks
@brave cairn I'm taking some time to look at my lv quests
I'm wondering if I should just put much of it as optional quest because I don't see the need to make them if you already did the Create one
yeah I did rearrange it a little to better reflect what's better to prioritise
LV is clearly empty now though
oh you already put optional on some of them
well you don't get much except the centrifuge I guess?
oh and the Polarizer
there's still quite a lot
everything else is progression
assembler, polarizer, centrifuge, arc furnace, electrolyzer, thermafuge, chem reactors
LV still has a lot of exclusive "make stuff cheaper/easier" machines
arc furnace for colored steel, polarizer for magnetic rods, chem reactor for rubber, extractor/solidifier for rotors
stuff like that
True there is the fluid solidifier and the extractor
I thought you added extractor with liquids
I may swap stuffs around then
yeah the "required progression" path of LV has always been pretty short, but you spend a while in it for all the good recipes and so on
oh canner for batteries too
If I want to edit some description do I need to go in the tool repository ?
I didn't, the vacuum chamber can do rubber and glue but that's it
oops meant to reply to your extractor comment
yes, though the language merger doesn't work rn
There is an issue with this one
or is it on purpose that it doesn't require sulfur?
oh I see
that's rubber pulp, not raw rubber pulp (or at least it should be)
tbh I only added the rubber one just so you could use the uh, fluid dispenser thing on cables
and the glue one is because LV circuits need glue now
And the Steel Mechanical Mixer does LV recipes but it's written as ULV Mixer?
I mean they all do LV recipes lol
Is this one possible or you can't put fluids in it?
only one which doesn't is the centrifuge
the greate saws have fluid capacity
Oh cause Greate tooltip says the basic one are ULV
it skips the cleanroom?
I don't think so
not tried it though
the greate recipes are literally the GT recipes, not copies
so they should behave exactly the same as the electric counterparts
I really have mixed feelings :p can't wrap my head around Greate going at EV
The basic Mixer still appears in EMI as ULV though
haha yeah, I removed all the others past EV because it gets silly at that point (and the IV machines are goated)
Maybe we should tell in the quest that it's both ULV and LV
the basic mixer isn't craftable
yeah I know
But I think it's confusing if the quest says it's ULV when it's actually LV mixer
um ackshually it's LS mixer 🤓 ☝️
but yeah I wrote ULV as more of a joke, but you're right that it's probably confusing
I mean it's written on the tooltip but well
the tooltip of the machine or of the quest
ok, I'll reword those 
for the vintage it's not really an issue
as there is no tier
gosh why is the create creative motor hidden from EMI :p
the vintage ones are still kinda intended to be LV equivalents, like the lathe and the curving press
You don't need cleanroom for the cutters from Greate and it's fast as fuck lol
yeah I get that and it's not really confusing
ok now try getting that amount of stress inside a cleanroom without using a creative motor haha
:p
Can we specificaly remove all the wafer thingy?
or it shares all the recipes what so ever
it shares so we can't
Why not limiting Greate to MV because there is no cleanroom before HV
greate is still technically in alpha as well so it wouldn't surprise me if it's just not implemented yet
and at HV you then need the Gt macerator
I mean it's not fully fuck if you don't need a cutter within a cleanroom
because laser engraver and all
HS crushing wheels also get the bonus slots
yeah I know
new greate versions require create 6 so even if this was fixed, we'd still be stuck until then lol
I don't think it's a huge issue for now, like you say, you'll still need the cleanroom for other things
it's a "known issue" 😛
I don't even see the point of the Mechanical Saw going EV though
as their only use is wafer cutting
oh is that the only thing?
Well I think so yeah I'm thinking but I don't see anything else
I mean there is bolt but you don't use this method
question to contributors do you have your git repo folder set up as a prism launcher instance for development? and if so how do you deal with the config files being constantly flagged as modified in git?
🤔 if it's only wafers then I guess it doesn't hurt to disable the HV+ ones
I have the repo in a separate folder, but symlink my kubejs and config/ftbquests folders in
that's probably the best way to do it i guess because git gets a little confused from any clientside config changes
and those should really not be versioned from the dev environment side at all
I'm verifying just in case but I'm pretty sure, the gems plate can be done at LV and that's the only other one
yup nothing else
alrighty! I think the MV one is safe to keep at least 🤔
yeah
it's wafer sure but without cleanroom
what do you think for LV
both are optional
I feel bringing back the Create machine is easier to understand that they do the same thing
oh I like that idea
there is a little overlap though
for example the rolling mill also turns ingots into plates at 1:1, and also does good foils, but can't do springs
while the coiling machine can do wires at the same efficiency as the wiremill, but also does springs
I mean I understand
but damn ahah
well I will just do them base on the most important they do
it's like this mostly because the create machines don't have circuits to select your output lol
so coiling is wiremill
I understand no choice here
I mean there wouldnt be a conflict with springs though as it uses long rod
I'm redoing a bit LV so it makes more sense
now you have a choice for energy generation
I would like to remove all of them
lathe is lathe, coiling is wiremill + half bender, rolling mill is the other half of bender, curving press is extruder, encased fan is ore washer, mixer is mixer, saw is cutter... I think that's it?
and link only the first of LV chapter
Curving press does MV recipes?
the only exception is the mech centrifuge is NOT the LV centrifuge
nope only LV. So it's similarly crap. LOL
I see good to know
idk I didn't know what else to do with it lol
oh, vibrating table is sifter
oh that's an interesting one
and macerator you know about already
we don't really have a ore processing tab
xikaro wanted redeix to review it
but I could make one based on Community Pack
yeah we do
Kewl
where?
I'm looking forward to setting up the server soon™️
press U on crushed ores
that's basic gt you are speaking about?
does community pack have a different one?
yeah and that would be the good spot to put all the equivalence between GT/Create/Gtcy
I mean with the integration of Create in it I think it's important
alternator shouldn't depend on the motor btw
else I would say people can find themself
you need the motor for the alternator?
we should then
alternator
oh yeah it's two coils
You will need motors anyway
Can I just add one motor to the alternator so my quests aren't fucked lol
yeah I'm just conscious of removing unnecessary dependencies
I think the line between the LV circuits and the generators should be the other way around, since they both take LVs to craft
imo the start of each chapter should have zero dependencies
I would like to begin the chapter with the LV Machine Hull
then the mega quest in the middle would just be a checkmark
I would like to remove checkmarks for mandatory progression things
Circuit a bit smaller into machine hull
One or two per chapter seems okay
you want people to read the quest once or two in a chapter
I'm hoping it releases after I'm back from my trip to texas
or they come here and ask questions where the answers is within the quest they skipped
checkmarks should be for things that provide extra information only
people shouldn't have to constantly check the quests to make sure they aren't accidentally hitting a checkmark that'll fuck up their quest progression
How is that even possible to don't see you didn't finish a quest
like people do quest without clicking on them
that makes no sense to be honest
If they don't click on the quest why do we care about the quests for them
I would say the opposite people prefer check mark
they can see "ok end goal is to make some lv machines" then they just do that without clicking on a quest checkmark and now their quests are out of sync
so if they miss an item or something they can go back
hard disagree
it doesn't if you have the items it "pre validate" the quest
here for example if I validate the one in the middle
the mixer will instantly complete
in GT definitely because often you plan your processing lines
and you don't touch every steps
just.. why does it need to be a checkmark. It doesn't need to be
says who?
well same for you it's just what I read often on gt modpack discords
we were constantly getting complaints about quests getting out of sync and ruining their progress so theyd have to backtrack
they can't be out of sync
look the mixer
it's already completed
I don't need it in my inventory
I just need to the quest before
Well I will do what you want I'm not lead of anything here that was just my opinion
I'm pretty sure you know better on TFG
gonna try to move stuff around
you need both an LV hull and an LV circuit to make a generator, so the generator quests should depend on the hull and circuit
so there is not two path
alright thank you
I've been keeping up with the feedback in #1360631815563513997 and there were too many check marks in that version that people complained about
maybe for TFC but I don't think anyone had complain for GT
you can
but they will complain for it you can be sure of it
Do I go directly in the kubejs lang file?
or do I still go through the tool even if it doesn't work now
sounds good thanks
do you guys know how I remove a linked quest from a chapter?
Without deleting the other one :p
Might have a go at korean localisation just for the hell of it, idk if theres any real audience for it but eh whatever
Well it could bring Koreans if there is a translation because there is an audience for sure i encountered Koreans on other Gt pack
Reviewed. Sorry, I'm usually asleep around that time of day
it's looking in the wrong path since the tools got put in a different repo
ahh
yeah
oops
actually
huh
i thought i fixed that by using DirectorInfo's capabilities to recursively look upwards
instead of doing whatever nonsense i originally did
yeah but wasn't it looking for the minecraft folder?
not anymore
it looks for the uhh
pakku-lock json file
you can just clone the tools repo into the main repo
and just
which is also wrong now lol
never submit the submodule addition
it should be changed to look for the Tools-Modern folder, then go up one and across into Modpack-Modern
it still needs to know where the main output folder is
oh
yeah that could work better actually
just asume that the folder that's above the .sln file is the modpack modern folder
yeah don't merge your repos together like that lol that'll cause chaos
i already did 
i just
didnt push the changes that i did that

actually i might not even know what this means
do you say that because i cloned the tools repo into the main modpack modern one?
yeah
ehh
its going ot be fine
i'm sure of it
otherwise how are you supposed to run the tool?
i mean you're at least more familiar
I'm more thinking about when we start having others translate
they aren't going to be as technical as us
idea
and we don't want them submitting half the modpack repo to the tools one
lol




