#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 21 of 1
yeah
it does exist as a centrifuge output
that would make sense
I think if we allow for latex to be produced somehow even from logs outside of tapping season it'll be just like it is now
it's just that i found it odd that you can tap the rubber trees for latex, but the latex is kind of its own thing and rubber is obtained from the logs
the afc system uses the tfc ambient temperature, so if we want any temperature to be usable for tapping, we could, though it'd be a little odd lol
Maybe have both? Leave the old recipe in along with log extraction? (Even if log extraction is way more straight forward)
Extract latex from dandelions :)
then the issue would be log extraction is still the straight up best way, because rubber trees grow very fast and big and going through the latex-sticky resin thing was suboptimal to the log extractor/centrifuge thing even back then
i kinda wanna add this too haha I was reading up on people trying to use dandelions as sources of natural rubber
I did kinda like how pumping and transporting latex was something to solve, but the vat bottleneck was annoying
it's not difficult to add new singleblock steam machines btw
Sticky resin+sulfur
pretty similar to what we have now - tap kapok for sticky resin, extract it for rubber
then combine both with sulfur to finish
I added it in an old PR for 0.8 😔 rest in peace
Oh extract the sticky resin
we could add a steam extractor that only does liquids and call it a steam squeezer, then that would produce the latex from stuff
that;s just a fluid extractor lol
we're bringing it back 😈
I already kinda use the vacuum chamber as a fluid extractor, for liquid rubber and glue, if you wanna use that too?
oh the vacuum chamber would work quite well I think!
since it has both compression and vacuuming modes
vac chamber logs to get latex
and you can automate it cuz create
vac chamber is already required for progression since you need it for vacuum tubes, so it's nice to give it more uses
alright i'm writing this all down, the only thing that needs to be concrete now is how you get raw rubber pulp from vulcanised latex (probably will rename that fluid)
solidifier is the obvious choice but we need something pre-LV too
don't think that will be that useful because most of the stuff a solidifier does TFC does on its own
https://modrinth.com/mod/create-vintage-improvements do any of these other machines stand out as something usable?
what about making vulcanised latex just become raw rubber in a vat? we can move the latex soaked gloves to idk, mixing bowl or barrel or something
could do yeah
What about a barrel recipe?
it is a little odd to make this recipe either vat or barrel, because the intention is we're drying it and letting the moisture out of it, but it doesn't quite make sense with either of them because they're meant to be fully sealed
ideally there would be some sort of drying mat for fluids or whatever where you can just lay them out in sheets and they dry but we don't have things like that I don't think
https://gregtechceu.github.io/GregTech-Modern/Modpacks/Other-Topics/Custom-Machines/ just putting this here
though hm, this is for new machines, not sure if you can add variations of existing types - lemme ask the gt discord
we could also just use the vac chamber again in pressurising mode
more uses for the VI machines is always nice
that's how glue is solidified before LV rightn ow
oh true yeah
so it's basically a combo extractor/solidifier
(I eventually want to move the welding recipes to the mech press whenever that's available again)
that would make the most sense to me because it's coming out in pulp form, which means its just got all its water sucked out of it really
id rather not make people make raw rubber sheets and then have to grind them up again to make rubber lmao
yeah makes sense
so far I got:
Remove current raw rubber pulp sources pre-LV centrifuge.
Latex (tapped from trees or vacuumised from logs, leaves, saplings, dandelions)
-> Vulcanised latex (latex cooked with sulfur in vat/pot/chem reactor)
-> Raw rubber pulp (Vulcanised latex pressurized with vac chamber or fluid solidifier)
Rubber/Rosin logs -> Sticky resin (extractor)
Latex/Pitch -> Sticky resin (cooked with wood ash)
Change latex-soaked gloves into a barrel recipe with vulcanised latex.
might also make the sticky resin from pitch one wood ash too for consistency
rosin logs -> sticky resin in extractor too?
sounds good
we can keep the logs centrifuge recipe as is, because it's LV and it probably makes sense for people to be able to skip a few steps at that point
either that or we can make the centrifuge recipe output latex instead of straight up raw rubber
the best part of TFG (really gregtech in general) is more efficient recipes the more you advance in the tech progression, so the old recipe should be kept
yeah it sounds like a good improvement over the previous method, it will be an improvement until you can get to isoprene for sure
is isoprene new with 0.9?
nope it's always been a rubber source but only post petrochemicals
it's kind of how you do synthetic rubber because rubber tapping is a labour intensive process
at that point you should just make styrene-butadiene rubber though?
oh, I just diverted a few kapok logs into a little centrifuge/chem reactor setup for all my rubber lol
from my tree farm
I have noticed that new gregtech starts cutting off rubber a lot sooner than in 0.7 though, forcing you into silicone
true but isoprene is ridiculously easy to make
it's just propene
how so? i havent looked at how GT changed in the new version at all so i dont know much
just for stuff like rubber rings in pumps, sheets in conveyors, that kinda thing
in 0.7 silicone was pretty much entirely skippable until like, luv when you needed SBR
that's good
personally in 0.7 i automated silicone because it seemed fun!
oh you mean like higher tier components explicitly require silicone instead of just normal rubber?
that's neat
Honestly most of the time you can even skip the silicon
it'd explain why we get so many saplings lol
Oh make sense
I'm guessing our tree chop mod (and the create saws) are just using the leaves' loot table
It could be fun to do the same with circuits
Remove the tin alloy or whatever the name is
And use a new soldering alloy that we make from a planet
Very Gregtech and a way to gate higher circuit with planets stuff
oh boy, make lead and antimony even more useless :p
Uhuh only from IV or LuV maybe
Someone already changed the tier for electrolyzing clay
Infinite Clay dupe
-Remove the infinite loop with coke oven brick
-move electrolyzing clay to HV/EV
-add making clay from sand around MV
I had this todo was the other things done too?
I'm not finding them but
well I will just make a new dev instance and test it inworld
I did the first two
I did it!
Will do the clay one then
need test
I've done all this a long time ago. It's just that my request with the addition of functional storage has not been accepted since 0.7.16.
u can test it if u want
i use it all the time
@elder niche ну может и добавят, недавно что то писали про это
thanks
how are the quests going, I'd like to do another release soon
working on the lang files right now
doing the formating
should be good in 2-3 hours
nice nice
We should have the proper standard quest book now
I just have an idea for cold region
oh nvm we can't make GT recipes depending of temperature
😦
hm?
no reason why we can't if we really want to implement it
will just be a mixin
That could be a cool thing
Thinking about how we make liquid air or liquid oxygen
The recipe to make them is quite slow which is totally fine
But as a small side quest what if we make the same recipe but like 5 or 10 times faster if you do the recipe in a cold climate
You wouldn’t need to do it
But if you have a train insfrastrucure going into the north you would save a lot of energy and materials making these recipes in cold climates
I don’t think many would do it but personally I would do it just for the fun of it
hm, I like the idea a little bit but it doesn't really make too much sense since cold climates would be like -15c at most and liquid air is made at -200c or something like that haha
but there's another way that could work that doesn't require us to do mixins either, what if we allow them to use permafrost as a catalyst to do it faster
and permafrost we'd put at like, high mountaintops etc in cold regions
i think that would be a good compromise
Definitely
that could work, though if it's a limited resource then I get the feeling a lot of people won't bother?
actually hm, the recipe that takes long in question is the distillation tower and that doesn't have an item input
so hmm
i think it'd be an interesting side grade to think about especially when we start thinking about mars, since mars will have a lot of melting down mars ice recipes
and i assume some of them will be useful for earth progression too if we put permafrost in some earth biomes
need a way to make it unlimited in cold climate
and we are back to GT using temperature :p
if we find more uses for it that could a great thing to make but I have no idea how hard it would be for you guys to implement this feature
if it's only for one or two uses I don't think you should bother
imo it doesn't sound worth the effort
like, we could just make it so the recipe runs faster on cold planets like mars, or something
but that'll have its own atmosphere with different gases in it
alright done with half my tax stuff
gonna take a look at that boiler issue
besides the quest stuff, is there anything else that you guys think you can squeeze into 0.9.3?
The only thing I can think of would be to understand from where the bug with Gregtech not letting us interact with Prospector/EMI is coming and fixing the cover?
Both of these issues I have no idea on how to do
I could add the textures for red/tin alloy for tfc
I have them made they're just on my working tree which is create 6
that's be cool, if you could
man I can't even get this boiler to blow up now lol
nope ok, breaking and replacing a casing makes it blow up lol#
cool I think I fixed it (I just disabled all explosions lol)
should be good enough until gtceu 1.7 with the proper fix
do AFC treetaps crash if you break the log
it appears the beneath quests are not complete enough. No mention of bastions, damascus steel (should be made as a hidden quest!), kaolin claze and why you might wanna go there
the klayze/glayze are mentioned in the metallurgy quests, but yeah that section is a bit unfinished
also maybe it's just me but the firmalife section is a bit... messy
Okay I’m still not finish 😐
I gonna PR everything that is important for quest structures at least
I won’t be able to finish before Monday as I won’t be much available before Sunday evening
If you can just let me fully finish everything before pushing 0.9.3 I would really be glad
It’s finishing some lang file and the HV chapter that I’m redoing from scratch
The new ones? mine just stay floating
hm, odd
they keep causing the world to be irrecoverably corrupted if i accidentally break one while trying to test it
redoing from scratch? 😮
Not like fully from scratched
But I need to do a lot more of changes from Community to make it clean compared to the others one
And HV is a smaller chapter anyway
You get LCR and Cleanroom and that’s basically it
Well and space
But this one will be added later on
took a quick look at the issues with not being able to stain wattle and not being able to craft facades
the tfc code seems to very clearly be looking for the vanilla dye items, and I looked in gt code and didn't see anything about those being modified
so I have no clue why those are swapped around
as for the facades, I disabled the vintage improvements cast iron plate so greg was generating its normal iron plates again, but those didn't turn into facades either
and the greg code shows it's just looking for any sort of iron plate, not its own
so... I really don't know what's up with them
ok, make the HV chapter PR then - they're just quests, and the ones we have right now are still fine, why do we need to wait?
yeah HV chapter won't be in the PR
Basically finishing the formating of lang file
If you don't want to wait it's nothing too bad it will come later
not like there gonna be translating happening right now at least the quest will be there in englisj
no, but we'd like to start doing proofreading for your text, lol
well yeah you can
I mean there is already lot of texts that need proofreading
Ore Processing
LV chapter
MV chapter
anyway I'm pushing in 20 minutes or so just preparing my branch
kk
lemme try mixins for those
it'd be nice if any kind of dye would work for the wattle, it's a cute block
maybe an assembler recipe too, hmm
@brave cairn is there an option to split steam engine's 256su power into 4 independent steel shaft instalations?
cause id did one and dont see the advantage besides faster rpm (thats kinda useless because of Rotation speed controller)
upgrade your shafts :)
ye sure but it is kinda useless in the eraly automatization stage
it's not useless at all - since it already starts at a fast speed, it means it'll need way less "gearing up" to make your machines go fast
which in turn means less stress usage
otherwise, if they only output 64 or 128, I'd have to nerf water wheels even more
Okay so I pushed the branch with all the quests change
There is some lang file for the tool but they need to be finished
as for the quests convert to the lang file formate
but at least you can begin proof reading and giving me your feedback on the quests change
where?
I reopened the pr from before as you told me to do
oh
I'm going now have some driving to do but I will take my computer if some stuffs need urgent fixing
great, thank you
has anyone managed to make a recipe that includes nbt data on the output?
kube's docs suck and has no documentation for this
Connect it directly to a roller or other high stress multiplier machine
Also for alternators
I believe the sophisticated backpack recipes also have some nbt stuff?
does this work?
ah hm, they don't actually - looks like they have their own recipe type to handle the nbt copying, sophisticatedbackpacks:backpack_upgrade
Oh interesting
no, I tried and I couldn't get the straws to work
you can use a lava bucket instead
for what
to fuel blaze burners for free
like item
yeah, a mech arm uses the lava bucket item on the blaze burners, then gets back an empty bucket, which you can refill with a spout
@exotic wraith is this how you add nbt to a recipe output?
event.shaped('ae2wtlib:wireless_universal_terminal', [
'DED',
'ABC',
'DFD'
], {
A: 'ae2:wireless_crafting_terminal',
B: 'ae2wtlib:wireless_pattern_encoding_terminal',
C: 'ae2wtlib:wireless_pattern_access_terminal',
D: '#forge:plates/rhodium',
E: 'gtceu:iv_sensor',
F: 'gtceu:iv_emitter'
})
.modifyResult((craftingGrid, result) => {
try {
result.nbt.putInt("crafting", 1);
result.nbt.putInt("pattern_access", 1);
result.nbt.putInt("pattern_encoding", 1);
}
catch (exception) {
console.log(exception)
}
return result;
})
.id('tfg:shaped/wireless_universal_terminal')```
@spiral lintel tom's stuff's all merged now 👍
okay time to clone and merge locally and test out
I guess I'll have to copy the quest snbt files too into an instance
oops the lang files weren't merged yet
ok merged now, sorry about that
should work
you could also use Item.of
that has an ability to specify custom nbt data
ooh how?
you mean like this right? ```js
Item.of('minecraft:elytra', '{Damage:2045}').strongNBT()
the .strongNBT() part is only needed for inputs if i recall
ahh perfect
nice that worked
anyway is it time for another release, do you guys think?
https://github.com/TerraFirmaGreg-Team/Modpack-Modern/blob/dev/CHANGELOG.md got quite a lot of changes
@rocky leaf just tested it, the keep setting works perfectly now, thank you!
do you think maybe my rubber audit could make it in haha
ive been working on it just now
haha sure, we have a bit of time for xikaro to get tfg-core up to CF first
https://github.com/TerraFirmaGreg-Team/Core-Modern/pull/30 just made a pr for that
alright nice
did we figure something out for the latex temperatures, or what
yup
that'd be it
i just had to use modify recipe due to the nature of how my grappling hook impl worked
couldnt make 2000 recipes for the mod
lol
latex temperatures?
afc's tree taps work by specifying climate conditions when the tree will make its product
this' an issue?
right now:
- kapok requires 1c and makes 1mb
- rubber fig requires 12c and makes 2mb
- hevea requires 22c and makes 3mb
ye
this can all be changed, but I'd like to avoid a situation like we had before, where people just couldn't progress at all if it was winter
oh
i mean
its all just in the recipe
the recipes i made for the trees have it that way
yeah I added recipes to extract latex from logs/saplings/leaves
to replace the old one where you just got raw pulp from them
oh nebby to catch you up to speed, airrice wants to change the whole latex -> rubber process so it's more realistic
- ones to get latex from goldenrod and dandelions since apparently that's something that can be done
by extract do you mean the vacuum chamber? then what about tapping?
i left those too
but getting them from logs is more so going to feel like something you do during winter when it can't be tapped anymore rather than the main way you get latex
hopefully
oh, is that way going to be much more inefficient or something?
not super inefficient, but the latex output is going to be the best method by far
from tapping i mean
if it helps, the vacuumizer can output to the vacuum block itself instead of keeping it in the basin
@zealous atlas thanks for the tfg-core publish! Are beta builds more visible on curseforge? will everyone's main menu then say the latest will be 0.9? I would like 0.9.3 to be the first beta
But there will be no beta, if you are ready to lead from alpha, the assembly will be immediately in the release branch, since from past experience, this confuses players, due to the fact that in github releases, there is no gradation alpha-beta-release
alpha = pre-release
Regarding the display, which is broken in 0.9.x
It displays versions marked as latest on GitHub, i.e. everything that is not a pre-release
Also, when we leave alpha, I will install the version on the server
ok, understood! I think we are ok for a release then - there's still some bugs, but they aren't critical
why do you think the display is broken? 😮 I haven't touched it
after updating FancyMenu
I think it's worth releasing after the Create update
oh
hm, we are waiting on two other mods for that
create steam n rails, and create horse power
but.. create 6 would change around a whole bunch of things, so maybe it's for the best? so the release version of 0.9 won't have any more major changes
then 0.10 can be for the moon
idk
unless we make create 6 be 0.10, and the moon 0.11? lol
@zealous atlas it looks like you missed the version number here 🤔

TFG on modrinth lets gooo
also there's a scrollbar here
Will only the mod core be on modrinth or the modpack too?
not my decision
yes it will be, but later, because of some mods
how do you make the panoramas? this new one looks like it's from 1.12?
steam and rails has no ETA even now, unfortunately it might be months before we even get that
these are tfc 1.20 panoramas
You can make your own
https://docs.fancymenu.net/en/panoramas
cool thanks
yeah same, I don't think it's worth waiting on it
otherwise 0.9 might be in alpha for ages
at this point I wonder if we should just go ahead with releasing 0.9.4 with the create 6 stuff sans steam and rails
ehehe
I wouldn't mind as much if steam n rails didn't also have all that locometal that people can build with
if we just remove steam n rails, all those blocks just disappear
yeah 😔
anyway I'm ready to push out 0.9.3 if you wanna finish up your latex stuff 👍
might also be worth tweaking the tree tap numbers a bit so they work most of the year? and the vacuuming is more just to stop people getting stuck
yeah it might be worth increasing the temp ranges at least a little bit
just for some wiggle room
@cosmic veldt don't forget to put your langs into tools-modern too
@brave cairn Approved on curseforge https://www.curseforge.com/minecraft/mc-mods/tfc-punishment-for-death
awesome, thanks
are you uploading it to modrinth too? or just cf
wait so if u die of starvation can u just end up in infinite loop if ur spawn isnt close to a river or other food
I'll go check
I remember us talking about not doing langs for patchouli books a few days ago, do I just do these for the quest descs I changed?
that's right, patchouli does its own thing, all other langs for quests, items, block names, etc go in tools-modern
alright I just put in a PR on the tools-modern repo 👍
cheers
death loop, bad, i fix it @brave cairn
ok let me know when cf updates
let me merge my proofread as well, need to solve a crash for some testing first
ok ok
what's the crash?
`# A fatal error has been detected by the Java Runtime Environment:
EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00007ffc58feefca, pid=10256, tid=8264
JRE version: OpenJDK Runtime Environment Microsoft-8035246 (17.0.8+7) (build 17.0.8+7-LTS)
Java VM: OpenJDK 64-Bit Server VM Microsoft-8035246 (17.0.8+7-LTS, mixed mode, 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
An error report file with more information is saved as:
C:\Users\denet\AppData\Roaming\PrismLauncher\instances\alpha 0.9.2 take 10\minecraft\hs_err_pid10256.log
If you would like to submit a bug report, please visit:
https://aka.ms/minecraftjavacrashes
The crash happened outside the Java Virtual Machine in native code.
See problematic frame for where to report the bug.
[15:25:51] [Render thread/INFO] [mojang/GlDebug]: OpenGL debug message: id=1285, source=API, type=ERROR, severity=HIGH, message='Error has been generated. GL error GL_OUT_OF_MEMORY in (null): (ID: 173538523) Generic error'`
reinstall or removing oculus or tfc caelum didn't work
looks like you ran outta memory
worked until yesterday but now doesn't 
increase your java allocation?
slight increase from 4096 to 4352 still didn't work. Not sure how much I can increase on a 8192 MB laptop 
oof yeah that kinda sounds like the limit xd
try 6k?
RIP
and then GregTech instakill from 0,0001% air pollution kicks in 


@brave cairn
https://github.com/TerraFirmaGreg-Team/Modpack-Modern/tree/dev/kubejs/assets/tfg/lang
Is this just quest text?
no, it's a combination of quest text, item names, recipe names, blocks, materials... lots of things
https://github.com/TerraFirmaGreg-Team/Modpack-Modern/pull/951 I marked this as ready again 👍
Can we at least split this into different folders?
we do, over here https://github.com/TerraFirmaGreg-Team/Tools-Modern/tree/dev/LanguageMerger/LanguageFiles/tfg - this tool merges it all for us
@brave cairn merged my proofread as a PR, sorry for delay
I'm raising weblate now, the plan is to move everything there
what's weblate
https://crowdin.com/project/minecraft-tfg we already have this
I want to make it centralized
what's wrong with the tool we have in tools-modern? it's centralized and not on a different website
you can have as many files as you want, and the tool merges them all into the correct destination
This makes it difficult for non-tech savvy users to access and is also controlled by third-party users.
Weblate will push commits directly to the modpack or mod repository.
fix added to cf
What is Crowding about? A very interesting tool for translation. Very easy to edit, it is possible to integrate with github. I wish it would automatically pull up Lang. If you update the file for translation, it will change all the lines without damaging the file. See other people's translations with similar words.
And now the cons. Some people may have a high entry threshold. The free version has the following limitations: 60k words (as I understand it, it doesn't matter if they are uploaded or translated). It is not possible to add users to manage the project.
This is just my opinion.
The simple solution would be to have a minimum food threshold like 10-20% when respawning, rather than 0.
oh greate just got 0.0.40
Tiered millstones will now always output the first item in a recipe, regardless of if it is a chance output (MV and below will continue to not give byproducts) does this mean the first output will now always be output at 100% chance or am I misunderstanding this???
there was a bug where if the first output was, say, 50% chance, instead it would output zero (only affected the greate machines, the macerator worked fine)
yeah I'm just going to assume this means they fixed that bug
either way gotta test it now haha
yep
the 2nd and 5th bullets were requests of mine as well lol, and 6th was another bug I found
I think tfgcore on the create 6 branch is crashing due to mixin nonsense
it worked fine in the dev environment.......
the modpack branch or the core branch?
the core branch, I just built it to test with the newest pulled modpack changes and it started crashing
to be fair I never tested it in prod but I didn't expect it to crash
what's it crashing with?
I posted out about it in the create dev channel on the createcord but it was
Critical injection failure: @Inject annotation on tfg$use could not find any targets matching 'use(Lnet/minecraft/world/level/block/state/BlockState;Lnet/minecraft/world/level/Level;Lnet/minecraft/core/BlockPos;Lnet/minecraft/world/entity/player/Player;Lnet/minecraft/world/InteractionHand;Lnet/minecraft/world/phys/BlockHitResult;)Lnet/minecraft/world/InteractionResult;' in com.simibubi.create.content.kinetics.chainConveyor.ChainConveyorBlock.
did you remember to add create back to your workspace? I've done that before, when pakku fetching
otherwise I'm clueless, neither of us touched create in any other mixins
unless I fucked up the syntax of my boiler one somehow
looks like its what pyrite said, the modpack is missing Create mod, or create is back on 0.5 because of pakku fetch
i might put the construction wand and gadgets into the misc category of tfg tips
That would be cool. Seems like a lot of people didn't realize we added them
curious, is create 6 going to be 0.9.3? or are we waiting on greate
we're waiting on steam and rails which still has nothing close to an ETA for create 6 support, and we don't want to make saves with s&r's blocks in them incompatible, so create 6 is still months away at the earliest i presume
also unfortunately no, my error wasn't because of create not being 6.0.4 because it wouldn't even start otherwise
the game does start it's just hanging with the error message
yeah don't expect a strict order of create 6 then space
each will be done whenever they're done
i can confirm 0.9 is much more laggier than 0.7. Loaded up fresh worlds in both, and I get constant lag spikes in 0.9 while 0.7 is super smooth
I think we should hold off adding more content mods besides space related stuff
huh, I've heard others say the opposite, where 0.9 is more performant for them
is yours with or without caelum?
with caelum
try disabling that
which btw was fixed with drivers update (the old caelum crashes)
but my recent crashes happen with or without caelum
so i cant test anything
but otherwise I agree we should be picky with any more mods
I'm eyeing a few for space, but they're just mods that add entities and stuff so they shouldn't impact performance, and most of them have stuff for multiple planets too
Btw, don't know if you saw. But you can add new tfc animal entities with tfc kubejs
I have an idea of a few for venus
I briefly saw it but iirc it was only useful for things like farm animals?
Yeah, obviously not useful if you want aggressive mobs
I like to mix in a few neutral ones too but otherwise yeah I don't have much else
what are you thinking of for venus?
feel free to grab some of those different endermen btw, I was gonna put different ones everywhere
they're handy thematic neutral mobs, and endermen can be interpreted as aliens so it works out
will these endermen pick up blocks?
who added the beneath panorama? Looks nice!
Running the modpack off the dev branch using pakku solved all my crashing problems
@brave cairn do you know the cause of these errors in the space branch? fresh install
are we only waiting for steam'n'rails/ create actually launching? or is there other ports we are waiting for
Will you be adding anything else in version 0.9.3?
Since it's coming out of alpha, it will be deployed to the server, so in case of bugs, there will be more tickets 
no, I have them too, I didn't get around to looking at them yet
it's good to go!
yeah but it's just the usual vanilla thing of stuff like dirt, sand, stone, nothing important
meeeee
there's a few texture seams from the shaders but ehhhhh it's fine
I think it'd be cool if each new 0.x version got a new panorama showing off the new major thing in that patch lol
it's possible to set up multiple panoramas and have it randomly select them, that'd be neat too
Is one of these recipes meant to not exist?
no, the top one is more for if you're in an area that doesn't have jute
guy who still has jute but uses the top recipe
So do we still want to incorpore the trophy in the recipe for each rocket?
I gonna wrap up lang files from quest then try to setup the instance with ad Astra
nahhh I think it's gonna be too annoying

Yeah thats a lot of changes
But the funniest will definitely be all the boilers exploding
Oh did you remove the explosion?
I did ye
what's the process for making new quests if we have a set process written down anywhere
gonna get on the create logistics questline now I think
- make the start of the chapter have no dependencies, so people can still start it if they mess up an earlier chapter
- use the same lang string syntax as how the other quests are done
- stick to consistent shapes like other quests
- quests should be for goals and for showing things the player might not know, they shouldn't be for every step in the crafting process. You want them to be difficult to accidentally screw up
I really wish i could continue workin on this kind of stuff but man are we getting REALLY busy at work atm
it's ok! I'm gonna be busy with some other stuff this month as well
so do I just name the quests the lang string in the quest book? and I assume it auto gets the string when the quests book fetches them
so if you put text like {quests.create.rose_quartz.title} as the title of a quest, it'll then look through the lang files to find the text for the current language
you need the {} around it for it to work
mm, alright
thats kind of how I assumed it worked but I just wanted to make sure because you never know with how string parsing works in different stuff
alright onto do some writing haha
oh and I fixed the mixin for coremod and it works on the prod build now! I'll probably put in a fix PR on the create6 branch
was just some silly stuff like me mixing into a minecraft method but not remapping, so the runtime got confused and tried to use unobfuscated method names and etc
ooh great
I'll fix the hide recipes. I apparently can't do math
@brave cairn
send log?
[23:45:50] [Worker-ResourceReload-5/ERROR]: [Load My Fucking Tags] Couldn't load certain entries with the tag tfc:shovels: #minecraft:shovels (from KubeJS Custom Tags)
[23:45:50] [Worker-ResourceReload-5/ERROR]: [Load My Fucking Tags] Couldn't load certain entries with the tag tfc:axes: #minecraft:axes (from KubeJS Custom Tags)
[23:45:50] [Worker-ResourceReload-5/ERROR]: [Load My Fucking Tags] Couldn't load certain entries with the tag tfc:swords: #minecraft:swords (from KubeJS Custom Tags)
[23:45:50] [Worker-ResourceReload-5/ERROR]: [Load My Fucking Tags] Couldn't load certain entries with the tag tfc:hoes: #minecraft:hoes (from KubeJS Custom Tags)
[23:45:50] [Worker-ResourceReload-5/ERROR]: [Load My Fucking Tags] Couldn't load certain entries with the tag minecraft:pickaxes: #tfc:pickaxes (from TerraFirmaCraft-Forge-1.20.1-3.2.14.jar)
ok give me a moment, it should be safe to ignore for the moment
It’s said in the changelog that MEGA items were changed but which one exactly ?
Im thinking about redoing some work on AE2 quests and recipes with space coming
Well coming
this is the main one, it needed a singularity before
I mean now that’s it’s one of the next step
now it just needs a naquadah plate
Oh I see
which iirc just needs hss coils?
I guess it’s around there
Singularity needed HV only though ?
Or maybe the component needed 64k ?
nope, you need the 64k drive
I understand and this one is gated quite late I guess
yeah, so previously it needed luv, now it needs IV
which is nice, because IV's when you're hugely expanding everything with multis, so the MEGA interfaces/patprovs are real handy then
Make sense yeah
and you didn't have this during development and testing?
I did, but my workspace is sometimes messy from all the shit I do ahaha
so it's usually just that
but yes I will remember to check for this in the future 👍
I was looking to tackle https://github.com/TerraFirmaGreg-Team/Modpack-Modern/issues/897
I guess kubejs is used to overwrite recipes? So I go find the original recipes from gt first?
yep! there's an EMI setting to turn on recipe IDs
so you'll just need to find that, and make a new recipe that has the same ID in kubejs, and it'll overwrite it
We could just buff everything though
there's no recipe id for these boiler fuels. i think it might be hardcoded somewhere through temperature interactions with the boilers and fuels
I took a quick peek in the moni github but didn't see any mention of creosote, tom
knowing how GT does materials this would make sense I think
someone approve the lang changes in the Tools repo so ppl in the dev branch don't get jumpscared by the "quests.x.y.title" 🙏
I'm slowly following the code and trying to identify where the 17x loss of efficiency/faster burn time between the lbb and liquid steam boiler is coming from. But I'm not certain even if I do find it how to overwrite or change it... Anyways still gotta find it first.
where does https://github.com/TerraFirmaGreg-Team/Modpack-Modern/blob/dev/config/gtceu.yaml come from? I don't suppose there is a seperate reference for additional config lines that aren't included in this file...
No reason that solid fuel is ten times less efficient
What do you mean?
I already saved a file to buff the boilers
If such place exists, where may i find any/all of these:
all aditions to 0.94
whats planned for 1.0
1.0 will be the next/last update? any betas in between?
1.0 ETA
There is a change log on GitHub
ty
wasn't it you who said before that moni buffed creo in the LBB? or did I forgor
1.0 won’t be the last update but when space and Create 6 comes out that should the last massive change
Yeah well I think they buffed all of them
create 6 and each planet will probably be their own big releases
But I also have the file to buff only one fuel
Mind pointing me to it?
is pollution enabled in the server?
I can do that tomorrow if u okay with it
Im not home
Is it from this? https://github.com/ThePansmith/Monifactory/pull/1019
ah maybe this one then https://github.com/ThePansmith/Monifactory/pull/1678
ooh that looks like it
keeping it the same x18 factor instead of x20 sounds good imo
they dropped it to 16 after
well i'm gonna look at our numbers a bit more in depth too before rushing a change
Overall my reality check line of thought is that a small steam boiler should probably heat up quicker/use fuel faster but be less efficient in terms of steam generated per fuel amount than a large boiler. So the large boiler takes more time to get up to speed, but you'll get more out of your fuel if you manage to keep it running and hot.
I think it’s large boiler is faster though
right now the small boilers are mega efficient in terms of fuel, you put in one bucket of creosote and it lasts a looong time
yes, faster, but per steam output mb
the capacity of the large one is still a ton more
By 16 seems quite okay
but the equivalent output of the small boilers to get the same amount of steam as the large boiler should use more fuel total
spreadsheet time!
If someone is motivated enough to make tons of large steam turbine so be it
Got an issue, or maybe I am dum: I updated to the beta version and everything was on fire as expected with pollution and greate, but more concerningly, when the pollution inevitably did kill me, my body and everything with it simply vanished? Somehow my backpack and tool belt remained with me but everything else is completely gone. We have backups from just before we updated so it's not a problem, but still.
So is there a preference of Ambiental over say Cold Sweat? I know someone made a compat patch for CS for TFC.
I think this might be an issue with tfc-death-punishment and PlayerRevive, not sure
either that or pollution and PlayerRevive
cold sweat is too "swingy", you can go from freezing to boiling really quickly in a way that doesn't make much sense
it's fine if you really want temperature to be a big part of your survival modpack (which is why hardrock uses it), but here, I like that it's more just a background thing
@rocky leaf your mod is causing issues with PlayerRevive
xikaro just removed it from the server, and then the problems went away
I'll handle the integration with PlayerRevive. I think I've found the issue: we’re using the same events—LivingDeathEvent and PlayerRespawnEvent
I have fully completed the greenhouse mixins and added water conductivity through the port
ooh awesome! we'll have to unhide the ports and add recipes for them again
Well, the PR is sent. Time to go to sleep
thank you very much!
Should the blue steel diving suit have hazard protection? Since it lets me swim in lava and all...
I'd say no? Better to still incentive making hazmat gear at that point in the game
don't wanna make the face mask/rubber gloves entirely useless
Yupp. And diving suit isn't even that far in the pack. You'd probably make it before even having to worry about hazards that much
does it make sense thematically? no lol, but that's ok
the mask and gloves are curios, so you can have all of it at the same time
No problem, just a passing thought. Never mind me 😉 (as I consider making a death chunk for large boilers)
they're surprisingly easy to make, too
Make a new panorama for each planet release? 🤔
I was thinking that, yeah
apparently there's a way to have multiple panoramas that it can randomly pick between
it'd be nice to have a bunch of overworld ones too
...maybe whenever the structures are all done 👀
yeah i was thinking about that too in this moment
During updates to planets, we can add panoramas with this planet, but make it the main one, and then when updates are off-topic (after or between updates to planets), make sure that all panoramas have the same chance of appearing.
I don't know if it's possible to give them different weights
we can delete and re add them if we want
new anomaly found lol
Bro glimpsed another reality
wtf happened there
beneath from 0.8 wants his screen time too, and he's not going to leave)
haha your world has so much extra stuff in it I wouldn't be surprised
🫨
that one's a rendering issue with gregtech
what POI beneath have ?
wow. I accidentally bumped into Chromite. I really missed him...
3 top layer biomes, 3 bottom layer biomes, and bastions
lush caves can have kaolin, spider one has easy string, mushroom one has tons of clay
bottom ones are a bit more similar but can have lots of charcoal and ash sitting on the ground
amm. My radar doesn't work properly . I cant choose specific ore
known issue, no clue why it's happening though
GT happend
apparently it works fine if you only have gt
i had the same issue with the fluid mode even in 0.7
dudes are chilling
But still... Why carbon from latex? Is this definitely not a mistake?
yes, because a lot more trees give resin now, but only the rubber trees should give raw rubber
this slot used to be carbon, now it's rubber
i see
whereas for others like fir logs, you get rosin instead
or maple sugar from maple logs
new friend enjoing his new home 💖
Time to set up pakku. Hope this is painless ><
Not too difficult, feel free to ask if you need help 👌
pakku?
to build from source
Pakku is the tool we use to manage mods for the pack in a dev environment
So jei says the recipe for creosote in steam boiler is 360s/250mB, but the high pressure steam boiler actually consumes it in 180s. Anyone familiar if the large boilers have any hidden multipliers too and/or where the numbers live? The steam output between the low pressure and high pressure is not a factor of 2, even though the consumption is...
Means the lbb was only 9 times less efficient than the liquid steam boiler instead of 18 times. But if the LBB has it's own multiplier somewhere that number would be wrong too.
kinda want to make a blue steel flask that can hold 3 servings of unspoiling soup but that's probably way above my pay grade XD
that sounds tricky yeah
The other idea I just had was bluesteel tongs not having durability
or maybe red+blue steel, one tong part from each hah. that would be a bit silly though. then again there is The Bucket...
Mixed Steel Tongs would be a nice sendoff to the whole metalcasting era tbh
same thing as bucket, need to weld red+blue tong parts together and then weld the mixed steel tong parts again
not like it's any useful at that point 😔
true but, by the same logic it's not like a creative drawer is useful by the point you get them in those modpacks that cap themselves off with creative items :P
i think it would be neat just as a kind of "graduation" item
like hey you managed to do everything to get to this point, well done, here's a cool thing if you ever want to manually smith something again
I'm in lv and I still pick up hot things occasionally. I'll look into adding it once I learn how
we just need to make it have the insulating tag but no durability like the blowpipe used to have before that bug was fixed
and the rest would just be adding items and their textures + their smithing recipes
yeah, I think if you just make an item and give it the insulating tag, it should work?
crashed twice just now (0.9.2) - attempting to jei craft rebar support. Guess it's time to update and see if it happens in 0.9.4 https://mclo.gs/E1RZvEh
or if anyone else can check really quick to see if it's reproducible
I know this issue was reported with the bone needle too. Not really sure the cause of these issues. other than the connection of the ingredients being damaged?
Which recipe are you using?
it might just be new a bug with emi, we did update it a bunch recently 🤔
rebar support
The crafting table one or the assembler?
mm backpack craft. i don't actually get to click on the + to add the craft, just hovering crashed. i think. I'll try again in 0.9.4
I took a crack at updating the overview description
The Ultimate Survival Modpack
TerraFirmaGreg-Modern is a challenging and realistic Minecraft 1.20.1 modpack that combines TerraFirmaCraft and GregTech Modern for loads of content with progression from the stone age to space age. A huge selection of quality of life mods have been included as well for a superior Minecraft experience, including quest progression and an in-game field guide. Many TFG specific balance adjustments have been applied in consideration for the smooth integration of included mods.
TerraFirmaCraft - Progress from the stone age to the steel age with vastly expanded, in-depth crafting and survival mechanics as well as completely overhauled world generation.
GregTech Modern - Continuing progress with advanced metals through chemistry and science. With huge multiblock machines!
Applied Energistics -
Create - Bring your factory automation to life with fantastic and elaborate contraptions!Implemented with Greate in consideration for GregTech technology tier balancing.
Ad Astra - To space, and beyond! (ComingSoonTomorrow™️)TerraFirmaGreg-Vintage - TFG modpack for Minecraft 1.12.
I don't have a description for applied energistics since I haven't interacted with it at all yet T_T
Any other major mods that deserve mention?
Also a little hesitant on using "realistic", people seem to latch on to that for better or worse.
New description: "Someone copied RLCraft? 😱"
More details (updated 0.9.4) - it works fine in the inventory, 2x2 craft. It crashes in backpack craft - I have all the items available but after opening the rebar support in JEI the + button is greyed out, and the crash occurs when I hover over it. It crashes in a crafting table too. Very consistant and reproducible on my machine
alright managed to fix it by removing the damage_input condition (since only tfc tools need it). Still crashed with the bone needle and idk why
Seems pretty inconsistent. But it's always recipes that use tools
so the way I see it, there's a couple fixes:
- tell emi about it in case it's a bug on their end
- tell tfc about it in case it's a bug on their end
- change needles and chisels into gregtech tools, which means we won't need the damage inputs crafting at all
it's better than what we have, imo! Mind if I take yours and expand on it a bit?
mentioning greate would be nice too
I'd like to get another small update out to fix the critical issues with dying and rubber being impossible
I'll do some of those quest fixes tonight then I can send it off to xikaro unless there's any objections
sounds good
fyi I also turned off pollution because I don't think GT implements it very well
in its current state it isn't interesting and I really don't like how it just instantly kills you instead of adding slow effects over time or something
if it gets improved, I would be fine with turning it back on again
I did the integration, but how do I check if the bug has been fixed? Any ideas?
wasn't the bug with multiplayer? you might have to set up a server
yeah, it only happens in multiplayer with the PlayerRevive mod
ok
actually
@spiral lintel wrent you having performance issues with the modpack recently?
or was it someone else
was me but on an older version (i believe 0.9.2) but the dev version runs relatively smoothly now
I see
@brave cairn we might want to add Spark https://www.curseforge.com/minecraft/mc-mods/spark
i've used it before to identify big issues like
i recall in a server with a friend shit was so bad til we noticed the quark feeding through performance was fucking shit
so we removed it and lag went significantly low
does it need to be added to pakku? this feels like something you add to diagnose a problem and then uninstall afterwards
i've seen modpacks with it built in
so i think it might be a good idea
🤔 iunno, feels like it would be more useful to ask the people who have trouble to try it out
since they're the ones with the problems
it would be useful to have people run a command and give us their log for debugging etc
Spark makes all the mac users crash
Though most of us know that it does so we just remove it right away
Btw Pyritie Moni team scrap their nuclear mod project in favor of waiting for GTm ones but made a kubejs multiblock in which you can modify the size a a waiting one
Im sure we could ask nicely and that would work wonders for us
the size a a waiting one?
https://juraj-hrivnak.github.io/Pakku/config-file.html#project_export
you can set export = false for it, like for probejs
oh neat
To test space is it still directly from your fork or the space branch on the main repository ?
nobody should be using my forks any more
check out the space fork, fetch your pakku, then ignore it and change your ad astra version to the one before latest (I couldn't get pakku to use the right one)
sounds good thanks
I'm very scared of messing with pakku because it's overwritten all my mod versions before but if I wanted to make my create 6 branch have the proper required pakku what would I have to run?
like the mod jars and everything else
so it could run for yall too
I think all you'd need to do is like
java -jar pakku.jar update create for example
then just make sure pakku fetches matching CF and MR versions
you can specify them exactly with --cf and --mr
like java -jar pakku.jar add create --cf ##### --mr 6.9.420
then do a fetch once you've added/updated everything
I'm lost we can't teleport to other dimensions in Java Minecraft?
oh nvm found it
yeah thanks while i was looking on google i thought execute was some bedrock edition command
I'm seeing a lot of recipes already gregified is that place holder ?
lol
for ad astra? some are placeholder, some are done, a lot is unfinished
and yeah mars is a mess rn lol
@rocky leaf I'll disable death penalty for 0.9.5, then maybe we can test it out on nebby's server this weekend if they're around? to check the multiplayer issues
i can help out with updating the server yeah
considering i'm the only one able to

thanks!
aw, hecuba isn't updating to 0.9 💔
Dang 🥀
maybe one of these days I should visit flurben's server, since he's there too
Is that server updated to 0.9?
discord server I mean
though their tfg server didn't have any of my terrariums so
@cosmic veldt https://github.com/TerraFirmaGreg-Team/Tools-Modern/pull/10 when you have a moment
you saw my comment that he replied to 
loool was that you
Looked good to me, I'll leave it open if airrice still wants to review it.
oops I clicked merge
It's over now 😔 pack is ruined
@exotic wraith
"well, for example, in the Latex Trees quest it says that you need to look at a suitable tree, but in fact you need to assemble it."
how dare u...
😂
fooling the poor newbies... What a horror
I think it does work ?
i think it requires natural leaves for it to detect a "valid" tree
I saw lot of people doing and getting crash out of it lol
not handmade placed leaves

what the fuck?
there was talk about that last week in the general eng chat
before this
lemme see if I can find them
try selecting another quest line
then back to it
do more quests appear?
out of the blue?
like, switch back and forth from stone to tips
ok good
then likely some quests prolly got lost
so not good!
oh fuck
back when i was doing the stone age rework the "primitive age" questline (the bad one) had invalid item IDs
fingers crossed that I still have the file lol
which caused quests to appear suddenly if i switched quest lines
and if i clicked one of those "phantom" quests
the game would crash
which i think its worse than probably a merge issue
at the end of day it would have been fine to remove everything but well
I like hazard
even if they are not greatly implemented
yeah they're at least tolerable
The problem with pollution is that the way it is now is that it's both unintuitive and undocumented, leaving not much for the player to go on.
there, that's a bit less cramped
Make sure that the newer quest remain 👍 can already see that the walking cane is gone, unless you moved it
ahhh sorry my friends and i were playing vintage story 😭
I began to play a bit with materials creation
it's impressive how strong GT is with kubejs to make new stuff
it was like this before 0.9.4 in the dev branch
oh nvm you fixed it
as fiddly as it is sometimes, I do really love the materials system
saves you so much time
lots to learn though it's really too bad there isn't any up to date wiki :p
And I need to restart the game everytime I modify one line to see what happens lol
Hmmm I’m having difficulty making the Blast furnace recipe with auto generation
I need to go have a look at other modpacks and see what I mess up
oh right speaking of blast furnaces
it'd be nice if we could change the red steel/blue steel/black steel recipes to just give the ingots instead of hot ingots
it's a bit odd that the arc furnace can do it without issue but the blast furnace makes you have to cool them down
unless them being fast is a worthwhile tradeoff, personally i say it isnt
Yeah that make sense
It’s because red and blue steel were HV alloy before
The recipe with the arc furnace was just add as a shorter way
yeah it makes sense in GT's internal logic (its funny because I think they were grandfathered in from GT5u compat stuff)
I think it's already low? I think it's LV
which was even more odd to me because it's LV but puts out hot ingots way way before youre gonna vacuum cooler anything
Check but I’m pretty sure it’s still hv
I know we added the ore washer recipes to cool those but still
it's less that they need to be changed and more that they need to be removed - those are leftovers from gregtech
oh I see we just added the arc furnace recipes for the dusts in post on our side
yeah we can look into removing those
I remember in nomi they made it so signalum you needed red steel for and enderium you needed blue steel for.. or something like that
it was cool
We could still keep them just in case
Oh well I guess you can get the multi arc furnace
Nvm
Removing it is
if it's possible to change them to just need like, cupronickel coils and no extra cooling, that'd be fine too
but otherwise yeah, removing is prob easiest
more for convenience than anything yep because it would let people mass smelt alloys through a blast furnace setup if they wanted to
Well there is still the multi arc furnace as I said
but if you modify the recipe that works too yeah
you might need to dig into the gt code a little to see if there's a way to modify the EBF recipes
.blastTemp() is meant to be paired together with .ingot(). Will generate a EBF recipe (and an ABS recipe) based on the parameters you give it:
temperature -> dictates what coil tier it will require (check the coil tooltips for their max temperature). If the temperature is below 1000, it will also generate a PBF recipe. If temperature is above 1750, a hot ingot will be generated, this requiring a Vacuum Freezer.
(optional) gas tier -> can be null for none, 'low' for nitrogen, 'mid' for helium, 'high' for argon, 'higher' for neon or 'highest' for krypton.
(optional) EU per tick -> the recipe voltage
(optional) duration in ticks -> how long the recipe should take
yeah that's what i'm following to make my ingot but I don't get the ebf recipe -_-
If death penalty comes back down the line I think the minimum hunger on respawn could use a slight buff, feeling pretty pressured to prepare food after dying even when I have ingredients ready in my base. probably much much worse for people who don't have immediate access to food.
from looking to other modpack it seems people are making custom recipe for the ebf
Maybe it's bugged out I dunno
but some others have it working right away
i'm confuse
I gonna make custom recipe with the EBF damn it whatever
tried asking in the gt server?
That’s a good idea
hmm i dont suppose we touched greenhouse recipes? seems kinda weird that most of the metal greenhouse pieces need tempered glass but the base block doesn't. and tempered glass need ebf/arc furnace?
so i can make copper and iron greenhouses, but i can't make them pretty until lv
(the roof and roof top pieces use normal glass with the wood greenhouse)
ooooooh jk i'm dumb there's a glassworking recipe
If you ask me we could make the greenhouse easier to build
It’s the Community One
It doesn’t look that good
it's mostly just dirt, steel, and glass
I think this is fixed for 9.5
I think it's too big
The bigger a greenhouse is, the better it looks imo. Small greenhouses are too noisy for the walls
yeah idk it looks a bit empty
Well gotta fill it with planters and plants then :]
Or maybe compost bins in the meantime
Ooohh sorry I misunderstood
i'm fucking dumb I used the no_smelting function and was confuse why it didn't work
ahah no worries
I'll leave it here for now
lol whoooops
cool, thanks
@coral vault you're the local js expert, right? what's the best way to wait on a condition without locking up the main thread? we keep running into this annoying race condition with gt's material registration
I've brought it up to the GT devs - one acknowledges it but thinks the bandaid we currently have fixes it (it does not), the other denies it
ooh sounds good might be time to revisit that for awhile
I would love if we go back
I didn't want to play on it while not everyone was there
maybe!
i need to concentrate at work rn however
and also i'm going to go AWOL on thursday/friday

update it with the punishment for death jar up above pls, so we can test it
I'm not sure how it's done now, or what we need. Which file is it?
server scripts/gregtech/utilities.js I think
the method for looping over materials
there's some conditions at the top, but we need to actually wait until those are true instead of just skipping if they're false
sorry still at work so I don't have the code
mamma mia.... finally.. no more problems with chromium🤯🤯🤯
god bless beneath
ahahah
is it normal that there isn't any server pack on curseforge for the latest version?
maybe it's still being approved, I don't know, curseforge is slow sometimes
@brave cairn is this GT change or not? (now poor ore cant be processed if u have only 1 unit)
its sucks
it's a workaround for a bug with greate
is there a guide on doing it with pakku and the github repo?
use a robot arm so they only input poor ores if you have two
there's a new kind of filter that checks recipe types too
you can use it for electrolyzers so I'm excited for that lol
idk why my chat is there rn
but i agree
we can get rid of that?
anyway let's keep this thread for modpack dev stuff and not 0.9 gameplay questions 🙏
yeah with the green toilet paper
its foil
this one right? ```js
function forEachMaterial(iterator) {
if (GTMaterialRegistry.getPhase() === $MRM.Phase.CLOSED || GTMaterialRegistry.getPhase() === $MRM.Phase.FROZEN) {
GTMaterialRegistry.getRegisteredMaterials().forEach(material => {
iterator(material)
})
}
}
🧻
yep that's the one
k, ill look into it
thank you 🙏
so the issue is that we need to wait for the condition to be true and we cant skip over it if its false becuase there is some sort of delay? or?
if we skip over it, then a load of recipes don't get set up
becuase we have to wait for them to be closed or frozen right?
hmm unfortunately I dont think there is anything we can do
Kubejs does not support await or setTimeout() or setInterval()
and a while loop would make the whole server freeze
wouldn't the GT stuff be happening in its own thread though? otherwise there wouldn't even be a race condition
In general, it really works, apparently. It's a convenient thing, but for some reason it ignores biotite again.
as far as i know it doesnt matter. Kubejs uses the main thread and is not thread safe
however you may be able to defer the thread. Ill need to look at how minecraft handles it rq
Would it be difficult to allow greg wrenches be allowed to change create vacuum chamber mode? That one tripped me up for a while before someone told me i needed a create wrench. Not sure if there are other machines with similar requirement.
hmm. No dice. Dont think you can defer a thread through a java type with kubejs
dammit
maybe there's something that could be done with a java event, but then you'd need some way of keeping kjs's recipe callback alive... argg
I have no idea what item VI is looking for - it might need a mixin
same with making mech crafters connect to each other in the back
i know gt wrenches cant do that
I'll keep brainstorming at work
Also some funky farming stuff now that I'm invested into my greenhouses: pumpkin plants don't seem to give extra seeds after mature/killed (nm just bad rng). A bone in an empty compost bin instantly makes rotten compost, but you can't get it out without breaking the bin. Minor stuff that we probably don't need to worry about here but I thought I'd mention it, dunno if it was always like this or something in 0.9 made it wonky.
Also the material function should fire before the recipes right? right now there is no set order so I think its randomly firing after
same with picking up minecart contraptions
a gt dev told me that the material stuff is a startup script, not a server script
Huh, well it's in server scripts
try sneak right clicking for the compost?
I mean the material system itself happens during startup, and I guess in this case it's still not done by the time we get into server?
Possibly. What I mean is that when the forEachMaterial function gets called in the recipes it should happen after the utility function. And right now the priority order isn't set
yep, empty offhand/hand. it clears the "this composter is smelly and needs to be emptied" message, but the rottom compost doesn't come out
I don't understand anything about priorities so if you know anything about them that'd help a lot 👍
i'm gonna try on my actual real composted compost in a day when it's ready
Ok so it works fine as expected when I add bones to completed/full compost to make it rotton compost. I think the bug is that throwing bones into an empty composter instantly makes an rotten compost with no compost block actually in the bin.
hmmmm. did planter yields get reversed somehow or am i in rng denial again? i seem to be getting more than one seed from them, but always one vegetable
firmalife moment
maybe i'll just hop on over there... i'm extremely invested into my greenhouse now that i actually got around to making it XD
i also keep standing under my sprinklers looking up to drink but it doesnt work hahaha
Tracking the way to make Biotite from Stone dust as it could be use to make Fluorine.
From EMI I'm getting this ratio
It's quite low at HV and may be close to negligeable
do we want to remove it anyway or we fine keeping it
hello chat
i'm going to update the server to 0.9.5
gonna update in 4 mins
no clue if anyone's online so yeah
Alright, I quit. Good luck everyone 🙋
big mood
don't forget, you're here forever
@brave cairn what was the mod you wanted me to add for testing purposes?
#1331744604701069393 message
ahah
but yeah the config for this should already be in the /configs folder
yes, though the cf version has a bug with PlayerRevive, which this attachment is supposed to fix, which is why we're testing it
and since PlayerRevive effectively doesn't exist in single player, the cf version works fine
buuuut then when it was pushed to the server, people started dying twice and getting empty corpses
which is problematic we can all agree lol
yeah thankfully we caught it early and xikaro removed it from the server, and the affected player was far enough that they could craft their stuff back, but still
is the uhh
mod server side only?
the one i just added
or do i need to download it manually for my client
uhhh possibly
only one way to find out :D
also man why the fuck is chorus plant so annoying to inject into



