#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 18 of 1
@exotic wraith At one point if you can restart the server
I want to do flour
but I don't want to use the quern lol
Questions
Wdym by restart
And why the quern? We got the millstone
If you stop and start the server it fixes the recipes for food
outputting rotten food
when the server starts it creates a date for food expiry
so at the beginning you can actually make the food without it being rotten
Oh
until you reach the date
No
actually I never saw the night now that i think about it
Ok so
- Iirc @brave cairn disabled daylight cycle at one point, dunno if they enabled it again
- Whenever no players remain in the server, the entire TFC calendar system stops
I've seen logs about it in the console
yeah when there is no one online we don't need to stop the calendar
it just stops by itself
and chunkloading doesn't count as active player
so you can chunkload your machine log out and when you come back the next day the date didn't move but all your process are finished
I'm using the quern for now
I leave my house in T-6:20 hours
I can turn the calendar back on, I disabled it because nebby and I were nolifing hard lol
and didn't want to send you guys back into another winter early
no worries let me know when you log back I will go make myself some food and work on the side
I should finish the quests also for ore processing
oups
it's a tfg item the scaffolding frame should i change the recipe with kubejs anyway?
lol whoops, yeah
four sticks for the right one would be fine tbh
what else do we think needs to be done for 0.9.2? just the rest of tom's quest things and then the field guide ore pages?
yeah I should finish MV and ore proc before 0.9.2 depending when you want to push it
I was looking into this last night. Seems like tfc item renderer use their own system for armor trim. Which makes it not work with trim materials from other mods. I'll see if I can fix it with java
alright! don't worry too much about it though, it's easy enough to just disable brass/zinc/vanadium, the tfc materials already offer a lot of options
I have on my bucket list creating a Tree Index (because I'm insane)
But I'll look into that once I'm back home
btw is ther anything that adds parachutes in 0.9
parachutes?
weve had gliders for a long while
got custom materials working with tfc armor. (string is just for the test) didnt even need java code, just need to declare tfc armor types along side normal armor types in the block atlas. Ill fix the other materials and implement the gems probably tonight after work
ooh!
very cool, glad it wasn't complicated
would this be adding new armor trims technically?
yeah, unfortunatly its all done through json, so kinda slow
what i did is adding new materials to existing trims. New trims can be added
ohh
that makes sense
so there's no new colors, you can just use multiple gems for the same colors
wrong term then, I see
I can have whatever colors I want by making palette textures
so lots of new colors for the same designs, sounds awesome
how do you feel about like... a neutronium trim material? as a sort of, endgame flex lol
would be cool
the colors are assigned through a palette texture... im wondering if i can animate it
👀
:O
i have a feeling it wont work but its worth a shot lol
nothing another C# tool cant fix 
I don't know C# ☺️
But!
I'm pretty sure I can use kubejs to format json
I'll look into it later
you can use another preferred language if you like haha
c# is just what nebby and I like the most
Js is what I know the best
I'm trying to read some java guides. Classes are where I'm having to learn a lot of new stuff
What is a void? And why is it static? 🥀🥀💔
For sure
Void is a class in Java? thats dumb
anyways
Void (at least in C#, which is VERY similar to java, but 30 times better), represents that a Function doesnt return a value
p sure the same applies for Java
//This does not return anything, you call it as is. DoSomeWork(SomeClassInstance);
void doSomeWork(SomeClass foo)
//This does not require an argument, but it returns a string, you can get the string back by doing "String returnVal = DoOtherWork();"
String doOtherWork()```
Worth mentioning that Null != Void
iirc you cant make a method declaration that explicitly returns null
in C# at least
(you can make a method that returns a null value, but the method declaration cannot return null itself)
yeah, null is a value, void is a type (or rather, it means 'typeless' kind of)
for java and c# at least
c++ has void as a type! so you can have void* objects!

Thank you! Makes sense I guess. Don't know why they didn't just make null and void the same but there's probably a reason

tbh the void type is a thing in C mainly
since Void* does exist there as well
historical - void came first, null as a concept is relatively new
in stuff like C for example, null doesn't exist and you just use 0 instead
c++ only got nullptr relatively recently
null is very common on OOP
since classes can be null, stuff like Structure Data types are always by value so a "null" structure data is legit just a default version of it
(unless you use nullable value types in C# :v)
(nullable value types my beloved)
Thanks for the history lesson
I can feel the can of white monster manifesting already
@exotic wraith what's the right way to add mods now? there's a corpse + curios compat mod that might fix a bug or two relating to them
Uhhh
Right so
You'll want to use java -jar pakku.jar add prj
First argument will be the place where you'll want to download it. --cf for cursforge and --mr for modrinth
Second argument is the project name, followed by the version you want
In cursforge, the version is in the URL itself, at the end of it, it's exclusively a string of numbers
In modrinth, you can click the ID in the version download page
IF both mods exists in the two distribution platforms, add them both
Ensure they're the same version as well
@brave cairn
ok so basically: specify the version specifically for both instead of just doing "add proj" and yoloing it, got it
alright, added it, and the pakku lock looks ok too
started messing around with the primitive creatures update locally
by default it just sprinkles them around the surface by themselves, which is kinda boring
it also adds whatever these are supposed to be
which we can disable of course
lol, the grey one spawns illagerbrine
who... flies up, spawns silverfish and other illagers
he drops a recovery compass and two of the blue ones which are basically allay spawn eggs
ngl I forgot allays are in this version of mc lol
ah ffs just noticed a ton of recipes broke and fucking GT just gives a callstack instead of saying what the actual error is
[23:17:23] [Thread-57/ERROR]: Exception loading plugin provided by gtceu
java.lang.NullPointerException: Cannot invoke "com.tterrag.registrate.util.entry.ItemProviderEntry.asStack()" because the return value of "com.google.common.collect.Table.get(Object, Object)" is null
at com.gregtechceu.gtceu.common.machine.trait.customlogic.ArcFurnaceLogic.buildRepresentativeRecipes(ArcFurnaceLogic.java:114) ~[gtceu-1.20.1-1.6.4.jar%23477!/:?]
at com.gregtechceu.gtceu.api.recipe.GTRecipeType.buildRepresentativeRecipes(GTRecipeType.java:336) ~[gtceu-1.20.1-1.6.4.jar%23477!/:?]
at com.gregtechceu.gtceu.integration.emi.recipe.GTRecipeEMICategory.registerDisplays(GTRecipeEMICategory.java:37) ~[gtceu-1.20.1-1.6.4.jar%23477!/:?]
at com.gregtechceu.gtceu.integration.emi.GTEMIPlugin.register(GTEMIPlugin.java:74) ~[gtceu-1.20.1-1.6.4.jar%23477!/:?]
at dev.emi.emi.runtime.EmiReloadManager$ReloadWorker.run(EmiReloadManager.java:188) ~[emi-1.1.20+1.20.1+forge.jar%23437!/:?]
at java.lang.Thread.run(Thread.java:833) ~[?:?]
fixed it
apparently gregtech needs (cast) iron tools to exist, otherwise this specific recipe shits the bed and makes the rest of gt fail to load
so I had to add them back but just gave them worse-than-copper stats, lol
This Greg guy makes some interesting choices
I'm guessing it's this part with the custom naming
weird
reminded myself that the original vanilla brick recipe only gives 1 instead of 4 and changed the compressor recipe into an assembler one with concrete just like the others
added assembler recipes for all the deco ones too
I thought I did that?
I need to stop coding at 3am
I blame my job for keeping me so late 👍
just thinking out loud here but: I was thinking about food in tfg for a while and, if we ever wanna do the "further tech leads to more food output" thing and make it actually warranted and better than just pumpkin chunking it up, there should be some aspect that simulates real life settlements becoming larger and larger over time
I don't mean villagers or w/e, because we know that's just going to be annoying to try and balance and people will game the hell out of it anyway. So my thoughts instead are make it a sort of simulation management thing to begin with? You feed and house them, and maybe even more down the line, and they provide you with goods/services
my ideas are:
- build multiblock structures to "house" incoming settlers and give them food, they're not explicitly walking around the map as entities but they're just simulated in the blocks
- You must provide food - they will take them automatically from some central "town pantry" storage as long as it's not rotten. If they go 2 days without food they'll leave the house and it'll be vacant
- maybe you'll get some stuff back in return, something that passively makes machines/processes better or whatever, simulate them 'working' for you?
it'll feel a little lifeless building huge housing complexes with nobody walking around them, maybe if i ever work on a mod like this I'll have villagers walking around but not doing much just to add flavor
@brave cairn why not keep the same items for long distance pipe but just voltage at HV?
Vanadium steel may be a bit expensive ?
is it? there's lots of vanadium in magnetite veins
It’s not rare per say but it’s not the easiest and faster alloy to get
If food would be fix I would agree that having a multiblock dedicated to food would be nice I agree e
this sounds like a very complicated thing that would probably be good as its own mod, if you get what I mean
unless you just make them big multiblocks I guess
Polyvinyl Chloride is fine because you gonna need a lot of anyway
But I would keep the steel part of it
And keep it at HV
So trains trains 🚂
yeah it's something that i might want to work on if I get into java modding
my idea was to just give some more love to the underused materials gt has, rn you basically never make the ones like cobalt brass or vanadium steel because they're primarily used for tools, and we have early colored steel to overshadow them
something I definitely am interested in is simulating economy of scale in this pack, because what's technological innovation when it's just concerning like 1 or 2 people on a server
other packs have done something like this by allowing output from factories to be sold for currency etc, but i don't think that fits as well with tfg's "starting from the stone age" kind of vibe
Thats rough because you don’t need that much ressources in TFG
Everyone would just make its own
gt does have a bunch of coin items, though I think they're removing them in their next major version
Vanadium Steel is used for coils ( RTM)
oh boy the coil you make once and then immediately toss out 😛
True they are the worst
Usually I just make one EBF with them to grab the HSS as fast as possible lol
Well I mean there won’t be wireless AE2 before very long so people may go for the long pipes even if it needs vanadium
I think the gears are used for some large fluid rig also
But yeah it doesn’t has much use
vanadium steel only needs the base ebf to smelt so it's not so bad
You need a lot of vanadium later on though I don’t remember for what
Oh yeah for Vanadium Gallium
Advanced SMD
Well we can still use other way to make more vanadium
Would love that
is there any kubejs stuff i could be working on right now, got some free time on my hands until thursday
hmmm I think we're mostly good on kube stuff for now? 0.9.2 is mostly just needing the field guide changes and tom's quest stuff
hmm alright
what about beyond that, lv+ progression excluding space?
do we have any big plans there
Well it’s all gonna be about space and nothing is defined yet so
Maybe beginning to think about how to make the rocket
Sky of Grind has a crazy recipe for the rocket 🚀
Maybe too crazy 😂
oh right i should maybe start messing around with ad astra
yeah but let's get out the create changes first, I think
the create 6 stuff
one thing that needs doing is seeing which mods we're still waiting on to update
aren't we screwed with mod like Create Horse?
no idea!
the big one is vintage i believe
mod author seems to have gone a bit dark
we have a fork but..
vintage at least has a fork on github that adds compat, but the licensing might be a bit tricky on that one
we could see what the fork did and turn it into a mixin if necessary
I'm not sure what else hasn't been updated yet
you probably are right that create 6 and integrating all that new stuff into our progression is the next big step
any blockers from unupdated mods nonwithstanding
I'll still have to merge my space branch with all the 0.9 stuff... not looking forward to that lol
but yeah, if you're looking for something to do, create 6 stuff is the next big milestone so it'd be worth investigating that
got it
otherwise, how interested are you in designing structures?
hmm.. I like building a decent bit but anything to do with actually implementing them i have zero clue
https://gist.github.com/GentlemanRevvnar/387f9ee28613715c187a36dbc1dff35d this tutorial is pretty good
something that'd be nice is having some structures for these new illagers
true true
I know redeix wanted to do some more like, historical climate-dependent structures but idk if he wanted to put these in them?
the illagers do have a few variations right?
could probably be reasoned to be different tribes based on climate
there's about 6 I think yeah
Illagers would only spawn around their structures?
Cause I feel it's important to stay cautious about making the overworld too dangerous in TFC where we should need to travel thousands of blocks
yeah I was thinking that
putting them only in structures would be fine
very telegraphed
at least you can see them from far
making a detour is okay
I'm still suffering from PTSD in Hardorck where dumb spiders would kill me 2k blocks from my base
I was thinking about while speaking about aqueducts
but is it on purpose that we are able to easily make water sources by using ice block?
I mean I even used them in the beneath
it's not that way in normal tfc, no
Create 6.0 incompatibilities
-
Create: Steam and rails (update in progress)
-
Create Vintage Improvements (Fork exists)
-
Create Connected (update in progress)
-
Create Horse Power (
seems abandoned by original authorFork exists and will likely be updated very soon) -
CC:C Bridge (Patch coming for 1.21.1, unknown for 1.20)
-
Oculus/Flywheel compat (this is a big one, i have no idea if this will ever be updated)
-
TFG core - Potato launcher projectiles file. Probably remove this and move to their datapack format.
java.lang.NoClassDefFoundError: com/simibubi/create/content/equipment/potatoCannon/PotatoCannonProjectileType$Builder -
Updated mods:
Crafts and Additions -> 1.20.1-1.3.1
Greate -> 0.0.39
KubeJS Create -> 2001.3.0-build-8
Create Deco -> 2.0.3-1.20.1
CCTweaked 1.113 -> 1.115.1
FramedBlocks 9.3.1 -> 9.4.1
I don't have a java dev env set up on this pc so I can't recompile tfg core to try if it works if you remove the potato launcher stuff but it should technically work?
yeah the potato launcher isn't an issue (does anyone use it anyway?) but the rest is 😬
at least a lot of them are getting updates still, but VI and horse power...
oculus/flywheel compat just makes create lag shaders less, unfortunate but not required
we might have to remove horse power if push comes to shove
😭
and VI... well we'll figure out something
at lesat the forks exist..
since HP just adds 1 power source I wonder if we could make our own implementation that's more tfc-flavoured and put it into tfg core
have it hook into animal familiarity, etc
idk how abandoned HP is because they did reply to my feature request last month
the base repo hasnt been updated since last year september but this is a bit better news
there's a few mod authors we need to hear back from... hotornot is another one
I know the hotornot guy is also around somewhere cuz I spoke to them a few weeks ago about one of their other tfc addons
it is that time of year when everyone's busy with exams, if it makes a difference
lol same
it feels bizarre not having set break periods anymore now i gotta ASK for time off 😭 😭
lol
Ahah I know I have papers to correct right now and even more coming
alright time to set up a forge modding environment on this pc later on
i wanna get this potato launcher chicanery out of the way so i can at least verify the pack starts up if i exclude the incompatible mods
sounds like a good plan!
shall we remove the ability for the saw to cut the basic ice block?
This ability definitely removes the usefulness of the bucket so idk
it's a huge qol but at the same time
it does feel a bit cheaty yeah
it makes sense that you'd be able to move the ice around by sawing it (thats how people got ice for their coolers before refrigeration) but realistically there needs to be a reverse heat mechanic where it can warm up in your inventory and melt etc if the temp is too high
otherwise it's just free water sources everywhere
there's not much use for ice other than to move the water anyway
at the moment
I wonder which mod is adding back the breaking-water-makes-a-water-source thing
or if ice blocks just normally aren't obtainable in tfc
idk
that's too complicated if you ask me
seems easier to remove the ability for the saw to keep ice block
picking up ice is useful for the nether 🤔
I would need to test in tfc but I guess the saw can't do it?
can't we limit it to an other kind of ice?
is it perhaps because we use GT saws instead of tfc saws
I don't know
my game isn't launched but I guess usually there is blue ice/dense ice?
anyway apparently cellars back in the day made you go out and grab blocks of ice to fuel it
I think i saw a let's play in which people used ice block in their cellar to have better preservation
idk if it really works
the firmalife cellar only uses your location's average temp
people keep putting ice in it but it doesn't do anything, yeah
hm...
it would be nice if firmalife added something to let you actively make the cellar better somehow
so I think packed ice/blue ice/sea ice still spawns, in icebergs
what we could do, is change the normal ice loot table to not drop anything
That would be a good compromise I feel if the saw still works on them but not on the basic ice
so if you want ice for the nether, you have to go find a glacier
Would be perfect
And we needed more ways to push people to travel that seems perfect
It’s not mandatory
and I'm pretty sure packed/blue ice doesn't turn into source blocks either. Not sure about sea ice
But its strong if you do
maybe we could add a recipe where you can turn all the ice shavings into a block of packed ice or something, lol
I mean we could with the pressurizer?
that'd work
One more use for it
or wine press
I would like to try wine though
I have no idea what it does
Will do that this weekend on the server
But I need to finish the quests before 🫨
Ore processing and lang file is done
Now it’s doing the MV lang file
pog
what's the process for doing lang files now again
I know the tool exists but... I don't actually know what it does
🤔 one dedicated boiler per bloomery sounds fair
I will modify it and push it with everything else later on then
so it's a dedicated one for the bloomery
I'll look at the ice thing
What is the recommended version of Forge for a Minecraft server?
So after a discussion with Zero what do you think ?
#💬│modern-chat-en message
Either the Steam Bloomery needs 2 liquid boilers but can skip a stage of bloom
Or no skipping but needs only one boiler to work at max parallel
I did buff forge hammers so they're only 20ish seconds per bloom stage
So option 2?
i prefer to have them just be able to run from 1 boiler
Okay ✅
they're automated machines, them taking long is not a big issue
That makes more sense I agree
and then when you unlock lv you can just arc furnace them (dunno if this is changed) so no more worries
Yeah arc furnace is the next option for ingots
alright I think I'm done with the ice stuff - turns out gregtech just checks for the minecraft:ice tag, so if I remove that from minecraft:ice, the saw won't pick it up any more
surely this won't have any unforseen consequences
:clueless:
I added loot tables for the packed/blue/sea ice so they give more of these ice shavings
(this has a macerator/millstone recipe too, of 8 shavings -> 1 ice dust)
then a barrel to freeze the water
(stomping barrel will only accept one item as input)
I did do this though because why not
This isn’t a normal one that makes water ?
this is packed ice, which doesn't make water 👍
Perfect 👌
only normal ice and sea ice make water (sea ice turns into sea water)
That’s a great fix
(regular water and sea water)
changed it a bit
also added some pot/vat recipes to heat your cold water back up, lol
is that the infamous "liquid ice" i see
it is, lol
it's slush 🤫
it's a bit late, but the greate dev said they're interested in adding back the kinetic inputs/outputs
also, tada lol
That would be cool
Me when
Okay Steam Bloomery is set for 28 mb/t and the High Pressure Liquid boiler is producing 30 mb/t so it seems okay
don't forget to add iron dust too
🤔 would be worth checking that the other guy didn't just miss the recipe
I checked
And its not there :p
Making TFC and GT work together is really an impressive job
Is that a solvable issue or should I just make a custom recipe for it so we don’t bother adding it?
well, you still wanted to adjust its steam amounts right?
you should do more pull requests :p
generally you want to keep them divided by topic
I guess that makes more sense
for example, one PR for quest stuff, one PR for one family of recipes, that sort of thing
I should do branches named with the changes I do and push them separetly ?
a branch "quests" a branch "bloomery fix" stuffs like that?
you can have 1 dev branch that you put in prs from
but usually when i make my own branch i have a specific feature in mind i want to fix
and thus it's named that
it's more for your own ease of use than anything
I should try to do that so it's better organized I guess
yeah that'd be better
also trying to refactor tfg-core for create 6.0 rn
the namespace changes are brutal
more frequent PRs = we all stay up to date with each other's code
it's all different
uh oh,
yeah that's why compatibility is taking a long time for these mods
not to mention various small api changes here and there
damn
yeah I don't blame 'em
hopefully these changes are for the better
in the long term at least
man i've never done anything more complex than like, my own jar only filled with my own files in them
using gradle, referencing external libs, its all new to me
haha yeah it's the deep end
hopefully once i wrap my head around this it should mean I can do a lot more
i definitely wanna try writing recipe serializers that support itemstackproviders or w/e
i think that was the way the tfc devs said i could fix our gt machine food issue
Hmmmm
I don't know what the fuck I'm doing but I'm not sure yet
okay this may be a shit show
at this point I may wait to push the quest done
at least
And next time I will begin right away with different branches in my fork
I'm confuse about this one
that's just adding an empty line, it looks like
Okay I gonna push Ore proc finished and MV reorganisation I will need to repush after with MV finished but at least I will send what I have so I can begin better
from sending too many pr to sending not enough I'm confident I will find the middle ground at one point
yeah I'm sure you'll get the hang of it
Are there any issues with mods that haven't been updated?
Create 6 changes a lot of things especially with dependencies
I think that's the next project, successfully updating Create and all its addon if possible
there are no questions for the "NotUpdated" list
Bulk washing at LV is 32 times faster than LV Ore washer :p
i mean you can also just throw it all in a block of water too?
don't get you the byproduct
LV doesnt get you byproducts too tho? right?
no it does it's only the macerator that is gated behind HV
I guess it's only 16 times faster if you use distilled water in the ore washer lol
ah 🤔 probably too big of a hassle to change either way
I'm afraid so yeah
did you put flux in the anvil and is the metal hot to the point of welding?
# Armor Trim Automation Tool:
Hello, I added a tool to automate creating json files for armor trims! It is located at kubejs\server_scripts\tfg\json_tool.armor_trim.js
## What can this tool do?
This tool will take information you add to the material array and automatically create the armor_trim and blocks atlases located at kubejs\assets\minecraft\atlases , create trim material data sets at kubejs\data\tfc\trim_material and kubejs\data\minecraft\trim_material, assign hex color values to trim names, assign ingredients for smithing, assign minecraft:trim_materials tag to ingredients, and create en_us translations for materials.
Here is an example of an added material:
const materials = [
{materialName: 'test', nameColor: '#E3D4C4', itemName: 'gtceu:copper_credit', indexNumber: 0.11, lang_en_us: 'Test'}
];
## How to add a new material:
Create a new value in the material array like the one above (note: the indexNumber must be unique to every material). Then you will still need to add a custom palette png to kubejs\assets\tfc\textures\color_palettes\trims. The palette must share the same name as the materialName. Then create the translations in the languageMerger file (note: since this tool creates translations you can just copy/paste them).
If you would like to create new translations other than en_us, simply add a new property to the value (example: lang_ru_ru) and create a new code block in the language section. Example: ```js
const langfilePath = 'kubejs/assets/tfc/lang/ru_ru.json';
let langdata = JsonIO.read(langfilePath) || {};
materials.forEach(material => {
langdata[trim_material.tfc.${material.materialName}] = material.lang_ru_ru;
});
JsonIO.write(langfilePath, langdata);
Other notes:
- If you create a material and then remove it you will have to manually enter each json and delete the information. If you just edit a material it should be fine.
- You will need to restart your client after each change "/reload" will not work.
- Animated trims are unfortunately not supported by Minecraft as far as I can tell
- I tried to get palette textures automated too but it seems like canvas methods dont work in this setting.
- Armor trims may not appear on the item model of some armor. This is because mojang thought it would be cool if you had to add every material to every item model for every armor. Luckily tfc armor has a function to automate it. But gtceu does not, and I aint bothering with it. The trim will still appear on the actual armor model.
Im going to add a bunch of trims and then push it later
It seems the new update for Gregtech is getting ready
that may be quite the shit show to update
greate should be in "not updated"
everycomp is fine to update
jade is fine to update
falling trees (+ pandalib) didn't work the last time I updated it
is this at max rpm or what
very cool! would it be possible to move this to the tools repo?
so it can live with the others
64 Rpm so just the max for steel
not sure, it has to stay with server_scripts. So if i can add those files to the tools repo then thats good with me
I can't remember if the bulk washing has a duration we can fiddle with
why so?
with our c# tools we have a shared method to go up the cwd until it finds Tools-Modern, then goes across into Modpack-Modern and down
while working on this ive noticed a sneaky custom trim that someone added 👀 with a particular flavor of iron
it uses kubejs to add item tags. not really sure how your tools are made, since this is just done with js
Doesn’t seem like so
But then I wonder if the Encased Fan at HV is better than the one at LV
Im already in my bed but i will test tomorrow
oh I seeee
I guess this one can stay then 😛
lol
I guess we can find out, and either way, the thermafuge will still be a bottleneck
Yeah and at the end of day the GCYR Gregtech will be better around IV/LuV
yeah for sure
Well that’s still a long time for Create to be god but well
i mean i can just add blank files to the tools repo right? thats a problem for another day. Its gregnight for me 🫡 once i finish adding the trims Ill push my stuff since I keep forgetting lol
I did a massive push btw if you want to check the new quests
It’s progressing
Slowly but steadily
sure yeah
The only blockers preventing us from trying to get a create 6 implementation in at the moment are to my knowledge:
- Vintage Improvements (original mod author seems unreachable, fork exists for create 6 but licensing will be a nightmare)
- Oculus Flywheel Compat (unlikely to be updated)
- Create Horse Power (update actively in progress, checked with author yesterday)
- CC:C Bridge (will be updated for 1.21 version and later 1.20 update coming down the line)
- Create Steam and Rails (update underway, no ETA)
- TFG core (need someone to update it on our end, i am having a look)
ooh
that's great news
speaking of create, I'm thinking of getting rid of Create: Connected just because it adds a bunch of fancy shafts and gearboxes that let you skip past greate
and iirc it doesn't add anything else that's critical
in an ideal world we would have a greate:gonnected that lets those be greateified because I really like the stuff it adds like the 6way gearbox
but meh understandable
we could just lock their recipes to higher greate tiers/disable the particularly bad ones specifically?
possibly, I'll take a closer look if there's anything else we could keep
but I think it was mostly just combo machines? like the 6 way gearbox is the same as two gearboxes next to each other, the adjustable one was just a gearbox glued to a rotation speed controller, etc
yep mostly just compactness
my vertical vaults 😭
oh is that where those are from? fuck I was using those too 😭
fine I guess we can keep it but I'll still prob have to remove most of it
i like the idea of gating the gearboxes
problem is that they're most useful in steam age and that's precisely when they're the most broken lol
@cosmic veldt I made some new create-6 branches in both Modpack-Modern and Core-Modern for you
@spiral lintel were you still up for helping with the proofreading btw?
yes. Any particular subsection I should look at?
tfg tips is the main one for now, tom's still working on the greg chapters but those will need doing eventually as well
I did a bit of it already
Do you mind if I rephrase too rather than just grammar checks? Some of the quests are honestly a bit verbose
yes please do!
are the formatting codes the same ones from base minecraft?
for example &l is the same as §l for bold?
(some quests have lines mentioning bugs to watch out for, I want them in bold so it's not missed by players)
I believe so yeah
awesome thanks
when i get to it I'll just put in my prs for those into those branches then
You shouldn’t look too much at HV I basically changed nothing for now for the quests
I got permission from WitherChat to use their texture for the Universal Circuits
what do those look like?
Give me a second gonna show you
They fit perfectly the job
I need to get out of my bed
ah those look nice!
yeah they do the job perfectly
we just need to credit and respect the licence
from what I look up the licence is basically do not modify
and to credit I guess it's about asking Xikaro to add a line to github and curse?
we also really should credit the GT Community modpack somewhere
@brave cairn Your comments are on stuffs unfinished
I wanted to do the PR anyway because I was beginning to be too much behind
kk I'll take a look tonight
I gonna do it we more organisation from now on
Okay so my new todo list:
-Adding the Universal Circuits
-Finishing Gregtech tips
-Finish Lang File of MV and GT Tips
I will try to do that before 0.9.2
Do you have an idea when should 0.9.2 approximatively
Also we should remove the multiblock dilemma of Gregtech honestly I don’t see its purpose
And other questions when you have different branches on your fork do you make different file for them on your computer ?
it feels kind of cool to have a multibock repository where you can see every multiblock but yeah it isn't very useful
the important ones will be cited in the progression anyway
yeah they are it's all linked quests in this chapter
It looks cool but I don't know it feels overwhelming
yeah I've never thought it was useful
you use your IDE to "check out" the branch, which basically swaps your pc's files with what's on the branch
idk, a week or two? I'd like to have the field guide fixed up for then, which I'll do this weekend
how does that sound?
sounds good to me to finish what I want to do
Oh I see
My IDE is basically VSCode for me?
yep
I need to watch some tutorials to understand how to do the swap
it's Moni progression but I wanted to show the Universal Circuits textures
Adding these will help with automation of AE2
I like that
I'm trying to make the implementation but that's a lot of new things to learn to do it ahah
good succeed first step
item is created with the texture
Great this is going well
Okay all good I need to add the lang file and create a recipe for them now
I'm thinking either Assembler on a weird circuit never used
honestly just a shapeless crafting recipe would be fine
don't need to complicate things
or the Laser Engrave/cutting so it has a equivalent
hmmm
yeah I don't see any issue with doing it that way
oh
there is one though
that was the way you make the Programmed circuit
you can't make one in TFG though
are those still craftable?
but you need it for the Greate Mixer
oh damn
jei just shows it weirdly
that's incredibly well implanted
right? it's very cool
oh I see that's so cool
Okay well let's go for the shapeless I don't think there should be any issue for now
i hate everything about this 🤣
That would make sense
i forgot to test this one ahah
ok what the hell..
at TRANSFORMER/[email protected]/com.gregtechceu.gtceu.common.machine.trait.customlogic.ArcFurnaceLogic.buildRepresentativeRecipes(ArcFurnaceLogic.java:114)
at TRANSFORMER/[email protected]/com.gregtechceu.gtceu.api.recipe.GTRecipeType.buildRepresentativeRecipes(GTRecipeType.java:336)
at TRANSFORMER/[email protected]/com.gregtechceu.gtceu.integration.emi.recipe.GTRecipeEMICategory.registerDisplays(GTRecipeEMICategory.java:37)
at TRANSFORMER/[email protected]/com.gregtechceu.gtceu.integration.emi.GTEMIPlugin.register(GTEMIPlugin.java:74)
at TRANSFORMER/[email protected]+1.20.1+forge/dev.emi.emi.runtime.EmiReloadManager$ReloadWorker.run(EmiReloadManager.java:185)```
this isnt even a tfg bug this is something to do with maven repos or something
oh i should do that first huh
that's the "gregtech needs the iron pickaxe to exist" stack lol
Why does my branche says I’m 12 commits ahead but no files changed. Should I just delete it and make a new one ?
that's fine, don't worry about it
OH
haha i see
ok that's getting somewhere...
MoldBlock extends ExtendedBlock implements IBellowsConsumer
oh no the create side looks... less hopeful
it's not implemented as a "apply 'you're being washed/blasted/smoked' to target, it has several hard-coded processes it applies and "lower temperature of a tfc liquid" is not one of them
so it pushes things and it can apply recipes to target items, but I don't see any way for the molding table to detect "I'm being washed this tick so do a thing"
uggggghhhhhhh https://github.com/Creators-of-Create/Create/pull/2830
tl;dr here's a way to let downstream mods do this, adresses all feedback..... no never mind we don't want this
downstream?
@zealous atlas just remembered, but don't update primitive creatures either
tfgtm is downstream of create
I won't update anything for now, I just asked if there was a reason for the lack of an update
Where are the original gt community pack quest lang files stored at?
I really need to know which exact shade of text colour they use for the voltage tiers 
ah ok
the main reason for me is "I don't want to break everything again" 😛 as well as just being busy with other fixing
ok turns out everycompat also crashes pre 2.7.20 with create 6, add that one to the list i guess
damn
Every Compat 1.20-2.7.12 -> 1.20-2.7.26
Moonlight Library 1.20-2.13.51 -> 1.20-2.13.82
Added: LowDragLib 1.0.39
AAAAAAAAAAAHHHHHHH
I have excellent news!
that's great that there weren't any other huge issues at least
to reiterate for posterity:
- Updated mods:
Create 1.20.1-0.5.1 -> 6.0.4
Crafts and Additions ->1.20.1-1.2.5 -> 1.20.1-1.3.1
Create:Connected 0.9.3 ->1.0.1
Greate 0.0.38 -> 0.0.39
KubeJS Create 2001.2.5-build.2 -> 2001.3.0-build-8
Create Deco 2.0.2-1.20.1 -> 2.0.3-1.20.1
CCTweaked 1.113 -> 1.115.1
FramedBlocks 9.3.1 -> 9.4.1Every Compat 1.20-2.7.12 -> 1.20-2.7.26
Moonlight Library 1.20-2.13.51 -> 1.20-2.13.82
Create Horse Power 1.0.0 -> 1.1.0 (forked; likely will be PRed to main repo soon)
Create Vintage Improvements 0.2.0.3 -> 0.3.1.0 (forked; fork approved by CF as offsite dependency)
Added: LowDragLib 1.0.39
- Mods TBD:
- Create: Steam and rails (update in progress)
- CC:C Bridge (Patch coming for 1.21.1, unknown for 1.20)
- Oculus/Flywheel compat (update unannounced)
CC:C Bridge is a mc mod that adds compatibility between the ComputerCraft and Create mod! - Issues · tweaked-programs/cccbridge
found it surprising that for how big create 6 was of a leap most mods seem to have been updated one way or another
railway is the only big one that's still left to do so I think
well... time to go tfgreg-up some create 6 recipes!
yep, I think hardrock is waiting on that one as well
I was thinking something like... ulv circuits for the moving stuff around parts, and lv circuits for the auto crafting ones?
yep sounds good
I'll need to have a good look at what exactly create 6 adds, I've never played with it so idk
https://github.com/Creators-of-Create/Create/wiki/6.0.0 this should help though
https://www.youtube.com/watch?v=FGVkC8ZVHHw this was a good overview vid
Get the mod here
Curseforge: https://www.curseforge.com/minecraft/mc-mods/create
Modrinth: https://modrinth.com/mod/create
Changelog: https://wiki.createmod.net/users/changelogs/6.0.0
------------------------------------------------------------------------------...
i'm gonna sit down with dinner soon (spent all afternoon doing the create 6 migration) so this will be nice to put on in the background
Crazy work really excited about it
I feel this is giving us even more reasons to have AE2 at HV/EV behind moon
- removed adjustable chain gearshifts and all the gearbox stuff in create:connected
- removed a shaped glass dust recipe (you should need the mixer first)
- fixed the millstone recipe - turns out having both chisels (which we want to use durability of and not consume) and the handstone (which we want to consume and not use the durability of) is not possible, so I changed the chisel to a saw
- removed our TODO for the blowpipe and I tested it, it works fine for glass but can't hold ingots any more
also buffed tongs even more up to 6x, after playing around with it. You still don't want to just sit there with an inventory full of them tho, their effect does stack - increased steve's heat tolerance to 500C from 300C. Hot things from the oven still burn but the spicy effect goes away after only a second. Use a potholder or mittens!
- alternators now need 256 rpm to output 1A of LV, because it was too easy to get tons of power out of them as soon as you got aluminium
- fixed a bunch of window pane recipes to all be consistent with each other
Does the saw use different mechanics from the chisel? I don't understand how it doesn't just do the same thing
So it consumes the mill but doesn't consume the saw or take durability from the saw? 🤔
so normally for tfc recipes you have to specifically say whether to take durability from the inputs instead of just consuming them, for most things
(and for others, like buckets or barrels, you have to specifically say to consume them)
gregtech tools are part of the "you have to specifically say to consume them" group
chisels and handstones are part of the "will be consumed unless you say otherwise" group
also... the cog in the basic windmill is made out of wood, so the saw still makes sense 😅
Oh neat. Didn't realize that Gregtech tools behaved differently
They should have a meeting and get to do the same thing lol
so apparently if you assign an item with the c:hidden_from_recipe_viewers tag to an item that is used in the smithing table it completely bricks the smithing table from ever working
dont ask me how many hours i spent just to figure that out
no log error either ;)
I love modding minecraft!!
steve casually holding liquid lead
dont eat snow on venus
steve just a g like that
steve can breath in the nether
he don't care whatever pollutant he is breathing on
@brave cairn thoughts on making neutronium trim look like the dev texture?
also thought it would be cool if the bismuth trim could show off its nice oxidation colors
lol that's fun, I like it
figured something better than just gray lol
pretty!
my original thought was just a rainbow or something lol
i kinda stole that thought for bismuth but i could shift the hues
looks cool with the endgame armor too
neat
yeah. interestingly the trim can be animated, but the base armor texture doesnt. So the trim looks fine, but the armor gets stretched out
theres a bug report on mojang and it says its in development so hopefully they fix it. Cause it would be rad
ahh
does anyone have any other thoughts on whether or not we want to gate create 6 by more traveling? some ideas:
- an ore that's climate dependent
- a wood that's climate dependent (or a specific wood byproduct that isn't from tropical trees)
- something involving brown dye? iirc that one's kinda difficult to get
- a tool or something you have to find from a structure (either rng dependent, or if it's in a fixed location, kinda boring if you're just holding W to go there)
- something nether exclusive
or just some material that isn't used so much (regular quartz is only used for like one thing iirc, more stuff with exquisite/flawless gems? or some of the other gems that rn are only used for electrolysis)
create 6 as in unlimited su shafts and the like?
Neutronium and it’s quantum properties ||its neutron||
ooh i had a writeup about create 6 stuff in the works
It’s useful for long distance item travel
I mean long distance pipe exist but whatever
that's trains
I know I know but it’s nice alternative
Or early auto crafting
I envision the progression for create 6.0 logistics being similar to factorio and how the logistics network is unlocked in tiers there.
So the storage stuff is unlocked first (this means storing + seeing what's in the storage, accessing it, manually taking stuff out), then all the auto-requesting, stocking of resources, etc is the next tier, then finally the logic-based autocrafting system.
ULV:
Packager/re-packager (packager packs attached inventory/unpacks packages into inventory, re-packager acts as a buffer to wait for specific items in incoming packages)
Postbox (uses trains to route packages inserted into them)
Frogport (similar to postbox, but uses chain networks instead)
Package filter (allows you to route packages over belt networks by destination address)
LV:
Stock link/Stock Ticker (link makes attached packager inventory available to network, think passive provider chest from factorio. ticker makes (manual) requests to the network)
Redstone Requester (requests specific items to linked network when given redstone signal)
Factory Gauge (auto-requests items from network; Think requester chest from factorio. Can also auto-route materials to specific paths to auto-craft, very powerful, think ME interfaces)
sounds good to me
oh right I'll also need to figure out how to make TFG chains work with the chain networks too huh
that's gonna be a pain
I mean it might just be an easy mixin
find out where create is looking for the chain item and change it to look for our tfc chains instead
worst case we can always just add a recipe to turn tfc chains into the vanilla one lol
A good idea to gate auto craft at LV could be to add a new lens that you can make only from a new ore you have to put through sifting
So like Kapop you need to do the big look up only once
lol, rose quartz lens
good idea lol
ooh good idea i don't think rose quartz is used for anything or craftable
greate did turn it into a greg material already, I just have it all disabled since we weren't using it
create 6 does add this new item which is used for the stock link etc items
should we make it a climate sensitive ore? or just stick it in the regular quartz veins? (would be nice to put something else in there since certus will also be going away)
so we could make that be rose quartz gated
true! maybe that needs a rose quartz lens to make or something
I would go with climate sensitive
LV emitter recipe but with the quartzite switched out for rose quartz?
doesn't have one in tfg yet
oh right
yeah we remove the base create recipes to start with in tfg so i need to look at the other instance to check gimme a moment
oh they also moved the redstone link to andesite casing tier
top to bottom, stock link, display link, redstone link
thanks
so basically it's the item that you need for each storage access and auto crafting order?
stock link seems to be the core ingredient for all of those, yep
this is the stock ticker
factory gauge
I need to rewatch a video on Create 6 i'm a bit lost
a nice one was linked here by pyritie yesterday
If it's only autocrafting I would gate it behind rode quartz laser lens
that's the one i saw when it got released
I forgot how simple all of create's recipes are lol, I'm too gregged
yeah of course, rn the other two use ulv circuits directly iirc
also for having a bunch of packaging boxes etc the packagers don't actually use cardboard as a fuel or anything? you just use cardboard to make the packager
Rose quartz could be found in very cold climate so people needs better equipment than the primitive ones
it's not consumme as you can open it and all?
Damn I need to play test it
yeah the package is just a wrapper that goes away when you open one
uphill structure?
as in, a structure structure, or do you mean something like how kaolin is only in specific biomes?
let me look for the world
lol, we could make rose quartz be in only low elevation biomes to be the opposite of kaolin
oh like a mound
low elevation and cold
found as mound
so there is no mining involed
hmmm.. maybe using those raw rose quartz blocks that create has
it would be under snow so you could notice by these smalls mounds you could see
lol or under freezing cold water, yeah lol
You mean like the rose quartz ore is protected by a layer of ice? 😂
so to get to them you have to break the ice and get wet
while it's -20
oh I meant the oceans but lol I like that idea
Low altitude / Up north / Protected by ice / Sticking out of the ground
So it would be hard to get because of the rash climate and water around it but wouldn't be too hard to see
yeah!
because Kaolin may be hard to see but at least you have food everywhere and it's not too bad to survive
well besides the crocs lol
these damn crocs
The demies of my group of friends while doing the expedition for Kaolin and Kapop
I'm seing a weird bug with the shapeless crafting for Universal Circuit and AE2
If I create a recipe that accept substitution it can't do the craft so people would just need to know to not use substitution
which isn't really an issue can just put it in the quest
I think the vanilla geode configured feature should be a good way to get what we're looking for - have ice as the outer shell then rose quartz all inside
Or I guess I would need to create a group of tag that excludes the universal circuit just to make this craft
but I can't be bother lol
oh true that would be perfect
what does the substitution do exactly?
use the tag for crafting
doable only with the crafting table that doesn't work for Processing pattern
ahhh there's the catch
event.shapeless(Item.of('tfg:ulv_universal_circuit', 1),['#gtceu:circuits/ulv'])
because it asks for any circuits ulv
I guess it asks for itself
I could make a new tag for fircuit that excludes the universal circuit and is only useful for this recipe
you know that may be worth is for ease of use
idk but idea of climate specific ore seems weird to me, especially if its for progression
hey if it works
I mean you've already got kaolin, even if it isn't really an ore
TFC is about that though
this also isn't really progression it's optional
travelling to specific climate to find specitif things you need for progression
if you want early logistics up you'll have to work for it is my thought
maybe we could do something like, either find rose quartz early to get logistics early, or make rose quartz at home in MV or something
that's also a good idea
MV autoclave idk
my thought initially was to put the factory gauge at least behind MV lol
but that works better
nah that's too late imo
alt ways to make stuff r nice ig
you don't want it to be too close to ae2, otherwise people might just skip it and rush ae2 instead
so LV if you wanna bother with exploring (it'll also spawn in the neath in some capacity assume)
MV if you're ok with waiting a bit
I mean if we're making rose quartz cold associated, the nether doesn't make much sense haha
lol true
if you wanna gate it to be a bit later in LV, you could have it require a diode
nooo you can make them with glass
you need them for the LV circuit assembler is my reasoning
post LV assembler sounds good
yeah for sure
Idk if you took the time to go get the rose quartz and it's already gated behind laser engraver is already good enough?
especially as you also need a sifter from GT or Create
that's true tbh
you don't want to gate create 6 too much. People are already biased against create, and create logistics seem to be more complex than anything in existing create.
im now thinking the lens idea might be a little meh because GT seems to have moved towards allowing colored lenses to be interchangeable
don't want to give people excuses to rush AE2 even more
the rose quartz sounds like enough
and AE2 is HV, it's not that far from LV
I'm thinking ULV at the earliest if you're willing to go find rose quartz in the world, LV autoclave to get rose quarts otherwise?
as an alternative
normally the dyed lenses aren't until HV
oh wow those are pretty late huh
it'll be eventually moved to space, so it'll be a bit more gated too
LV autoclave is too easy to rush imo
true but if theyre willing to rush the autoclave just to get logistics early i maybe say let them haha
we can gate the really good stuff (factory gauge) behind diodes like you said
Why not keeping the laser engraver?
it sounds okay
and we could create our own lens anywya
yeah the point of the lens is to just mean you don't run out and go "welp now I gotta go all the way back north again"
the reason to me is that it seems a little odd that a rose quartz lens would be significantly different from any other red lens on principle
well I'd make the rose one count as pink instead :p
these don't make more sense if u ask me
or magenta or something
Pink is a good idea it has no gems alternative
magenta also has no recipes
and is use for NOR chip or something
let's go with magenta
but magenta has no use what so ever
that's the point
I found it cool that you already have your pink lens
it's a small thing
not like the process of making a pink lens is fun or hard lol
like I said, the dyed glass lenses aren't craftable until HV
oh do you mean let's let them get an early pink lens via rose quartz maybe?
Im not opposed to that
it has no use until HV or EV anyway
that's what I mean yeah - make the rose quartz lens count as a pink/magenta lens, in the same way emerald is green, diamond is light blue, etc
which is odd because the pink glass lens has a few decorative blocks recipes that are gated behind hv by extension
yeah this sounds good
exactly so let's use the pink so at least it's a really small bonus more like a cool moment
and you can't abuse it
i'll push the create6 branch a bit later today we can all get to work on that one then
oh I didn't know that's even better
you guys can get started on things, I'm still finishing up 0.9.2 lol
how much work is left for 9.2?
not much, iirc just the ore field guide stuff
oh right another thing - create 6 added a bunch of funny cardboard armors and a sword that are mostly joke items, for now ive just disabled everything to do with cardboard but im open to getting them back in after making a suitable tfg recipe for cardboard
I need to finish my part for 0.9.2 then I will jump onto Create 6
dont feel pressured and take your time haha i still have a lot of stuff to do first before this branch is ready for other contributors too
cardboard sword is nice for pushing mobs around, agree that the armor is prob too silly for here
I'm wondering can I use a const two for times in a raw?
const tiers = ["ulv", "lv", "mv", "hv", "ev", "iv", "luv", "zpm", "uv", "uhv"];
tiers.forEach(tier => {
event.add(`gtceu:craft_circuits/${tier}`, `#gtceu:circuits/${tier}`)});
tiers.forEach(tier => {
event.remove(`gtceu:craft_circuits/${tier}`, `tfg:${tier}_universal_circuit`)});
Or should I remove the ; ?
yeah since it's declared in the same scope
yes, const just means you can't modify it after
damn then I don't know why it doesn't work I hate tags
try adding all the greg circuits to your tag first, then add the universal circuit to the greg tag?
also we won't be able to release anything until some of the other addons are updated so yeah, no rush
got a weird one
didn't change anything in them
i fucking hate tags
that never works
oh i may know what i did actually nvm
okay well i don't know
i will go back to that tonight
tags are weird I feel when you define a tag it stays forever in your instance even if you remove the script that defined it
@coral vault were you still thinking of adding those historical structures we could put the illagers in, or do you think we should do something separate for them?
Yeah I think it would work
alrighty!
I finished the armor trim stuff. I'll just make sure theirs no noticable bugs and push it tonight. It comes with some other minor things I added
- fishing nets
- phantom membranes turning into phantom string and cloth
- polycaprolactam turning into polycaprolactam string and then cloth. The string can be bleached into regular string. That way there is a plastic version of dark and light cloth
oooh
oooh what does phantom cloth make
It's a source of cloth for recipes, and used for the elytra
Yeah, it starts dark
neato
I'll try to do more frequent pr after this. I just get side tracked lol
boy do I know the feeling lol
I started just writing down my ideas so I can finish one task at a time lol
oh same I put them either in my email or in a txt file on my desktop lol
Does someone have an explanation about why my universal circuit are in the group tag of circuits even though I removed the line that added them?
Where can I cancel that 😭
try restarting your game? 🤔
I did didn’t work

@cosmic veldt if you've got a moment, could you try this version of greate and check two things?
- that our custom mech mixer recipes (colored steel dust, pills, tipped arrows etc) don't include the programmed circuit as one of their items?
- go to /server_scripts/gregtech/recipes.materials.js, and swap around lines 327 and 328 so the poor ore macerator recipe only has chanced outputs, then check if a ULS-MS millstone/crushing wheel outputs the first slot correctly?
the greate dev just sent me it https://github.com/GreateBeyondTheHorizon/Greate/actions/runs/14650642316#artifacts
I can't test it on mine because it wants create 6
it's this line right?
the tipped arrow recipes don't include the circuits but they show up as uncraftable tipped arrows
dunno if thats fine
yep
what about the pills?
the pills look alright to me
no issues there
also I just chucked a poor ore into the greate millstones and they eventually all did give me a crushed ore so I think that one also works
Uuuh dev version is crashing for me when launching
well now it looks like they don't have any circuits at all
telling me stuff about distant horizon 🤨
and just to check, jei is showing them as the first result with 50% chance, right? and that's the % you're seeing??
yeah it seems like roughly 50%
perfect
could you check if the mixer recipe still needs circuits?
like, does it need to be set to 4 to do this recipe
it seems to be as written, no circuit
alright thanks! I'll report this
it's just supposed to take the GT recipes and adapt them equivalently right
like no kubejs to touch for greate specifically?
yeah I double checked the GT recipes still have the circuit requirement on my end
no worries!
added a recipe for paracetamol, 4 pills + vinegar lol, hopefully temporary until gregtech adds some proper medicines that don't require a huge LV chain to make
hmmm i'm getting crashes when trying to make a new world
at com.gregtechceu.gtceu.data.recipe.generated.OreRecipeHandler.processOreForgeHammer(OreRecipeHandler.java:74) ~[gtceu-1.20.1-1.6.4.jar%23471!/:?] {re:classloading}```
do you have latest tfg-core and tfg-modpack? I did move all the ore stuff out of tfg-core a few days ago
TFG core may not be updated from the pakku download
I can’t even launch the game
hm, yours looks different, I see something about visual workbench and modernfix?
lemme try
Maybe there is an issue with modernfix and mac
I wonder if I didn’t already had that
Deleted Modernfix and still crashing
alright so it turns out it is in fact visual workbench
I thought I tested this but apparently not - I set its config file to tell it about tfc's workbenches, and that's what crashes it apparently!
oh could this also be causing my crash maybe
alright so I am in fact, just stupid
in the config file, I put an array of an array of workbenches...
instead of just an array of workbenches
that being said I wouldn't remind trimming down some of the mods we have honestly, we are over 200 now after all
anyway, get latest or drop this in your config folder, should fix it
yeah a ton of them are compat addons or libraries lol
here's a few from a quick skim:
- rainbows (replace with tfc caelum, it adds its own rainbows as well as a very accurately modelled solar system, sounds cute for space stuff later)
- better biome blend - I don't think this even does anything because tfc has full control of the grass/leaf colors
- icterine - "advancements optimization" but we don't have any?
- model gap fix - doesn't affect any tfc or gt tools I checked
whats a good way to keep the config folder synced with git without going insane lmao (for the dev instance)
i hate having to manually check for changes every time i wanna pull from the repo
not sure - I tried symlinking it but then a lot of mods complained about not being able to write to their config files
yeah same here
That’s what I’m doing
But really this is dumb that Prism wants absolutely to use its own naming
that worked
does that fix it for you too airrice?
nope i think my bug is something to do with an ore prefix that's weirdly done or whatever
which is odd because I had no trouble booting it up to test greate but now I can't load into any world
got any local changes you could try undoing one by one?
well I did update the forge version to 47.4.0 because the horse power fork used the newest apis but I could try downgrading it again
it worked when I was testing greate tho, weird
that wasn't it even
I have no clue what changed
ok hilariously enough the issue was that I was running something in the background and the computer simply didn't have enough ram
rofl that's insane
alright I can get back to development now! (i was running simulations because I need to get data for my research work)
you'd think 32 gigs would be more than enough but no machine learning is a bitch
oh lol
how do I run the tool to merge the language file for testing in my own instance?
Back to trying to make my tags work
const tiers = ["ulv", "lv", "mv", "hv", "ev", "iv", "luv", "zpm", "uv", "uhv", "uev","uiv"];
ServerEvents.tags("item", event => {
tiers.forEach(tier => {
event.add(`kubejs:craft_circuits/${tier}`, `#gtceu:circuits/${tier}`);
});
});
ServerEvents.recipes(event => {
tiers.forEach(tier => {
event.shapeless(
Item.of(`tfg:${tier}_universal_circuit`, 1),
[
`#gtceu:circuits/${tier}`
]
);
});
})
why would it says it's empty
Instead of Item.of try doing (`1x tfg:${tier}_universal_circuit`)
Also you should add recipe IDs to your recipes. The auto generated ones aren't ideal
after .shapeless(here)?
Yeah .shapeless().id('text')
const tiers = ["ulv", "lv", "mv", "hv", "ev", "iv", "luv", "zpm", "uv", "uhv"];
ServerEvents.tags("item", event => {
tiers.forEach(tier => {
event.add(`kubejs:craft_circuits/${tier}`, `#gtceu:circuits/${tier}`);
});
});
ServerEvents.recipes(event => {
tiers.forEach(tier => {
event.shapeless(`1x tfg:${tier}_universal_circuit`,
`#kubejs:craft_circuits/${tier}`
).id(`universal_circuit_${tier}`);
});
});
?
oh
I guess I would need to add the for each
where?
The ones surrounding the output
I'm confuse when it has to be [] or ()