#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 19 of 1
that way?
Yup, try that
I checked the kubejs documentation but the more I use it the more I feel like it's outdated
It is very outdated
They made a new wiki, but it has like 2 entries lol
Hmm
Weird... Maybe are you missing one of the circuit tiers? So the recipe is expecting ZPM but there isn't one for example
Lol
I had two more tiers lol
good it worked
now I need to add the universal circuit to the gtceu ones
and usually this is where it get fucked up
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:${tier}_universal_circuit`);
});
So Pyritie told me to add the tag after making the recipe
so I would do it that way
Uhh
That seems wrong
The tag should be loaded first
Otherwise the recipe wouldn't know what item the tag has
that's the idea to make the recipe before adding the universal circuits into the tag
so they don't appear in the recipe
it fucked AE2
You can also use .subtract() to ignore items from a tag
oh
But your way is easier
It's less elegant I guess
because I had to make a different file in kube.js to have all of them together
let's try if it works at least
Yeah. For future uses you can do something like ```js
Ingredient.of("tag").subtract(["item1", "item2"...])
After .shapeless(Ingrendient.of() ?
If you want it as the result it would be Item.of I believe
If it's the input usually Ingredient.of
Some recipes are weird about which one they want
oh I see
and the tag doesn't work
i'm confuse
it was working earlier
const tiers = ["ulv", "lv", "mv", "hv", "ev", "iv", "luv", "zpm", "uv", "uhv"];
ServerEvents.tags("item", event => {
tiers.forEach(tier => {
event.add(`kubejs:craft_circuits/${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`);
});
});
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}`);
});
});
that would be like that?
oh wait
The ingredients should still be in an array
with []?
Yeah put that around the ingredient.of().subtract()
Yeah that looks like it should work
okay thanks let's try that way then
Reading it on mobile confuses me lol
ouch that has to be rough
I removed the const lol let's try again
it works for the tag but the recipe didn't work
but no error
I'm adding bracket for the input
nope
damn
oh no
I may be dumb
I used .substract with the wrong item
ServerEvents.recipes(event => {
event.shapeless(`1x tfg:lv_universal_circuit`, [Ingredient.of([`gtceu:circuits_lv`]).subtract([`tfg:lv_universal_circuit`])]
).id(`universal_circuit_test`);
});
even this one doesn't work
oupsi I broke everything lol
holy cow
It may work I was mispelling stuff as expected
Shweet
the tag are still fucked in a way but well
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}`);
});
});
no where appears #kubejs:craft_circuit anymroe
but it still exists ingame as a name
does does it still appear if you restart your client?
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?
yeah, something like that
I was gonna have the rose quartz dust centrifuge/electrolyze into quartz dust + redstone
greate seems to have defined it as such too
do you know where I could define the materials system to auto generate a rose quartz lens?
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
it'd be nice to remove that "disable decomposition" flag
(it suppresses GT from creating a centrifuge/electro recipe)
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
if it doesn't work with tfc animals then i guess it would just mislead people
ideally it should work
you'd basically have to go through every animal and add the extra loot table stuff to make it work
but also I feel like it's designed for vanilla where cows give 1-2 steak instead of 20 like here, lol
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
when imo, if something isn't dropping enough stuff, it should just drop more for all cases instead
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
🤔 I'll see how easy it is to remove
I disagree with this one
it just pushes you to have all the tools and the infrastructure
what would have been cool is to be able to get Farmer's Delight and especially butchery in it
but I don't even want to know how integrating is working and we have already enough mods anyway
apparently butchery comes with built in tfc support
but I don't really see the point of farmer's delight, it's just more food to try and balance
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...
yeah I would have like it personnaly but I don't think it has a point in Tfg today
I don't know if it changes the base tfc behaviour, just lets you get more out of animals
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
yeah I get the issue with that one :p
but yeah lemme see how easy it is to just remove the GT tools then we can figure out where to go
yeah I guess optimizing food drop isn't the priority anyway
since our recipes are still broken with GT and Create
well I will be able to push Universal Circuits fully implemented!
we need to ask Xikaro to add some credits
Idk how that works
where do we even add credits?
like, on the modpack description page? in the field guide somewhere?
I have no clue
Usually I see it on the github
let me check how someone that asked the same permission did
yeah they do it on the github
okay
Pyritie do you have to declare my const in both the tag.file and the recipes files?
it's not share between file I guess?
lol I just wrote a comment on github about this
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}`);
});
}
Is this what's expected?
you'll still need the globals. in front of the const array for kubje to keep it around, but otherwise yes
is it globals or global?
uhh... look at the constants.js file and copy what they do lol
uhuh I think it was global
let's see if everything works fine
uuh my tag function doesn't work
what did i do again
you put it in the right items tag function right? and not like, the block tag or something
Oh you can bet that's the mistake I did
even better
I was in the tag list for ore veins
lol
lmao that'd do it
yeah
from the Moni Team I guess
Idk how how that works but I guess we are better safe than sorry in crediting both
I stuck it on the bottom of the readme, I think that's correct?
I think so!
You ask me but really I don't know ahah
well they will tell us if we miss something
Pamsmith is on this discord
tbh I kinda want to rewrite the prose on the readme anyway, it's too grandiose and doesn't accurately describe the pack
it should say more about like, what is the gameplay like, who does this modpack appeal to, what you can expect out of it
Realistic minecraft pack appealing to new players who wants to discover Tfc and Gt and also Veteran who wants an original experience
still too vague!
no definitely
We need to expand but I think that's the main idea
TFG now has very orignal mechanics
Is an entry pack to TFC and Gregtech while still keeping the philosophy for both mods
Crazy integration of Create
the pack is rough it's a survival pack still
and soon space exploration to keep the philosophy of explory from Tfc
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"
Would be easier to understand with small paragraphs for each parts
"it's focused around tfc and gt but expands beyond just those mods while keeping their themes" idk
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.
I killed a penguin for that lol
oh I was gonna do it lol
that explains why it reads so different from your writing style lol
yeah you can tell that some of them this isn't me
I did most of my university studies in English, but it's been a long time since I've written much
well i do write a shitton these days because of my thesis so i could have a go at helping write it up
What do you mean braggy?
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
instead of being like "wow look at alllll this content! 1000s of quests and custom recipes!!! innovative modpack!! 🤩 🤩 "
You think it’s a bit too braggy?
I think it’s okay it explores all the aspects of the pack
gonna be honest I just mentally discard everything that AI shits out lol
Maybe a bit too engaging
Ahah
I agree i try to limit how often I use it
that was my initial text
tfg calling itself "innovative" or "survival as it should've been" has always rubbed me the wrong way lol
"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.
I think what they mean by survival as it should've been was because they wanted the pack hard
But I think the way we gate AE2 and the ressources generations we gonna have is a better way to make the pack hard
true its missing infernal mobs at night
will create 6.0 be in the update?
Not the next one but hopefully the one coming after
we're waiting on two create addons to update to create 6, then we'll be able to
Nice!
open the chance cube next to your base, it'll be funny, trust
Open the funny cube! You get a %1 chance for something mildly annoying and %99 chance you will ruin everything you've ever achieved
ahahah
Btw how was Texas?
we added mobs that spawn and jump you if you mine or chop trees just like Acclaimed Modpack RLCraft™️
Yeah its weird. We purposely made it awful but it's trending rn
Nebby was so disappointed with us they never came back 😭
Lmao
😭 😭 😭
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
I usually download the github from dev branch then run pakku fetch
I'd like to get the field guide updated 🤔 but I guess we could just do one tonight if everyone's ready
nah its ok, you answered the question, you want to field guide done before we do a minor update
I have a friend that sometimes plays, and its to difficult to try to make sure we are one the same versioning if we use the dev branch
I would also like to finish MV quests if I have the time
I could finish tonight or tomorrow night
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"
fair enough
tomorrow I'll take a look at updating mods and all that
I hope the create addons update soon, I would really like some of those greate bugfixes...
like right now our mech mixer recipes need you to throw in a programmed circuit item for them to even work, lol
I also wanna try out this https://modrinth.com/mod/configurable-death
it lets you keep the player's hunger/saturation when they die, lol
@blazing swan otherwise, is there anything else you'd like to work on next?
I did see something that might have been fixed, recipes for high tier mill stones?
I hid them on purpose because the crushing wheels are just so much better
Twas great!
do you really think they're needed?
ah, ok the recipes show tooltip that say higher tiers better chances
that is why I thought it was bug
it's just directly using the gregtech macerator recipes
newer versions of greate apparently let me actually separate them out a bit, but this is the best we can do for now
they also aren't hidden in the left bar showing the alternative machines that the recipes can be used in
we can leave it for now until we can update greate
idk how to fix that 😔
oh the include UI doesn't work?
I think it's a good idea to remove them for higher tiers
switching to Crushing Wheels seems like a natural path
the what?
unfortunately i have to report that my crash on worldgen bug is still there :(
lemme make a new world and test
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
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
and you have my new tfg-core.jar right?
if it's the newest commit on the git repo then yes I checked out my create 6 branch from that one
works fine for me 😔
(I still have no idea where that combatting lag quest is coming from)
oh that's cool, if you sneak-rclick something with the tfc book it'll jump right to that page
User interface the small number really cool on the machine to chose the circuit
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
It's not greate, it's bad
I have a very love-hate relationship with greate sometimes 😭
Lol true
that bit works, it's a bug in greate that it requires the actual programmed circuit item as well
the dev fixed it yesterday
ok I've fixed my worldgen error but there's some weird things I had to do
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
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
otherwise everything works!
that's really odd that those would be the issue
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)
but... if it works, I guess?
it's probably not all of them but at least one of them was causing the aforementioned bug
it was a lookup error so.. I'm guessing for whatever reason GTCEu really needs to look those up at some point during worldgen
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
when the ore didn't exist it decided to throw a tantrum, i guess
interesting, I wonder why only you are getting the error considering we're on the same gt version
unless... greate did this
i had greate disabled while i tested this so it's not greate either
at least not for this, lol
figured out how to do this though
very weird!
oooh nice, was it just a lens flag?
yeah, although the base material had specifically decomposition_disabled set so I couldn't change that in kubejs
think we might just have to add an autoclave recipe to make it + electrolyzer recipe to un-make it ourselves
that works
this is still really baffling to me because with the same GT version and same scripts this shouldn't be happening
unless create 6 touches worldgen somehow? but I've never seen anything that suggests this is the case
it shouldn't, there's a config option to turn off its worldgen changes which we use... unless the config file changed?
man I want to stick a breakpoint here and see what it's complaining about 😭
or a debug statement... or anything
I mean... I think system.out.println redirects to the minecraft log
Softlocking is a great mechanic. Excellent idea
if something is already ready for the next release, let's release it, so as not to make a too big release again
Oh that’s good
i have a pr to merge, waiting on a review but I think nebby might still be away if you wanted to look at it
lol, maybe a little too evil
I like the idea though, did you do this just now?
yep, in dev
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
the goal is to just stop people from killing themselves instead of eating
not make death really punishing, if that makes sense?
if nebby isn't around (on holiday) do I merge with just one reviewer, or what?
also I sent you a review for a new TFG-Core
all penalties are configured in the config
ah so this is with that mod, neat
test this build
i sure hope this wont be added to the game
like seriously what the fuck is the point of a 5minute delay before getting your shit back
it discourages death but like basically forces you to afk for 5minutes
yeah I don't like that part
what does this do? custom forks can have licensing issues with curseforge
Not a fork. The name is a work in progress. Got suggestions?
oh! it's a new mod!
I thought it was your own config of that configurable death one
uh one sec I'm right in the middle of updating all the other mods for 0.9.2
Honestly it’s pretty good
I don’t see the issue with not being able to loot your corpse well maybe not 5 minutes
If you die at home you screw up or you did it voluntary
It can be 1 minute or 2 minutes
Food at 25% and all your nutriment balance lowered to 15%
no, that just screws over the player even further if they run out of food or something
@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
the oregen data is in /kubejs/data/tfg/worldgen/configured_feature/*/vein
That's the best we got ? :p
no, the tool will put everything in the field guide
not for the players but just for development
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
the guide is pretty cool ingame but it's less useful when you want to see everything in a more homogeneic way
spreadsheet was bad because you'd either have to make a new spreadsheet for each version or old ones would get stomped on
spreadsheet was terrible for players but I thought it was useful for dev
and it's not possible to implement the veins to EMI?
it was also just really unintuitive... like hecuba completely missed it and looked through the oregen jsons
I thought that was a gregtech thing
only if you use gt's own oregen, which is part of the reason 0.8 failed lol
gt's oregen just has no idea how to handle different stone layers
not surprise
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
gonna try to finish the quests today
it's raining terrible
sounds like a good day to do some copy/pasta
nice nice
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
ok, i got it
not even reducing it a small amount 🥺
lowering the nutriton a bit?
I don't think that's necessary
it's just to stop people avoiding the food system entirely
I mean, it sounds like it'll be configurable if you want more of a punishment lol
: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
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
nice find!
also if the ore blocks are supposed to give their respective stone dusts if macerated, it doesn't seem to work on my version
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
hm, fair enough
Yes, you can even confirm your PR, you need two of any kind
oh ok! @coral vault I guess you can approve your own PRs now
Regarding TFG Core, I'll do some stuff there and merge it
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
0.9.2 is still an alpha, so it's ok if things aren't up to date yet
yeah sure
I cant actually review my own pr. But I guess I can just merge while bypassing the rules?
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?
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
Can you show the code?
https://github.com/Creators-of-Create/Create/blob/0486dd568763f5f9b791dd6288b90a36416852ec/src/generated/resources/data/create/create/potato_projectile/type/fish.json this is how they do it in their own datapack json, surely this syntax should work?
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
fill the json file...?
yeah lol
Yeah, it looks fine to me... Weird
Have you tried restarting your client? I know sometimes jsons don't like to work on /reload
if you don't even know what you're doing then why would a glorified autocorrect understand either?
Well on this one I know it's not difficult
then write it yourself...?
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
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
I guess you right
yep still does it on reload
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
modding works in mysterious ways
does it need hv or above to get extra output
yes
so steel and aluminium one is useless right?
no, they can do large amounts at a time, they're much faster
nah bro dont do that 😭
we aint hardrock
making you engage with the whole food system is not hardrock levels of evil lol
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
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
what if its like mid winter, you live in a 'bad' (cold) climate zone and your food has all rotted
then go fish or hunt, that's around all year
it's definitely not hardrock
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
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?
Oh I would love to have to go to the desert they look so cool too
https://cdn.discordapp.com/attachments/703012878852292629/1365773361573007410/image.png?ex=680e8710&is=680d3590&hm=44f70ba83b93b1ab4928ee25435c02870179bf783a66fffcbf833b7367c82475& https://cdn.discordapp.com/attachments/703012878852292629/1365777509286674492/image.png?ex=680e8aed&is=680d396d&hm=9536330daa680af2d169d11233519579e8afe3625c427f789b1b5825110c51e8&
tfc posted their new desert changes (salt flats!) which got me thinking
oh gosh
the salt one is beautiful
ikr, so many of the 1.21 tfc worldgen changes look so good
it's like beginning in Rimworkd with one colonist in the middle of the desert
they won't backport it?
no
that's sad
1.20 is only getting bugfixes
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
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!
i could swap the hull and bars around, that might make more sense immediately
honestly it's hard to say as I still didn't play with Create 6
But I guess it will be easier to do some fix after we playtest a bit
not any more
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
sure, i'll take a looksie
Hey!
- 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
- 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

yeah this seems like some very good shit
also I drew this today because man I need a fukken break lmao
I want this damn hyperfixation to go away already please
don't forget CC:C bridge!
oh yeag
wake up py time to spend every single waking hour designing biomes for planets!
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 🤔
looks great
speaking of
hows the uhh
ore gen thing
the jsons files
i'll need to rewrite that tool eventually
So how do you guys get all your chapter files into the lang file without spending hours copy/pasting everything ?
wym
like
quest chapters?
the tool (language merger) copies the language output to the kjs stuff
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
for that specific case, how come you split the two pages into 6?
Alright, I'm back from fishing 😎 how we lookin?
lots of text on this one
feels easier in 6 pages
i dont think there's a good way for this, there is a reason why i just dont use it 😓
that's the longest quest actually
i'm alive apparently
that's like one sentence per page, that's too much imo
Found some cool rocks by the lake. No kaolin tho
i have no idea what to do however, i'm too tired today to do anything however
so

no it's actually a very long one
I can't show you the quest in formate
because well
this one is already put in formate ahah
there's always the issue tracker or this page https://github.com/orgs/TerraFirmaGreg-Team/projects/10/views/5 if you're lookin for something to do
or you could do the tool instead while I do... something else lol
So basically there is no good solution to do it faster?
ohh it's a different quest, gotcha
I thought you were showing the before and after of the same quest
I didn't look at the IDs
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
we didn't progress in the server though!
so you didn't miss much there
yeah I haven't logged on since you left
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
funnily enough i wanted to make an outdoor kitchen right on the platform where the thing was
😭
oh fuck sorry
We could still make an other outside kitchen
Do I still have the time to include my quests in 0.9.2?
I already sent it off
it's not like we're in a rush anyway
0.9.2's still an alpha as well
😦
I didn't get to include the field guide either 😔
I guess 0.9.3 will have an even bigger revamp for quest
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
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
yeah the current idea is we're going to have a mound or spire or something like that that stands out and spawns relatively often in low temps and lowland biomes that has rose quartz
throw some tools in the recipes 😛
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
mm good idea
probably gotta add assembler recipes alongside these too
i wish we could make a helper method that creates a crafting recipe + assembler
and just
if I just make the recipe use #forge:tools does it automatically know to not expend the tool?
if it's one of the GT tools, yes
if it's a tfc tool (like the chisel) you need to wrap that "damage inputs" method around it
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
nope they're easy to work with
ahah that would be great
but it's true that we should definitely have an assembler recipe for any recipe that uses tools
assembler or something else obviously
I mean, you could probably do something with checking if the string starts with #forge/tools
iirc the chisels are the only ones we use that are an exception
so that can be special cased
do we have some guidelines on which circuit number to use for what kind of recipe?
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

:)
I dont know the price of the item vault but it may be expensive? same with the postbox?
item vault seems a bit cheap and there is a weird difference with 3 chests for the assembler recipe
huh thats a weird recipe
well that makes sense, except the chest thingy
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
i think i'm just going to make the item vault 1 chest over the board, it only holds 20 stacks of items anyway
yeah I think everyone is pretty excited of having Create 6 implemented
gosh finally finished MV Chapter quests
where can we download it? i cant find in the github
https://github.com/TerraFirmaGreg-Team/Modpack-Modern/releases
I think it is sent off to xikaro for reviewing the pull request/upload to curse/modrinth
You should wait until it's officially out
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
So logistic is available ULV and autocrafting LV ?
do we have a fix for the .isDoubleDrops() crash yet?
what is the logistic you talk about
yes, get latest
careful with the "any screws" tag because it also includes wooden screws which are insanely cheap lol - otherwise looks nice, though the ulv coil normally is a power generation related thing 🤔
@zealous atlas pls give @copper solar contributor, they're oosyrag on github
also thank you for the publish ❤️
I would also like it to go into beta and give the opportunity to update the server
me too - I think all we need for that is to finish the field guide and the rest of the quest proofreading
I will work on the field guide today
oh no!
someone else reported the millstone crashing at one point but couldn't reproduce it
It's very intermittent. Not related to specific ores, and doesn't happen for me in creative with just millstoning a bunch of stuff.
@brave cairn change, in pakku.json, project side
add this to it?
"caelum": {
"side": "BOTH"
},
"tfc-caelum": {
"side": "BOTH"
}```
yes
No, I'll change it manually for now
ok 👍
hmm, alright
@brave cairn new build, added new better config screen, new config options
chat is this a W? (got tfc chains to be compatible with the chain conveyors)
yoooo nice
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
I mean if you wanna go to that effort, sure
I think there was a tag we were using before for chains in recipes? but as long as those are replaced then that's fine
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
sounds good
I'm also thinking of maybe modifying the chain costs per TFC metal tier or something so you can't just use the cheapest ones for maximum effect
which should be doable if I can somehow make the mixin reference which material went into it
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
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
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
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
So wait, the official server is going to use 0.9 now?
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
only when we go out of alpha
I would prefer if we keep things full Gregtech personnally and that's easily doable for solar pannel
Guess my server will stay afloat a bit longer
I like a smaller server though
as far as I can tell the gt solar panels just generate the same power wherever
you don't go to bed in summer to wake up one year later still in summer :p
we can make a custom multiblock generator
that's doable with kubejs
power generation with multiblocks is annoying, speaking from experience with the old alternator
the ad astra solars are fiiiine
uh I think power generation with multiblock is peak gaming
Gregtech is multiblock if you ask me
well ideally I'd like to have nuclear on mars so that can be your gaming
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
nuclear is too hard for me except if we do a real basic one
there is different addons being worked on for Nuclear though
when I see gregtech modpacks that turn into multiblock spam they always end up with stupid shit like this lol https://cdn.discordapp.com/attachments/1186025944222269580/1363360179369803888/2025-04-19_23.46.16.png?ex=680efa1c&is=680da89c&hm=87c82209dd8be5c3f21c0334c08610f90a156e286b24a303fbe03a2212ba4bdd&
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
the solars are fine
that's fine, there's an RF to EU converter, same with the create additions alternators we're using right now
oh but that feels so bad for a gt pack 😦
it's fiiiiiine
fine =/ fun
don't overcomplicate it, you're prob only gonna use these on the moon anyway
Overcomplicate and Greg integration are two different things but
so what do you want for core gregtech component from the moon
integrated doesn't mean "avoid using completely"
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
it's not that different from using create instead of greg's LP machines
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
anyway, so far for the moon, we have:
- ae2 meteorites, which give you the inscribers
- some space base ruins for something to explore, and to give you a few resources so you aren't softlocked
- exclusive certus quartz, and I was gonna move the alum/bauxite/ilmenite vein here too
- 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
- 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
this would be easiest I guess
yeah, that was my initial idea, to just replace the glowstone with heavy water
yeah and Helium-3 has no uses
the thing is
liquid carbon + helium 3 -> oxygen plasma
The way I see it now space isn't that fun or useful
I think this one sux hard
it's either nickel plasma at Mk3
or Helium Plasma? i don't remember
I never use the first plasma
we can balance it as needed, part of the reason it sucks normally is because it's hard to get lots of helium-3
no, only regular and ender air, and they both only give regular helium
nether air is removed?
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
I'm afraid it's even less exciting for GT players
think about it though
because now you deal with normal Gregtech and all its empty chapter
but
now you have to travel to space to grab a drum
well we'd change the recipe to only work on mars, lol
for the wafer?
for whatever we want
well yeah for whatever
maybe you can only make nano circuits on mars or something, idk
that's where this mod comes in https://modrinth.com/mod/dimensional-item-cannons
it lets you send stuff between dimensions while requiring ammunition
Idk I guess we can begin by implementing stuff like you want
we'll see how it goes
so basically for the moon
so if you want to send nano circuits around, you'll need to
- automate uranium mining and processing
- automate whatever you need for the wafers (silicon from a rock crusher, carbon from the air?)
- automate what you need for the ammunition to send it elsewhere
the moon already has what I wrote above, yeah
you know that people will just make super chest if it's too bothering
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"
and if it's too simple they will just find it boring and tedious
but I have no idea what to add
¯_(ツ)_/¯
honestly it's really hard to expand outside of
grab ressources
at least the quests will be easy to make I guess
I mean, we can force the player to have an empty inventory when flying on their rocket, lol
lol
that's how factorio does it to solve that issue
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
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
i know and they are awful
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
Idk I love both games
I love Satisfactory
but I don't play Gregtech the way I play Factorio or Satisfactory
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
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
like besides just the automation you'll also want to automate stuff like oxygen for your space suit, food, and so on
I hope we can make a greenhouse 😂
well food will be rough if we still can't make it from GT machines
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)
yeah I know ad astra quite well
it has good decoration block though
yeah I remember this discussion that's how I got hooked up into helping with the modpack ahah
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
lets see if i did it right
i made sure to zip the entire directory first
to avoid fucking it up
lel
you may need to add caelum to the server, xikaro poked me about that this morning
its not in the zip file?
no, apparently I did the pakku.json wrong

just caelum, right
also, which version
@brave cairn
(i assume caelum is not missing from the curseforge file)
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
i'm quakin it rn
i'll check it out
ok so
Serverpack has caelum
Curseforge also has Caelum
so
uh

then idk
I have different ideas but should encouraging people to have bases on planets be about making processing lines work only there? And to push them to use the dimensional item cannons my idea would be that they want to passive lines there
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
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
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.
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.
yeah whenever we get around to the wetware planet I was definitely thinking of gleba-fying it with tfc's expiration stuff lol
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
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
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.
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
I don't mind if parts of space get deprecated over time, that happens in greg as well
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
yeah
so we can't just rely on "cheaper resources" as a significant reason to build a base
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
yep agree
Moni had an amazing Excel for materials I will try to find it back it could help us to have good vision on ressources
I am very much not a math person lol
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?
nope
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
launching it it's been some time
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
Server's up again, removed DH from it since its basically just an issue between TFC and DH itself
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 -_-
maybe something with your shaders? idk, it worked fine for me
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 -_-
could try removing oculus/iris?
gonna try
average mac gaming moment sadly
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
@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
#💬│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
well, the basic one is balanced by it being really annoying since you can't move water lmao
oh true
is your washer blowing and not pulling?
no it's blowing I checked
if you're getting particles then that means it's working
I can't imagine an other culprit
it's a wonderful idea and mod
it will work better with Create 6 I expect ?
I sure hope so
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?
what do you mean other stuff?
Idk 😅
yeah thats a thing of bulk processing
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
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
Apparently you divide the processing time by the number of fan
yeah probably something like that
#💬│modern-chat-en message
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
Oh that’s why there is some method to make bulk blaster faster than anything else
yeah
it has the same issues as the bulk blaster honestly
you can blast 1000 stacks of sand to 1000 stacks of glass in like a couple seconds
and even more
very strong, very hard to balance... but washing is less "powerful" so it's not as big of a deal?
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
where would that be? I don't see it in the settings
Idk how bad it is than the ore washing with Create is too strong
It’s a huge advantage early game sure
no idea if there is a setting or something
bah
But at the end of the day it’s not too bad
many people comment/complain that bulk blasting for example puts most endgame smelters in other mods to shame
Well this one doesn’t exist anymore anyway
and by extent any bulk recipe
yeah bulk blasting def had to go
For ore washing I’m like bah why not
and for example? bulk cooking? or soul sand enchanting?
All of that doesn’t exist
yeah like you're still gonna be bottlenecked by the thermafuges
I mean, last time I played TFG I used to drop many stacks of dust into a water pool to bulk wash them
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
That could be a way yeah
this can also be pretty easily automated with create, specially since you dont need stress to move belts at max speed
I mean with a smart chute and 4 fans I guess you could make some pretty crazy fast washing process
yes
but then macerator and thermal centrifuge would still slow it down




