#🚀EN - 1.20 Modpack Contribution Megathread

1 messages · Page 19 of 1

coral vault
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It doesn't need any brackets at all

gloomy elm
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that way?

coral vault
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Yup, try that

gloomy elm
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I checked the kubejs documentation but the more I use it the more I feel like it's outdated

coral vault
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It is very outdated

gloomy elm
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damn

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reloading let's see

coral vault
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They made a new wiki, but it has like 2 entries lol

gloomy elm
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useful lol

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still the same error

coral vault
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Hmm

gloomy elm
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the recipe works though

coral vault
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Weird... Maybe are you missing one of the circuit tiers? So the recipe is expecting ZPM but there isn't one for example

gloomy elm
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no it's all the base gt one

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oh

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no

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fuck me

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you right

coral vault
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Lol

gloomy elm
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I had two more tiers lol

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good it worked

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now I need to add the universal circuit to the gtceu ones

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and usually this is where it get fucked up

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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_${tier}`);
    });
});
ServerEvents.tags("item", event => {
    tiers.forEach(tier => {
        event.add(`gtceu:circuits/${tier}`, `tfg:${tier}_universal_circuit`);
    });
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So Pyritie told me to add the tag after making the recipe

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so I would do it that way

coral vault
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Uhh

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That seems wrong

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The tag should be loaded first

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Otherwise the recipe wouldn't know what item the tag has

gloomy elm
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that's the idea to make the recipe before adding the universal circuits into the tag

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so they don't appear in the recipe

coral vault
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Ohhh

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I see

gloomy elm
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it fucked AE2

coral vault
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You can also use .subtract() to ignore items from a tag

gloomy elm
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oh

coral vault
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But your way is easier

gloomy elm
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It's less elegant I guess

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because I had to make a different file in kube.js to have all of them together

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let's try if it works at least

coral vault
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Yeah. For future uses you can do something like ```js
Ingredient.of("tag").subtract(["item1", "item2"...])

gloomy elm
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After .shapeless(Ingrendient.of() ?

coral vault
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If you want it as the result it would be Item.of I believe

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If it's the input usually Ingredient.of

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Some recipes are weird about which one they want

gloomy elm
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oh I see

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and the tag doesn't work

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i'm confuse

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it was working earlier

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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_${tier}`);
    });
});
ServerEvents.tags("item", event => {
    tiers.forEach(tier => {
        event.add(`gtceu:circuits/${tier}`, `tfg:${tier}_universal_circuit`);
    });
});
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I could try with your method

#
const tiers = ["ulv", "lv", "mv", "hv", "ev", "iv", "luv", "zpm", "uv", "uhv"];

ServerEvents.tags("item", event => {
    tiers.forEach(tier => {
        event.add(`gtceu:circuits/${tier}`, `tfg:${tier}_universal_circuit`);
    });
});
ServerEvents.recipes(event => {
    tiers.forEach(tier => {
        event.shapeless(`1x tfg:${tier}_universal_circuit`,  [Ingredient.of([`gtceu:circuits_${tier}`]).subtract([`tfg:${tier}universal_circuit`])]
            ).id(`universal_circuit_${tier}`);
    });
});
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that would be like that?

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oh wait

coral vault
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The ingredients should still be in an array

gloomy elm
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with []?

coral vault
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Yeah put that around the ingredient.of().subtract()

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Yeah that looks like it should work

gloomy elm
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okay thanks let's try that way then

coral vault
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Reading it on mobile confuses me lol

gloomy elm
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ouch that has to be rough

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I removed the const lol let's try again

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it works for the tag but the recipe didn't work

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but no error

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I'm adding bracket for the input

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nope

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damn

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oh no

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I may be dumb

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I used .substract with the wrong item

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ServerEvents.recipes(event => {
        event.shapeless(`1x tfg:lv_universal_circuit`,  [Ingredient.of([`gtceu:circuits_lv`]).subtract([`tfg:lv_universal_circuit`])]
            ).id(`universal_circuit_test`);
});
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even this one doesn't work

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oupsi I broke everything lol

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holy cow

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It may work I was mispelling stuff as expected

coral vault
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Code brain vs English brain

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I'm heading home now so I can help more when I'm there

gloomy elm
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It worked!!!!

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Thanks a lot

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this is perfect

coral vault
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Shweet

gloomy elm
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the tag are still fucked in a way but well

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const tiers = ["ulv", "lv", "mv", "hv", "ev", "iv", "luv", "zpm", "uv", "uhv"];

ServerEvents.tags("item", event => {
    tiers.forEach(tier => {
        event.add(`gtceu:circuits/${tier}`, `tfg:${tier}_universal_circuit`);
    });
});

ServerEvents.recipes(event => {
    tiers.forEach(tier => {
    event.shapeless(Item.of(`tfg:${tier}_universal_circuit`, 1),  [Ingredient.of([`#gtceu:circuits/${tier}`]).subtract([`tfg:${tier}_universal_circuit`])]
        ).id(`universal_circuits_${tier}`);
});
});
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no where appears #kubejs:craft_circuit anymroe

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but it still exists ingame as a name

coral vault
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does does it still appear if you restart your client?

gloomy elm
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I gonna test that

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fixes it

cosmic veldt
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I was thinking about how rose quartz in base create is nether quartz + redstone, I think if we add an alternative recipe in an MV autoclave for rose quartz (nether quartz + molten redstone) that should do for the alternative rose quartz method?

brave cairn
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yeah, something like that

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I was gonna have the rose quartz dust centrifuge/electrolyze into quartz dust + redstone

cosmic veldt
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greate seems to have defined it as such too

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do you know where I could define the materials system to auto generate a rose quartz lens?

brave cairn
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I'll have to check when I get home but you could try looking through the other GT flags, see if there's one for a lens

brave cairn
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(it suppresses GT from creating a centrifuge/electro recipe)

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btw, I wonder if we should just remove the butchery knife - tfc things don't even support it (they already drop WAY more than vanilla) and it's weird to have an enchanted thing when nothing else is

cosmic veldt
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if it doesn't work with tfc animals then i guess it would just mislead people

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ideally it should work

brave cairn
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you'd basically have to go through every animal and add the extra loot table stuff to make it work

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but also I feel like it's designed for vanilla where cows give 1-2 steak instead of 20 like here, lol

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since you can't put looting on anything else (because we don't have enchants) it makes this scenario where butchery knife is the most optimal tool even though it's very slow to fight with

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when imo, if something isn't dropping enough stuff, it should just drop more for all cases instead

cosmic veldt
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yeah with tfc's full familiarity animals giving you so much meat there's not really much use for even MORE drops on top of that from looting

brave cairn
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🤔 I'll see how easy it is to remove

gloomy elm
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It's a really cool item though

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but I understand the idea behind

gloomy elm
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it just pushes you to have all the tools and the infrastructure

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what would have been cool is to be able to get Farmer's Delight and especially butchery in it

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but I don't even want to know how integrating is working and we have already enough mods anyway

brave cairn
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apparently butchery comes with built in tfc support

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but I don't really see the point of farmer's delight, it's just more food to try and balance

gloomy elm
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oh really? i would love it but i'm not sure that would get the popular vote seeing as already people don't like to have to eat in Tfc...

gloomy elm
brave cairn
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and tbh I'd prefer a "butcher knife tool that gets you more food" over a "butcher knife tool that makes everything drop more stuff" imo

gloomy elm
brave cairn
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but yeah lemme see how easy it is to just remove the GT tools then we can figure out where to go

gloomy elm
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yeah I guess optimizing food drop isn't the priority anyway

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since our recipes are still broken with GT and Create

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well I will be able to push Universal Circuits fully implemented!

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we need to ask Xikaro to add some credits

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Idk how that works

brave cairn
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where do we even add credits?

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like, on the modpack description page? in the field guide somewhere?

gloomy elm
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I have no clue

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Usually I see it on the github

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let me check how someone that asked the same permission did

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yeah they do it on the github

brave cairn
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okay

gloomy elm
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Pyritie do you have to declare my const in both the tag.file and the recipes files?

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it's not share between file I guess?

brave cairn
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lol I just wrote a comment on github about this

gloomy elm
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ahaha

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thanks

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you can read my mind

gloomy elm
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    UNIVERSAL_CIRCUIT_TIERS.forEach(tier => {
        event.shapeless(Item.of(`tfg:${tier}_universal_circuit`, 1),  [Ingredient.of([`#gtceu:circuits/${tier}`]).subtract([`tfg:${tier}_universal_circuit`])]
            ).id(`universal_circuits_${tier}`);
    });
}
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Is this what's expected?

brave cairn
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you'll still need the globals. in front of the const array for kubje to keep it around, but otherwise yes

gloomy elm
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is it globals or global?

brave cairn
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uhh... look at the constants.js file and copy what they do lol

gloomy elm
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uhuh I think it was global

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let's see if everything works fine

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uuh my tag function doesn't work

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what did i do again

brave cairn
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you put it in the right items tag function right? and not like, the block tag or something

gloomy elm
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Oh you can bet that's the mistake I did

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even better

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I was in the tag list for ore veins

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lol

brave cairn
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lmao that'd do it

gloomy elm
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fixed thanks

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let me push it now then

brave cairn
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cheers

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who do we credit for the art? "WithersChat"?

gloomy elm
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yeah

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from the Moni Team I guess

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Idk how how that works but I guess we are better safe than sorry in crediting both

brave cairn
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I stuck it on the bottom of the readme, I think that's correct?

gloomy elm
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I think so!

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You ask me but really I don't know ahah

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well they will tell us if we miss something

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Pamsmith is on this discord

brave cairn
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tbh I kinda want to rewrite the prose on the readme anyway, it's too grandiose and doesn't accurately describe the pack

gloomy elm
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true

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especially with how Create integration is now

brave cairn
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it should say more about like, what is the gameplay like, who does this modpack appeal to, what you can expect out of it

gloomy elm
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Realistic minecraft pack appealing to new players who wants to discover Tfc and Gt and also Veteran who wants an original experience

brave cairn
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still too vague!

gloomy elm
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no definitely

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We need to expand but I think that's the main idea

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TFG now has very orignal mechanics

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Is an entry pack to TFC and Gregtech while still keeping the philosophy for both mods

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Crazy integration of Create

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the pack is rough it's a survival pack still

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and soon space exploration to keep the philosophy of explory from Tfc

brave cairn
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I'm wanting specifics like "it's survival but not hardcore, it has a lot of mods but the progression is all curated, it has a lot of quests but they're all for guidance and not stupid lootboxes, it's an automation modpack but it's not skyblock so you still have to interact with the world, it's realistic and grounded but not in a tedious way"

gloomy elm
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Would be easier to understand with small paragraphs for each parts

brave cairn
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"it's focused around tfc and gt but expands beyond just those mods while keeping their themes" idk

gloomy elm
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TerrafirmaGreg blends the survival depth of Terrafirmacraft with the industrial complexity of GregTech: Modern. It preserves TFC’s challenging survival mechanics while introducing the expansive infrastructure and automation of GregTech—without being overly punishing. Whether you're a newcomer or a seasoned player looking for a fresh experience, TerrafirmaGreg offers something for everyone.

🧭 Tons of Quests
Every aspect of the modpack is supported by a detailed questline to guide your journey. And when quests aren't enough, we've included a custom in-game guidebook—straight from TFC—to make sure you always have the knowledge you need.

🌾 Survival at Its Core
At heart, this is still a TFC modpack. You’ll need to manage thirst, hunger, and the changing seasons. Craft tools, prepare for winter, and survive the world using the rich mechanics TFC is known for.

⚙️ Create-Driven Early Game
Early game has a twist: with the Greate mod, you can integrate Create into your tech tree. Many early GregTech machines have Create-based alternatives, letting you choose your path—classic GregTech, creative automation, or a blend of both.

🚀 GregTech Meets Space
We’ve enhanced the standard GregTech progression with custom space integration. Explore orbits, extract exotic ores from the rings of Saturn, and build intricate processing chains to optimize yields. But beware—managing interplanetary logistics won’t be easy.

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I killed a penguin for that lol

brave cairn
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oh I was gonna do it lol

gloomy elm
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ahah

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I should make all my quests using it but I feel bad for the planet lol

brave cairn
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that explains why it reads so different from your writing style lol

gloomy elm
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yeah you can tell that some of them this isn't me

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I did most of my university studies in English, but it's been a long time since I've written much

cosmic veldt
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well i do write a shitton these days because of my thesis so i could have a go at helping write it up

brave cairn
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if you'd like

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personally I don't really want it to sound braggy but that's just me

gloomy elm
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What do you mean braggy?

brave cairn
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I'm thinking along the lines of, like, providing all the information that a random person browsing for modpacks would need to decide if tfg will be fun for them

gloomy elm
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Like Community text

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Ah

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I thought you were speaking about the quests 😂

brave cairn
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instead of being like "wow look at alllll this content! 1000s of quests and custom recipes!!! innovative modpack!! 🤩 🤩 "

gloomy elm
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I think it’s okay it explores all the aspects of the pack

brave cairn
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gonna be honest I just mentally discard everything that AI shits out lol

gloomy elm
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Maybe a bit too engaging

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Ahah

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I agree i try to limit how often I use it

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that was my initial text

brave cairn
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tfg calling itself "innovative" or "survival as it should've been" has always rubbed me the wrong way lol

gloomy elm
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"TerrafirmaGreg is the perfect mix between TerrafirmaCraft and Gregtech Modern, while it keeps the survability aspect of Tfc and the massive infrastructure of Gregtech both mods aren't too rough on their edge and it will be appealing to both new players and veteran who wants a change of space.

Tons of quests: For every aspects of the modpack you will have a quest guiding you and where there is not enough information, we supply a customise guide book directly coming from TFC to get all the knowledge you miss
Survivability at its finest: This is still a TFC modpack at its core, you will need to drink, eat, survive the rough seasons by using lots of different tools available to you.
Create is here: With the use of Greate the early game will smell Create if you feel so. Many machines from early game Gregtech will see an alternative in Create. But it's your choice how you want to go about it.
Gregtech and space: While we mainly use the vanilla version of Gregtech, custom contenue come from the integration of Space within our progression system. Be prepared to look for ores on orbits, make weird processing line to get more wield from your ores on Saturne's orbit and manage the difficult transportations of everything.

gloomy elm
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But I think the way we gate AE2 and the ressources generations we gonna have is a better way to make the pack hard

rustic thunder
topaz jacinth
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will create 6.0 be in the update?

gloomy elm
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Not the next one but hopefully the one coming after

brave cairn
topaz jacinth
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Nice!

graceful orbit
exotic wraith
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Trip's over, going back home now

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What did I miss?

coral vault
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We added lucky blocks

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And like 8 horror mods that don't work together

brave cairn
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open the chance cube next to your base, it'll be funny, trust

coral vault
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Open the funny cube! You get a %1 chance for something mildly annoying and %99 chance you will ruin everything you've ever achieved

gloomy elm
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ahahah

coral vault
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Btw how was Texas?

cosmic veldt
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we added mobs that spawn and jump you if you mine or chop trees just like Acclaimed Modpack RLCraft™️

gloomy elm
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Basically it's a shit show

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but everyone love it so

coral vault
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Yeah its weird. We purposely made it awful but it's trending rn

gloomy elm
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Nebby was so disappointed with us they never came back 😭

coral vault
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Lmao

cosmic veldt
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😭 😭 😭

blazing swan
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what needs to be done to do a minor update? there has been a lot of fixes commited since 9.1, lots of these fixes would be great to have

gloomy elm
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I usually download the github from dev branch then run pakku fetch

brave cairn
blazing swan
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nah its ok, you answered the question, you want to field guide done before we do a minor update

blazing swan
gloomy elm
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I would also like to finish MV quests if I have the time

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I could finish tonight or tomorrow night

brave cairn
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it doesn't have to be finished to do another alpha build, but I def want it (and the quest proofreading) done before we go to "stable"

gloomy elm
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I'm copying the text into lang file right now

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it's a slow process

brave cairn
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tomorrow I'll take a look at updating mods and all that

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I hope the create addons update soon, I would really like some of those greate bugfixes...

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like right now our mech mixer recipes need you to throw in a programmed circuit item for them to even work, lol

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it lets you keep the player's hunger/saturation when they die, lol

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@blazing swan otherwise, is there anything else you'd like to work on next?

blazing swan
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I did see something that might have been fixed, recipes for high tier mill stones?

brave cairn
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I hid them on purpose because the crushing wheels are just so much better

exotic wraith
brave cairn
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do you really think they're needed?

blazing swan
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ah, ok the recipes show tooltip that say higher tiers better chances

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that is why I thought it was bug

brave cairn
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it's just directly using the gregtech macerator recipes

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newer versions of greate apparently let me actually separate them out a bit, but this is the best we can do for now

blazing swan
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they also aren't hidden in the left bar showing the alternative machines that the recipes can be used in

blazing swan
gloomy elm
gloomy elm
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switching to Crushing Wheels seems like a natural path

brave cairn
cosmic veldt
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unfortunately i have to report that my crash on worldgen bug is still there :(

brave cairn
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lemme make a new world and test

cosmic veldt
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I think it's something to do with some field (OreType.isDoubleDrops()) that's nonexistent in some of our ores or something like that but it's hard to check

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it almost certainly was crashing when minecraft ate too much ram yesterday with the same message, but that was when loading into an already generated world

brave cairn
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and you have my new tfg-core.jar right?

cosmic veldt
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if it's the newest commit on the git repo then yes I checked out my create 6 branch from that one

brave cairn
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works fine for me 😔

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(I still have no idea where that combatting lag quest is coming from)

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oh that's cool, if you sneak-rclick something with the tfc book it'll jump right to that page

gloomy elm
coral vault
# brave cairn works fine for me 😔

Btw the tag error message seems to be about gtceu:obsidian_dust not loading as c:hidden_from_recipe_viewers but as far as I can tell there isn't a script that hides it in kubejs

brave cairn
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fucking greate again

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thanks

coral vault
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It's not greate, it's bad

brave cairn
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I have a very love-hate relationship with greate sometimes 😭

coral vault
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Lol true

brave cairn
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the dev fixed it yesterday

cosmic veldt
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ok I've fixed my worldgen error but there's some weird things I had to do

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first of all I had to disable these in the tag_prefixes.js, gregtech seems to really really hate when you remove these for whatever reason

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second of all ftb filters of all things was complaining and I couldn't load into anything so I disabled that for the time being

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otherwise everything works!

brave cairn
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that's gregtech generating all the ores for vanilla blocks (except we have to regenerate deepslate and blackstone because there was a bug with them)

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but... if it works, I guess?

cosmic veldt
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it's probably not all of them but at least one of them was causing the aforementioned bug

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it was a lookup error so.. I'm guessing for whatever reason GTCEu really needs to look those up at some point during worldgen

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java.lang.NullPointerException: Cannot invoke "com.gregtechceu.gtceu.api.data.tag.TagPrefix$OreType.isDoubleDrops()" because the return value of "java.util.Map.get(Object)" is null was the error for posterity

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when the ore didn't exist it decided to throw a tantrum, i guess

brave cairn
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interesting, I wonder why only you are getting the error considering we're on the same gt version

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unless... greate did this

cosmic veldt
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i had greate disabled while i tested this so it's not greate either

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at least not for this, lol

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figured out how to do this though

brave cairn
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very weird!

brave cairn
cosmic veldt
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yeah, although the base material had specifically decomposition_disabled set so I couldn't change that in kubejs

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think we might just have to add an autoclave recipe to make it + electrolyzer recipe to un-make it ourselves

brave cairn
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that works

cosmic veldt
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unless create 6 touches worldgen somehow? but I've never seen anything that suggests this is the case

brave cairn
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it shouldn't, there's a config option to turn off its worldgen changes which we use... unless the config file changed?

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man I want to stick a breakpoint here and see what it's complaining about 😭

cosmic veldt
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or a debug statement... or anything

brave cairn
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I mean... I think system.out.println redirects to the minecraft log

coral vault
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Softlocking is a great mechanic. Excellent idea

zealous atlas
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if something is already ready for the next release, let's release it, so as not to make a too big release again

gloomy elm
coral vault
brave cairn
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I like the idea though, did you do this just now?

rocky leaf
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yep, in dev

brave cairn
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I still think we can maybe start with just keeping the same hunger you had before, floored to like 5-10% or so, and maybe one or two debuffs

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the goal is to just stop people from killing themselves instead of eating

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not make death really punishing, if that makes sense?

brave cairn
rocky leaf
brave cairn
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ah so this is with that mod, neat

rocky leaf
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test this build

vivid steeple
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like seriously what the fuck is the point of a 5minute delay before getting your shit back

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it discourages death but like basically forces you to afk for 5minutes

brave cairn
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yeah I don't like that part

brave cairn
rocky leaf
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Not a fork. The name is a work in progress. Got suggestions?

brave cairn
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oh! it's a new mod!

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I thought it was your own config of that configurable death one

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uh one sec I'm right in the middle of updating all the other mods for 0.9.2

gloomy elm
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I don’t see the issue with not being able to loot your corpse well maybe not 5 minutes

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If you die at home you screw up or you did it voluntary

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It can be 1 minute or 2 minutes

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Food at 25% and all your nutriment balance lowered to 15%

brave cairn
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no, that just screws over the player even further if they run out of food or something

gloomy elm
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I find it funny

#

But I guess just reducing their food bar is enough

gloomy elm
#

@brave cairn I was wondering the tool for ores is broken but we do we have a file or something to look up the ore veins?

#

I'm trying to not say stupid things in the quests

#

and could we make some kind of excel anyway even to plan better ores with space update later on

brave cairn
#

the oregen data is in /kubejs/data/tfg/worldgen/configured_feature/*/vein

gloomy elm
#

That's the best we got ? :p

brave cairn
gloomy elm
#

not for the players but just for development

brave cairn
#

ideally you'd write all the veins in the tool (like how you add langs now), then it generates both these vein files as well as the field guide pages

gloomy elm
#

the guide is pretty cool ingame but it's less useful when you want to see everything in a more homogeneic way

brave cairn
#

spreadsheet was bad because you'd either have to make a new spreadsheet for each version or old ones would get stomped on

gloomy elm
#

spreadsheet was terrible for players but I thought it was useful for dev

#

and it's not possible to implement the veins to EMI?

brave cairn
#

it was also just really unintuitive... like hecuba completely missed it and looked through the oregen jsons

gloomy elm
#

I thought that was a gregtech thing

brave cairn
gloomy elm
#

damn

#

that sux

brave cairn
#

gt's oregen just has no idea how to handle different stone layers

gloomy elm
#

not surprise

brave cairn
#

anyway uh, just waiting for xikaro to say what we do with redeix's PR while nebby is away, then I can send him everything for 0.9.2

gloomy elm
#

gonna try to finish the quests today

#

it's raining terrible

#

sounds like a good day to do some copy/pasta

brave cairn
#

nice nice

brave cairn
# rocky leaf test this build

it works, but I would still like a way to keep the same amount of hunger as before, instead of just setting it to a specific amount

rocky leaf
#

ok, i got it

gloomy elm
#

lowering the nutriton a bit?

brave cairn
#

I don't think that's necessary

#

it's just to stop people avoiding the food system entirely

gloomy elm
#

That's needed I was the first to do so

#

but I like penalty for dying I guess

brave cairn
#

I mean, it sounds like it'll be configurable if you want more of a punishment lol

gloomy elm
#

:p will see then maybe i could push a bit towards it

#

for now atleast fixing the issue of dying giving you back food

#

is most important

cosmic veldt
#

alright quick follow up to the worldgen bug yesterday, it was specifically TagPrefix.ORES.remove(TagPrefix.ore)

#

I assume when the base ore gets removed it kinda tells the game to remove all raw ores too or something stupid like that

#

as for why it works for everyone else? who knows

brave cairn
#

nice find!

cosmic veldt
#

also if the ore blocks are supposed to give their respective stone dusts if macerated, it doesn't seem to work on my version

brave cairn
#

no, but they normally aren't even obtainable until you get the multiblock miner and run it on silk touch mode

#

which afaik, nobody really does since it's worse than the auto crushing mode

#

and there's no other way to silk touch those

cosmic veldt
#

hm, fair enough

zealous atlas
brave cairn
#

oh ok! @coral vault I guess you can approve your own PRs now

zealous atlas
gloomy elm
#

Can you remove "Multiblock Dillema" on dev branch Pyritie? I don't think I can do a request for that

#

I want to do some cleaning also for 0.9.2 on quests with [Rework Ongoing] or something on the ones that aren't up to date yet

brave cairn
#

0.9.2 is still an alpha, so it's ok if things aren't up to date yet

gloomy elm
#

oh okay good then

#

but can you delete Multiblock Dillema anyway :p

brave cairn
#

yeah sure

coral vault
brave cairn
#

¯_(ツ)_/¯

#

sure why not

gloomy elm
#

I tried to use chatgpt to fill the json file but it's been half an hour lol

#

I'm killing so many pinguins god damn it

#

And yeah it's only the LV Hatches and ULV bus that lost their Assembler recipes

#

a weird one for sure

#

@brave cairn do you think it could have something to do with the new drums you created?

cosmic veldt
#

why the hell is this not being considered a json array
Caused by: java.lang.RuntimeException: Not a string: ["tfc:food/green_apple","tfc:food/red_apple","tfc:food/banana","tfc:food/lemon","tfc:food/orange","tfc:food/peach","tfc:food/plum","tfc:food/fig","tfc:food/pineapple"]; Not a JSON object: ["tfc:food/green_apple","tfc:food/red_apple","tfc:food/banana","tfc:food/lemon","tfc:food/orange","tfc:food/peach","tfc:food/plum","tfc:food/fig","tfc:food/pineapple"]

#

it works if there's 7 entries in the array but not more

#

I was trying to add them to the potato cannon using the new json datapack format but it's being annoyed at me for no reason

cosmic veldt
#

I mean i know it works, it works if you remove 2 entries from the array

#

it's definitely not that datapacks have some arbitrary limit or something because I KNOW other jsons have arrays much larger than this for example the terrain features ones

gloomy elm
#

yeah lol

coral vault
#

Have you tried restarting your client? I know sometimes jsons don't like to work on /reload

brave cairn
# gloomy elm yeah lol

if you don't even know what you're doing then why would a glorified autocorrect understand either?

gloomy elm
brave cairn
#

then write it yourself...?

gloomy elm
#

you show it examples on how to do it then you ask to copy it

#

it's taking hours I was curious to see if it works

#

but it seems it's taking too long I gonna have to finish it by hands

#

that was the perfect job for a glorified autocorrect though

cosmic veldt
#

i personally never found doing work like this with an llm worth it because i always end up fixing the output to work correctly anyway lol

gloomy elm
#

I guess you right

brave cairn
#

ok wtf

#

I just started getting that isDoubleDrops crash

#

oh I had an old tfg-core

#

if I replace it with my new tfg-core, it works fine

#

...or not. WELP

#

I have no clue why it was working yesterday

cosmic veldt
#

modding works in mysterious ways

brave cairn
abstract kestrel
#

does it need hv or above to get extra output

brave cairn
#

yes

abstract kestrel
#

so steel and aluminium one is useless right?

brave cairn
#

no, they can do large amounts at a time, they're much faster

patent marsh
#

we aint hardrock

brave cairn
#

all those debuffs and not being able to pick up your corpse for 5 mins? now that's the kind of shit I expect to see over there lol

copper solar
#

only giving you back 10% hunger is pretty good. shouldn't affect much else.

#

or maybe you can't sprint with that low hunger, might make corpse recovery a little harder, gotta eat first

#

not a big deal if you spawn in your base with food, but if you used a temporary bed somewhere... well i guess there are glow berries all over in the neath anyway

patent marsh
brave cairn
gloomy elm
#

And tfg has now so many more qol to ease the facility of the game

#

if you remove hunger from the game

#

remove rotten food

#

remove water management or traveling

#

I wouldn't even understand why you would want to play TFC

brave cairn
#

random thought - if we've got kaolin/rubber trees for the tropics, and rosin/rose quartz for the north... should we put something in the desert?

gloomy elm
#

Oh I would love to have to go to the desert they look so cool too

gloomy elm
#

the salt one is beautiful

brave cairn
#

ikr, so many of the 1.21 tfc worldgen changes look so good

gloomy elm
gloomy elm
brave cairn
#

no

gloomy elm
#

that's sad

brave cairn
#

1.20 is only getting bugfixes

cosmic veldt
#

how's this packager recipe look?

#

cardboard I'm going to make a 5x paper + 4x glue recipe, makes it so you need a decent backlog of paper to start making use of these

#

makes sense I think

brave cairn
#

I like to keep the hull in the middle just cuz every other gt recipe does that, but the rest looks good, if that's where you want to balance it!

cosmic veldt
#

i could swap the hull and bars around, that might make more sense immediately

gloomy elm
#

But I guess it will be easier to do some fix after we playtest a bit

exotic wraith
#

aight

#

back home

#

hello chat

#

do i have shit to review?

brave cairn
#

not any more

exotic wraith
#

gewd

#

cuz i'm too tired to review things

#

lmao

brave cairn
#

also welcome back! quick update

#

0.9.2 is ready, I just sent it off to xikaro

#

many many many bug fixes. Also a few new things. Check the changelog

exotic wraith
#

sure, i'll take a looksie

gloomy elm
#

Hey!

brave cairn
#
  1. some mod changes as well. Nothing major, but I removed auroras and rainboows in favour of tfc caelum because it also adds very realistic sun/moon positions and planets! so that goes well with our space stuff
#
  1. airrice has gotten create 6 mostly working, we're basically only waiting on steam n rails and horse power to update, and both are being actively worked on
exotic wraith
#

yeah this seems like some very good shit

brave cairn
#

also I drew this today because man I need a fukken break lmao

#

I want this damn hyperfixation to go away already please

brave cairn
#

oh yeag

exotic wraith
brave cairn
#

stop tempting me with things I actually enjoy

#

I do wanna at least make sure 0.9's nice and stable before getting back into space stuff

#

not looking forward to merging my branch in either...

#

I guess I'll work more on the field guide thing tomorrow since I already started rewriting it

#

and I think most of the other bugs should all be covered now

#

there's still a couple like a bunch of vanilla items having incorrect recycling recipes (thanks, gregtech) and someone said their damascus steel screwdriver wasn't working? (prob just missing a bit of nbt like the aoe tools were)

#

otherwise once people play around with 0.9.2 for a bit to find any other bugs, and we get the quest + field guide finished and proofread, I'd say we're pretty ready to publish a stable build 🤔

exotic wraith
#

hows the uhh

#

ore gen thing

#

the jsons files

#

i'll need to rewrite that tool eventually

brave cairn
#

I already started it dw

#

that's what I'm referring to, the tool

gloomy elm
#

So how do you guys get all your chapter files into the lang file without spending hours copy/pasting everything ?

exotic wraith
#

like

#

quest chapters?

#

the tool (language merger) copies the language output to the kjs stuff

gloomy elm
#

wut

#

no

#

I mean

#

I do the text in the FTB editor

#

then I have to replace all the text with the code from the kubejs lang file

#

maybe I'm doing it in a terrible not efficient way

#
        {
            dependencies: ["2AD44111B9B39C90"]
            description: [
                "Any Steel you encounter in day-to-day life is most likely &7Stainless Steel&r. It is extremely resilient against corrosion.&r"
                ""
                "Stainless Steel is the material for &6HV&r components, like Aluminium for &bMV&r and Steel for &7LV&r. It is also used in high quantities for the &3Distillation Tower&r."
                ""
                "It requires &cChromium&r, obtained mainly from &cRuby&r or &cChromite&r, and &2Manganese&r, obtained from &2Pyrolusite&r and others in its vein."
                "{@pagebreak}"
                "Smelting Stainless Steel requires &dHV Power&r, which you likely do not have at this point. Scaling Power Production is crucial."
                ""
                "If you &9haven't already&r, it would be a good idea to get a second EBF going. They can share blocks, so that means your second EBF only requires &a10 Cupronickel Coils&r instead of 16."
                ""
                "Have one EBF run off &bMV&r for Aluminium and any other recipes requiring &bMV&r Power, and one running off &6HV&r with &32 MV Energy Hatches&r."
            ]
            icon: "gtceu:stainless_steel_ingot"
            id: "16A6AE5C770DB83A"
            shape: "octagon"
            size: 1.5d
            subtitle: "HV is in your grasp"
            tasks: [{
                id: "3192FF80FBDC7A28"
                item: "gtceu:stainless_steel_ingot"
                type: "item"
            }]
            title: "Stainless Steel"
            x: 1.5d
            y: 7.5d
        }
#

like I got that in the chapter .snbt file

#

then either I replace everything on the file or by using the ftb quest editor

#

to get

#
        {
            dependencies: ["22E462070F8B027A"]
            description: [
                "{quests.medium_voltage.mv_energy.desc.1}"
                "{@pagebreak}"
                "{quests.medium_voltage.mv_energy.desc.2}"
                "{@pagebreak}"
                "{quests.medium_voltage.mv_energy.desc.3}"
                "{@pagebreak}"
                "{quests.medium_voltage.mv_energy.desc.4}"
                "{@pagebreak}"
                "{quests.medium_voltage.mv_energy.desc.5}"
                "{@pagebreak}"
                "{quests.medium_voltage.mv_energy.desc.6}"
            ]
            icon: "gtceu:mv_steam_turbine"
            id: "583D0CC4FAA4FC98"
            shape: "square"
            size: 1.0d
            subtitle: "{quests.medium_voltage.mv_energy.subtitle}"
            tasks: [{
                id: "1F170291094582D6"
                item: {
                    Count: 1
                    id: "ftbfiltersystem:smart_filter"
                    tag: {
                        "ftbfiltersystem:filter": "or(item(gtceu:mv_steam_turbine)item(gtceu:mv_gas_turbine)item(gtceu:mv_combustion)item(gtceu:mv_1a_energy_converter)item(gtceu:mv_4a_energy_converter)item(gtceu:mv_8a_energy_converter)item(gtceu:lv_transformer_1a)item(gtceu:lv_transformer_2a)item(gtceu:lv_transformer_4a))"
                    }
                }
                title: "MV Generators"
                type: "item"
            }]
            title: "{quests.medium_voltage.mv_energy.title}"
            x: 6.0d
            y: -0.5d
        }
#

and copy everything in the kubejs file

brave cairn
#

for that specific case, how come you split the two pages into 6?

coral vault
#

Alright, I'm back from fishing 😎 how we lookin?

gloomy elm
#

feels easier in 6 pages

exotic wraith
gloomy elm
#

that's the longest quest actually

exotic wraith
brave cairn
coral vault
#

Found some cool rocks by the lake. No kaolin tho

exotic wraith
#

i have no idea what to do however, i'm too tired today to do anything however

#

so

gloomy elm
#

I can't show you the quest in formate

#

because well

#

this one is already put in formate ahah

brave cairn
#

or you could do the tool instead while I do... something else lol

gloomy elm
#

So basically there is no good solution to do it faster?

brave cairn
gloomy elm
#

oh yeah

#

I took different stuff

brave cairn
#

I thought you were showing the before and after of the same quest

#

I didn't look at the IDs

exotic wraith
#

i'll see what i can do

#

i might just fuck around in figura

#

idk

gloomy elm
#

I'm just slow but I think I should just write the quest directly in the kubejs file

#

but as I try to use colors

#

It's easier to see if it looks good in the ftb quest editor

#

then copy paste it

gloomy elm
#

so you didn't miss much there

brave cairn
#

yeah I haven't logged on since you left

gloomy elm
#

I think I just rebuild the cellar to have two floors and be besides the kitchen and that's basically it

#

well time to go back to my dumb quests

exotic wraith
#

😭

exotic wraith
#

nah you're good

#

i never told anyone

gloomy elm
#

We could still make an other outside kitchen

#

Do I still have the time to include my quests in 0.9.2?

brave cairn
#

I already sent it off

#

it's not like we're in a rush anyway

#

0.9.2's still an alpha as well

gloomy elm
#

😦

brave cairn
#

I didn't get to include the field guide either 😔

gloomy elm
#

I guess 0.9.3 will have an even bigger revamp for quest

cosmic veldt
#

Frogport

#

postbox

exotic wraith
#

oop

#

also, quick question

#

are we going to put the storage solutions from create into a mineral found in the snowy areas?

#

that'd be pog

cosmic veldt
#

i'm keeping these relatively accessible because the packager is going to be the limiting factor, making the packages should be relatively difficult but routing them should be kinda easy

cosmic veldt
brave cairn
#

throw some tools in the recipes 😛

cosmic veldt
#

rose quartz can get processed into a rose quartz lens, then you'll use the lens to make logistic chips or whatever

#

still thinking about how to do those although the create 6.0 transmitter item could be fine

cosmic veldt
#

probably gotta add assembler recipes alongside these too

brave cairn
#

sounds good

#

I've been neglecting those

exotic wraith
#

i wish we could make a helper method that creates a crafting recipe + assembler

#

and just

cosmic veldt
#

if I just make the recipe use #forge:tools does it automatically know to not expend the tool?

exotic wraith
#

somehow removes any tools found in the crafting recipe

brave cairn
cosmic veldt
#

ah, ok

#

I was just checking because I didn't see anything special with the GT tools so wasn't sure if i had to define it somewhere else or whatever

brave cairn
#

nope they're easy to work with

gloomy elm
#

but it's true that we should definitely have an assembler recipe for any recipe that uses tools

#

assembler or something else obviously

brave cairn
#

iirc the chisels are the only ones we use that are an exception

#

so that can be special cased

cosmic veldt
#

do we have some guidelines on which circuit number to use for what kind of recipe?

brave cairn
#

uhhhh not really besides "use 1 for the most common thing" and "don't collide"

#

shoutouts to the old stone bricks recipes where 1 gave you an aqueduct while the brick blocks were on 0

merry briar
merry briar
gloomy elm
#

item vault seems a bit cheap and there is a weird difference with 3 chests for the assembler recipe

cosmic veldt
#

huh thats a weird recipe

merry briar
#

god I want to play this thing again, probably whenever create 6 is added

#

not to be an ahole but best time would be june/july 😉 (and I know it doesnt depend entirely on you)

#

thank you all for your effort

cosmic veldt
#

i think i'm just going to make the item vault 1 chest over the board, it only holds 20 stacks of items anyway

gloomy elm
#

gosh finally finished MV Chapter quests

abstract kestrel
blazing swan
gloomy elm
cosmic veldt
#

Alright, LV recipes. I've tried to balance these so everything except the factory gauge should be available relatively early
Transmitter:
Red alloy double plate + pink (rose quartz) lens, LV laser engraver

Stock link:
2x screws + 1 LV circuit + 1 transmitter + 1 metal casing + 2x ULV coil

#

Stock ticker:
3x glass pane + stock link + 2x resistor + wrought iron plate

Redstone requester:
3x Wrought iron plate + stock link + 2x ULV circuit + red alloy plate

2x Factory gauge:
3x annealed copper foil + diode + precision mechanism + TFC lens + stock link

The annealed copper foil and diode requirement should gate the gauge to late LV, everything else should be doable mid to early LV if you really want to.

#

like the original plans this should make it so you can still use the frogport(chain conveyor network) and postboxes(train network), as well as basic storage via packagers in ULV

gloomy elm
#

So logistic is available ULV and autocrafting LV ?

cosmic veldt
#

yep that's what I was thinking

#

well, manual logistics at least

coral vault
#

do we have a fix for the .isDoubleDrops() crash yet?

abstract kestrel
brave cairn
brave cairn
#

@zealous atlas pls give @copper solar contributor, they're oosyrag on github

#

also thank you for the publish ❤️

zealous atlas
#

I would also like it to go into beta and give the opportunity to update the server

brave cairn
#

I will work on the field guide today

blazing swan
brave cairn
#

oh no!

#

someone else reported the millstone crashing at one point but couldn't reproduce it

copper solar
#

It's very intermittent. Not related to specific ores, and doesn't happen for me in creative with just millstoning a bunch of stuff.

zealous atlas
#

@brave cairn change, in pakku.json, project side

brave cairn
zealous atlas
#

yes

brave cairn
#

ok, committed

#

should I PR these into main?

zealous atlas
#

No, I'll change it manually for now

brave cairn
#

ok 👍

rocky leaf
cosmic veldt
#

chat is this a W? (got tfc chains to be compatible with the chain conveyors)

brave cairn
#

yoooo nice

cosmic veldt
#

still need a way to make it so you can get back the specific type of chain you used to link it up if you dismantle it, maybe even render the chain differently, but otherwise it seems to just work

#

how would I start doing that I wonder... I guess I could just mixin to add a metaltype member or w/e to the chain conveyor entity itself and then go on from there

#

also I've just decided to leverage the tagprefixes we already define in tfg-core to do this, which means that all metal chains will now be under the tag #forge:chains/[METAL TYPE] ? dunno if this might break anything

brave cairn
brave cairn
cosmic veldt
#

yeah it was tfg:metal_chains or whatever, defined in kubejs

#

but this should be more elegant and easier to work off of later in case we wanna add any other materials' chains

brave cairn
#

sounds good

cosmic veldt
#

which should be doable if I can somehow make the mixin reference which material went into it

brave cairn
#

🤔

#

might be cool

#

personally I don't mind if we keep things simple, it's up to you

cosmic veldt
#

it's just because the create 6 stuff is going to be blocked by s&r not updating anyway, haha

#

more than enough time for me to mess around with a bunch of stuff and make the integration for this content as nice as possible

brave cairn
#

fair enough!

#

tbh I could always just merge in all the space stuff so you guys can start playing around with it and see if you get any ideas

#

until I get back to working on more worldgen

#

the moon is still pretty plain at the moment

gloomy elm
#

As I'm beginnng to shape HV and EV quests I would like if we begin to speak space implementation of Gregtech

#

We have so many different ideas it would be cool if we begin to see which ones we go for

#

what's the philosophy we want to implement (no teleportation, ores unlimited or new processing lines to get more out of it, how hard the first rocket should be, do we modify old GT line to implement them in space?)

#

stuffs like that

#

basically what do we want space to be

#

should it just be a place we go sometimes to grab ressources

#

shall we be urge on to make outpost base

brave cairn
#

I want to make it so you'll be required to at least have a small setup on each planet -- similar to factorio, where you have 3 things to automate. Power, making new "rockets" (or whatever consumable to send stuff home), and then the core greg component

exotic wraith
#

So wait, the official server is going to use 0.9 now?

brave cairn
#

Power can be different on each planet - ad astra has its own solar panels that can be configured to do different amounts of power on each place, so we can make them useless on mars/venus for example but good on the moon

brave cairn
exotic wraith
#

Ohh

#

Ok gewd

gloomy elm
exotic wraith
#

Guess my server will stay afloat a bit longer

gloomy elm
#

I like a smaller server though

brave cairn
gloomy elm
#

you don't go to bed in summer to wake up one year later still in summer :p

gloomy elm
#

that's doable with kubejs

brave cairn
#

power generation with multiblocks is annoying, speaking from experience with the old alternator

#

the ad astra solars are fiiiine

gloomy elm
#

uh I think power generation with multiblock is peak gaming

#

Gregtech is multiblock if you ask me

brave cairn
#

well ideally I'd like to have nuclear on mars so that can be your gaming

gloomy elm
#

remove the multiblock from Gregtech and no one would play it anymore

#

if you want to get people excited about Gregtech

#

just make new multiblocks

#

that's this easy lol

gloomy elm
#

there is different addons being worked on for Nuclear though

brave cairn
gloomy elm
#

yeah there is a fine balance ahah

#

we can have a 5x5x2 multiblock for solar power

#

even a 3x3x3

#

no need to go stupidly big

brave cairn
#

the solars are fine

gloomy elm
#

it can be chill

#

then you use RF to generate power

#

with ad adstra

brave cairn
#

that's fine, there's an RF to EU converter, same with the create additions alternators we're using right now

gloomy elm
#

oh but that feels so bad for a gt pack 😦

brave cairn
#

it's fiiiiiine

gloomy elm
#

fine =/ fun

brave cairn
#

don't overcomplicate it, you're prob only gonna use these on the moon anyway

gloomy elm
#

Overcomplicate and Greg integration are two different things but

#

so what do you want for core gregtech component from the moon

brave cairn
#

integrated doesn't mean "avoid using completely"

gloomy elm
#

I disagree with you on this one but it's your decision

#

I mean if you don't want to make new lines or new multiblock what should we do on the moon besides extracting ressources with large/void miners and maybe fluid rigs

brave cairn
#

it's not that different from using create instead of greg's LP machines

gloomy elm
#

It's okay this way because it's an alternative and Create uses GT systems

#

even though the balance is broken and Create is too strong compared to gt

#

which is fine I guess

brave cairn
#

anyway, so far for the moon, we have:

  1. ae2 meteorites, which give you the inscribers
  2. some space base ruins for something to explore, and to give you a few resources so you aren't softlocked
  3. exclusive certus quartz, and I was gonna move the alum/bauxite/ilmenite vein here too
  4. I made moon rock dust centrifuge into a little helium 3. I'm open to changes for this process, but apparently the moon has a lot of helium-3 irl, and that's useful for fusion power late game
  5. a few bedrock ores (just magnetite and olivine so far)
#

so at the moment, the moon doesn't need a permanent base unless you want to ship home automatic helium-3 or bedrock ores

#

as for mars, my current plan is to add heavy water to the fluid drills (or heavy ice bedrock ore?), which will be used for both nuclear power as well as something to make a component for nano circuits

gloomy elm
#

this would be easiest I guess

brave cairn
#

yeah, that was my initial idea, to just replace the glowstone with heavy water

gloomy elm
#

the thing is

brave cairn
gloomy elm
#

The way I see it now space isn't that fun or useful

gloomy elm
#

it's either nickel plasma at Mk3

#

or Helium Plasma? i don't remember

#

I never use the first plasma

brave cairn
#

we can balance it as needed, part of the reason it sucks normally is because it's hard to get lots of helium-3

gloomy elm
#

you can distil nether air for it though

#

but well yeah

#

it can be change

brave cairn
gloomy elm
brave cairn
#

oh nvm you're right it does give helium 3

#

barely any tho

gloomy elm
#

So the way I see it you want to keep Gregtech vanilla and use space to get some ressources to gate a bit the progression

brave cairn
#

to start with at least

#

we can get crazier later

gloomy elm
#

I'm afraid it's even less exciting for GT players

brave cairn
#

think about it though

gloomy elm
#

because now you deal with normal Gregtech and all its empty chapter

#

but

#

now you have to travel to space to grab a drum

brave cairn
#

well we'd change the recipe to only work on mars, lol

gloomy elm
#

for the wafer?

brave cairn
#

for whatever we want

gloomy elm
#

well yeah for whatever

brave cairn
#

maybe you can only make nano circuits on mars or something, idk

gloomy elm
#

but without interdimensional AE2

#

this may not be fun but just tedious

#

Idk

brave cairn
gloomy elm
#

ahah I forgot about this one

#

launching circuits from mars

brave cairn
#

it lets you send stuff between dimensions while requiring ammunition

gloomy elm
#

Idk I guess we can begin by implementing stuff like you want

#

we'll see how it goes

#

so basically for the moon

brave cairn
#

so if you want to send nano circuits around, you'll need to

  1. automate uranium mining and processing
  2. automate whatever you need for the wafers (silicon from a rock crusher, carbon from the air?)
  3. automate what you need for the ammunition to send it elsewhere
gloomy elm
#

you already did everything?

#

except gregified ad astra pannel

brave cairn
#

the moon already has what I wrote above, yeah

gloomy elm
brave cairn
#

but I wouldn't call it "finished". I agree it doesn't really have all that much to do at the moment besides "go here and mine and maybe get fusion fuel later"

gloomy elm
#

and if it's too simple they will just find it boring and tedious

brave cairn
#

¯_(ツ)_/¯

gloomy elm
#

honestly it's really hard to expand outside of

#

grab ressources

#

at least the quests will be easy to make I guess

brave cairn
#

I mean, we can force the player to have an empty inventory when flying on their rocket, lol

gloomy elm
#

lol

brave cairn
#

that's how factorio does it to solve that issue

gloomy elm
#

You should be cautious about not wanting to be too much Factorio

#

As it's not the same way to have fun

#

Your ideas on Tfc and Create were amazing because you used the philosophy of the mods to create them

#

but on Gregtech I don't know

#

it will be vanilla gregtech with factorio dlc ressources management

brave cairn
#

I mean, this is still a lot better than most other times space is added to modpacks where you just mine a specific ore and then leave, lol

brave cairn
#

yes

#

and factorio did space very well

#

and I imagine there's a lot of overlap between factorio players and gregtech players, so

#

they'd probably like to try a minecraft-ified factorio? idk

gloomy elm
#

Idk I love both games

#

I love Satisfactory

#

but I don't play Gregtech the way I play Factorio or Satisfactory

brave cairn
#

I mean I'm very open to more ideas, I'm just bringing you up to speed with what we talked about in the past

gloomy elm
#

well we'll see

#

let's see how it goes on some play test

#

have some opinions from players and we can modify it later on if we feel like so

brave cairn
#

like besides just the automation you'll also want to automate stuff like oxygen for your space suit, food, and so on

gloomy elm
#

I hope we can make a greenhouse 😂

#

well food will be rough if we still can't make it from GT machines

brave cairn
#

yeah that bug is annoying lol

#

anyway ad astra doesn't come with much, besides:

  • tiered rockets for player travel that require fuel (I changed it to use gt rocket fuel
  • a little vehicle that requires fuel (I made it use gt diesels and petrol)
  • a whole bunch of decoration blocks
  • a few mobs
  • a system where you make an enclosed space and then you fill it with oxygen so you can breathe, water doesn't freeze/evaporate, and plants can grow
  • a few machines (the only interesting ones are the solar panels and a fancy crafting table that has like 15 slots in a rocket shape)
  • some crafting materials (we can skip all these as needed)
gloomy elm
brave cairn
#

so it's up to us to actually put content there

#

like a sandworm on mars, lol

gloomy elm
#

it has good decoration block though

#

yeah I remember this discussion that's how I got hooked up into helping with the modpack ahah

exotic wraith
#

I'll update the server

brave cairn
#

but yeah if you have ideas on how to force people to build different bases and not just ship everything by hand, I'm open to it lol

exotic wraith
#

lets see if i did it right

#

i made sure to zip the entire directory first

#

to avoid fucking it up

#

lel

brave cairn
#

you may need to add caelum to the server, xikaro poked me about that this morning

exotic wraith
#

its not in the zip file?

brave cairn
#

no, apparently I did the pakku.json wrong

exotic wraith
#

just caelum, right

#

also, which version

#

@brave cairn

#

(i assume caelum is not missing from the curseforge file)

brave cairn
#

uh latest

#

I think it's just missing from the curseforge file for servers and not for singleplayer? I'm not sure, xikaro said he'd do it

exotic wraith
#

i'm quakin it rn

#

i'll check it out

#

ok so

#

Serverpack has caelum

#

Curseforge also has Caelum

#

so

#

uh

brave cairn
#

then idk

gloomy elm
brave cairn
#

yeah! like for example we could put uranium processing on mars, or some other incentive to do it there instead of on earth or something

gloomy elm
#

First idea would be that the building of the next tiers rocket is link to technology unlocked from the current chapter, for example making the T2 rocket would need a cleanroom and a vacuum freezer on the moon

#

nothing too complicated but already having a cleanroom on the moon would push people to have a good source of passive energy on the moon

#

we would prefer to avoid them simply bringing a tank of nitrobenzene or diesel

copper solar
#

If you want the factorio experience you generally don't "continue" linear progression by traveling just travelling for a new resource, which is what you already do on the starter planet. You add one simple significant constraint that changes the gameplay loop, the means to solve it on that planet, then the progression reward to ship it back to the main base to utilize/process to progress.

To facilitate that you can go the factorio way of just not letting you carry items manually across planets, which might be a little janky in Minecraft, or simply have things not work the same on other planets (ie beds exploding in nether), combustion not working or getting as hot ect.

Some themes for alternate processing might be something like lack of oxygen for combustion but easily available powerful solar, lack of really basic ores and metals, really large distances/bad terrain/hazards between resource nodes. Plant processing focus, animal/mob farming ect. Factorio ideas lol.

exotic wraith
#

Aight so, server is back up and running 0.9.2

I'm still unable to have DH enabled on it sadly, but it should be running OK now

If you're a contributor and want access, give me your MC user name.

brave cairn
#

the other issue we have is that in factorio you always need a continuous supply of science

#

whereas gregtech just doesn't have that kind of design

gloomy elm
#

If we keep the philosophy of what we did up until now, having alternatives harder without travel and easiest with while trying to keep planet relevant for a long time:
-energy production on site has to be more interesting that just bringing big quantity of gas/fuel so the machinery in space should be passive some of it at least
-some stuffs are mandatory to get from the moon (certus, next tier rocket)
-extracting ressources that you can get in higher quantities from the moon and should be made passive to ask for constant energy which can be (gallium/arsenic/chromite ->bauxite/raelgar/chromite ) or the basics from LV/MV (copper/tin)

#

yeah the difference with Factorio is that trying to have constant supply isn't the same

#

it can be done with ores in GT

#

so reworking the veins on overworld is the easiest bet

#

You can easily finish vanilla GT with all the ores in the overworld we have now

copper solar
#

Needing the resources from previous tiers in larger amounts to progress but also the means to get them more easily in larger amounts kinda takes a similar role to science, or reprocessing to a different version. Which is already done.

brave cairn
#

yeah, I'm def up for moving the "infinite with stone dust" kinda stuff into space

#

so like, you need to mine aluminum for a bit, but on the moon aluminim is infinite

#

then on mars/venus, chromium is infinite, etc

gloomy elm
#

that's the way I would go

#

so it needs to be passived

brave cairn
#

I don't mind if parts of space get deprecated over time, that happens in greg as well

gloomy elm
#

the issue is base gt needs so little stuff

#

overworld ores will need to be tweaked

#

Moni had this issue with large miner being so strong people weren't even using their ressource generation system

#

and they had higher difficult tiers

brave cairn
#

yeah

#

so we can't just rely on "cheaper resources" as a significant reason to build a base

gloomy elm
#

The way I see it :
-Each planets need a process line for next rocket using stuff from the planet and machines unlock in the chapter
-Each planets offer higher ressources wield
-Each planets or orbit of the planets can later on offer infinite ressource
-Unlock something that gate progress but can be skipped later on

brave cairn
#

yep agree

gloomy elm
#

Moni had an amazing Excel for materials I will try to find it back it could help us to have good vision on ressources

brave cairn
#

I am very much not a math person lol

gloomy elm
#

ahah no it was more of a each tiers need these materials thingy

#

no quantity just names

#

@exotic wraith do you need to redo the whole whitelist?

exotic wraith
#

this time i moved the important stuff into a separate folder

#

updated

#

then moved the stuff back

#

y'all should be able to just connect

gloomy elm
#

launching it it's been some time

exotic wraith
#

gonna try to see if i can have DH work on it

#

just by supressing the log

gloomy elm
#

uhuh

#

that would be cool

#

shall we make some kind of file to discuss idea and implementation for space?

#

Discord without being able to pin may be the worst place lol

#

Hmmm I'm crashing on a clean instance of 0.9.2

#

something to do with Occulus and Caelum

#

it works fine without Caelum

exotic wraith
#

Server's up again, removed DH from it since its basically just an issue between TFC and DH itself

gloomy elm
#

Well atleast I can log on the server without Caelum

#

When I add TFC Caelum it crashes during loading of the game

#

Is this some kind of compatibility issue with Silicon mac again -_-

brave cairn
#

maybe something with your shaders? idk, it worked fine for me

gloomy elm
#

I didn't add the shaders yet it was fully freshed instal

#

Seeing as I am the only one having this issue I feel like blaming stupid mac again

#

I'm sad I wanted to see the new sky -_-

brave cairn
#

could try removing oculus/iris?

gloomy elm
#

gonna try

exotic wraith
#

average mac gaming moment sadly

gloomy elm
#

there is some weird issue with java and silicon mac apparently

#

spark is making minecraft crash when loading world on silicon mac too

#

yep it works without Oculus

#

But between not having shadders and not having Caelum

#

I think I prefer not having Caelum

#

I just gonna play with my pc I guess

#

Can't even have DH

#

It's time to make tons of wheat as the server was just restart lol

gloomy elm
#

@brave cairn I think Create washing is weird the more you do at the time the less it takes time kinda like parallel

#

so if I set at 400 ticks for processing it gives 20 seconds for 1 crushed ore

#

and then if I put 64 crushed ores

#

it takes around 1min20 seconds

#

but when I use a depot

#

it doesn't work lol

brave cairn
#

create pls

gloomy elm
#

#💬│modern-chat-en message

#

well

#

I think it's okay if a stack is faster than one piece

#

if you put a stack with create it's faster than a stack with the ore washer

#

it seems okay

#

but maybe then we need a good compromise for the basic time

#

especially knowing we can put 5 fan on a depot :p

brave cairn
#

well, the basic one is balanced by it being really annoying since you can't move water lmao

gloomy elm
#

oh true

brave cairn
#

but yeah

#

I guess this is why the bulk washing was so bad in 0.7 lol

gloomy elm
#

why the heck this one doesn't work

brave cairn
#

is your washer blowing and not pulling?

gloomy elm
#

no it's blowing I checked

brave cairn
#

if you're getting particles then that means it's working

gloomy elm
#

same setting

#

20 seconds

#

maybe it's a Greate bug?

brave cairn
#

was greate a mistake

gloomy elm
#

I can't imagine an other culprit

#

it's a wonderful idea and mod

#

it will work better with Create 6 I expect ?

brave cairn
#

I sure hope so

gloomy elm
#

I guess the solution for now is to let the ore washer being broken fast*

#

so atleast it's usable

#

without space integration do we really care about ores for now anyway

#

I fixed in my PR the name of the Ore Processing chapter

#

Do i have to do others stuffs on it?

brave cairn
#

what do you mean other stuff?

gloomy elm
#

Idk 😅

merry briar
#

you can also speed up any bulk process by having more faces of the "block" being afected

#

if you wash sand from 4 faces simultaneously it will take way way way less time

gloomy elm
#

Yeah I forgot about this one I wonder how it works without being able to use the depot

#

They need to be right at the same speed

gloomy elm
merry briar
#

yeah probably something like that

gloomy elm
#

#💬│modern-chat-en message

merry briar
#

and for example if you throw 100 stacks of sand it will take what 1 stack takes

#

as long as they are as item entities

gloomy elm
#

Oh that’s why there is some method to make bulk blaster faster than anything else

merry briar
#

yeah

gloomy elm
#

It capped at one stack?

#

I didn’t know about this one

#

That’s crazy strong

brave cairn
#

it has the same issues as the bulk blaster honestly

merry briar
#

you can blast 1000 stacks of sand to 1000 stacks of glass in like a couple seconds

#

and even more

brave cairn
#

very strong, very hard to balance... but washing is less "powerful" so it's not as big of a deal?

merry briar
#

the limit is your cpu

#

you can try and disable entity bluk blast

#

if you do that the you pretty much cap it to a 1 stack thing

brave cairn
#

where would that be? I don't see it in the settings

gloomy elm
#

Idk how bad it is than the ore washing with Create is too strong

#

It’s a huge advantage early game sure

merry briar
brave cairn
#

bah

gloomy elm
#

But at the end of the day it’s not too bad

merry briar
gloomy elm
#

Well this one doesn’t exist anymore anyway

merry briar
#

and by extent any bulk recipe

brave cairn
#

yeah bulk blasting def had to go

gloomy elm
#

For ore washing I’m like bah why not

merry briar
#

and for example? bulk cooking? or soul sand enchanting?

gloomy elm
#

All of that doesn’t exist

brave cairn
#

yeah like you're still gonna be bottlenecked by the thermafuges

merry briar
brave cairn
#

I could always make the washing less effective if needed

#

right now it does exactly the same as ore washer recipes, a 33% byproduct rate

#

that can be changed

gloomy elm
#

That could be a way yeah

merry briar
gloomy elm
#

I mean with a smart chute and 4 fans I guess you could make some pretty crazy fast washing process

merry briar
#

yes

gloomy elm
#

but then macerator and thermal centrifuge would still slow it down