#🚀EN - 1.20 Modpack Contribution Megathread

1 messages · Page 18 of 1

brave cairn
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either that or mixin time

cosmic veldt
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definitely mixin time

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at least for now

gloomy elm
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@exotic wraith At one point if you can restart the server

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I want to do flour

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but I don't want to use the quern lol

exotic wraith
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Wdym by restart

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And why the quern? We got the millstone

gloomy elm
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outputting rotten food

exotic wraith
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What

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That doesn't make sense

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I haven't uploaded any new file to the server

gloomy elm
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when the server starts it creates a date for food expiry

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so at the beginning you can actually make the food without it being rotten

exotic wraith
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Oh

gloomy elm
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until you reach the date

exotic wraith
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I see

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That's... Dumb

gloomy elm
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btw it seems that's the date is bugged

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Since I logged the date never moved

exotic wraith
gloomy elm
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actually I never saw the night now that i think about it

exotic wraith
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That's intentional

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Ah

gloomy elm
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oh really

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isn't that like cheating?

exotic wraith
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Ok so

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  1. Iirc @brave cairn disabled daylight cycle at one point, dunno if they enabled it again
  2. Whenever no players remain in the server, the entire TFC calendar system stops
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I've seen logs about it in the console

gloomy elm
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yeah when there is no one online we don't need to stop the calendar

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it just stops by itself

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and chunkloading doesn't count as active player

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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

exotic wraith
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Yeah

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Ik

gloomy elm
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thanksfully tfc has that though

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that would be a mess

exotic wraith
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Yeah

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Either way I'll see if I got time to restart the server

gloomy elm
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I'm using the quern for now

exotic wraith
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I leave my house in T-6:20 hours

gloomy elm
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not too bad

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wdym?

brave cairn
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I can turn the calendar back on, I disabled it because nebby and I were nolifing hard lol

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and didn't want to send you guys back into another winter early

gloomy elm
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no worries let me know when you log back I will go make myself some food and work on the side

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I should finish the quests also for ore processing

gloomy elm
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it's a tfg item the scaffolding frame should i change the recipe with kubejs anyway?

brave cairn
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lol whoops, yeah

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four sticks for the right one would be fine tbh

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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?

gloomy elm
coral vault
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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

brave cairn
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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

exotic wraith
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I have on my bucket list creating a Tree Index (because I'm insane)

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But I'll look into that once I'm back home

rustic thunder
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btw is ther anything that adds parachutes in 0.9

brave cairn
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parachutes?

cosmic veldt
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weve had gliders for a long while

rustic thunder
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oh right

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ig those work

brave cairn
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#1363908198750486548 message

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apparently the mining machines don't work?

coral vault
brave cairn
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ooh!

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very cool, glad it wasn't complicated

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would this be adding new armor trims technically?

coral vault
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yeah, unfortunatly its all done through json, so kinda slow

coral vault
brave cairn
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ohh

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that makes sense

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so there's no new colors, you can just use multiple gems for the same colors

coral vault
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no it is new colors

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trims are the designs, materials are the colors

brave cairn
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wrong term then, I see

coral vault
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I can have whatever colors I want by making palette textures

brave cairn
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so lots of new colors for the same designs, sounds awesome

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how do you feel about like... a neutronium trim material? as a sort of, endgame flex lol

coral vault
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would be cool

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the colors are assigned through a palette texture... im wondering if i can animate it

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👀

brave cairn
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:O

coral vault
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i have a feeling it wont work but its worth a shot lol

exotic wraith
coral vault
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I don't know C# ☺️

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But!

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I'm pretty sure I can use kubejs to format json

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I'll look into it later

brave cairn
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you can use another preferred language if you like haha

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c# is just what nebby and I like the most

coral vault
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Js is what I know the best

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I'm trying to read some java guides. Classes are where I'm having to learn a lot of new stuff

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What is a void? And why is it static? 🥀🥀💔

brave cairn
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lol

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I'm sure we can help answer questions if you're stuck!

coral vault
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For sure

exotic wraith
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Void is a class in Java? thats dumb

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anyways

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Void (at least in C#, which is VERY similar to java, but 30 times better), represents that a Function doesnt return a value

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p sure the same applies for Java

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//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()```
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Worth mentioning that Null != Void

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iirc you cant make a method declaration that explicitly returns null

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in C# at least

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(you can make a method that returns a null value, but the method declaration cannot return null itself)

brave cairn
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yeah, null is a value, void is a type (or rather, it means 'typeless' kind of)

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for java and c# at least

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c++ has void as a type! so you can have void* objects!

coral vault
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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

exotic wraith
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tbh the void type is a thing in C mainly

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since Void* does exist there as well

brave cairn
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in stuff like C for example, null doesn't exist and you just use 0 instead

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c++ only got nullptr relatively recently

exotic wraith
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null is very common on OOP

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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

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(unless you use nullable value types in C# :v)

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(nullable value types my beloved)

coral vault
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Thanks for the history lesson

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I can feel the can of white monster manifesting already

exotic wraith
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dont forget the socks

cosmic veldt
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i just drank a white monster like a minute ago

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lmao

coral vault
brave cairn
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@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

exotic wraith
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Uhhh

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Right so

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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

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Second argument is the project name, followed by the version you want

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In cursforge, the version is in the URL itself, at the end of it, it's exclusively a string of numbers

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In modrinth, you can click the ID in the version download page

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IF both mods exists in the two distribution platforms, add them both

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Ensure they're the same version as well

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@brave cairn

brave cairn
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ok so basically: specify the version specifically for both instead of just doing "add proj" and yoloing it, got it

brave cairn
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alright, added it, and the pakku lock looks ok too

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started messing around with the primitive creatures update locally

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by default it just sprinkles them around the surface by themselves, which is kinda boring

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it also adds whatever these are supposed to be

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which we can disable of course

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lol, the grey one spawns illagerbrine

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who... flies up, spawns silverfish and other illagers

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he drops a recovery compass and two of the blue ones which are basically allay spawn eggs

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ngl I forgot allays are in this version of mc lol

brave cairn
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ah ffs just noticed a ton of recipes broke and fucking GT just gives a callstack instead of saying what the actual error is

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[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) ~[?:?]

brave cairn
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fixed it

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apparently gregtech needs (cast) iron tools to exist, otherwise this specific recipe shits the bed and makes the rest of gt fail to load

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so I had to add them back but just gave them worse-than-copper stats, lol

coral vault
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This Greg guy makes some interesting choices

brave cairn
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I'm guessing it's this part with the custom naming

cosmic veldt
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weird

brave cairn
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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

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added assembler recipes for all the deco ones too

coral vault
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I thought I did that?

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I need to stop coding at 3am

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I blame my job for keeping me so late 👍

cosmic veldt
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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?
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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

gloomy elm
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@brave cairn why not keep the same items for long distance pipe but just voltage at HV?

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Vanadium steel may be a bit expensive ?

brave cairn
gloomy elm
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It’s not rare per say but it’s not the easiest and faster alloy to get

gloomy elm
brave cairn
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unless you just make them big multiblocks I guess

gloomy elm
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Polyvinyl Chloride is fine because you gonna need a lot of anyway

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But I would keep the steel part of it

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And keep it at HV

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So trains trains 🚂

cosmic veldt
brave cairn
cosmic veldt
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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

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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

gloomy elm
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Thats rough because you don’t need that much ressources in TFG

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Everyone would just make its own

brave cairn
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gt does have a bunch of coin items, though I think they're removing them in their next major version

gloomy elm
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Vanadium Steel is used for coils ( RTM)

brave cairn
gloomy elm
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True they are the worst

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Usually I just make one EBF with them to grab the HSS as fast as possible lol

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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

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I think the gears are used for some large fluid rig also

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But yeah it doesn’t has much use

brave cairn
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vanadium steel only needs the base ebf to smelt so it's not so bad

gloomy elm
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You need a lot of vanadium later on though I don’t remember for what

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Oh yeah for Vanadium Gallium

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Advanced SMD

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Well we can still use other way to make more vanadium

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Would love that

cosmic veldt
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is there any kubejs stuff i could be working on right now, got some free time on my hands until thursday

brave cairn
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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

cosmic veldt
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hmm alright

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what about beyond that, lv+ progression excluding space?

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do we have any big plans there

gloomy elm
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Well it’s all gonna be about space and nothing is defined yet so

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Maybe beginning to think about how to make the rocket

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Sky of Grind has a crazy recipe for the rocket 🚀

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Maybe too crazy 😂

cosmic veldt
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oh right i should maybe start messing around with ad astra

brave cairn
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the create 6 stuff

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one thing that needs doing is seeing which mods we're still waiting on to update

gloomy elm
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aren't we screwed with mod like Create Horse?

brave cairn
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no idea!

cosmic veldt
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the big one is vintage i believe

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mod author seems to have gone a bit dark

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we have a fork but..

brave cairn
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vintage at least has a fork on github that adds compat, but the licensing might be a bit tricky on that one

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we could see what the fork did and turn it into a mixin if necessary

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I'm not sure what else hasn't been updated yet

cosmic veldt
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you probably are right that create 6 and integrating all that new stuff into our progression is the next big step

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any blockers from unupdated mods nonwithstanding

brave cairn
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I'll still have to merge my space branch with all the 0.9 stuff... not looking forward to that lol

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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

cosmic veldt
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got it

brave cairn
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otherwise, how interested are you in designing structures?

cosmic veldt
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hmm.. I like building a decent bit but anything to do with actually implementing them i have zero clue

brave cairn
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something that'd be nice is having some structures for these new illagers

cosmic veldt
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true true

brave cairn
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I know redeix wanted to do some more like, historical climate-dependent structures but idk if he wanted to put these in them?

cosmic veldt
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the illagers do have a few variations right?

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could probably be reasoned to be different tribes based on climate

brave cairn
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there's about 6 I think yeah

gloomy elm
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Illagers would only spawn around their structures?

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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

brave cairn
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yeah I was thinking that

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putting them only in structures would be fine

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very telegraphed

gloomy elm
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at least you can see them from far

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making a detour is okay

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I'm still suffering from PTSD in Hardorck where dumb spiders would kill me 2k blocks from my base

brave cairn
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lol

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sounds like hardrock

gloomy elm
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I was thinking about while speaking about aqueducts

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but is it on purpose that we are able to easily make water sources by using ice block?

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I mean I even used them in the beneath

brave cairn
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it's not that way in normal tfc, no

cosmic veldt
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ok i've done some quick messing around with create 6 and.....

exotic wraith
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Hi chat

cosmic veldt
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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 author Fork 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

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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?

brave cairn
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yeah the potato launcher isn't an issue (does anyone use it anyway?) but the rest is 😬

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at least a lot of them are getting updates still, but VI and horse power...

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oculus/flywheel compat just makes create lag shaders less, unfortunate but not required

cosmic veldt
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we might have to remove horse power if push comes to shove

brave cairn
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😭

cosmic veldt
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and VI... well we'll figure out something

brave cairn
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at lesat the forks exist..

cosmic veldt
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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

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have it hook into animal familiarity, etc

brave cairn
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idk how abandoned HP is because they did reply to my feature request last month

cosmic veldt
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the base repo hasnt been updated since last year september but this is a bit better news

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there's a few mod authors we need to hear back from... hotornot is another one

brave cairn
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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

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it is that time of year when everyone's busy with exams, if it makes a difference

cosmic veldt
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ahh exams

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lmao

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you tend to forget once you're out of that age range

brave cairn
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lol same

cosmic veldt
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it feels bizarre not having set break periods anymore now i gotta ASK for time off 😭 😭

brave cairn
cosmic veldt
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ah!

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well there's our fix

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now to try and get ahold of VI's creator somehow

gloomy elm
cosmic veldt
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alright time to set up a forge modding environment on this pc later on

gloomy elm
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and summer should be here soon so work is buzzing

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we don't do much in winter

cosmic veldt
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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

brave cairn
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sounds like a good plan!

gloomy elm
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This ability definitely removes the usefulness of the bucket so idk

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it's a huge qol but at the same time

brave cairn
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it does feel a bit cheaty yeah

cosmic veldt
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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

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otherwise it's just free water sources everywhere

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there's not much use for ice other than to move the water anyway

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at the moment

brave cairn
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I wonder which mod is adding back the breaking-water-makes-a-water-source thing

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or if ice blocks just normally aren't obtainable in tfc

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idk

gloomy elm
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seems easier to remove the ability for the saw to keep ice block

brave cairn
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picking up ice is useful for the nether 🤔

gloomy elm
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can't we limit it to an other kind of ice?

cosmic veldt
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is it perhaps because we use GT saws instead of tfc saws

brave cairn
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I don't know

gloomy elm
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my game isn't launched but I guess usually there is blue ice/dense ice?

cosmic veldt
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anyway apparently cellars back in the day made you go out and grab blocks of ice to fuel it

gloomy elm
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I think i saw a let's play in which people used ice block in their cellar to have better preservation

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idk if it really works

brave cairn
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the firmalife cellar only uses your location's average temp

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people keep putting ice in it but it doesn't do anything, yeah

gloomy elm
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That’s what I thought

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Thanks for confirming

brave cairn
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hm...

cosmic veldt
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it would be nice if firmalife added something to let you actively make the cellar better somehow

brave cairn
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so I think packed ice/blue ice/sea ice still spawns, in icebergs

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what we could do, is change the normal ice loot table to not drop anything

gloomy elm
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That would be a good compromise I feel if the saw still works on them but not on the basic ice

brave cairn
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so if you want ice for the nether, you have to go find a glacier

gloomy elm
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And we needed more ways to push people to travel that seems perfect

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It’s not mandatory

brave cairn
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and I'm pretty sure packed/blue ice doesn't turn into source blocks either. Not sure about sea ice

gloomy elm
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But its strong if you do

brave cairn
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maybe we could add a recipe where you can turn all the ice shavings into a block of packed ice or something, lol

gloomy elm
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I mean we could with the pressurizer?

brave cairn
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that'd work

gloomy elm
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One more use for it

cosmic veldt
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or wine press

brave cairn
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that too!

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that stomping thing isn't used for much rn

gloomy elm
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I would like to try wine though

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I have no idea what it does

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Will do that this weekend on the server

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But I need to finish the quests before 🫨

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Ore processing and lang file is done

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Now it’s doing the MV lang file

brave cairn
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pog

cosmic veldt
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what's the process for doing lang files now again

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I know the tool exists but... I don't actually know what it does

gloomy elm
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#💬│modern-chat-en message

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I may nerf a bit the steam cost?

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One should be enough ?

brave cairn
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🤔 one dedicated boiler per bloomery sounds fair

gloomy elm
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I will modify it and push it with everything else later on then

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so it's a dedicated one for the bloomery

brave cairn
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I'll look at the ice thing

pearl gale
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What is the recommended version of Forge for a Minecraft server?

gloomy elm
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So after a discussion with Zero what do you think ?

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#💬│modern-chat-en message

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Either the Steam Bloomery needs 2 liquid boilers but can skip a stage of bloom

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Or no skipping but needs only one boiler to work at max parallel

brave cairn
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I did buff forge hammers so they're only 20ish seconds per bloom stage

gloomy elm
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So option 2?

cosmic veldt
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i prefer to have them just be able to run from 1 boiler

gloomy elm
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Okay ✅

cosmic veldt
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they're automated machines, them taking long is not a big issue

gloomy elm
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That makes more sense I agree

cosmic veldt
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and then when you unlock lv you can just arc furnace them (dunno if this is changed) so no more worries

gloomy elm
brave cairn
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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

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surely this won't have any unforseen consequences

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:clueless:

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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)

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then a barrel to freeze the water

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(stomping barrel will only accept one item as input)

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I did do this though because why not

gloomy elm
brave cairn
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this is packed ice, which doesn't make water 👍

gloomy elm
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Perfect 👌

brave cairn
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only normal ice and sea ice make water (sea ice turns into sea water)

gloomy elm
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That’s a great fix

brave cairn
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(regular water and sea water)

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changed it a bit

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also added some pot/vat recipes to heat your cold water back up, lol

spiral lintel
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is that the infamous "liquid ice" i see

brave cairn
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it is, lol

cosmic veldt
#

it's slush 🤫

brave cairn
#

it's a bit late, but the greate dev said they're interested in adding back the kinetic inputs/outputs

#

also, tada lol

coral vault
gloomy elm
#

Okay Steam Bloomery is set for 28 mb/t and the High Pressure Liquid boiler is producing 30 mb/t so it seems okay

brave cairn
#

don't forget to add iron dust too

gloomy elm
#

oh gosh u right

#

why iron dust doesn't have the GT.Material iron lol ?

brave cairn
#

🤔 would be worth checking that the other guy didn't just miss the recipe

gloomy elm
#

I checked

#

And its not there :p

#

Making TFC and GT work together is really an impressive job

brave cairn
#

ah I see the issue

#

iron doesn't have an "output material" set

gloomy elm
#

Is that a solvable issue or should I just make a custom recipe for it so we don’t bother adding it?

brave cairn
#

juuust checking a fix

#

done

gloomy elm
#

okay nice thanks

#

so we good for the steam bloomer

brave cairn
#

well, you still wanted to adjust its steam amounts right?

gloomy elm
#

it's done

#

well it's in my branch

brave cairn
#

you should do more pull requests :p

gloomy elm
#

I want to do all in go now

#

I'm still learning how to do these pr right lol

brave cairn
#

generally you want to keep them divided by topic

gloomy elm
#

I guess that makes more sense

brave cairn
#

for example, one PR for quest stuff, one PR for one family of recipes, that sort of thing

gloomy elm
#

I should do branches named with the changes I do and push them separetly ?

#

a branch "quests" a branch "bloomery fix" stuffs like that?

cosmic veldt
#

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

gloomy elm
#

I should try to do that so it's better organized I guess

brave cairn
cosmic veldt
#

also trying to refactor tfg-core for create 6.0 rn

#

the namespace changes are brutal

brave cairn
#

more frequent PRs = we all stay up to date with each other's code

cosmic veldt
#

it's all different

brave cairn
cosmic veldt
#

yeah that's why compatibility is taking a long time for these mods

#

not to mention various small api changes here and there

brave cairn
#

damn

#

yeah I don't blame 'em

#

hopefully these changes are for the better

#

in the long term at least

cosmic veldt
#

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

brave cairn
#

haha yeah it's the deep end

cosmic veldt
#

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

gloomy elm
#

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

brave cairn
#

that's just adding an empty line, it looks like

gloomy elm
#

so nothing to worry about?

#

why the hell did I add a line there lol

brave cairn
#

¯_(ツ)_/¯

#

nah nothing to worry about

gloomy elm
#

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

brave cairn
#

yeah I'm sure you'll get the hang of it

zealous atlas
gloomy elm
#

I think that's the next project, successfully updating Create and all its addon if possible

zealous atlas
#

there are no questions for the "NotUpdated" list

gloomy elm
#

Bulk washing at LV is 32 times faster than LV Ore washer :p

coral vault
#

i mean you can also just throw it all in a block of water too?

gloomy elm
coral vault
#

LV doesnt get you byproducts too tho? right?

gloomy elm
#

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

coral vault
#

ah 🤔 probably too big of a hassle to change either way

gloomy elm
#

I'm afraid so yeah

ancient relic
#

did you put flux in the anvil and is the metal hot to the point of welding?

coral vault
#

# 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

gloomy elm
#

It seems the new update for Gregtech is getting ready

#

that may be quite the shit show to update

brave cairn
brave cairn
brave cairn
#

so it can live with the others

gloomy elm
coral vault
brave cairn
brave cairn
coral vault
#

while working on this ive noticed a sneaky custom trim that someone added 👀 with a particular flavor of iron

coral vault
gloomy elm
#

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

brave cairn
#

I guess this one can stay then 😛

coral vault
#

lol

brave cairn
gloomy elm
#

Yeah and at the end of day the GCYR Gregtech will be better around IV/LuV

brave cairn
#

yeah for sure

gloomy elm
#

Well that’s still a long time for Create to be god but well

coral vault
#

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

gloomy elm
#

I did a massive push btw if you want to check the new quests

#

It’s progressing

#

Slowly but steadily

brave cairn
#

sure yeah

cosmic veldt
# zealous atlas Are there any issues with mods that haven't been updated?

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)
cosmic veldt
#

from the VI fork author - it has been approved by CF fwiw

brave cairn
#

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

cosmic veldt
#

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?

brave cairn
#

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

cosmic veldt
#

yep mostly just compactness

brave cairn
#

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

spiral lintel
brave cairn
#

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?

spiral lintel
brave cairn
#

I did a bit of it already

spiral lintel
brave cairn
#

yes please do!

spiral lintel
#

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)

brave cairn
#

I believe so yeah

cosmic veldt
#

when i get to it I'll just put in my prs for those into those branches then

gloomy elm
#

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

brave cairn
#

what do those look like?

gloomy elm
#

Give me a second gonna show you

#

They fit perfectly the job

#

I need to get out of my bed

gloomy elm
brave cairn
#

ah those look nice!

gloomy elm
#

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

brave cairn
#

kk I'll take a look tonight

gloomy elm
#

I gonna do it we more organisation from now on

gloomy elm
#

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 ?

cosmic veldt
#

the important ones will be cited in the progression anyway

gloomy elm
#

It looks cool but I don't know it feels overwhelming

brave cairn
#

yeah I've never thought it was useful

brave cairn
brave cairn
#

how does that sound?

gloomy elm
#

sounds good to me to finish what I want to do

gloomy elm
#

My IDE is basically VSCode for me?

brave cairn
#

yep

gloomy elm
#

I need to watch some tutorials to understand how to do the swap

merry briar
#

it looks scary

gloomy elm
merry briar
#

oh

#

cool

gloomy elm
#

Adding these will help with automation of AE2

merry briar
#

I like that

gloomy elm
#

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

cosmic veldt
#

i think i got tfg-core running with create 6????

#

still need to test it though

gloomy elm
#

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

brave cairn
#

honestly just a shapeless crafting recipe would be fine

#

don't need to complicate things

gloomy elm
#

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

brave cairn
#

are those still craftable?

gloomy elm
#

but you need it for the Greate Mixer

brave cairn
#

no you don't

#

they have a circuit thing on the block itself

gloomy elm
#

oh damn

brave cairn
#

jei just shows it weirdly

gloomy elm
#

that's incredibly well implanted

brave cairn
#

right? it's very cool

gloomy elm
#

oh I see that's so cool

cosmic veldt
#

greate is amazing

#

also wow gradle and maven are a pain in my goddamn butt

gloomy elm
#

Okay well let's go for the shapeless I don't think there should be any issue for now

cosmic veldt
#

i hate everything about this 🤣

brave cairn
#

#💬│modern-chat-en message

#

is this why our blowpipes still insulate

gloomy elm
#

That would make sense

cosmic veldt
#

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

brave cairn
#

I recognise that stack

#

did you pull latest?

cosmic veldt
#

oh i should do that first huh

brave cairn
#

that's the "gregtech needs the iron pickaxe to exist" stack lol

gloomy elm
#

Why does my branche says I’m 12 commits ahead but no files changed. Should I just delete it and make a new one ?

brave cairn
#

that's fine, don't worry about it

hoary sand
#

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"

hoary sand
brave cairn
#

downstream?

#

@zealous atlas just remembered, but don't update primitive creatures either

hoary sand
#

tfgtm is downstream of create

zealous atlas
spiral lintel
#

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 KEK

brave cairn
#

the main reason for me is "I don't want to break everything again" 😛 as well as just being busy with other fixing

cosmic veldt
#

ok turns out everycompat also crashes pre 2.7.20 with create 6, add that one to the list i guess

brave cairn
#

damn

cosmic veldt
#

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!

brave cairn
#

that's great that there weren't any other huge issues at least

cosmic veldt
#

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

GitHub

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!

brave cairn
#

yep, I think hardrock is waiting on that one as well

brave cairn
cosmic veldt
#

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

brave cairn
cosmic veldt
#

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

gloomy elm
#

Crazy work really excited about it

#

I feel this is giving us even more reasons to have AE2 at HV/EV behind moon

brave cairn
#
  • 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 pepeOK 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
coral vault
brave cairn
#

because the saw is a gt tool and the chisel is a tfc tool

#

that's my best guess

coral vault
#

So it consumes the mill but doesn't consume the saw or take durability from the saw? 🤔

brave cairn
#

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 😅

coral vault
#

Oh neat. Didn't realize that Gregtech tools behaved differently

gloomy elm
#

They should have a meeting and get to do the same thing lol

coral vault
#

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 ;)

hardy flax
#

dont eat snow on venus

coral vault
#

steve just a g like that

hardy flax
#

he don't care whatever pollutant he is breathing on

coral vault
#

@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

coral vault
#

figured something better than just gray lol

brave cairn
coral vault
#

i kinda stole that thought for bismuth but i could shift the hues

brave cairn
#

nah it's cool

#

shame they can't be animated but ah well

coral vault
#

looks cool with the endgame armor too

brave cairn
#

neat

coral vault
#

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

brave cairn
#

ahh

brave cairn
#

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)

rustic thunder
#

create 6 as in unlimited su shafts and the like?

brave cairn
#

no lol

#

as in the item logistics and auto crafting stuff

hardy flax
cosmic veldt
#

ooh i had a writeup about create 6 stuff in the works

hardy flax
#

I mean long distance pipe exist but whatever

brave cairn
hardy flax
#

Or early auto crafting

cosmic veldt
#

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)

brave cairn
#

sounds good to me

cosmic veldt
#

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

brave cairn
#

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

gloomy elm
#

So like Kapop you need to do the big look up only once

brave cairn
#

lol, rose quartz lens

gloomy elm
#

good idea lol

cosmic veldt
#

ooh good idea i don't think rose quartz is used for anything or craftable

brave cairn
#

greate did turn it into a greg material already, I just have it all disabled since we weren't using it

cosmic veldt
#

create 6 does add this new item which is used for the stock link etc items

brave cairn
#

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)

cosmic veldt
#

so we could make that be rose quartz gated

brave cairn
#

true! maybe that needs a rose quartz lens to make or something

gloomy elm
cosmic veldt
#

LV emitter recipe but with the quartzite switched out for rose quartz?

gloomy elm
#

nah

#

just two different things

#

can you show recipe of the transmitter please?

cosmic veldt
#

doesn't have one in tfg yet

gloomy elm
#

I mean in Create

#

just to understand

#

what's its uses

cosmic veldt
#

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

gloomy elm
#

thanks

#

so basically it's the item that you need for each storage access and auto crafting order?

cosmic veldt
#

stock link seems to be the core ingredient for all of those, yep

#

this is the stock ticker

#

factory gauge

gloomy elm
#

I need to rewatch a video on Create 6 i'm a bit lost

cosmic veldt
#

a nice one was linked here by pyritie yesterday

gloomy elm
#

If it's only autocrafting I would gate it behind rode quartz laser lens

gloomy elm
brave cairn
#

I forgot how simple all of create's recipes are lol, I'm too gregged

brave cairn
cosmic veldt
#

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

gloomy elm
#

Rose quartz could be found in very cold climate so people needs better equipment than the primitive ones

gloomy elm
#

Damn I need to play test it

cosmic veldt
#

yeah the package is just a wrapper that goes away when you open one

gloomy elm
#

oh

#

You know rose quartz could also not be underground but as a uphill structure

brave cairn
#

uphill structure?

gloomy elm
#

yeah I don't know how to say that lol

#

like a really small hill

brave cairn
#

as in, a structure structure, or do you mean something like how kaolin is only in specific biomes?

gloomy elm
#

let me look for the world

brave cairn
#

lol, we could make rose quartz be in only low elevation biomes to be the opposite of kaolin

gloomy elm
#

oh like a mound

gloomy elm
#

found as mound

#

so there is no mining involed

brave cairn
#

hmmm.. maybe using those raw rose quartz blocks that create has

gloomy elm
#

it would be under snow so you could notice by these smalls mounds you could see

brave cairn
#

lol or under freezing cold water, yeah lol

gloomy elm
#

so to get to them you have to break the ice and get wet

#

while it's -20

brave cairn
gloomy elm
#

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

brave cairn
#

yeah!

gloomy elm
#

because Kaolin may be hard to see but at least you have food everywhere and it's not too bad to survive

brave cairn
#

well besides the crocs lol

gloomy elm
#

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

brave cairn
#

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

gloomy elm
#

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

brave cairn
gloomy elm
#

doable only with the crafting table that doesn't work for Processing pattern

brave cairn
#

ahhh there's the catch

gloomy elm
#
    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

rustic thunder
#

idk but idea of climate specific ore seems weird to me, especially if its for progression

brave cairn
#

hey if it works

brave cairn
cosmic veldt
#

this also isn't really progression it's optional

gloomy elm
#

travelling to specific climate to find specitif things you need for progression

cosmic veldt
#

if you want early logistics up you'll have to work for it is my thought

brave cairn
#

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

cosmic veldt
#

that's also a good idea

brave cairn
#

MV autoclave idk

cosmic veldt
#

my thought initially was to put the factory gauge at least behind MV lol

#

but that works better

brave cairn
#

nah that's too late imo

rustic thunder
brave cairn
#

you don't want it to be too close to ae2, otherwise people might just skip it and rush ae2 instead

cosmic veldt
#

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

brave cairn
cosmic veldt
#

lol true

brave cairn
#

if you wanna gate it to be a bit later in LV, you could have it require a diode

cosmic veldt
#

oh that's like after polyethylene even

#

that sounds fine

brave cairn
#

nooo you can make them with glass

cosmic veldt
#

actually no that's the wrong recipe

#

its glass lol

brave cairn
#

you need them for the LV circuit assembler is my reasoning

cosmic veldt
#

post LV assembler sounds good

brave cairn
#

yeah for sure

gloomy elm
#

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

brave cairn
#

that's true tbh

spiral lintel
#

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.

cosmic veldt
#

im now thinking the lens idea might be a little meh because GT seems to have moved towards allowing colored lenses to be interchangeable

spiral lintel
#

don't want to give people excuses to rush AE2 even more

brave cairn
#

the rose quartz sounds like enough

spiral lintel
#

and AE2 is HV, it's not that far from LV

cosmic veldt
#

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

brave cairn
cosmic veldt
#

oh wow those are pretty late huh

brave cairn
brave cairn
cosmic veldt
#

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

gloomy elm
#

Why not keeping the laser engraver?

#

it sounds okay

#

and we could create our own lens anywya

brave cairn
#

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"

gloomy elm
#

exactly

#

you get the lens and you are set

cosmic veldt
#

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

gloomy elm
brave cairn
#

well I'd make the rose one count as pink instead :p

gloomy elm
#

these don't make more sense if u ask me

brave cairn
#

or magenta or something

gloomy elm
#

Pink is a good idea it has no gems alternative

cosmic veldt
#

magenta also has no recipes

gloomy elm
#

and is use for NOR chip or something

cosmic veldt
#

let's go with magenta

gloomy elm
#

but magenta has no use what so ever

brave cairn
gloomy elm
#

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

brave cairn
#

like I said, the dyed glass lenses aren't craftable until HV

cosmic veldt
#

oh do you mean let's let them get an early pink lens via rose quartz maybe?

#

Im not opposed to that

gloomy elm
#

it has no use until HV or EV anyway

brave cairn
#

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

cosmic veldt
#

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

gloomy elm
#

and you can't abuse it

cosmic veldt
#

i'll push the create6 branch a bit later today we can all get to work on that one then

gloomy elm
brave cairn
#

you guys can get started on things, I'm still finishing up 0.9.2 lol

cosmic veldt
#

how much work is left for 9.2?

brave cairn
#

not much, iirc just the ore field guide stuff

cosmic veldt
#

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

gloomy elm
cosmic veldt
#

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

brave cairn
gloomy elm
#

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 ; ?

cosmic veldt
#

yeah since it's declared in the same scope

brave cairn
gloomy elm
#

damn then I don't know why it doesn't work I hate tags

brave cairn
#

try adding all the greg circuits to your tag first, then add the universal circuit to the greg tag?

gloomy elm
#

oooh

#

smart thanks

brave cairn
gloomy elm
#

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

brave cairn
#

@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?

brave cairn
#

alrighty!

coral vault
#

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
brave cairn
#

oooh

copper solar
#

oooh what does phantom cloth make

coral vault
#

It's a source of cloth for recipes, and used for the elytra

brave cairn
#

ah does the nylon start dark?

#

or what's the dark cloth?

coral vault
#

Yeah, it starts dark

brave cairn
#

neato

coral vault
#

I'll try to do more frequent pr after this. I just get side tracked lol

brave cairn
#

boy do I know the feeling lol

coral vault
#

I started just writing down my ideas so I can finish one task at a time lol

brave cairn
#

oh same I put them either in my email or in a txt file on my desktop lol

gloomy elm
#

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 😭

brave cairn
#

try restarting your game? 🤔

gloomy elm
#

I did didn’t work

brave cairn
gloomy elm
#

i'm trying with a fresh instal

#

I will succeed

#

for this very small QoL upgrade lol

brave cairn
#

@cosmic veldt if you've got a moment, could you try this version of greate and check two things?

  1. that our custom mech mixer recipes (colored steel dust, pills, tipped arrows etc) don't include the programmed circuit as one of their items?
  2. 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

GitHub

Contribute to GreateBeyondTheHorizon/Greate development by creating an account on GitHub.

cosmic veldt
#

ooh nice

#

alright I'll have a look

brave cairn
#

I can't test it on mine because it wants create 6

cosmic veldt
#

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

brave cairn
cosmic veldt
#

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

gloomy elm
#

Uuuh dev version is crashing for me when launching

brave cairn
gloomy elm
#

telling me stuff about distant horizon 🤨

brave cairn
cosmic veldt
#

yeah it seems like roughly 50%

brave cairn
#

perfect

#

could you check if the mixer recipe still needs circuits?

#

like, does it need to be set to 4 to do this recipe

cosmic veldt
#

it seems to be as written, no circuit

brave cairn
#

alright thanks! I'll report this

cosmic veldt
#

it's just supposed to take the GT recipes and adapt them equivalently right

#

like no kubejs to touch for greate specifically?

brave cairn
#

correct

#

keep that setup in case the greate dev hands me another build haha

cosmic veldt
#

yeah I double checked the GT recipes still have the circuit requirement on my end

brave cairn
#

cool

#

thanks for checking!

cosmic veldt
#

no worries!

brave cairn
#

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

cosmic veldt
#

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}```
brave cairn
#

do you have latest tfg-core and tfg-modpack? I did move all the ore stuff out of tfg-core a few days ago

gloomy elm
#

I can’t even launch the game

brave cairn
#

ah

gloomy elm
#

still crashing

#

during loading of the game

brave cairn
#

hm, yours looks different, I see something about visual workbench and modernfix?

#

lemme try

gloomy elm
#

Maybe there is an issue with modernfix and mac

#

I wonder if I didn’t already had that

#

Deleted Modernfix and still crashing

brave cairn
#

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!

cosmic veldt
#

oh could this also be causing my crash maybe

brave cairn
#

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

gloomy elm
#

Thanks 🙏

#

We have so many addons for so many mods :p

brave cairn
#

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
cosmic veldt
#

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

brave cairn
#

not sure - I tried symlinking it but then a lot of mods complained about not being able to write to their config files

cosmic veldt
#

yeah same here

gloomy elm
#

But really this is dumb that Prism wants absolutely to use its own naming

brave cairn
#

does that fix it for you too airrice?

cosmic veldt
#

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

brave cairn
#

got any local changes you could try undoing one by one?

cosmic veldt
#

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

brave cairn
#

oh lol

spiral lintel
#

how do I run the tool to merge the language file for testing in my own instance?

gloomy elm
#

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

coral vault
#

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

gloomy elm
#

after .shapeless(here)?

coral vault
#

Yeah .shapeless().id('text')

gloomy elm
#
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

coral vault
#

Remove the Item.of

#

And it's brackets lol

gloomy elm
#

where?

coral vault
#

The ones surrounding the output

gloomy elm
#

I'm confuse when it has to be [] or ()