#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 22 of 1
I don't have much pencilled in for the flesh planet yet except biomancy and/or the flesh that hates
biomancy looks really cool but has a whole lot of "machine" blocks that I don't know if they'd be useful to us at all
its winter again 😭
whereas flesh that hates is one of those "invasive spreading" mods
peak
add it
my EV aircraft upgrade quest is gone 😭
we may have had a merge incident with the tfg tips quests recently 🥲
😭
We have cheese
it's joever (jute over)
👌
Is it old now?
damn
without your inventory I guess
yeah, or have someone kill you
wtf why is it black
it still stacks to 16 tho lol
idk
tfc thinks its unknown
but i can still get the clay balls
what if you make a new pile?
well we did change how the ingots are rendered recently so that may have been a side effect
also I'll be on in a sec I wanna get this damn chorus thing working
it just
displays as unknown
for whatever reason
actually
we can now craft them into blocks and store it that way
instead of the pile
yeah but the pile is cool
😭
your corpse has all your stuff in it - inventory, equipment, curios - and you also keep the same hunger that you had before, plus a few short debuffs
and health and thirst reset to full
ok, spawned slightly hungry, health is max, thirst bar is maxed
spawned with nausea, hunger and thirst debuffs
corpse has my dirty
everything seems OK
fuck it I'm just gonna keep the endstone and recolor it so it's barely noticable on the moon
either that or just make my own class but bruh this is so long and annoying
ok fine it's not that bad
but yeah one sec lemme check something
did you need to install the mod on your client too?
nop
nice
ooh I like the rocket not having a border, very sexy
you might also want to add a quest for the launch pad (and a second one for the way back!) and the space suit, other essential things to bring
Oh true
Still lots of small things to add I guess
I guess AE2 should also begins here
I guess I'm just lost with all the veins from TFG that aren't the same from GTm vanilla I guess
Shall we begin to balance density or even remove some from the overworld? Maybe it's better to do that at the very end when space is finished?
balance density?
well for example
some veins have the same density either on the overworld or on the moon
I know maybe we would move Bauxite/Al/Ilmenite vein to the moon
but for some others veins present in the overworld with high density
Moly/Magnetite/Scheelite/Scheldonite/etc...
Or do we simply don't touch overworld veins keep them like they are
and planets will only have exclusive recipes
I feel it's still unclear to me
we can move stuff around yeah
I think it's fine if we maybe shuffle a few of the "late game" ores so they're still on earth but just rarer/smaller, then put bigger ones on the appropriate planet
having familiar veins is fine
like "this nickel vein always has the same ores"
Okay yeah that's what i was thinking with balance density
otherwise I think it'll be too overwhelming if every planet has a ton of different veins
Well there is a lot of different veins
I think there is more than in Vanilla GT
so it feels fine to have many smalls one in the overworld
the only thing I'm thinking for end game will be that you could finish the pack without needing to setup any infinite ressource for example
or even using the new original way to get ressources on the planet
that's my only concern
but space can be mainly for real progression with infrastructure on each planet and ores more of a qol
with some gating
yeah, infinites def shouldn't be mandatory, but as we know, people do seem to enjoy making them lol
Airship is real boys
speaking of
talking with Py we had an idea that might be feasable for actually going to a warmer place
i just need to test something out first
oh right, with how I set it up I think clay is the only thing that it would do wrong haha
because it's not a valid TFC metal, and it's probably not considered a valid GT material either
there's very little that meets both those conditions and is a stackable ingot that isn't unknown lol
I think regular bricks might be another?
a fix would be to add them as a tfc "metal" so we can give them our own override ingot textures in piles
actually hm. not sure if that would work since that would mean you can melt clay in crucibles and other nonsense
might be better to register them on the GT side
tbh making them not an ingot would be even better since that solves the stack size issue too
true but that means you can't stack them and have a funny little clay tower
anyway this is the code I added for the rendering, if anything shows up as 'unknown' when it's not actually an unknown ingot it's because it's passing the shouldUseTFCRender check but in a weird way, where it's not actually a TFC ingot so it just thinks it's unknown
TFC thinks all ingots are unknown if they're piled but it has no entry for them
@coral vault @brave cairn @cosmic veldt @gloomy elm @blazing swan
Ok so, i got an idea on how we could go to another area relatively pain free, thought about it with Py present and it seems relatively plausible. Just tested the idea in creative and it should work:
I discovered the center of the world (0, 0, 0). to the south west of the spawn point we have. It should be relatively more temperate and could be warm enough so we dont have snow outside of winter (which is a pain of where we have right now)
Biggest issue is moving stuff around, but i have an idea on how to do this:
- Create a bunch of bronze crates (our current storage is overflowing again, we have a ton of copper and stuff for bronze anyways, plus being able to hold 2 chest' worth of items is nice)
- Store ALL of our items from the chests into crates
- Store the machines we have into crates as well
- Utilize packing tape to seal the crates and pick them up
Q: How do we move the Crates and the Animals?
A: We can use a Cargo Airship, the Cargo Airship is big enough to basically store all of our things if we fill it with crates, alongside the fact that we can use leads to leash the animals. The area near the center is besides the southern ocean, so i can drop safely all of our animals there.
- Utilize the Airship to go to the center
- Other people can travel via sloop, as any of the rivers that lead to the southern ocean should be good enough for reaching the center
(Also, i might send friend requests to y'all so i can make a personal dm group for the silly server instead of using this forum post, lol)
crates + tapes is probably our best bet since we can just backpack it all
If y'all want to make the trip by ground be my guest, tho i think a sloop to fit everyone besides me is the ideal way
we could yeah
it isnt too expensive?
I think it needs an alloy smelter for a block of iron but that's it
the rest is doable
I guess the only thing is we don't want to expand more industry if we plan on making the trip so we just gotta set it in stone that we will indeed make the trip
the snow do be kinda annoying
I was in fact working on a rowboat in the little boathouse if you follow the trail up north, I might go find a nice spot to settle
well accessible by water i mean
the idea i had was basically have the center of the world be a hub and just make it into a town of sorts
that'd be cute
would be sick
also, is anyone opossed on making the schematicannon recyclable? 
shame 0,0 isn't near a river
also yeah if you want to make a private server for us to hang out in i'm game
its near an ocean
nah go ahead
oh true I missed that
you already are in it tho 😭
i mean the discord thing haha i think it's a good idea
dm group works fine too
just feel a little tiny bit guilty about filling this thread with our private server shenanigans
ye makes sense
Oh that's gonna be so funny
I will get on to build a sloop to travel by the ocean I never used one
sounds like a good idea yeah
check dms
i invited you to a private group chat
@brave cairn Do you think it's possible than removing all the recipes from Ad Astra removed the ability to charge the space suit?
I added a new recipe to convert gt oxygen into ad astra oxygen
but it won't let me load the suit
never mind it works with a tank
hmmm
you fill the suit the same way you fill a bucket
no need, we can just remove the ad astra oxygen, it understands how to use the gt oxygen
I thought I did remove it but maybe that got lost when I merged my branch
how so
how do you load the space suit then if the oxygen loader doesn't work
oh
by clicking on a tank
oooh
why the hell I never did that in any other modpack
ya same way you use a drum
took me a minute to figure it out as well lol
...probably worth mentioning it in a quest
I just finished writting it lol
oh yeah I have been working on the create 6 quests in the meantime, been doing some proofreading but I had to contribute to the main branch too for a while
I've proofread about half the ore processing chapter during lunch breaks
I hope nobody else had already put a bunch of work into it
😵💫
Test the mod behavior through Player Revive:
Revive a player when they are in a knockout state (no body should be created, effects are applied).
Final death when the player bleeds out (a body is created, effects are applied).
Thx
same
Uh I’m really not a fan of all the changes you made on the ore processing quests
You removed way too many stuffs and changed sentence that were perfectly fine
Even changed my jokes for yours😭
like what? your text was very wordy and had lots of grammar issues and was structured in a way that sounded odd
Some stuffs life forge hammer quests, mercury bath
It sounds odds because it’s American ahah
people are bad at reading, so I'm trying to keep the quest text less wordy, if that makes sense?
and have the quest title usually be the actual thing in the quest, then the subtitle can be for jokes or a short sunmary
yeah Idk
anyway no one is reading the quests
Am I crazy or the texture for Nickel and Platinium are inversed?
yeah I swapped them because tfc's metal texture for nickel is also yellowish
and so is nickel irl, idk why greg made it blue
I think it's because every techmod does the opposite
If we need a culprit that should be Thermal I guess
was the first one
to have nickel and plat
it gets really confusing though as it's contrary to every tech mod :p
I looked at other mods and they all have nickel as yellow and plat as blue
wut
you right
did everyone changed recently
or my mind got gregticified
I'm afraid I know the answer
for now, they'll be deprecated as we do more planets
I guess I will make a small quest
@exotic wraith do you know what could be causing pakku to add the .20 version of ad astra even when I specifically tell it to add .19 with the --cf and --mr args?
fug
it's fine for now but if we want to release any space version, we'll either have to figure that out or wait until create 6, cuz that's what the latest ad astra version is looking for
lol, or we mixin out its checks for create since we don't even use it
you could ask uhhh
in the pakku discord server
that place helped me out a bit last time
ah true
What does the numbers beside the ore in the vein mean
and why chromite has a [1]?
Also would you feel okay with removing Chromite from overworld and leave ruby the only way to get some
then bringing small veins of chromite on the moon?
and keep the hefty amount on Mars?
the square brackets are the weight for the full raw ore blocks
no, but it's ok to make it rarer instead, like maybe only 10% of a vein
sure let's make it very small then
I don't even think Chromite exists in the overworld in normal gregtech
I will have to learn how we modify veins I will just add it to my todo for now
it's very easy
open OresToFieldGuide/data/veins, then find the vein you want, and the json should be very easy to understand
other way around, think of it like %s except it doesn't have to equal 100
Okay thanks I will have a look but will push it on the /space branch I guess
so two items with weights of 100 and 50 is the same as two items with weights of 2 and 1
Ooh so in this example Chromite is more than half of the vein?
yep
Hmmm I understand thanks
Okay will try to push some PR and see how you feel about them
https://terrafirmacraft.github.io/Documentation/1.20.x/worldgen/features/veins/ this page might also be useful to explain some terms
This is the home of the API documentation for the TerraFirmaCraft mod for Minecraft, developed by AlcatrazEscapee, Disastermoo, Dries007, et. al.
Okay this seems quite exciting and simple
I understand why you went on a spree and created veins on the moon ahah
these veins are actually from pre-nether :p but yeah, it's really easy to add new stuff
are kubejs .js files loaded at runtime? I can directly replace them in an existing install to test?
yes, and you can use /kubejs reload server_scripts to reload them while running the game too
ok so this lbb buff goes in... gregtech? or... tfg. or does anyone care
I've been making a few new blocks in code (mostly because you can't access canSurvive via kjs) so now we have a TFG creative tab featuring pumpkin chunks, lol
gregtech sounds good to me
Yay it works. I've never copied individual files/code across repositories like this before. Is there a way to have proper attribution? Maybe just link to the origin in the PR? I should probably do that for the field guide pages I'm lifting from the original projects too
wood tongs need tfc:knives (should be forge:tools/knives I guess), which is empty in 0.9.5 or did i mess something up? Is this related to the tags thing from 0.9.4
anyways I'm looking to change the wood tong recipe to be shaped so people stop getting confused about needing a saw/workbench to make it
yeah, or a comment above the code or something
though I kinda get the impression that it's ok to do whatever with other mods if they're already part of your modpack
shouldn't be empty! but yes forge:tools/knives is "better"
ok maybe my game broke, lemme restart
works fine on main branch. hope it wasn't cuz of the changes i added for the lbb buff 🤔
this took way too long lol but hey, chorus plants that don't need end stone any more
also a bug where if they don't have a base, they just keep flying up lol
I'm throwing a steel rod at my basic mechanical saw with water in it but it's not turning into bolts
it probably needs a steel saw
the recipe will tell you ULS or LS - ULS is basic mech saw, and LS is steel
Yeah I thought the basic one would work since the recipe says ULS but I guess not
did you have anything in the filter slot set?
Yeah I had the bolt
try without the filter?
ooh looks like horsepower got its create 6 update @cosmic veldt
nice
sup bebole.
sup boble.

will that break all our recipes with next gt update?
next gt update's gonna break a lot of things anyway
but I don't think this specific thing will be too bad because iirc we use capital letters for all our recipes
this will be useful if anything, new GT update compat will have to be done when it comes out tho
Craftings a dust down in to the small and tiny is broken. Is this intended?
It's the same recipe for both
I think the 2x poor ore -> 1 crushed ore in millstone recipes are broken. They all give 1:1
Is is a shaped 2x2? I think JEI has issues with those.
yeah, someone else said the HV crushing wheels also give 100% byproducts instead of their correct %, at this point I can't really do much except disable them and that's no fun
just gotta wait for steam n rails 
(they're fixed in newer greate)
could you make a github issue for this? or even better, report it on greate's github? https://github.com/GreateBeyondTheHorizon/Greate
Yes
Has this been fixed? I tried updating TFG-Core but it still seems to happen. I also tried searching for the topic in here and only returned 2 results so 🤷 sorry if it's been brought up before.
it should be fixed if you get latest
TFG-Core 0.6.3?
Probably same problem here? This recipe is 1 glass block for 8 panes, instead of 3 blocks. Although 1 for 8 panes is probably fine anyway, considering a basin pour can get up to 16
@copper solar @spiral lintel
Py and I want to invite you two to the private, contributor only server i'm hosting, you two down?
currently its Py, Myself, Airrice, Aidie, Tortor and Redeix
Sure! I'm more of a sp lurker though, I prefer to play at my own pace. But I'd love to drop by every once in a while and see what you've all cooked up!
I'm on the same boat as Risuga, I play at my own pace too but I'd love to join in every once in a while
bet
it's been pretty good for getting an actual feel for gameplay changes!
we've just moved base, but we're in early steam age so feel free to use our machines if you need a bunch of plates or something
no, it's in kubejs -- if you go to startup_scripts/tfc/tag_prefixes.js, you should not have a line that says TagPrefix.ORES.remove(TagPrefix.ore)
the other ore types being removed are fine, it was just specifically that one that was causing problems suddenly
but that's been gone in dev for a while now 🤔
Ahh ok. Doesnt matter. I updated to 0.9.5. Things appear to be working as intended now
whatcha doing over here anyway, I've only seen you in the tfc server :p
~~With the su buff how about doubling large water wheel to 128 su so people don't have to double large waterwheel everywhere to match steel? The small one was already 32, which was double basic before and matches basic nicely now. Maybe change the recipe for a large waterwheel to 4 planks and 4 steel rods instead of 8 planks?
And then steam engine or windmills for 512su or tiers past that, unless people REALLY want to stack 4 large waterwheels together I guess they can...~~
I made a PR for this, since I don't want to be that person who just makes suggestions for others to actually do the work all the time. No big deal if it's just closed if not desired though!
Oh my ign is oosyrag if you need that. Where to connect?
requires 6.02 of create thouggh
does that break anything
yea updating create with all the create compats breaks
causes crash on start
removingn steam and rails to test
ah vintage improvements
even without: https://mclo.gs/AQplfWr
cc:bridge goes next
glodium is causing crashes
no, they're weak on purpose to encourage steam engines
though, they're not really having that effect, lol
we know
any ideas on how to get this stuff working with 6.02 of create
yeah, sit and wait until steam n rails updates like the rest of us 😔
IP is in the pins here
why does removing steam and rails seem to break EVERYTHING
welcome to modpack development lol
my guess is kubejs
Is there some documentation for contributing to the modpack?
this is the "technical" documentation
but as for actual implementation, basically just follow the patterns that the existing code uses, and please ask questions! we'd like to help out where we can because it means less work for us to do
and it's a good idea to discuss stuff like balance and design here too
Yeah, I'll just try and get some stuff working, and before pushing anything I'll ask if it seems reasonable.
sounds good!
@mystic sinew sorry man but I was saving those create rocks to use as space decoration
I would also love to be able to craft the normal rock type (ie normal tuff or normal granite), as that would allow more texturing to be done in the game. Perhaps if you Hammer/Forge Hammer the Cut blocks it becomes the normal variant?
do you mean the vanilla granite? I'm not against it
(I'm also saving gregtech's red granite for mars btw)
lol yeah I didn't know. I just saw a gap in how some recipes were handled, and decided to make an issue on the git (is that the right place? or should I make a suggestion before making an issue?)
Yeah the normal Minecraft or Create variants of those blocks.
where you can then also make the other minecraft building blocks from.
just for more variety in blocks
could do, but also could be more fodder for space - we do want to keep our options open so the planets look a bit more different than just seeing the same tfc rocks over and over 😅
Definetely, loved how Deepslate and Dripstone have their own TFC Stone name now. makes it feel more real.
I was just hoping to get my hands on some Tuff pre-space 
I mean you're free to add whatever recipes you want to your own game! I know V made some recipes for the colored create blocks recently
If it's just for my game I don't really see a need in making a special recipe.
I'd rather play by official modpack rules because I like playing on servers, and you can't really add custom recipes there easily
🐇
need to fix that structure, the secret storage is supposed to blend in
and some of the vertical slabs are being rotated weird
it is, it's just looking for an old block that doesn't exist any more
just gotta fix the nbt to point at the new block ID
BlockState coralState = Blocks.DEAD_FIRE_CORAL_WALL_FAN.defaultBlockState();
coralState.setValue(CoralWallFanBlock.FACING, direction);
coralState.setValue(CoralWallFanBlock.WATERLOGGED, false);
level.setBlock(abovePos, coralState, 2);
hm, no idea why this is still placing waterlogged, unrotated coral fans
still got a bunch left to do haha
I'm finishing some stuff gonna have a dip at ore veins, bedrock ores and I wanted to know if u were fine for bedrock liquid
I want to put Liquid Ice Water
As the main way to get water
we can make a multiblock to get water in a different way for others planets
maybe mars as we may need much more water for reactors
Solid water!
eh I'm still trying to get rid of the lava at the bottom of the map lol, mars is geologically dead after all
Replace with solid water!
Mars can use some multiblock to which we can add a processing line as water will be a main objective there
on the moon pumping the Liquid Ice Water that you need to boil after sounds like a good idea to me
easy
but traveling may be needed
I told you before about ad astra's whole system of making air bubbles that allow liquid water right?
yeah I know Ad Astra
We were speaking about having a structure with water in it
but this idea seems better for mars
as you want bedrock miner on the moon
I think it serves the design that water is made kinda the same way
I think we shouldn't really design around normal water being difficult to get because of how easy it is to cheese
Because you can make an infinite source and pumping in it with Create?
so there's kind of a funny quirk with ad astra and tfc interacting
with ad astra, you can say "this planet is cold" which means you need a spacesuit and water freezes when it gets random ticks
I've noticed that it can also un-waterlog things as well, which is handy
however, when you give a planet TFC temperature data so it shows up in the climate tab, TFC will then try to melt any ice as long as the current temperature is above 0
and TFC has no clue what ad astra's air bubble system is
on the other hand, TFC does not un-waterlog blocks
so on a "cold planet" which is currently above 0c, you'll get both mods freezing and thawing the same block, lol
basically because of this kinda shit (which sounds like a massive headache to try and "fix") I suggest we just... kinda sweep the problem under the rug and just don't really do anything with water lol
at least not on the "cold planets"
on places like venus, we can set the dimension to "ultrawarm" which does stuff like evaporate water buckets like the nether
...actually I wonder if you can place water inside an air bubble on ultrawarm dimensions 🤔
cuz if we just made every planet "ultrawarm" (I think the only other thing it does is affect lava flow speed?) that'll get around the tfc/ad astra weirdness
anyway @gloomy elm let's leave moon fluid veins alone for now, here's how to do bedrock ore veins, there's already 3 I think? feel free to change them as you see fit. You can also change how spread apart the veins are in the gregtech config file
moon was hot right now?
so what's the solution for water on the moon if everything freeze?
idk lemme play around with the dimension setting
Okay gonna play with veins and let the water out of the quests for now
https://www.youtube.com/shorts/EeR8qutMlWc?feature=share
Biblically accurate flint and steel
Reminds me of Factorio's Icy Asteroids you could collect in space.
Maybe you could centrifuge Moon Stone for a piece of Crushed Ice?
ammm.... what?
@brave cairn Why? Can i change it?
of the TFCs salt water, only 1 recipe is in the electrolyzer
sure why not
btw, there's two recipes in the mixer for salt + water, one gives tfc salt water and the other gives gregtech salt water, and they have no circuit
i see
with new sorting of files i cant really find where this recepies are
I just search haha
its not that i change
uhuh
visual bug are often recipes bug if you ask me ahah
for some reason, the chip is not in the right place.
found this
we don't, we don't have ones for horses either which should fall under the transportation section of tfg_tips
I guess these could be added it's easy to miss the cart
Were you the one who made the tfg_tips quests?
Nope that's mostly Nebby
oh ok
Holy cow I pushed something with thousands of differences
Will there ever be sophisticated storage?
Instead of chests there could be crates and the tier upgrades could be superconductor ingots
Stainless steel / titanium crates for basic drawer so you couldn't abuse it in early game
we're still thinking about whether we need some other kind of storage mod, we'll have to do some play tests when create 6 rolls around
I want to be careful to not make the gregtech super chests/tanks useless
I mean there are super chests but they are quite bad in terms of logistic that way you can't just right click them like in sophisticated storage controller
Maybe cap them at 1-2 upgrades and it could be 1,5x 3x 6x 10x that way the max capacity would be 20k I believe so you could store dusts and ores but they would be useless in terms of automating dusts
Just for some bullshit dusts you have to craft once and it will be enough for end game
I mean with create 6 you can do something similar, where you just dump your stuff into the system and it'll get stored for you, then you can pull stuff back out as needed
And also idk if its applied thing but when you type iron it doesn't show hematite and other ores but on chests it shows when you double click on jei
that's a jei thing, you have to turn on the option to let it search tooltips as well as iron names
Ah thanks, and I think a lot of storage option is better because sometimes you have output of 6x ores and you don't have to fuck with super chests if U have storage controller of course you can import to system and export to superchests but yeah more storage options better
but yeah more storage options better
not necessarily, mod bloat is a thing and you don't want to add too much because otherwise it's more difficult to try and balance them all
this is an automation modpack after all, and that means logistics are part of the problems you have to solve
everything is broken
in my git
Okay so I updated my git with the files from /space
sent everything to github
but my commit is still screwed
should I just delete everything
this is a mess I gonna create a new branch
and start fresh
Yeah I just tried
I hate git, man
still 163 files changed
okay much better now
gosh I guess I will create a new branch every time I update
I hope not 😔
What do you mean by update? It is best to avoid merge conflicts if you work on clean branches. Merge conflicts will only happen if those same files you were working on have been changed since you made the branch (part of why I've been staying away from quests, while others are touching them). If you have local changes on your main/dev branch that divert from the project that you want to keep separate, you can create a branch directly from the upstream repository (TerraFirmaGreg-Team) instead of your own dev branch.
Also for @coral vault problem, I'm not sure if that's what you did but old commits being included when you didn't touch them can mean you made a branch of a branch instead of a branch from main/dev
The issue is when we try to synchronize our space branch with modern space branch
it doesn’t work well for me
When working on dev branch I can just synchronize my branch and update my git with it
But in this case I’m not succeeding doing that and that leads to issue
Doing a new branch every time I want to update my branch from the branch space is a solution but not the most efficient
hmm pulling updates from a specific branch should work fine... hard to say without seeing exactly what you're doing though. yeah stupid git is stupid 😭
I tried
I had weird conflict
Then Redeix did something and it worked but when I tried to push
That went crazy
Had to remove the branch lol

let's all clown around in issue 1000 instead of actually solving the issue
That reminds me of someone a couple weeks ago wondering what we do if we hit 0.9.9 because of all these small patches before 1.0 is ready since we'll be "out of numbers" XD
Btw does someone has a list somewhere of stuff we find only in the north?
was thinking about integrating requiring some items from cold region for the food fridge
We are still thinking about way to make people travel more right?
(sea water.........)
0.10, it's normal
I don't think we need to do anything for the normal LV refridgerator, just finally getting to it is already a nice reward lol
Hmmm
but we need ideas to make people travel
we have planes but we lack reason to move our ass
rubber tree and rose quartz (that you can skip if you wait one tier) are our only two reasons right now?
Kaolin is a pretty good excuse to use a plane
I think when you have a plane you are way past the need for kaolin
well I guess it depends for everyone
but I usually get my crucible as early as possible
Right, the timing is a problem
You have horses and boat for kaolin if you dont want to do the nether
sounds good
the plane can be use for rose gold and maybe rubber if you waited a long time
but out of that we are pretty limited
maybe make smth like rich vein that only spawns far away and you have hv/ev tools that works like a magnet for it showing you which way you have to go
I meant more that a plane would be a great tool to have to find kaolin on the overworld, if it were available at that point
not sure how we could implement that and that's basically the idea around space
plane will be great for rose gold
but I would like to have more
the problem with kaolin is that it spawns often in kapok biome so when you set ur base in kapok biome at the beginning you have unlimited rubber and kaolin and just dont give a fuck about travelling
So something similar that's only available far away, and sparse enough to need to cover a lot of ground to find, that gates some important progression resource
that's also true that's why we don't want to put more stuff in tropical region
that's why I thought about the tfc fridge
it's a qol
I mean a cellar is already quite good
maybe active vulcane biome that works kinda like alloy smelter and you can find alloy smelted ores xD
yeah we could make a structure that only spawns close to a volcano
but what to put in it
is the question
just ores seems boring
Go to the Arctic to mine solid water to be used in climate stations XD or AC so you don't burn alive in tropical base
destroyed blacksmith building?
yeah but if u place 2 packed ice in the base you're fine
x died from inhailing freon
I think if fridge is refused not likely that climate station will be ahah
Right, so force travel to get access to that packed ice. Otherwise it's gonna be something important but not strictly necessary, like ore scanner parts
ore scanner kinda feel required
but I would be fine with it
ore scanner needs something you can find only around volcano
Good, since the goal is to force travel 😉
ore scanner already requires a bunch of gt machines aha
it's nothing too bad though
but idk
do we want people to travel or not
as it is now they don't really need to
We could also use the same implementation that rose quartz
At LV you need some specific ressource for which you need to explore to get them for the fridge and the ore prospector
and reaching MV you can get them anyway
without the traveling ressources
The difference between one forced travel destination (kaolin/kapok) and two (in different places) is significant. I don't know if that's something I'd personally like, but if that's the desire that's fine. I wouldn't be so against the journey for kaolin if I had access to a plane to help me do it. On the other hand, the nether alternative is a thing now so maybe forced travel isn't necessarily something to strive for. Although the nether is probably considered a travel destination too... Just an alternate one
we could just have the prospector use rose quartz too
could be more thematic with the fridge
but yeah that would make sense
at least we don't need to create an other thing for the cold region
replace this quartzite with a rose quartz, and have the fridge need an emitter? maybe
sounds like a very good idea to me
I will do that
so rose quartz gets more use
well I can't do it yet
that raises the question of do we want to move the rose quartz stuff from the create 6 branch into dev? :p
I think it's not on my branch
I guess we could already
it's not like it's dependant of Create 6?
What else needs emitter? Both assemblers? I forgot
That's a pretty darn important progression point :p I like it
well the issue would be that we would be forced to travel
or i believe we want it as alternative?
I don't mind, given the tools to make it painless (plane)
forced travel feels bad if theres to much, maybe don't force it but make it rewarding in late game because now you just travel few hours for kapok and kaolin and thats it. all exploration done. if u force player to explore for some bullshit material for each tier its gonna get boring
well let's put it in the todo list and think about it when rose quartz is in dev branch
Oh I don't have access to the road map :p
But to me plane seems like it would more naturally be an aluminum tier type of things, but we're already going to space around then right
stainless for space* (HV)
Ok so theres still room for a plane in lv/mv, if it's desired to be utilized as part of progression. Still optional as walking always works... But something that would be very very useful to get.
I think the biggest use for plane would be ore prospecting at that point
it's in the pinned post of #1331073134098645002
ah yeah then never mind, that thing shouldn't be gated by travel imo
The circuit assembler recipe can be changed. I'm liking the idea of the prospector requiring something from the north
I was looking at the github one
Okay I made an issue on the github if we want to pin it and think about it more later
the only issue i found about the idea was the need to modify the circuit assembler
which isn't too bad
You don't necessarily need the prospector until later past lv I think, everything still has surface indicators
yeah that's fine to have the prospector at MV if you don't want to travel
yeah I'd rather just stick the rose quartz thing somewhere in here instead of changing any of the other lv components
(also, idk why there's a recipe for each battery instead of just using the lv battery tag...?)
doesn't the final battery charge change depending on battery tier?
I don't think it does
It does for other tools, I remember V confirming that
I'm actually not sure
Although those tools use a battery module I think? Gah this is too hard without the game open in front of me heh
oh no it does for tools
😂
doesn't seem to be the case for prospector
oh
no it does ahah
you learn every day
well confirmed for all of them
I will implement that in Create 6 branch then
I tried the official server a bit last night. The deep arctic north is truly cursed. Nothing to see or find, even loose stones are covered by snow, and hardly any trees around. Besides the slow movement and deadly freezing temperatures. I sure hope rose quartz can be spotted by air 😛
yeah
odd, I can see it even in a new incognito window
I can see it but I can't write in it
but anyway it's better to make a new issue I feel
yeah it's very visible aha
yeah that was it being really common so I could actually test it lol
but yeah it's big blobs of blue ice with bright pink dots on your minimap
yeah i can imagine flying around trying to spot those, enjoying the icy landscape from the air. if they're suitably rare.
and hopefully hell to find on foot lol
I put them exclusively in lowland/water biomes, sort of as an opposite of kaolin
oh that would be mean if they were only found on the ocean floor XD
can find it with your plane.... but you can't land there 
they're on lowlands, swamps, beaches too
I did a bunch of commits for that branch I should push them at some point i just keep forgetting to also bring the pakku file up to date first
mb wrong chat
I had an idea if anyone's interested
spear + grappling hook = spear with loyalty enchant
That sounds pretty awesome. I'd have liked that for fishing, but there's already a fishing net now
Maybe not even a grappling hook, just the cord
Ok finally back to my game and steam engine investigation after some multiplayer diversions...
A steam boiler generates total SU based on it's level - 32SU for free at idle, and then 256SU per level. One level per 4 tanks for size, and each blaze burner can run at low heat for one level or high heat for two levels. The total SU is split evenly among as many connected engines as desired, but each engine has a max of 256su.
An alternator generates 128FE at 256 RPM, but has a 0.5 stress impact so it's 128FE for 128SU, which matches the current steel shaft limit. However a powered steam engine only turns at 64rpm so you'll need a speed controller or combo gears for each one too. From there a 1a converter will change 128FE to 32 EU (1amp LV). (Steel shafts are currently at 128su, good enough to maximize one alternator, but only take advantage of half an engine's potential output. Not a big deal, just double the engines per level so they only get 128SU each)
So each level of steam boiler (256su) makes 64EU via two engines, two speed controllers, two alternators, and two 1 amp converters. Potentially there is savings for the converter by connecting four alternators to a single 4 amp converter, but good luck getting that to fit right with a 3 wide base with engines, shafts speed controllers, cogs, and alternators.
In terms of output, a LBB makes 400EU, or a level 6.25 (lets say 6) steam boiler, so that's only three blaze burners running on coke. It's very fuel efficient with coke - where the LBB (post-buff) needs 1 coke every 18 seconds for that output (along with the 12.5 steam turbines needed to convert) , the steam boiler (which also needs 12.5 alternators+converters to convert) only needs 3 coke every 160 seconds, or 1 every 53.3 seconds, 3x better efficiency. For creosote, its 18.75mB/s (6 blaze burnersx1000mB/320s) versus 7.7mB/s (35mB/4.5s), so the LBB wins by 2.5x for liquid fuel.
Now total cost comparison... TDB. But don't even really have to think to know that two sets of 2x waterwheels is going to be cheaper than building and fueling a level 1 steam boiler with 2 engines. To compare with a LBB, each set of alternator+converter is gonna be more expensive than a steam turbine for 32EU output, and I'm pretty sure a level 6 steam boiler+12 engines is going to cost more than an LBB, but I'll check that later
Anyways tldr: both the lbb and steam boiler suck ass and I'm gonna make waterwheels connected to alternators for powering my EBF forever for free
those damn water wheels
I try to think of stuff like "how do we remove the inconvenience of water wheels" and I'm reminded of this mod https://www.curseforge.com/minecraft/mc-mods/create-picky-waterwheels
(and its goofy ah AI generated logo)
but it doesn't really solve the issue, because then you get people like yourself who build everything on top of a river
on the other hand, solutions like your own are good to reward
and I don't want to discourage people from getting into automation
I think from my perspective stress limits(or maybe make it so networks powered by them can only go so fast) of waterwheels should be capped more and maybe steam engines should be buffed a bit
i dont really think penalizing water wheel usage is how you get people to use other things
my favorite thing about these ai generated pictures is that they dont even take the time to generate one that makes sense. Like that is clearly a windmill, why did you use it? run out of tokens or something?
couldnt even generate an image with a waterwheel and a windmill seperated smh
btw. if you really wanted a feature like that, it would be pretty simple to do with just a kubejs event. Check for biome/ height > prevent block placement
yeah, I don't think it's a good solution, just the first thing that came to mind
buff the steam engines how so? I can't make them output too much SU otherwise you can end up using them way into HV/EV
when they're supposed to only last as long as the LBB does
if we really want to prevent the use of renewable energy, why don't we just lobby politicians?
maybe their fuel consumption?
what if windmill blades and waterwheels had durability and would break over time 🤔
lol
My personal vision is small waterwheel for basic/bronze tier, large for steel, wind for aluminum, and steam boiler + engines for everything after that. And change the materials for the each to match. BUT, it only works if you can't combine power sources together for more SU
unironically this was easier to balance with the old kinetic machines lol
since the LV kinetic input hatch needed several thousands of SU at 256 rpm
it wouldn't really work with greate's limits, although the greate dev did say they were interested in adding them back
so /shrug
I really think the key is adding SU limits to the power generators. We can even do half tiers - water wheels only run at half a tier's SU limit. small waterwheel 16, horse crank 32, large water wheel 64, wind 128, steam 256+ (or whatever order we want for each SU level). And they can't be combined to make higher tiers useless
I think the other thing is for newer players create automation is way easier to learn and understand than gregtech automation
which is a good thing - part of the reason I did the early game overhaul is to slowly ease people into more and more automation
i mentioned it on the greate discord but I don't think the lead dev understood the point of my suggestion. yet 🤷♂️
I feel like if I parse what they did for tiered mills and pumps I might be able to do the same for the waterwheels... maybe...
Renaming salt to table salt:
e.renameItem('tfc:powder/salt', 'Table Salt')
})```
Where should I put this?
You should change lang using the language merger tool
O ok I will go read about that.
sorry for the delay, both of these are tested now I believe, and they all work fine 👍
well in the old days rotational power was only available if you had access to water or you could control water
I think you may have a problem with conservation of energy
the bucket lets you create infinite water, so you have access to infinite energy
minecraft is not a physics simulation
to be fair the mod also impact windmill
even with your buff?
yeah I know but you are trying to make sense and get rid of easy ways of making infinite energy
you can just spam water wheels forever as you can move water
and afaik they are mostly wood
I don't mind it being easy infinite energy, I do mind it being not that much less powerful than other kinds of power
it's the balance of "sure it's infinite but it's impractical to scale up"
like how steam is technically infinite power as well but just not as practical as something like benzene
Yup, this takes into account the large boiler fuel buffs. Well create blaze burner numbers are all over the place and don't match well to Greg fuel numbers as far as electricity generation goes, that's expected and can be revisited later. But the main point is that it really doesn't matter because create has infinite power supplies. Water wheels are infinite, cheap, scalable and convenient (by the power of bucket and speed controller). Until water wheel su can't be added together this will always be the case, unless we want water wheels to start costing machine hulls and lower their su generation or something. I assume then people just won't bother with create again lol. Another potential path is to just not worry about this cross balance by getting rid of the converter.
yeah I know that's why I was against any buff for the water wheel
the way I see it our best way to counter water wheel is the space we would need
Yup I understood that, so I didn't push for it too hard. But on the flip side space is infinite too, just ugly. I can see people end up just burying them in the ground or floating them in the sky.
I would say at that point that would be a big investment for a power that isn't sustainable at HV anyway
if someone is mad enough for that
I mean
why not
thx, update is already on cf
Thanks for the mod it fits so perfectly a massive issue !
I mean at the end of the day I'm just glad people are enjoying using create more - sure I'd like for people to make a steam engine, but if people are getting by with just water wheels then it's not like it's gamebreaking
I don't want to spend a huge amount of effort on something that's not like, a huge issue yknow?
It's my personal crusade against water wheel stacking 😂
honestly we could try just making large water wheels more expensive and see how that goes lmao
I saw you marked https://github.com/TerraFirmaGreg-Team/Modpack-Modern/issues/963 as not our problem, but I also saw there was a workaround/fix by making the offending recipes 3x3. Want me to do that or just leave them?
ooh will that fix it? I wasn't aware of that
lol what if large water wheels require a 5x5 mechanical crafter 😂
Omggg nyuyu. But also intriguing :p
it would gate them behind electron tubes which is a bit evil lol
If that means they get a buff to 128su I'm kinda for it
But no... Then it's just gone to stacking small water wheels QQ
especially since you could just spam more of the small ones instead
because I like the idea of having water wheel limited to rivers
you know an other option that may kill two birds with one stone
is that an english saying?
We could give some awards in the quest book and make one of the big quest for the steam boiler
that would encourage people to make a create boiler
but people don't read 😂
that's part of the plan to make them read lol
we could give them some fliffy trophies
idk what else
I don't want to have a shop
but I'm thinking
what we could offer that wouldn't break anything but push people towards reading these damn quests lol
a shop with Orca, Polar Bear 😂
Ponder is really cool yeah
but I dont think you can afford to do that for everything
having the quest book work like the encyclopedia maybe could work
nope and no one will use ponder anyway ahah
I mean, everything in there you can do in blender. But it does look very user-friendly
Oh I’m sure you can but yeah the user friendly part seems quite interesting for a newbie like me
help what did I do wrong here? I think... it doesn't recognize ${metal} as a parameter?
well did you forget to add coma?
look closely to the table
What where the cursor is? No that's the last line, it doesn't need a comma. Although I did miss a comma in the ingredients list thanks.
I'm wondering why vsc doesn't color/format metal as a variable parameter. Or do I have to declare it separately somewhere else?
In needs to use /`` when using literals ${}
Not ''
Comma doesn't matter
still good to point out since we forget to add them to separate values from eachother in table
Ah, thought you meant the array. Yeah youre right about the ingredient table
table is appropriate to use when using on explaining issue related to standardized feature
K
Also, not at my computer so I can't check. But did you make sure that the bronze, wrought_iron and steel ingots are gtceu? Cause I know some were changed back to use tfc items instead
I didn't, I'm testing now and I will check that, thanks for the heads up.
👍
oh good catch
looks like they are gtceu in my game though?
time to teach risuga about gregtech's material system
tbh in this case using #forge:ingots/x will work lol
I don't want to do it by memory, but I probably could by this point
it's a good idea to use the tags for various material things when you can, if you don't want to bother with chemicalhelper
ok i'll use the tag then i guess
so if i specify /x after a tag it only allows that particular x item from that tag?
technically it'll allow anything with that tag, but in tfg we only have one each, more or less
Yeah, so anything with "#forge:ingots/steel" would be used. And if we did everything right, then only steel ingots have that tag
oh ok so it's a seperate tag that only contains that one item then? and I didn't see it show up in game jei
i mean i saw #forge:ingots which has all the ingots
did you ever play on 0.7
You can see tags by doing F3+H and hovering over an item
Or hold it and do the command /kubejs hand
got it
ahhhh i failed XD. i should have checked if these mortar's recipes were already somewhere else - got duplicated recipe kubejs errors. So all I really needed to do was just add the third row on that existing recipe rofl
@copper solar is your PR ready for review or were you gonna add more recipes to it?
It's ready, can always add more later if we get more crash reports. I confirmed the mortar and flask crash before and no crash after fix on my copy
awesome, thank you!
does anyone have anything else they want to finish off before 0.9.6? it's been a bit
Not in the works, but I feel like I've been hearing a lot about the saw and mattock crapping out (experienced the saw one myself a few times) that gets fixed by reloading. But nothing definitely reproducible so... Leave it for tomorrow™️
at this point I just blame all those "sometimes causes issues, sometimes doesn't" issues on https://github.com/TerraFirmaGreg-Team/Modpack-Modern/issues/944 😔
The funny thing is that I've been seeing those particular kubejs errors on startup less in 0.9, but things are just silently broken instead.
Before at least when I saw those errors on startup I just relog right then and there
yeah the "fix" I got just made the errors go away without actually fixing the issue
...how do I write something in chat in kubejs?
that's for responding to player chat events
I'm just looking for like, an equivalent of console.log
Yeah you can have failed conditions run chat events
where does the ctx come from?
If it's in server scripts at least
I think that looks alright
dammit
aaaaand this one isn't configurable 😭 dammit giselle
man I am SURE this used to work 😭
lemme check the tags again
mm the only tags the ad astra oxygen has are #forge:oxygen and #ad_astra:zip_gun_propellants (which has both oxygens and both hydrogens)
It doesn’t work the distributor ?
Btw, what does Giselle do? And can we not just do it ourselves?
adds a bunch of handy features like a gas tank curio (that we can actually configure the size of, unlike the ad astra ones from what I can see?), enchants (that we can reflavour as upgrades, for heatproof, acid rain proof, gravity normalizing), an auto lander for your rocket, some automation blocks for detecting and refuelling your rocket
Ah I see, guess it's kinda important lol
on the other hand
- maybe ad astra's tanks can be mixin'd to be bigger
- I noticed there's tags for
ad_astra:space_suit_itemsandad_astra:freeze_resistant_armor, so there might be tags for the heatproofing? acid rain and gravity proof I'm not as concerned about - there's another mod out there that just makes rockets always land safely, if that's the only useful part that's left
Something I've been missing is saturation visualization. I don't know any particular mod but is that something that's desired?
https://www.curseforge.com/minecraft/mc-mods/ihearttfc I don't know if it shows saturation, but there's this?
Saturation is displayed on the food bar with a red outline.
oh well there you go
Not sure if I'm a fan of going back to icons! But will check it out thanks heh
one thing I do like about the icons is that you really feel being on low nutrition
380 hp? bah who cares, it's just a number
3 and a bit hearts? uh oh, I'm in danger
That's true, is hard to get a relative idea of hp and hearts when first starting
added a funny gas collection recipe for the moon, 30 minutes for 1mb of argon 
What if I re-modeled the vanilla gold armor to look like a crudely sewn together piglin disguise
It works with just one piece right?
That was my exact inspiration
Okay, I'll start with the mask
but yeah, unless anyone has any objections, I'll start pulling together 0.9.6 tomorrow
Tomorrow 😔
Apparently there is a AFC crash that someone was getting that is fixed with the latest AFC update, so we may want to include that
minecraft does not support changing the model of armor :(
time to crack out the java code
it is possible to make a custom item, that when put in the head slot renders as a helmet. but then it doesnt have the piglin immune property...
/s Where to report unrealistic behavior in the creation of polybenzimadozole https://en.wikipedia.org/wiki/3,3'-Diaminobenzidine diaminobenzidine uses copper as a catalyst not zinc, and it's precursor dichlorobenzidine uses zinc not copper https://en.wikipedia.org/wiki/3,3'-Dichlorobenzidine the modpack recipe reversed this, using version 0.9.5
3,3′-Diaminobenzidine (DAB) is an organic compound with the formula (C6H3(NH2)2)2. This derivative of benzidine is a precursor to polybenzimidazole, which forms fibers that are renowned for their chemical and thermal stability. As its water-soluble tetrahydrochloride, DAB has been used in immunohistochemical staining of nucleic acids and pro...
3,3'-Dichlorobenzidine is an organic compound with the formula (C6H3Cl(NH2))2. The pure compound is pale yellow, but commercial samples are often colored. It is barely soluble in water and is often supplied as a wet paste. It is widely used in the production of diarylide yellow pigments used in the production of printing inks. Its use in the pro...
wow did rolling mill get buffed from 16x stress impact to 1x? I've been running a 4rpm rolling mill this whole time for no reason XD
this seems like gregtech fault. id report this to them
selfieee (survival mode btw)
yep I haven't done the pakku updates yet
You aren't in a sealed room right?
tested with and without
Oh
honestly I'm thinking about it more, and I think if we can figure out what's up with the gregtech salt water fluid veins, I'd be happy to remove 2-block infinite sea water, and also remove the hose pulley from being able to place sources
I'm trying to see these salt water veins from the drilling rig
i suspect gregtech is trying to place them where normal vanilla worldgen would place oceans - which we obviously don't use
I do remember seeing something somewhere where we replace the vein of GT salt water with tfc sea water but I can't remember if that's in tfg-core or not
maybe we could just replace that vein with lava and then add our own new sea water one with tfc's biomes? idk
cant we just remove all them and redo them all?
or that lol
like we add sea water to well sea biome and we add the "oil" to desert
and let the rest fine
idk
Oil is basically better raw oil
that would be a small incentive for desert
isn't heavy oil the important one for hog?
Heavy Oil is strong for benzene mainly
either way there is no tfc biome for "desert"
it's still all just rolling hills, plains, etc
that's how tfc works
This is the home of the API documentation for the TerraFirmaCraft mod for Minecraft, developed by AlcatrazEscapee, Disastermoo, Dries007, et. al.
I see
there could be good candidates though
Mid Altitude Continental Biomes:
tfc:rolling_hills, tfc:badlands, tfc:plateau, tfc:canyons.
or badlands and lowlands
I'm not sure how to process to remove fluid vein though
I tried some stuff but nothing worked
I was also mistaken, sea water being infinite from 2 buckets is a property on the fluid itself, it's not a create thing - and it would look really weird if you took a few buckets out of the ocean and just had some blobs missing lol
I think we might have to give up on this lol
that being said I think we can at least stop the hose pulley from placing fluids so uh, good luck filling your 2000 block lava pool by hand
bro doesnt even know
wats dat
that is for sure a way to use trapdoors
is pig mask alr part of pack or smth u added
Pig mask is work in progress
Try to use formatting options rather than specifying links and such, so that it looks good, not only in .md interpreters
https://docs.github.com/en/get-started/writing-on-github/getting-started-with-writing-and-formatting-on-github/basic-writing-and-formatting-syntax#mentioning-people-and-teams
https://docs.github.com/en/get-started/writing-on-github/working-with-advanced-formatting/autolinked-references-and-urls#issues-and-pull-requests
It is also desirable to contribute all functions via pull request, due to the growth of the team, most likely we will only make automatic generation of changelog, like here
But these are plans for closer to autumn
ooh okay
by the way, were you going to do something with that localisation website you mentioned last week? or was that a suggestion for us to do?
yooo awesome
Yes, I will do it, but in June I will have a vacation, I wanted to reinstall Windows, and then I will let you know when it is ready 😄
ah makes sense
is june when exception will have his vacation as well, do you think? I am curious what he will think when he sees all of our changes haha
I let you into the repositories after talking to him, he saw everything 
I guess he was ok with it then 
I thought the changelog was already automatic lol
I should change the changelog everytime I make a PR?
that would help
Right now your team leader is Pyritie, as I understand, he does all this
The point is that later, this will not need to be done at all, during the release, the auto-assembler will assemble everything itself and make a commit to the changelog
Now I'm just talking about this so that a habit of doing this and specifying the name of the PR, which will subsequently be used in the changelog line))
what about changes that don't have a PR? or if a PR has many small fixes in it at once?
https://github.com/GregTechCEu/GregTech-Modern/releases
Good example, this is also automatically created
ooh my name's in there!
If you want changes to be in the changelog, you need to submit them via PR
mmm that's going to be very annoying
sometimes I do a lot of small changes that are important to tell players about, but I don't want to make 10 PRs for
otherwise I will spend more time writing PRs than writing the code lol
You can use some appropriate theme, these are the disadvantages of automation 
you can put in the title "different fixes" and list them in the pr as there would be a direct link to it
seems faster that way
But I think that by autumn, once the structure is in place, there will be no special features in minor changes.
well, maybe not in 0.9 haha
when we start space there will be another round of alphas and bugfixes again 
Yeah, and I'm always up to some bullshit
redeix everything you make has been an absolute banger
I welcome your bullshit with open arms
Haha, thanks lol. I like making bullshit that 1 person will use
@brave cairn I improved the projects a little
The tag "In Dev", now "Done" you can put it and it will immediately close the task, there is no point in waiting for it to close during the release
whoa i think i just duped latex
i picked up 10B latex from a basin with a stack of gold drums... and all the gold drums got 10B latex
i'm rich
If anyone from this team is on CurseForge, you can send me your nicknames, I will add you to the modpack page
@brave cairn
if something is not done
more precisely, you are not going to do it
oh so I set that instead of the label
Yes, but it won't be moved in the project
I'll make an automatic task for this now, otherwise the built-in tools limit it
kk
Is it still crashing?
is what still crashing
The AE2 guide
a little
What’s a little crash 😅
apparently it has to do with a mod called starlight
Oh
as in, now it only crashes for some items, not all of them, lol
I think it's just any of the ones that try to render a block
Starlight is the sky box rendering mod?
no, it's a performance mod for minecraft's lighting engine apparently
I'm just gonna leave the ball in ae2's court for now
I guess they will fix it soon
if you throw them one they will wear it
hehe
It's a shame this mod isn't available for 1.20.1. There are so many interesting functional blocks for TFC https://www.curseforge.com/minecraft/mc-mods/tfc-rosia
Yeah I remember this
The solution was to remove the starlight mod
Afaik
Or at least that was the solution I found when I played those mods together in other modpack a while ago
Or not using the guide
I'm not sure if there are other light engine optimizations for 1.20.1
yeah, I left the bug on guideme's github
is there anything here that we don't already have?
A lot has indeed been implemented, but having an alternative would be nice 🙂
well, it's on 1.18, so there's not a lot we could do
Maybe create a port? 
that sounds like a lot of work for something that wouldn't really add anything to the modpack
- then you'll have two different electricity systems and wires, more recipes we'd have to make the same... really not worth it
@zealous atlas I can't make new milestones any more
also, this didn't automatically update the status for me

I haven't had time to do this yet, yesterday there was a problem with it
ah ok
and here I didn't change anything

um, what does it show for you?
the "new milestone" button takes me to the issues page instead, with a filter set to is:open milestone:new/choose
I have the same 
Select Topic Area Bug Feature Area Issues Body When I click the 'New milestone' button on the milestones page, I am redirected to an issues search for "is:open milestone:new/choose&quo...
ooops
is there something like a torch slingshot?
also, can this be explored? https://modrinth.com/mod/sacks-n-such
I would like to have something like bundles
Backpack does all of this
yeah I know but the backpack is just a small part of this mod, it has seed bundles, ore bundles plus a size limit for what can be added. The already added backpack doesnt have a size limit on what can be put inside afaik
Thats config but adding this mod would require us to remove backpack
Which I don’t think is the plan
not necessarily, you can add that mod and just remove it's backpack and use the already implemented backpack
personally, Im gonna use it on my playthrough just because of the bundles and the lunchbox
Lunchbox has preservation?
I've not tested it yet sorry
I think its just to have a bunch of food easily accesible, you can cycle through it and eat without opening it
yeah you can eat from it
Honestly I would need to test it but I think this mod is a better fit than Backpack but that would be quite a lot of work for integration
and yes it has some extra preservation



