#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 20 of 1
well the crushing wheels speed up the maceration too
at least it can't do more than a stack at a time this one
dont know what are you planning but having cheap stress in normal create is pretty easy
yeah they're a bit less crazy lol
greate changes that significantly
you can make a lot of crushing wheels spin very fast
okay
good thing that transporting items doesnt consume stress
at least in vanilla I hope greate doesnt add that
haha nah that's still free
Pearls yes, you can craft their dust and make the pearls in HV. The nether has endermen but they only drop the dust.
Breezes are in 1.21, so no
Iron golems are disabled
oh right, 1.20.1
I wanted to build this
Hi everyone!!!!!
this video was supposed to be super long and detailed cause its like my magnum opus but i couldnt find a way to fit it and im quite tired a little sick and busy so have this 4 minute showcase video. I spent like too mnay hours working on the device itself anyways
Anyways. Here's the schematic https://drive.google.com/file/d/1...
if that's relying on the newer pearl mechanics then those are also 1.21 iirc
no
but they need breeze charges
not sure if you can make it work with other projectiles
were new quests added for tfg tips in 0.9.2?
uhhh I think the GT section has a few now?
otherwise I think most of the quest changes were just to lv/mv
also is anyone else's prism launcher messed up for curseforge?
Didn’t have the issue
well i can't directly download from prism or even import the zip file???
For the former the version select is blank, for the latter it says it has errors resolving mod ids
curseforge seems to be shitting itself at the moment
I downloaded some hours ago so I guess I got lucky
`# A fatal error has been detected by the Java Runtime Environment:
EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00007ff9f922efca, pid=16640, tid=21492
JRE version: Java(TM) SE Runtime Environment (17.0.8+9) (build 17.0.8+9-LTS-211)
Java VM: Java HotSpot(TM) 64-Bit Server VM (17.0.8+9-LTS-211, mixed mode, sharing, tiered, compressed oops, compressed class ptrs, g1 gc, windows-amd64)
Problematic frame:
C [ig9icd64.dll+0x90efca]
No core dump will be written. Minidumps are not enabled by default on client versions of Windows
If you would like to submit a bug report, please visit:
https://bugreport.java.com/bugreport/crash.jsp
The crash happened outside the Java Virtual Machine in native code.
See problematic frame for where to report the bug.`
never seen this before...
what were you doing?

gonna reinstall again
Pyritie if I’m doing more stuffs for quests that is on my Pr should I close it and redo it later? Or just continue and it will continuously update?
it'll update! you can mark the PR as a draft to show that it's not ready to be reviewed yet
Perf thanks
crashed with the same error after reinstall wtf 😭🙏
What's the issue with the tool for the ore codex?
I would really like to have some kind of easy way to see how our ores are generating without having to look through these files one by one
:p
I TP'ed to my base and that happened
how good are ponders in greate?
so some of them dont make sense?
oh yeah right
there is just this stupid wire coating factory that I would like to remove lol
it's fiiiiine
i just realized how essential a wire coating facility is
why was there not one to begin with in gtm??
well it serves no purpose as you should use an assembler to do coating
but cable recipes eat up my pattern providers in assemblers
make an other one?
you can have a dedicated assembler but its really dumb
its like incredibly slow for what its worth too
I don't see how this is really dumb to have a dedicated assembler
it's the same time
it's even the same recipe
i guess you could just go for the multiblock one
everything is the same
this thing's a lot cheaper than an assembler, and then you can just keep it full of various liquid rubber and not have to worry about other fluids
it's cheaper yeah
which works for a dedicated assembler tbh but like yeah cheaper is the important one here
Pyritie what about the tool?
I was wondering why we had so many veins to be fair
i wonder if its possible to change the hull textures too
worked with the mech pumps
yeah yeah I'm working on it
thanks
So I redid the Progression tab of Gregtech on which I would like to add space related stuff like rockets and add a category for the more in depth guide like AE2, Ore Processing, Energy chapter...
Now I just need to finish Gregtech tips in the TFG tips
and what would be left will be to redo each GT chapter while integrating space in it
Are you okay with that?
oh, you removed the vacuum tubes and the anvils
I put the anvils on that progression page since they're also progression
but putting all the extra information/mods chapters on their own category sounds good
Great thanks after that I think the quest book will be quite filled and that should be enough for everything
nice nice
I didn't make any progress on the field guide tool today because I decided to draw stupid shit instead 
I feel you
no worries I don't need it anytime soon I feel it will just be useful to us when we think about redoing the ore vein generation
it doesn't need to be redone, just have a few things shifted around
I don't know about redoing everything but just moving some veins yeah
I mean depending on how you want space to be implemented
for example Molybdenum and Molybdenite. Removing Molybdenum from it, lowering Molybdenite so you still get ultimet but it would be hard to come by big quantity of it in the overworld
a vein with more Molybdenite on idk Mars or Venus I'm still lost in the progression so you can get RTM
to keep this aspect of the further you progress on the planets the more we can give access to ores
but well that's just an idea
mm
finished!
Finishing the GT part for TFG Tips
The energy chapter and we should be good
then it's redoing every chapters of GT tiers but that will depend on how we do space
we in
Woh did you cross the ocean?
yeah lol
Gregtech recipe for cover isn’t working btw
lol nice
I would like to try to make the big ship
I never did
i only ever made canoes and a kayak lol
for the facades? yeah I noticed, not sure what's up with it
We got two weirds Gregtech bug:
-cover not craftable
-ore prospector gui not usable
the ore prospector I have no idea and is probably a gt bug
the cover... I did replace the normal "iron plates" with the cast iron ones from VI, I wouldn't be surprised if that broke it, but I wonder if it's possible to change that recipe
It’s not
It’s definitely TFG
It works fine on every others modpack
:o
So covers could be fix by removing your change? And what would be used ?
The explanations in the quests are very funny and interesting.
The person who wrote this is a very creative person.
tom, you had the issue with caelum and shaders not working together right?
what happens if you remove tfc-caelum and only have regular caelum? does it still crash? and does updating your graphics card drivers make a difference?
Only Caelum works fine and yeah everything is updated
It’s a clash between Oculus and TFC Caelum if I remove one them it works fine
And it crashes during loading even if no shaders are in the instance
But because it happens on Mac only it may be connected to the Java we use
hm, what happens if you update your java?
Didn’t have time to try yet but I have a different Java version that apparently is less buggy
I should test it with Prism
worth a shot, since I can't reproduce the crash
Yeah I’m pretty sure the issue lays somewhere here
Some mods I guess use something our Java version (Mac) doesn’t like
Spark is also known to make Mac crashes
Water media also but it was fixable
Btw even Distant Horizon makes the game crash on TFG
I will try later today with a different Java version and let you know
thanks!
Tried fast as I had a bit of time before going to work
And it didn’t work
I used Temurin-17 as it’s the recommended version to use
And I still crash at the same point
Can I try to use the 21 for Minecraft 1.20?
Or I guess I could try Temurin-20
@gloomy elm are you crashing on world load or during modpack loading?
Modpack Loading at the very end
Right before the Lenin
Menu*
lol what kind of autocorrect is that
Weird
same callstack?
`# A fatal error has been detected by the Java Runtime Environment:
EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00007ff9f864efca, pid=18720, tid=9964
JRE version: Java(TM) SE Runtime Environment (17.0.8+9) (build 17.0.8+9-LTS-211)
Java VM: Java HotSpot(TM) 64-Bit Server VM (17.0.8+9-LTS-211, mixed mode, sharing, tiered, compressed oops, compressed class ptrs, g1 gc, windows-amd64)
Problematic frame:
C [ig9icd64.dll+0x90efca]
No core dump will be written. Minidumps are not enabled by default on client versions of Windows
If you would like to submit a bug report, please visit:
https://bugreport.java.com/bugreport/crash.jsp
The crash happened outside the Java Virtual Machine in native code.
See problematic frame for where to report the bug.
--------------- S U M M A R Y ------------
Command Line: -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms2048m -Xmx4096m -Duser.language=en -Djava.library.path=C:/Users/denet/AppData/Roaming/PrismLauncher/instances/alpha 0.9.2 curseforge/natives org.prismlauncher.EntryPoint
Host: Intel(R) Core(TM) i3-7100U CPU @ 2.40GHz, 4 cores, 7G, Windows 10 , 64 bit Build 19041 (10.0.19041.5678)
Time: Sun Apr 27 22:27:32 2025 GMT Summer Time elapsed time: 249.686407 seconds (0d 0h 4m 9s)
--------------- T H R E A D ---------------
Current thread (0x00000236776d8c00): JavaThread "Render thread" [_thread_in_native, id=9964, stack(0x000000a617700000,0x000000a617800000)]
Stack: [0x000000a617700000,0x000000a617800000], sp=0x000000a6177fba68, free space=1006k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C [ig9icd64.dll+0x90efca]`
Oh this one isn’t the same
interesting
were there any solutions
either way I think we need to remove tfc-caelum for the time being
removing oculus fixed my issue too, so yeah it's the same problem as tomtomtom
hmm ok, at least it's consistent 🤔
sucks because caelum looks so nice 💔
is it normal caelum that's causing your crashes? or specifically tfc-caelum
i'll try it later
cool, I got the ores to field guide all patched up now
it only has one vein for the moment because I wanted to get the tool working before porting over all the data (since I knew I'd be tweaking the json format)
yooooo sick
I'm gonna eat then see if I can get this tool to generate the actual vein features as well
and then... make it generate a spreadsheet as well, since that's easy and it'll make tom happy :p
now to see if i can get each chain to render according to the correct colour
damn, you're going all out haha
it was surprisingly not that bad! I was worried i'd have to tap into some really annoying mixin
oh good!
also intellij helps a lot lol, I used to code all with vscode and i do not wish to do that ever again
maybe I should put in a PR for create itself to allow for arbitrary chain items maybe from a tag
🥰
you guys are amazing
I took the liberty of using Moni sheet to make one working for TFG
I will try to add a table with the origin of every alloys
Don't know if we'll use it for space progression
but i think that could be cool to have a better vision
anyone else getting TFGMaterialFlags is not defined error on latest?
sounds new to me :0
hmm
tfg core looks fine to me so idk why its saying it isnt defined
is that supposed to be commented out?
it's commented out on mine
hold on, might be my b
@brave cairn yeah my issue is also solved by removing tfc caelum
ok good to know
def removing that mod in 0.9.3, as cool as it is 😔
sounds like the mod author is doing some major rewrites of it though
I made a mistake about the bronze. But the stone, reinforced granite, does not fall and hangs in the air.
yes, you want the "raw" stone. I don't know what it's called in your language, but it's the one you find on the floors of caves
New mechanics.... I tried to dig out of the cave floor. Everything worked. In my language, it's “Сира”, but it doesn't show up in the game. I'll look into it, maybe it's a translation error. Thank you for your time.
This is an old tfc thing! We haven't changed it at all
Pyritie linkd to our issue with scanner apparently we should be able to bookmark items from EMI on the Multiblock visualisator thingy
so we have something somewhere that breaks some GUI features of GTm
do we? I don't remember that working before
it was working on an other GT modpack so I got confuse
and someone told me it's working in an instance with only Gtm EMI and JEI
I checked our JEI EMI version
we have the lastest
same as on the modpack
I really don't know
I also don't see any tooltips when hovering over blocks in jei multiblock recipes
I may try to remove everymods and see how it goes one by one
but that might be my dev environment, god knows that one is barely like anyone elses here lol
the prospector thingy is definitely the most bothering
did you guys tried to open your Applied Energistics 2 guide book
it makes me crash
all done with the vein generation too 🙌
works for all stages
hmm it does let you get an earlier straw bed potentially 🤔 what else would this effect? just easier leather making?
need large hides for kayak and the diving suit
more glue for the glue gods
then the assembler will just take a little liquid glue, no string
I've definitely noticed that there's way more use for glue in 0.9 now lol
bunch of glue eaters here
What’s it?
wdym?
Making small hide and large hide?
it turns out i forgot pineapples and figs were added by firmalife and therefore this was invalid
fixed now haha
firmalife moment
firmalife moment

Woh you went out of your way
I was wondering though it the massive rotor block expensive?
What’s the advantage of trains?
Chunkloading?
Im really lost with Create 6
for now no, it's just a large cog with 4 metal casings around it, although we could change that if we want
I think they're supposed to be lower range than trains, theyre limited by a maximum chain distance of 32 blocks
the individual chain conveyors don't eat SU
so they're really most like belts on shafts, obv chains are going to be more expensive than belts
also you can't just use them for item transport on their own they need frogports to put packages on them
I personally think they're pretty balanced but we can reduce the max distance maybe, idk we'll have to try it out and balance it once create 6 is more ready to be deployed (s&r release, etc)
It seems fine!
oh yeah I should put in a PR for the coremod outside of create 6 to allow for TFC ingot pile textures if they already exist, i remember people being bummed that their gold piles werent nice and shiny like gold lol
think we just overwrite the render method for that entirely thats why, i can put in a check to use the original textures if they have them
please better chains longer distance
i was thinking of making better chains cheaper to put down
Is that intended that stone knifes don't take damage on deployer?
so like red/blue steel would only require .5x of the required chains, copper would require extra, etc
but it might be annoying to implement especially with short ones that require 1x all the time for example
and making better chains offer longer distances? would that be possible?
it would be difficult because the chain max distance is a global config and it might require a lot of overhead to try and calculate the limit per each chain material
i don't think it's going to be that nice to implement, consistency is king after all
okey makes sense I guess
lfg
hm I may have put a little too many sticks on the ground
I did recently buff it because it felt too little before, but...
so you can make stone tools, basically
yeah, or if you died and want to make a few basic tools to get back to your corpse
or for people who wanna do a challenge run starting in the nether lol
oh, while you're looking at the ingot pile stuff, keep a lookout for anything that's making clay only stack to 16 -- I suspect it's because it's tagged as an ingot, but I can't find what's causing that
maybe GT is tagging it as an ingot, and then TFC is making all ingots have that 16 stack size? idk
oh I know that one it's GT itself marking it as an ingot yeah
ah, dang
we just apply the itemsize to all forge ingots in our kubejs script
we could exclude clay in that specifically?
we don't, actually - we only configure airplanes, backpacks, vases, fishing nets, and tfc's ore pieces
oh, it must be tfc doing it then
tbf is there any reason why clay balls should have the #forge/ingots tag? maybe we can just remove it?
other than letting you stack them like ingots, I don't know of any other reason
Oh man you can stack clay? Dang wish I knew that. I love my ingot stacks, and clay is a pain to store early on.
oh right, worth mentioning i'm able to review PRs again
so if theres anything to review lmk
bronzecels coping about the bronze age collapse 3000 years later while the steppe ironchads thrive
i just saw we may add functional storage
if i'm being honest
cant we just add Sophisticated Storage instead?
it does what Functional Storage does, but 20 times better

I think the idea is to only use functional storage's fluid drawers since we'll also have create 6 to handle item storage
it can handle fluid storage too right?
i think if you force people to use create as a storage solution then there will be riots
nobody rioted about 0.7 having neither lol
fair lol
iirc sophisticated storage also supports fluid storage
just sayin
i support sophisticated storage over functional storage
functional storage is much more laggy too
I still remember the WRATH i felt when i tried to use a Comparator or the Stockpile Switch on functional storage
only to learn that it DOES NOT work
and it's redstone update?
it only reaches 15 when it has a STACK
not when its full!
(its shite!)
well, take it up with @elder niche, he's the one who already did everything to get functional storage working
I haven't tested if the game will even boot yet lol but it'll be much easier to actually run things if it's in the main repo
but hey, space merge mostly done
Ad Astra
Ad Astra
Ad Astra
Ad Astra
Ad Astra
I gave you the second one since I think you're the one who knows the most about how to set up a server now 😅
Sounds good, i'll look at the smoking one today
for the server pack thing
i'll just... use google translate
since i dont know what xikaro wrote, i dont know russian 
ohhh
i see
yeah, sounds like he just wants a little guide on how to set up a server
Pyritie we should use your dev fork to test ad Astra integration ?
And it may not launch yet I understand?
yes but lemme get it actually working first
our priority is still to get 0.9 nice and stable before we start fucking around in space lol
Fucking around in space sounds exciting though ahah
But yeah I have to finish what I’m on
This fefinetly has TFG energy
Except the gooing part but it's still relatable
Who out here collapsing their shafts
And by my shaft, well
lol, a non-brainrot version of this was just posted to the tfg subreddit as well
@brave cairn Did you think I was joking when I said that I was taking an assembly project for my studies? So no, I'm making presentations now hahaha
its OMEGALUL i think
bro I can't read any of this lol
i know

What matters is not what is written, but the very fact of such a precedent ahaha
In addition, there are applications for translating from photos, if you are interested.
why the hell is pakku getting the wrong version of ad astra
I tell it to download 1.15.19 from cf and modrinth, then it grabs 1.15.20 instead (the patch is for create 6 support)
argh fucking pakku
Why does ad astra need create support? Does it interact with create?
it comes with a bit of built-in create integration
Oof
if I manually download the right version of ad astra then at least I get past that crash... then onto another because it's still using old ore veins, lol
truly I am the cause of my own problems
we are so back
woh
it's cool seeing everything for those new buds just working
so there is all the gravity from TFC?
if you mean cave ins, yes
Lemme know if you need anything for space, I'll probably play around with adding some stuff
oh sure! and yeah at the moment the moon doesn't have a whole lot going on besides it kinda being the space tutorial
Do we still have some design guidelines for mars and the moon? I know we want to make them have unique mechanics like Factorio planets. Not sure if you thought of what you want yet
Where we supposed to push straight to Dev in the tools repo?
i forgor
anyways, i did that
Im trying some stuff to see if Pyritie likes them but from what I get the goal is to make the moon quite simple without adding much on GT
I have been unless it's a bigger project
like in terms of themeing or progression?
Kinda both, I had an idea. I'll post it in the space forum
#1331744604701069393 message
ok, space should be working at the moment, if you do these steps:
- check out + sync the
feature/spacebranch - add these mods: Species, Ad Astra, Ad Astra Giselle Addon
moon needs a bunch of polishing from my end since I've learned a lot about worldgen since doing the nether stuff, and I want to go back and fix it up a bit
mars... you can go there if you want, but I just started on it before I switched to doing the nether, so it's a total mess right now lol
Currently
i have no idea what i'll do for now
since the quest rework is basically complete
and that was my main jig, lol
haha
look through the github issues and see if anything sticks out to you, I guess, unless you have something else in mind
I guess my main wonder is about functional storage, that pr mainly
is the idea to use it for mass fluid storage before you get access to AE2?
I mean, if GT has something like a super chest i dont see why we'd add something like functional storage
I honestly don’t really see the point of functional storage
i havent seen Create 6 at all (couldnt be bothered to watch the showcase video). But assuming it's storage capabilities are good enough then people can just use Create6 for mass item storage
then upgrade it to use AE2 when they get to HV
so

There is a bug with the knife durability not being used with the deployer?
And we still have the weird bug of GT GUI that we can’t interact with
Especially bothering with the ore prospector
But these ones are mystery to me
tbh i wouldn't want to do bugfixing, specially on code i dont know/own
i'm already in bugfixing hell at work and i dont want that happening here, lol
doesn't have to be bugfixing hell, there's a bunch of easy ones
gotta do it at some point, it can't all just be new features
I've been basically doing nothing but tfg bugfixing the past week or two 😔
it's not really for mass item storage, it's more for logistics. like the amount of items stored per block will still remain functionally the same as before but you can access them from a central location much easier in create 6
I guess it opens up vaults more for item storage but otherwise... yeah
hmm
fine
i'll watch the video
maybe we can add sophisticated storage
as a treat
yeah
plus Sophisticated storage > functional storage
Get the mod here
Curseforge: https://www.curseforge.com/minecraft/mc-mods/create
Modrinth: https://modrinth.com/mod/create
Changelog: https://wiki.createmod.net/users/changelogs/6.0.0
------------------------------------------------------------------------------...
and even with super chests, the 2x and 4x drawers are still quite useful
i'll be watching this
I use em all the time
i'll see if i come up with something
we'll have to lock the upgrades per tier probably
and thats why we limit the upgrades
prolly JUST the same upgrade availability that the backpack has
Also apparently with Sophisticated Storage the downgrade upgrade voids items
Apparently that’s just Moni it
Moni it?
I think it should be 9 rose dust = 1 n quartz + 8 redstone, imo
just so rose quartz isn't somehow 9 times denser than everything else lol
I think so too
it always felt weird that that was how it worked in create
in any case maybe we should start thinking about what else we can put in the polar regions to make them more interesting and worth going to? just rose quartz is fine, but maybe there could be stuff there that's worthwhile
like how the kaolin quest is also kind of worth it for rubber, papyrus, pinapples, etc
the tumbleweeds if you reaaaallly stretch the idea of something being worth it
I saw you ask on GT discord but could we make the desert the only place to get Heavy Oil?
they're unique to dry regions at the very least
yeah if we can somehow get GT to understand tfc climates, putting more oil over there would be great
seeing the create 6 stuff it looks pretty damn cool
i got most of it working! we're really just waiting for a few more mods to update and then we can basically just put it together
the big one is steam&rails, I think basically all create modpacks are waiting on that one lmao
other than that some smaller ones, like horse power, we got in contact with the devs so those should be available pretty soon
vintage improvements' fork is approved as off-site dependency on CF so that's not an issue either
nice
looking at all this i really think this would shine a lot if there was a way to mass connect a mess of chests
(which isnt possible)
item vaults can be pretty damn huge
3x3x8 or something silly each
and iirc create:connected has a thing to connect vaults together? or something like that

item vaults? they're cheap, just a chest and a bit of wrought iron
each one only stores about as much as a vanilla chest
but if you connect them, they essentially act as one big inventory
"colossal chests if it was good", basically, lol
honest to god i just want sophisticated storage instead of functional storage cuz i hate that mod 
(you can also use shipping containers since they're just reskinned item vaults)
the big part is that packages made in the packager are basically like shulker boxes, they're a 1 space item that can hold up to 9 stacks of something
ya
so storing them is going to be very useful for long term storage
christ moving packages with trains sounds very fun
honestly I still don't even know if we need either sophisticated/functional storage lol
address routing also supports regex or something? it's really powerful as long as you know what you're doing
it basically requires a bit more setup than AE2 storage but is about as powerful, excluding the ME drives you can make
you're not doing that much fluid stuff early on, a bunch of drums/cells in a chest are good enough
anyway I'm going to bread, lmk if anyone has more ideas for fun stuff we could put on the moon 🙏
gregnight
i reckon you can do very, very rudimentary fluid auto routing via bucketing them and then packaging up buckets and moving them
or barrels since they keep their inventory
tbh just
moving the stupid dust farms to the moon would be enough to do imo
you want some infinite resources? here's some bedrock mines, go wild and send them home, and here's some easy power too so it doesn't get too complicated
@spiral lintel how's the proofreading going
I think it + tom's quest stuff is all that we need to move into beta?
gosh there is a thunderstorm and my neighbour myself included lost power...
sorry for the slow pace, it won't take too much more time
btw found out aged corn and rye whiskey don't give any effects
Nothing particularly important, but I'd like to see some giant craters :]
Are balance things like giving all alcohol effects and changing the three inferior breads to match the others something we do or just leave it for the original mod to update?
Already known
Tbh got no idea what I'll do with those
Lol
@vivid steeple that isnt even released for 1.20 and it won't slow the decay of food like a vessel would
theyre supposed to have effects the same as the other whiskeys it just doesnt work for some reason
I think I need to figure out how to add new configured features in java for that one - which is something I want to do anyway 🤔
https://modrinth.com/mod/create_factory_logistics ooh, interesting maybe when we get to adding create 6
ooh
let me know if you need any help
https://www.curseforge.com/minecraft/mc-mods/create-mobile-packages also interesting
could bridge the gap in create logistics for later voltage tiers
cute bee!
very
i like the little goggle look
but yeah it's basically AE2 remote terminals for create networks, so we could put these into HV to round off the create logistics progression
not mv?
oh right, mv
forgot for a sec that I made the factory gauge late LV and not actually MV lol
I forgot what the MV emitter/sensor recipes are but these would probably use those as components
Isn’t that too strong ? It’s wireless network
They are the hardest component of each tier (motor/conveyor/etc…) often used in the assembler
I havent tested the mod yet so I can't really say how balanced it would be
if it allows us to config max distance, etc it might be fine
Having wireless transport at MV doesn’t really feel like TFG but well
yeah that was my initial thought too, but it is specific only to create and you'd still need to set up the related logistics network after all
I'll maybe play around with that one and also the fluid logistics one
check how OP they are, if at all
I mean, it's not that different than the chain things or trains or item pipes, and if it's done by an entity then it sounds low throughput as well
i'm mostly interested in seeing how fast these bees actually are
if it's low throughput enough to the point where say, calling stuff into your inventory is fine but moving stuff between machines is going to be tricky, it'll be perfect i think
wha
is this like factorio logistic bots
a little
https://www.youtube.com/shorts/-DGyWPyTqv4?feature=share
Who out here ready to make an EV-Blunt
I don't think burning Titanium is something you should breathe 💀
there's been a few gun mods proposed yeah - right now there's not a lot to hit with them, but that'll change in space for sure
I can't remember the name of it, but my favourite one had like 10 or so guns that were all reasonably different from each other and had different tech levels
instead of the ones where there's like 60 guns but there's so much overlap
we can't always avoid bugfixing but I understand the aversion
imo, do a little bugs, then do something new, then do some bugs, then something new, etc
do you personally recommend pakku for modpack developement?
Pakku certainly has a bit of a learning curve but i definetly prefer it to... whatever the hell the "mods" submodule is supposed to fix
did we decide on rose quartz spires or boulders?
I think boulders encased in ice will make people experience the cold more, lol, but they'd be a little harder to spot than spires
on the other hand the spires might look a bit more visually distinct?
People are able to find kaoline i think they can manage the boulder
And thematic would be so cool
Breaking the ice getting wet
Maybe having to make a camp fire 🔥
damn
so Rose Quartz wont be craftable?
and its a mineral you find?
i love that
it will be craftable but only at MV
so if you want it as early as possible you're incentivised to go find it
what do you think airrice? boulder or spire?
fuck it, spire as a marker with some quarts on top, below it a big deposit of it in the form of a boulder
🤔 I think I have an idea that might look cool
the best of both
I'm still trying to think of what else could be cool about the northern region so people could want to go there
aside from required progression, of course
One solution would be to make ore generation also influenced by temperature but personally I prefer to tied it to space
yeah same
maybe some exotic animals could drop useful gear
we have stuff like reindeer, penguins, polar bears already
there is still the toolbelt upgrade
the backpack?
backpack upgrade i mean obviously
going to hunt for specific animal pelts to upgrade stuff sounds kinda like far cry lmao
im all for that honestly
an other idea but it may not be popular is something to make a gt miner
so create drills would get more interesting no need to travel to get them
but this one could be tied to the desert
the fridge for food could use something from cold region also
it's qol
Fridge but it requires permafrost
ad astra does have permafrost blocks...
👁️
I was thinking of it existing on the coldest biomes possible
As a vein
Like, north pole type of shit
lol, what if we change the vacuum freezer to need HV circuits but require permafrost
that's probably a bit too cruel, lol
Not much point to make it HV circuit though
makes it a little less evil, lol
You know I wonder something following this idea
on a different note, what about, like... a while ago, I suggested using the ad astra "globes" as sorta trophies for "conquering" the planet, requiring stuff from all over the world to make. What if we make one of those required to make your first rocket?
finishing my round of valo but Im sharing this idea on something more specific :p
I was thinking about the Bulk Blast Chiller and the RHF they are both gated behind neutronium. I think we could change that so they require items coming from every region from different planets so we could unlock them earlier maybe around ZPM
but I'm also down for rockets needing stuffs from all over the region
one thing about the trophies is that it would make people interact with all our content instead of being able to rush :p
Rockets could a bit of everything and Rotary Hearth Furnace and Bulk Blast Chiller the trophy
from every planets
Because we aren't adding tiers, both BBC and RHF are basically useless in the pack
tbh I'd be fine with just moving them earlier without any fancy stuff
how about gating them behind grabing specific items for all over the worlds and each planets?
Because they would be QoL definitely
why gate those things specifically? we can use the trophies for something else
Well we could just make them earlier sure
but because TFG won't need them to be completed
They would be simply op if they are unlocked earlier so we would just use them as huge QoL
or like, replace one of their materials with something for that specific machine
I think gating them behind not trophies but maybe items from all the regions of the modpack
like, idk, the bulk chiller needs something on the crystal planet
could be a cool reward
if you explored all the cold region from the overworld, got the cold stuff from the moon, explored the mars north pole etc...
then you get the bulk blast chiller and you will never need anything else
but let's say you don't care about exploring every aspect of the pack yeah you can finish the modpack but you won't get those two huge qol
but sure I'm not against making them simply earlier
I just feel like they could be good reward for someone that took the time to explore every aspects of the pack
unlocking them around ZPM is crazy huge
I always liked the idea that you don't need to 100% a game to finish it
but if you do you get huge qol
Idk how you feel about that ?
I agree that there should be optional qol content
I'm just not convinced "revisit old planets to collect one thing then leave again" sounds all that fun, lol
that's true what if we add a quest on each chapter about the planet as an optional one
because I agree that reaching ZPM and be like
okay i didn't know about this quest and now I have to go back to every damn place i visited already
is a terrible experience
i think how I think about side stuff progression in a pack like this is, you can either do it when it's introduced by doing the specific time consuming task (world exploration, etc) or you can get that qol later on once you unlock a new tier, new planet, new machine... etc
and even the actual necessary progression line I think it's great to have alternative routes you can take, like you can either go to the beneath or the jungle trek to get kaolin, each has its benefits and drawbacks
so the more explory stuff isn't seen too much as a necessity but can be substituted by artificially doing it at a later tier with specific chemicals or machines or whatever? I think that might work
it's also why I think rushing isn't really that bad of a thing, because hopefully the friction a user might feel by simply doing the bare minimum will be enough to make them want to branch out, improve their infrastructure...
like how you technically can get by LV in most gt packs by manually crafting components every time you need them, but setting autocrafting up for them and automatically stocking them through the autocrafting is so much nicer
In the case of the Bulk Blast Chiller and Rotary Hearth Furnace they could have two recipes, the GT ones unlocked with Neutronium and an other one if you explored I guess
but you will need to know about this alternative recipe right from the start
yep, either which way the quests will have to do the heavy lifting in conveying any intended and recommended progression to the player
can't trust everyone to meticulously look up jei recipes for everything and optimise their plans
you can lead a horse to water or whatever
i personally find figuring out each 'puzzle' of what the best way to achieve something is to be really fun, it's my favorite part of modded mc
i think many people on TFG are used to not reading the quests because that wasnt the most refining aspect of the pack
but with all the changes we made and are gonna continue to make
I feel this gonna change
I'm really excited about my next pr I hope you guys gonna like it
I hope that forcefully giving everyone a quest book and field guide item when you spawn helps to rub it in a bit more lol
so anyone who has worked with the quest files, is it generally a bad idea to have more than 1 contributor working on the same page? it seems like it's just 1 file, idk if it's going to have conflicts or not
I was thinking of getting started with writing up some quests for create 6 on my branch
I feel right now it could be a mess because I'm changing a lot of things
I already erased the stuffs Pyritie added by mistake
give me 1 day and that will be a clean plate
oh in that case I'll wait for your prs first lol
always nice to get a heads up about these sorts of things, thx
it's me being slow ahah
but yes I'll probably write up how create's logistics can be used and how you can get to making each required component (especially the big ones like rose quartz for the stock link)
if the create 6 stuff is big enough, would it be helpful to make it its own chapter, do you think? sort of like how ae2 has its own (though I know tom wants to overhaul it too)
eh, I think it won't be as big as AE2
I was thinking it'd be like 4~6 quests at most, just letting people know to use ponder for the specifics and that "this is what you can get at this point" "ok now you have access to this capability"
probably in the misc category although that is a pretty huge chapter by now
it kinda lags my game every time I open it lmao
could maybe stick it somewhere in basic automation? that chapter isn't being touched atm I think
also a reason I need to push my pr
hm, now that I think about it maybe it being its own chapter isn't that bad
because it by nature spans multiple voltage tiers and requires its own quest to gather the materials for
also it isn't really crucial to progression or anything so
could fit nicely in the technological help chapter at the bottom
yeah that sounds good
i'm pushing tomorrow as the latest then
i mean you could still begin on your side and then change the dependancy of the chapter before pr
no worries take your time, im busy for most of tomorrow anyway haha
sounds good
need to get my thesis draft reviewed again
feel that
gl!
Lol
I love worldgen because you get so much silly stuff like this
Yeah, I really wanna play around with worldgen. It looks like so much fun
what kinda stuff would you be interested in doing?
I have an idea for something that might be a good starting project
I was thinking about starting work on Venus and flushing out biomes and surface features
But let me know if you have something I could try out first
that could be cool! I don't really have that many ideas for venus at the moment besides the surface will have acid rain that damages you even if you have a space suit, so maybe pushing players underground could be cool -- and give it really wide open areas underground too, instead of the usual caves
then after that, we've got a whole bunch of unused giant mushroom blocks that we could use for vegetation -- the warped/crimson ones, plus two more from ad astra
Maybe fill the underground will mushroom biomes? 🤔
yeah something like that
Venus will probably be mostly devoid of life, besides hostiles I think
it's ok to put some weirder looking stuff there
I'm wondering if we can implement space greenhouses 🤔
I have some plans for custom stuff. Either whole new plants or just retexturing some of the unused ones
one of the mob mods I'm using has these funny guys with extendable necks that could work on venus, just for a lot of the weirder mobs https://media.forgecdn.net/attachments/981/711/image_2024-10-04_064604185.png
Weird... Lol
yeah I dunno lmao
ad astra comes with a couple venus mobs
a "venus piglin" sorta thing (ehhh)
whatever this is
Since Venus will involve lots of geysers and sulfur chemistry, I wanted to add bacteria based vegetation
and a "sulfuric creeper"
Not sure about mobs yet
I have to check out ad astra soon, I want to see how it all works before I start messing around
yeah for sure
That would fit my idea pretty well
this is just my existing very rough ideas, feel free to take venus in your own direction!
but mars will be my baby 👁️👄👁️
it might be cool to have venus caves generate filled with GT hazard gas
...is there GT hazard gas? as far as I know existing gt fluids aren't actually placeable in-world
(but we could definitely add some)
well, the dusts i mean more so
I will leave your baby alone lol. But if you need any custom textures or models lmk. That's my favorite thing to do lol
yeah of course! I more just mean the worldgen
but anyway - as for something to start with, the moon needs some craters!
https://minecraft.wiki/w/Configured_feature this is a nice reference guide for the existing features in mc, a lot of the old ones aren't customizable, but the newer ones are, and geodes have a lot of options - including random sizes
oh right, be sure to generate the actual rose quartz ore because we need to allow players to get the exquisite gems somehow
so I thiiiink placing "geodes" made of air blocks on the surface would work well enough?
Cool cool, I'll check it out
lmk if you have questions! features kinda work a bit like coding
For sure. If all else fails, I can probably use structures made of air to make craters look right
{
"feature": "tfg:nether/surface/charred_tree",
"placement": [
{
"type": "minecraft:count",
"count": 80
},
{
"type": "minecraft:in_square"
},
{
"type": "minecraft:height_range",
"height": {
"type": "minecraft:uniform",
"max_inclusive": {
"absolute": 100
},
"min_inclusive": {
"above_bottom": 32
}
}
},
{
"type": "minecraft:block_predicate_filter",
"predicate": {
"type": "minecraft:matching_blocks",
"offset": [
0,
-1,
0
],
"blocks": [
"minecraft:deepslate",
"minecraft:blackstone",
"minecraft:magma_block"
]
}
},
{
"type": "minecraft:biome"
}
]
}``` for example, here's the burnt trees in the nether
you basically "start" a placed feature by looking at the block at the lowest Y level in a corner of every chunk
then here:
- repeat the next steps 80 times
- randomize the X/Z positions to somewhere else within the chunk
- check if this position has a max Y of 100, but is above 32 (since the nether's floor is 0), stop otherwise
- check that the block directly below this one is either deepslate, blackstone, or magma, stop otherwise
- check that this new position is still in the biome we started in, stop otherwise
these happen in order from top to bottom, which matters in some cases
for example if you put in_square at the bottom, it'd do all the other checks to make sure it was on solid ground, then randomly go somewhere else and then place the tree, which would leave you with floating trees, lol
Sweet, thanks for the information 😁
https://misode.github.io/worldgen/placed-feature/ lastly, this is another great tool (and it has one for configured features too), with all the existing minecraft features in the Presets button so you can see how they work
Oh sick
Do you know if terrafiemacraft has custom features that you can access with datapacks?
a few, though a lot won't work on other dimensions
https://terrafirmacraft.github.io/Documentation/1.20.x/worldgen/decorators/ https://terrafirmacraft.github.io/Documentation/1.20.x/worldgen/features
This is the home of the API documentation for the TerraFirmaCraft mod for Minecraft, developed by AlcatrazEscapee, Disastermoo, Dries007, et. al.
This is the home of the API documentation for the TerraFirmaCraft mod for Minecraft, developed by AlcatrazEscapee, Disastermoo, Dries007, et. al.
basically anything that wants to know about climate data or stone type won't work
I'd like to get these working on other planets, so we can have "proper" stone layers with features that change to them, but I have no clue how difficult that'll be
otherwise rn the way I do stone types on the moon is just through biomes, lol, though I was gonna look into just using noise instead
and then use some conditional stuff in the feature to decide which stone version to place
not quite as nice, but eh
interesting, I didn't know geodes weren't always circular lol
features that depend on temperature do not, because they try to look for a "tfc chunk generator" and don't find one so they explode
buuuut kubejs-tfc has a function to set the climate temperature, check startup_scripts/tfc/register_climates.js - I already have it done for the moon/mars
that makes it show up in the climate tab at least, no idea if that affects things like crops
It works in the beneath right? I bet we could look at how they did it
the beneath's default is to just have it always 80c, but I changed it to a gradient from 15 downwards
Gotcha
reposting this if you wanna try out the space branch
80c 💀
wtf ambiental, I'm standing naked in the subarctic, on top of a pile of blue ice, dripping wet, and you're saying it's not gonna kill me??
oh but standing on sea ice gives me this??
but underwater it's... 7c???
wtf is going on
Ambiental is.... Interesting
I even found somewhere that says is 13c, then a chunk away it's -27, bruh
damn I thought I made these get covered by the snow
I'm pretty sure you did too? It was working fine on the server
hm, it hasn't actually snowed in these chunks yet, this is just the default state from worldgen, maybe that's why
what do we think, chat
I'm not sold on the spikes
but I think having a few indicators on top would work fine
after mining out one of these, jeez yeah this is way too much lmao
there, I think that's a bit more reasonable
Are you able to mix some regular quartz ore into the ore section? Might break up the color a bit better
I can, I swapped it with raw quartzite for now but I could do that too
I only get two different blocks I can use in that layer
Ah I see
I can swap the innermost ones as well, I've sprinkled some more of the normal ore in there too
yeah that's better
quartzite quartzite ore my beloved
structures are cool
I wonder if we can add a few more 'variant' minerals up north in the form of spawning features like this
rose quartz being a variant ore that's both redstone and quartz (alongside its basic use) is pretty cool, what if there were others similar to that
this also means that rose quartz is a possible way to get nether quartz but only once you get to MV and can electrolyze it and it's obviously going to be a much poorer and more limited source than the beneath which is kind of cool
I'm ok with it being an LV electrolysis recipe, since it mostly turns into redstone
otherwise, yeah it's easy to add new minerals - I haven't tried adding any climate-dependent ore veins yet though
I would be ok with moving oilsands off to the desert or something, or maybe just making it more common there
@jolly harness hi, sorry to bother, but do you know if it'd be possible for us to turn your GTM large boiler fix into a mixin, so players don't have to download a separate jar file? or is it the sort of thing that only really a new jar could solve?
our ore veins use TFC gen right? i assume the climate based placement is available for those
it would be nice to figure out how to do that with the gt oil spouts
yes, but they don't use the normal placed feature stuff since iirc placed features are limited to a single chunk and its neighbours
so tfc does a bunch of fancy stuff to get around it
I mean it might work! I've just not tried it yet
I assume the GT spouts are just a normal feature
I had a quick look through them and that's what I've figured yeah
(I do think they're pretty ugly though lol)
they are haha
probably could make our own tar pit features instead and let oil just be bedrock pumped
I wouldn't mind them if they were either made very rare or put somewhere outside the normal spawn radius
could also work!
also was thinking if this mod would be good in the pack by limiting it to concrete paved paths only or something like that https://www.curseforge.com/minecraft/mc-mods/via-romana
you have to physically make a land journey over infastructure (configable as to which blocks count) to make the connection so it's not just a free fast travel thing
Yes please
sounds reasonable
ugh so many bugs so little time

stupid gt boiler, stupid millstone particles, stupid material event race conditions
Im really a fan of being able to use teleportation only until very late in the game
It’s not a fix from Pansmith
This person just left Moni discord though
can you send the link to that GTM PR?
cheers
in other news one of the GTM devs sent me a fix for the race condition, so that's a relief
What’s the race condition?
#1186025944222269580 message
I've been getting this for a while, but none of you have, so I figured it was just my workspace being weird
but seeing it out in the wild makes it an actual problem, lol
Oh okay!
Ghostipedia is also the creator on the modpack Cosmic Frontiers I told you about
Pretty amazing stuffs done
Btw Pyritie how can I get my hands on the sheet for ores. I tried looking in the tools but I didn’t find it
I may be dumb though
I didn't write the code for it yet lol
but you can look through the jsons if you want, they should be more digestible than the configured features
I will have a look until then
Would like to add to the excel sheet the different important ores and where they come from
Even after years of gt I’m still often lost
I love this mod, I have it in my single player, so I can just drag and drop the custom config
Although I let it use rnr roads too
I feel that would remove a lot of interest in making trains though
Nah, trains are still sick as hell
And trains are not just for transporting the player
argh I'm trying to mixin into tfc channel casting but i'm getting this on my intellij runclient
i don't know what the hell i'm supposed to do if anything
a missing translation is an odd thing to fail a build for??
NanoMuscle suite has full insulation but not oxygen for space right?
that's the only difference for TFG?
alright let's not do this as a mixin lmao
i'm just going to make some textures for red alloy and tin alloy for tfc
yeah that sounds way simpler
okay getting some progress everything is done now except the chapter on gregtech energy
the Gregtech part of Tfg tips doesn't really look good but it was tough to make it okay
a little cramped but it'll do
The Gregtech energy chapter with producing, stocking, moving and spending energy :p
I tried to explain everything I thought about
and also advising on which fuels to use etc...
might be useful to link one of those helpful youtube videos!
https://www.youtube.com/watch?v=sv2SmPNsK-A I usually send people this one
In this video I will explain the GregTech power system. Since the GregTech power system is very confusing for new players, I decided to make a guide.
GregTech is a mod that completely overhauls Minecraft to be more realistic. The goal of GregTech is creating a large factory in which you produce every single material in the game, and progressive...
https://www.youtube.com/watch?v=3Qm9uH2lmFs this one's also pretty good, though it's for a very old version of gregtech so it's not 100% accurate to ours
This video covers the basics of Gregtech (Community Edition aka GTCE) power.
(Your mileage may very, updates may happen, you might be on a different version of Gregtech, TEST YOUR STUFF.)
A listed form of tips and tricks:
- Never use a cable/wire that is lower voltage than your sources of power, else things will go Zzzt. Transformers do ex...
sounds good will add them and some others I can find
damn there isn't much for modern GT
Let's play everywhere
Though there is good stuffs for AE2 so I will also use your idea for the chapter
nothing better than a video to learn AE2
yeah good idea
Just replace the quest book with a YouTube playlist 😁
They think it's a tutorial for GT but it's a Let's play of GTNH 🤫
Get some free views for my let's play
develop for tfg just so you can secretly funnel views into your youtube channel
imagine if there was any sort of overlap between my etsy and here lmao
plush electric blast furnace
bro I would love to
man I swore these had a waterloggable property
I would not like it personally
It invalidates trains
🛤️
yeah sorry I take back what I said earlier aftr having more time to think about it
the industrial TFG Big Train complex has issues with it
The one modpack which encourages train use was Create Arcane Engineering and I love that personally
Plus
If you want something similar, just make a runway for a plane
Similar feat having to build something to land without issues
Then the cost is just coal/fuel
planes for one-time trips, trains for repeat journeys
Plus with the entire logistics side of create 6 it encourages using trains even more
Imagine having a train network that all feeds to your disgustingly large vault complex filled with ores alongside automatic ore processing

hell yeah
@cosmic veldt I'm submitting the geode features to the create-6 branch, feel free to tweak their spawn parameters and size as you see fit
awesome
data/tfg/worldgen/placed_feature/earth/rose_quartz
Just so you know I’m making a train on the moon to grab ressources from void miners
hell yeah
boat quests need a serious revamp. Each boat has 3 dedicated quests for some reason, which inludes repeated information from the field guide
Also the central quest in the grappling hook region (the checkmark one) is asking for the wrong translation key in the description.
looks ok to me
oh ok i see the problem, an older version I'm on messed up the lang file
boat quest needs a review though
it used to be worse if you can believe it lol
but otherwise yeah, agree
1 quest to make the thing that lists all the materials, 1 quest for the finished product just to have a nice icon lol (with a look at: quest)
let's let tom get his fixes in before mucking with it though
quests are a bitch to merge
i'll wait for that before merging my lang proofread too then
Yeah I fixed those in my recent PRs
before it becomes an issue later. It seems like species does not have a working version on curseforge, only modrinth
also, crashes at startup. Seems to be something with create compat. i thought you mentioned something about that before but wasnt sure if you had a fix yet. Long day at work so ill have the energy tomorrow to deal with this probably lol
Yup sorry I didn’t finish the lang file today should be okay tomorrow
I think that's fine, the issue we had earlier was version mismatches instead of version exclusives
download the .19 version of ad astra I think, the one before the latest version (latest is looking for create 6)
🤟
it works! If you install two or more taps, the efficiency is displayed
https://www.curseforge.com/minecraft/mc-mods/vintage-improvenents-ssw-edition the VI fork is on curseforge now
ooh awesome
https://github.com/TerraFirmaGreg-Team/Core-Modern/pull/26 this should be ready for review as well on my end
Shall we also implement @rocky leaf mod so food doesn’t go back up when you die?
it's not finished yet
it just sets your hunger to a flat number instead of keeping it
also, if you're reading this, why not just put your code in tfg-core directly? it's open source now
enjoy
Yeah thank you!
did you look at the new build? i added the option to choose to set a fixed value or use tfc mechanics for health, hunger, thirst. i think this is what is needed
oh, did you send another one? sorry, I must've missed it, I've been juggling a lot
#1331744604701069393 message
and that one has an option to keep the same hunger that you had before dying, right?
The mechanics from TFC will work, meaning hunger will reset to full after death. However, I’m working on adding an option to preserve your pre-death hunger level instead
that would be great that's what we are looking for
yes, that's what I'd like to have happen by default - then if people want to make it harder, they can change it 😛
Ok this is weird, I just merged the dev branch into what I had over here with my create 6 branch and now suddenly nothing is in #tfc:knives
ah hold on I think might've done that last night while I was fixing something else
#forge:tools/knives also works btw
one moment
ah yeah i just found it myself too haha
its the GTCEU_TOOLTYPES_WHICH_HAS_TFC_DUPS that got removed it did unification of the tags somewhat
without that being done none of the tfc recipes that used tfc knives work and also you can't cut straw with gt knives
alright just pushed a fix
So I took a peek at tom's draft to see if there was any proofreading to do, but it looks like it just replaced a bunch of old text with references? Am I going crazy or does the actual text live somewhere else?
yep, we're replacing the text with loc strings so others can translate it into other languages
the actual text lives over in Tools-Modern/LanguageMerger
which is a little tool that just lets us split text up into more files so it's easier lol
is that something i should look into for the field guide too, since i've been modifying the field guide english files only directly
nah unfortunately the field guide doesn't support loc strings
yeah
sadly it cant be done 
i could modify the tool to accept patchouli shenanigans
could theoretically be easy
since its just find and replace
but i dont have the time to do such things, nor update every single field guide entry for it
yeah not worth
I'm gonna take a crack at the boiler explosion thing that moni did and see if I can turn it into a mixin
worst case, just making the LBB never explode would also be ok, since that's what it was like in 0.7 lmao
(until GT fixes it properly of course)
that would make sense I guess
not much choice
especially with how strong LBB can be in TFG
@cosmic veldt did you make the rose quartz autoclave recipe need liquid ice 👀 that could be fun
ooh I didn't but that would indeed be cool
and would mimic its "natural" conditions
yeah I'm justifying it "lore" wise as it only able to form at the sediment at the very bottom of glaciers or something like that
hell yeah
So it would be mining it as an ore and autoclave then lathe then laser engraver?
Is there some Gt tool to automatically make a ore processing with by product and all?
no, there's two options:
- go travel north and mine it by hand, then sift it to get the exquisite/flawless gem, then turn it into a lens
- wait until mv, then craft the rose quartz by hand by mixing redstone/nether quartz dusts, then autoclave that to get the gems
as ore form it'd still be going through the purification then sifter process but in MV you'd have to create liquid ice (i still think we should call it ice slush tbh) to autoclave it
if you're able to find the lang key to rename it to ice slush, I'm all for it, I could only find the keys for the material and the dust items
ahh alright
since ice's material only has the fluid and the dusts, and the dusts have special names already, you can rename the material without affecting them
it'll just stick "liquid" in front of it
so ice material = "ice slush" -> fluid becomes "liquid ice slush"
So we are not making a real ore?
How does that work?
the ore only spawns in the glacier features
I flew around in creative to see how often it spawned, it could be a very tiny bit less rare but I think overall it's good enough
yeah that
it's a feature-exclusive ore (for now, maybe we could put it on europa too, for fun lol)
there's also a core of raw ore blocks in the centre so most people will have zero issues getting the required lens from it once they find just one
yep feel free to tweak it, I had it cranked up high when testing it just so I could see it more often
ok i'm thinking right now but, it's really really weird to me that tapping latex is... not the main method to get rubber anymore
sure you centrifuge the logs to get rubber pulp, but isnt natural rubber straight up from sap in the first place?
here's what I suggest:
- latex should be the main precursor to rubber. All recipes that currently give raw rubber pulp directly from rubber tree materials should be changed due to the following:
- IRL ancient cultures (like the mesoamericas; the olmecs were named for their rubbermaking) treated latex with sulfur-containing sap to increase the latex's elasticity and keep it stable. People now use formic acid for a similar purpose to coagulate it for initial processing. This is what we call 'raw rubber pulp' in GTCEu as far as I can tell.
- we already have vulcanised latex for the rubber gloves making line. This should really be renamed to "treated latex" or something like that, because the heating part (with or without sulfur) is what vulcanisation really is, but it's a good first step.
given the above, I suggest:
latex -> treated latex (sulfur or wood ash) -> raw rubber pulp (this is tricky, barrel? mixing bowl? something to simulate real-life drying of the treated rubber)
- make all currently raw rubber pulp-producing recipes (centrifuging logs, extracting leaves and saplings, etc) produce latex instead. Steam extractor can probably be removed then because it serves no real purpose.
there's drying mats 🤔
yep but unfortunately won't work with fluids haha
ah lol
this does make sticky resin a weird thing but it could be produced directly from latex too without vats. It's not that important anymore since it's not how you get rubber
I'm open to changing it, but my main considerations are:
- with the current 0.9 system, you can still get sticky resin in basically any season as long as you have the right trees, and extracting from logs isn't season dependent. There was a fair bit of frustration with the old system where the game just said "no you can't progress any more" until the weather changed
- any new changes should make it possible to still progress in any time of year, although if that progression involves traveling south for a little bit, I'm not totally against
- we could always change sticky resin so the extractor does it instead of rubber


