#🚀EN - 1.20 Modpack Contribution Megathread
1 messages · Page 23 of 1
but it says in the mod description that almost everything is configurable and is made specifically for customization
This mod is very configurable and said config is targeted for pack devs if you want something configurable that isn't already please send me a message or make an issue on GitHub. The defaults I ship are what I feel is good for the mod but ultimately it's there for people to play with.
Yeah that’s the thing
honestly this backpack feels much more balanced
I still like to have tiered backpacks
but I guess those could be added through this system
I think nebby brought up this mod at some point earlier
did you arrive to any conclusion?
I can't remember, it was a while ago
okay no worries
From what I remember it’s the same as today, lots of work to remove backpack and add this one
it did feel like it had a bit too much overlap with what we've already got though
Keeping both is definitely an overlap even if we remove some backpacks
what bundle thingies or backpacks other than the sophisticated backpacks has the modpack already?
Or keep the backpack but later in the progression idk 🤷♂️
just to put items in
vessels, crates
well I don't really see the overlap
vessels are mainly for physical storage and for long term food storage
crates physical storage
these are items just for having all seeds in one place instead of in 2 chests, or when you go mining to have multiple stacks of tiny rocks in 1 bundle, or just plain comfort for having a balance diet with a lunchbox
plus I think with all the weight system and blah blah blah having the sophisticated backpacks is too op
well that also has the opposite problem of now you've gotta manage a bunch of different things instead of just having one backpack
I think I prefer that
does the size and weight system work on later stages of the modpack?
besides ingot stack sizes, not really
oh, and airplanes are very large and very heavy I think
yeah but I mean transporting stuff mainly
once you have a magical backpack that ignores physics
Well that’s part of the reason
Op backpack are accepted
yeah but you are ignoring a main mechanic of tfc
Sure but that’s not the only one
I mean at one point
We gonna prefer op QoL mechanic
you've also got crates that ignore the size system
framed chests
item vaults
etc
the size system is fine for tfc because you don't need huge amounts of items for anything
but that's not true in tfg
yeah but all those are for physical storage
and I mean with create 6 item system and AE2 you have a base inventory
you can tape up crates to move them around now, and you can glue vaults to a contraption to move stuff that way too
but it would be cool to have still limits on personal space, size and weight
yeah
I think size and weight should really be taken into consideration once the create 6 update is added
if you want to move large quantities of items around your base you should use that system
not you running around filled to the brim with crates and backpacks
but still some things doesnt have a workaround to get rid off like the contraption exploit
Personally Im gonna use this mod for the early game and some things probably still later on like the lunchbox. If you want to at some point just add it in (without changing anything) I think a great approach would be making the first tiered backpack recipe use the backpack this mod has, +1 row and no more size and weight limits
multiple backpacks give you a slowness debuff, and tape is consumable and uses a lot of paper which is quite annoying to craft before you get a chem bath
and we did fix being able to put backpacks inside vessels
I believe there is a minor exploit where you can put a backpack in your cosmetic armor slot as well, but
not a huge issue lol
@zealous atlas thank you!! please also give contributor role to @spiral lintel and @rocky leaf
oh, @pearl gale should have one too for all his ukrainian translations
Using the latest dev version, falling trees mod failed to load. Anyone having this issue?
i'll just remove it from my dev instance
@zealous atlas I keep getting questions about why the TFG server pack isn't on curseforge, since apparently some server hosts only let you play what's on there instead of letting you upload anything (like aternos)
apparently tfg was removed from aternos today?
happened a few days ago
I said earlier why it is not there, Ford rejected it because of some fashion in it, because of the distribution license
which was not there before
I don't see any new distribution rules.
The only reason is the license, I don't know what it was before
But I don't distribute it outside CurseForge...
I wrote to their support, so we are waiting for an answer.
Suspected Mods:
Firmalife (firmalife), Version: 2.1.18
at TRANSFORMER/[email protected]/com.eerussianguy.firmalife.common.blockentities.SprinklerBlockEntity.redirect$zjh000$redirectSearchForFluid(SprinklerBlockEntity.java:577)
TerraFirmaGreg (tfg), Version: 0.6.4
Mixin class: su.terrafirmagreg.core.mixins.common.firmalife.SprinklerBlockEntityMixin
Target: com.eerussianguy.firmalife.common.blockentities.SprinklerBlockEntity
at TRANSFORMER/[email protected]/com.eerussianguy.firmalife.common.blockentities.SprinklerBlockEntity.redirect$zjh000$redirectSearchForFluid(SprinklerBlockEntity.java:577)

упс это я косяк, не ту версию миксина отправил😳
ooh that still 😩
damn it's taking forever for them to respond
@brave cairn Can use https://github.com/TerraFirmaGreg-Team/Modpack-Modern/discussions ?
uhhh I think it's unnecessary since we have #1019852413890482186 ?
I didn't even know this existed haha
#👽│modern-github-log message
Then why is this?
so I could edit it to this
I think some of the issues can be moved to discussions, like the long term ones
but I think it's good to keep all the "problems" in issues
there is a problem with the red steel flask recipe
it looks like it requires silk cloth specifically
That's on purpose, go check out the beneath!
is there documentation for ftb quests
lol, lmao
i take that as a no 💔
https://docs.feed-the-beast.com/docs/mods/suite/Quests/Developer/Quests/ there's this but it's really basic
honestly though it's pretty self-documenting, the ingame editor is very powerful
EV aircraft upgrade quest is gone 
Do you think we should disable the feature for auto completion
I wonder if that’s what causing the numerous issues we have
which feature for auto completion?
When you get an item required for a quest before you finished the dependencies
And you unlock the quest after
mm I don't think so
maybe not I only had this issue when I was doing complete instantly
idk why so many are having it though
Shouldn't wool then also be allowed to be used in the fancy coloured steel flask?
Since it has the high quality cloth tag.
maybe it could, if we wanted it to be. but maybe we want you to go check out the beneath even more. it's not far...
Okay I hope I sent everything in the right order to every branches lol
Quest should be fixed for dev and ready and fixed for space
If you really want it to be Beneath, you could have it be Phantom Silk 
wouldnt that prevent peacful players tho
phantom silk is pretty new. time for a new #silk_cloth tag
or make a recipe with phantom and one with polycap so the peaceful players have to wait longer :)
People really play this modpack in peaceful?
There are like 0 threats
we could stick it in the bastion chests
they have ender dust for the same reason
@brave cairn what do you think about changing the mod to private? It is not easy in many aspects of administration and is more flexible in terms of compatibility with FTB.
Open Parties and Claims to FTB Chunks ?
Should be fine with me - there's a field guide page and quest that will need to be changed, since they explain how to chunkload and increase your limit, but that's it
btw, if you want to wipe the server (which I think would be healthy!), the moon's release will be a good time for that, since that should be the last time overworld ores get majorly moved around
I think it'll be ready in june-ish?
deletion is not addition, so if something is missing in the new chunks, it's not a big deal
the main thing with the moon is certus quartz and ae2 and titanium being moved
anyway I'm gonna take a crack at that damn gregtech material bug today, I think I've got some ideas

I can't edit it to give it the server pack status though. And I hope the new ones will be approved as well.

in 0.9.7 any recipe for mortar crashes the client
also maybe the update broke the xaero waypoints? I don't have even one in my server now
but in the instance client the xaero folder is still the same
the mortar tool or mortar for bricks?
the crafting of the mortar tool
ah that, ye its being worked on - the crash is from auto filling with jei
put the items in the crafting table yourself and it should work
the crash only happens for recipes using a chisel or a needle
yeah, i was able to craft it without the autofilling
though i still can't get the xaero to work
Maybe we should install Dynamic Trees too? 
lol, I know that was on exception's plans but I think it will cause problems with AFC and tree tapping
I don't really see the benefit of it
also it looks like github fixed milestones
What about Odyssey ?
The Odyssey series is so much better than FTB
We had it, we tested it, but it was a bit damp
Maybe 2 years ago these days Idk why we keep using FTB when Odyssey is out (for Quests, Chunks and Teams)
But well having FTB is at least easy for everyone
I moved some of the old draft items from issues into discussions
@brave cairn It could have been done like that
oh! I had no idea that was a thing
man I wish this material registration race condition bug had an easier repro step that isn't just
restart the game a billion times and hope you find it
cuz I made one change and I've been restarting it for like 30 mins with no repro yet
and I did get one repro before my change on attempt 3?
alright I've been restarting for like an hour now. No issues
I think this is fixed?????
shall we make a release on 20.05?
with replacement of open-parties-and-claims
to start the server already with it
sure - maybe we could do a 0.9.8 release then as well? I'd love to get that material bug fix out there, it's been causing so many issues
Yes, just prepare everything you want to contribute, the release can be scheduled for tomorrow evening, around the same time
in quests, is there a lot to change regarding open-parties-and-claims?
no, just a small thing, I can do it now -- just tell me how people can forceload chunks, and how they can increase the limit
it's these two quests
The solution I ended up with was just exactly the same thing as what redeix did previously - remove the event.recipes.tfc.damage_inputs_shaped_crafting() wrapper from the recipe. I don't actually know what that does or if it's needed - I'm assuming it just removes durability from the input items that aren't consumed. As far as I can tell there's no difference for the 3x3 craft or a 2x2 craft as notenoughmail suggested, but I can try it out some more today.
If that function does what I think it does I think just getting rid of it and not having durability loss is preferable over a crash that's pretty easy to run into, but then again it IS a bug that should probably be fixed not just swept under the rug.
Anyways I'll do some more testing now actually.
that thing is needed otherwise the item gets consumed - if you remember how before we had issues where the horse crank was consuming peoples' chisels
I agree that the durability loss isn't a huge issue, if it comes down to it
Ahhh is that what it does. I wasn't paying close enough attention then to see if I actually kept the item lol. Right... nm about the durability then. Ok so I'll just do one more sanity check to confirm if notenoughmail's solution does or doesn't work.
What's weird about this big is that I've never gotten it before. So it confuses me
well it's a race condition which means I wouldn't be surprised if it was affected by hardware
So a poor people issue 
I have a pretty beefy pc so it might be the opposite lol
I have a not beefy pc so I think it's indiscriminate ;p
I have a middle of the line PC so maybe it's a bell-curve?
I wonder if it's actually an issue of which drive it's on 🤔
I have Minecraft on my system drive. Anyone else?
Is materials registration done on launch or on join? I noticed the issue said it's fixed by rejoining, but I have to restart my game. If I exit to main menu and rejoin (sp) it happens every single time, when it happens.
I've always had to restart my client
mine's on c: as well, an SSD
hm, it doesn't seem to have any integration with xaero's map? which makes it annoying to claim stuff
yes, that's right, there are several solutions, it's to do the integration yourself later, I don't think it's difficult if you rely on opac and other mods where the integration is done, but not the one we need, or another option, use jmap, everything is already there, also ftb itself already has a map, but I don't like it
there are difficulties anyway, players have to have 2 teams for quests and private, and also the private itself works badly
oh
idk if this supports it either, but this https://www.curseforge.com/minecraft/mc-mods/blaze-map/ has a plugin that has some nice tfc features https://www.curseforge.com/minecraft/mc-mods/cartography
it has not gained popularity, is rarely updated, if not abandoned at all
regarding another option with a map, there are these options, everything is built-in here, including private on the world map
also if you don't like the interface, it supports the theme system, you can make something unique for the modpack
https://www.curseforge.com/minecraft/mc-mods/journeymap
https://www.curseforge.com/minecraft/mc-mods/journeymap-integration
there are many ready examples of implementing compatibility with xaero or ftb, it just takes time
It's up to you to decide, as I only think about the convenience of server administration
What I've done is remove the keybind for the FTB Chunks map, so people can still use xaero's. Then, added a keybind for Ctrl+M to open the claim window.
that's a good solution I think, so there aren't "two maps".
there
I would also be happy with any option with flexible enough claim config settings so that I could protect the railroad, which we will most likely build after the wipe anyway.
there is a key for this in the inventory menu, I disabled the map, but you can enable it or go from the private menu
ah I see it too
shroomlights aren't obtainable from the beneath any more for easy inf light, you can craft them later if you really want
breaking them gives 1 red mushroom block + glowstone dust
also removed them + glowstone blocks from bastion chests, they have glowstone dust + phantom membrane instead
А на гтнх же journeymap стоит?
Да
@brave cairn you can look at this option, maybe you'll like it?
mm, journeymap...
I know xaero's is more lightweight than journeymap
so it's better for performance
don't like it?
I don't really have a problem with it but xaeros is nice
Well, in that case, write a compatibility layer
Do the infinite lanterns still spawn around Bastions?
I recall seeing one a couple of versions ago. I think it was a bridge bastion.
yes, but they break into tfc lamps and lamp glass
I tried to put filled tfc lamps in the structures but they would just burn out even though they had fuel?
not sure what's up with that
@exotic wraith @copper solar @cosmic veldt @coral vault @gloomy elm what we do we think about journeymap, gang
I have no map mod loyalty
xikaro changed from open parties and claims to ftb-chunks because it's more server admin friendly
but xaero's doesn't support ftb-chunks, and journeymap does
so if we keep xaero's we can't claim stuff directly from xaero's map
i don't quite like journeymap but it's fine
I know xaero's is more performant
The main problem with the mod that was installed before/is installed now is that it somehow crookedly recorded forceload chunks, that they were periodically disconnected for no reason. We noticed this when we were building teleports around the world
which one, open parties and claims?
claims
in the case of jmap, there is support for the waystone mod, but maybe xaero has it too, if suddenly needed, for the server, it was once in the plans, as a replacement for teleports
Oh no, our crutch solution is under threat.
your ae2 teleporters are very cool lol
#1331744604701069393 message
Ohh
I see
I have used journey map before
But
It's not necessarily my favorite map mod
I'll do whatever is best for the mod pack, however
@cosmic veldt is there a reason why dandelion needs a chem reactor to turn into latex btw
it was mostly because both latex flowers already had an extractor recipe (yellow dye), so I felt like putting them in any machine that has parity with extractors would make those recipes feel out of place
it would be nice to have some sort of sidegrade to let people technically be able to crunch out some rubber even without rubber trees and the plants fit neatly into that idea, but I'm not sure where you'd put it
vat/vacuumizer?
vacuumizer would probably make the most sense since all the other rubber extraction is done there yes
50mb sea water -> 50mb latex?
bit worse than the chem reactor's 62ish mb
that sounds pretty alright
the additional heating requirement should make it not the best way to get rubber but still doable in a pinch
soda ash too, figured that + sea water was the closest primitive equivalent to sodium hydroxide
technically latex extraction from goldenrods can be done without chemical treatment from what I researched, it's just not that feasible on a large scale
but yeah this should be good enough in our implementation
I don't really care Xaero was cool but I'm use to Journey Map so it's whatever
performance is the big question
i dont have any experience outside of xaero
I don't think Journey Map has terrible performance as litterally every modpack with maybe one or two exceptions (one being TFG) are using JourneyMap
apparently it's known that journeymap is significantly heavier than xaero and other competitors
I think it'll be ok if we try this setup of xaero's + ftb-claims first, and see how that works
I really don't mind it makes TFG a bit original
Though have to say Way Point management is ten times better with Journey Map
I also believe Journey Map has built in feature to put a way point when using Gregtech Ore Prospector (it may not work for us though)
gregtech does actually come with a xaero's plugin for showing where you found indicators and ores
it just only works with its own oregen so we have it disabled
but if anyone wants to try adding tfc compat...
https://github.com/TerraFirmaGreg-Team/Modpack-Modern/pull/1042 @zealous atlas 👍
@zealous atlas are you gonna reset the world and move server spawn to 0,0? I see people are already finding stuff with spectator lol
I just turned on the new world and gave them an Spectator
Then there will be a new world
I see them already searching the caves for ores haha
good
@civic plinth
I'll be free in a couple of hours. I'll choose a cold spot for spawn :3
Ниделай пока ничего, я с релизом новый мир сделаю
А, оке
It is much easier to survive in the desert, just dive into the water from time to time
And snow also slows down movement)
not with canes, those are easy to make
I don't know, people always said it was hard to get new players to join because the cold spawn was too evil
That's how it should be :3
🤔
weird choice but whatever it's not my server ahah
dump them in the ocean instead
or like, a tiny island in the middle of an ocean
@civic plinth Если время есть, можешь закрыть сервер для остальные, по пересоздавать миры, найти красивый и скинь в лс сид
Через пару часов разве что смогу этим заняться
Ну я уже сам начал 😄
I could look for a fun seed/spawn if you want lol
Let's
let's what
Go
so I should look for one? sorry, confused
Any one will do, if you want, just change the spawn location
ok, let me be sure it has a nice tropical continent at least
Tiny island :3
A volcanic island would be fun
I found a fun seed and sent it to xikaro :3
@civic plinth у тебя там команда должна быть /ftbchunks claim_as server или что то такое для серверных приватов
hmmm so about people not reading.. it seems like the lang files don't get updated if you upgrade in place
http://track-map.terrafirmagreg.su:25895/
@civic plinth если будете делать поезда, чекни тут будет ли работать
https://modrinth.com/mod/create-track-map
I think you can add greate to tfgcore in jarinjar format, so that there are no such delays with checking the modpack, as soon as the mod is released, you can remove it
do they have to re-check it every single time?
we are still using the same version of greate :/
Yes
let me ask the greate dev if they could just put it on curseforge
btw, is the server supposed to have /enderchest enabled?
oh this goes fuckin hard
they said they submitted it 🙏
I'm selling at a convention this weekend so I'm gonna be busy until next week
I know that there is a Xearo Plus mod. Which has Waystone integration. Along with other features.
We are interested in integration with FTB specifically
the dev is going to upload 0.38 as well since that's the one we use
(.39+ need create 6)
but that should help with the curseforge stuff!
there is no recipe to automate stripped logs
what do you need them for?
what recipe would be good? deployer holding an axe? cutter already turns logs into lumber, and lathe turns logs into sticks (I think)
I guess changing lathe to turn logs into stripped logs, then stripped logs into sticks would be ok 🤔
can you put in a feature request? unless you want to try making the recipes yourself
i think lathe is good
cool, greate curseforge has 0.38, I'll see if I can change pakku to that
@zealous atlas Если игроков будет всё так же много в дальнейшем надо что-то делать с ресурсами сервера
А куда делся WE из плагинов ?
Хотела обустроить тестовую зону
переименуй нормально и ребутни
@zealous atlas pakku has curseforge greate now 👍
-The primitive pump from GTCEu has been disabled, you must now use the mechanical one from Create.,
-Infinite pumping of water from any water sources is disabled, now the base value of 1 million blocks for an infinite source is set, have fun.,
-The recipe for the endless water cover is disabled, haha.
That was 0.7.3
I guess the goal there was to push people to pump from river and ocean?
and then later they were changed to just 1 block so who knows
Inconsistency you tell me
Okay so our new Primitive Pump should be LV ? I guess I will use steal casing
well we have to see how to make machines via java
I assume there's a kind of pattern where you describe the vague recipe and it'll generate approximately tiered versions
because java is the only way to make the machine not blow up when touching water
as well as add the specific rock breaker behaviour with the two adjacent fluids
Oh I thought that was doable
But why do you want to do a machine block and not a multiblock ?
Primitive Pump is a multiblock
cuz rn if you want infinite water anywhere, you need 3 source blocks, a mech pump, a cog, and an electric motor or some other SU generator, and possibly a rotation speed controller, which is not very compact
if you make it a multiblock, you then need to add energy hatches, fluid output hatches, the controller block
and if you make water part of the multiblock itself, then you can only ever use it to make water
I guess, or if we want to use it on other planets for anything else that we want to be infinite
like, idk, some kind of ammonia oceans or whatever
I would prefer we use a fluid rig in these cases though
Wait the rotten dough mixer thing is new right? Is it because I yeeted all the old mixer recipes?
nah it's just the usual "machines don't understand tfc's rotten mechanic" bug
Ok whew. Though I had tested that in my dev instance and I was getting good dough from my mixer for a while, although I haven't used it since updating the base version
What do you guys do for testing workflow? Do you have a repository in your game directory that you edit directly for immediate changes and can swap branches for, or do you copy and overwrite from local clone to game directory for each change, or is there a better way?
I have a repo on my documents folder, then I symlink its kubejs folder into a dedicated minecraft instance
then as I check out different branches, it changes what's in my documents folder, and in turn automatically updates my kubejs folder
I also have my ftbquests folder symlinked, but not the other configs (they have trouble being written to for some reason, if I do that?)
i got confused about the quests too, i seem to have legacy quest text that definitely doesn't exist in the repository anymore even after updating, needed a fresh instance/install
I made a new repository recently and started fresh
https://github.com/TerraFirmaGreg-Team/Tools-Modern/pull/16 @uneven reef @civic plinth @elder niche (and anyone else who knows russian)
someone AI generated russian translations, what should we do with it? I don't want to accept it unless humans have gone through and checked that it's actually correct, and I know xikaro wanted to set up a different online tool to manage our translated text and send it to our github automatically
I scrolled through the commit a bit and there's some fucking shit going on there.
He needs to proofread this translation before he can suggest a PR.

woo
Sickk (this is good news right?)
One more release and we'll find out
I'm alright with doing another release soon if you want
Lunchbox for modpack
recipe needs to be greggified but looks cool
whoa that looks sick
This is so cool
looks so cool
I was thinking about that 👀
How strong is the lunchbox compared to a Cellar? For preservation ?
Vessel is double this one is what 2.5?
Could be great if it’s in the config
Yes, 2.5 for testing. I'll add a config with settings
I don't suppose this has given you any ideas about how to make non-tfc machines work with food recipes? 👀
Which recipes need to be checked? I'll try to come up with something
Basically non-tfc mods don't understand item stack providers/modifiers so we can't make recipes that rely on expiration date, heat, salted, brined, etc. for instance the mixer recipe for dough can produce rotten food, and can't check it the input is rotten
yeah, or putting rotten grain in a macerator can give fresh flour
right now, the new food item gains the "creation date" of whenever the last server start time was (or loading time for single player)
it makes it difficult to do any sort of automation with food stuff
tbh, if it's easier, a new "food processor" machine that just does whatever food recipes we want and handles this mechanic would also work
I'm guessing if you can get it working with gtceu then maybe it will work with greate? If not, honestly I think getting it to work with gtceu is good enough
if it's a greg machine so it can use EU and have tiers? great
if not then that's ok too
I thiiiiiink that greg machines created in java can do whatever logic with recipe code so you might be able to do something with the tfc item stack providers there? I'm just guessing
BUG:
Game crashes 100% of the times when opening "Coke oven hatch" recipe WHILE having the materials (coke oven brick and any barrel) in inventory AND while acessing a crafting table.
may seem very speciffic but it will happen 80% of gameplays since blast furnace and bloomery almost requires a coke oven running
it has happened to me 4 times already, in two different servers and i can replicate it. its not random.
i dont know how to report properly sorry
of the planter? uhh I think the same as the sprinklers? or just 1mb? it's not really a big deal 😅
thanks so much for tackling that one!! glad to have you around
ok, i'll do a couple of tests and send the pr
What a boss!
Yessss rice. And whatever else goes in those planters but riccceee yeee
Everything seems to work. PR submitted. Also fixed the sprinkler mixin — it was functioning without pipes/water 😄
wonderful
simplified clutter in the boat quests and added horse and cart quests. Thoughts?
also re-added the missing EV aircraft upgrades quest
looks good
less clutter good!
default astikor cart keybind needs to be something other than R, because that's also the reload shaders button
reloads shaders every time you want to attach a cart 
I remember rebinding mine to C in my own playthrough
we could probably use the same as the gregtech change armor mode key, since you're not gonna use carts by the time you have night vision goggles probably? or maybe the jetpack toggle hover mode key
i have no clue how to set up default keybinds
oh toggle shaders and that tfc map viewer also conflict
mmm default options allows you to, will check it out later
there's a config file for it
I think you changed it for everyone
or someone
but it wasn't R natively I believe
R is also Toolbelt so if shadders is still a bind we could simply unbind it
no one needs to reload shadder
Im so happy that there are planes now
just move the shaders button or something
we should just unbind the shader buttons. If you're going out of your way to install shaders, then set up the keybinds yourself!
are anthracite veins broken?
someone else sent us a bug for them yeah
Seems like everything is broken. I say we just give up
🔥
🔥
time for money
at a uk furry convention lmao
Far from London?
birmingham!
I'll ask a friend if he wants to buy something 😄
tell them my online shop is 20% off if they use the code CFZ25 
is the saying that furry artists are rich true?
the artists? no lol
it's the ones who own fursuits who are rich
or who pay for lots of commissions
lol I think someone has a zabivaka fursuit
glhf!
Leave that Vaporeon alone 😭
bro is in my hometurf
I'm at one of the hotels near the NEC
there's space for only one terrafirmagregger is brum
alright then come fight me in the parking lot
My votes on the one with all the padding
lol I don't have my suit with me, no space
Okay, even playing field
ahh the one I saw is a little different, but it was a similar color and had the goggles!
any russian speaker who could double check that the translation here is ok? https://github.com/TerraFirmaGreg-Team/Modpack-Modern/pull/1074/files
I'm baaaaaack pls check github reviews, guys
Pyritie was out for a week all of us disappeared 😂
where are the ore indicators
what rock type is that
bro pressed F1
Basalt
The area there is mostly basalt and rhyolite. It is also known for having a lot of agates and chalcedony
as for ore; iron
a decent base location for sure
nah, no way to get flux
ah unfortunate
So cool I’m planning one in two weeks too
nice, have fun out there
The needs to get out of the city for a few days is getting stronger with summer coming
i feel the need every day of the week 😔
Im missing the equipment for winter camping
the one thing I miss about selling my car, I live pretty close to some nice hiking areas but no way to get to them
(I only went to them like once a year even when I did have my car so who am I kidding?)
lol
i bet its a bit better for you at least. In the US I cant get anywhere without a car
the trail I went to was a 3.5hr drive away lol
yeah that's the main reason I sold it - everything I needed to get to I could do with a bike and public transport, so it was just a money hole of annual maintenance/insurance
sounds nice tbh
europe moment
You can use all that money you saved to rent a nice RV for a weekend for way less, and camp in style
it was a tag issue
how does that work? tag for rock type it can spawn in?
wait is this about the anthracite or graphite veins
anthracite not spawning
oops i just closed the graphite vein pr hah. oh well i need to redo that from tools anyway
i'm trying to see if there's a way vscode can run the tool or if i need visual studio
basically, there's a tag to say which veins to spawn in the nether, and they were still using the beneath's "cursecoal" (which we renamed to anthracite) veins, instead of pointing to our new ones
I don't see why it wouldn't
also damn xikaro that was fast 
ahh yeah it can, just needed an extension
also, review on this pls https://github.com/TerraFirmaGreg-Team/Tools-Modern/pull/18
I think we're about ready for another release soon
then we can see if the server pack works this time
I need to do some small fixes on quests before
I forgot to do them
Doing it right now
Ok so I changed the graphite vein rarity in tools-modern, ran orestofieldguide and it generated all the moon pages and all the existing pages show as modified in modpack-modrn, even though there were no changes (except the graphite one). Do I just discard all the irrelevant changes and put up a pr for both tools-modern and modpack-modern?
The change on ore veins are on the space branch
What’s the issue with Graphite?
Rarity is already extremely low
yeah I am a little concerned if they generated chunks back when graphite was only in maybe a third of all the rock types instead of literally all of them
but also yes, just discard all the moon pages and veins
Initial release of Rosia v1.0.0
Port of Rosia from Minecraft versions 1.18.2 to 1.20.1 - with new additions
See README.md for mod description
Full Changelog: https://github.com/JeweyxD/Forge-Rosia-...
a mod just came out that adds a lot of electric tfc things
most of this overlaps with what we've got already, BUT it has electric food machines!!!
@rocky leaf @cedar river
I will def be having a play around with this but if it's got all we need, our automated food processing problems might be over 👀
wow, amazing! Thank you!
wow, i made a port too 🤣
wow really! how's that going?
There are some bugs, but it works well 😄. However, I see the author added something new for 1.20.1 that's clearly better
would you prefer if we used your one? or the one I linked?
I will probably disable most of it except for the electric food-related machines, because the others all overlap a lot with gregtech. Maybe keep the other crucible heat sources too.
I think it's better to use the original
. I'll finish up the lunchbox then
Lava basin+crucible=light heating of the crucible ❤️
which is the original?
#1331744604701069393 message this
we should try to invite the author here
are you in the tfc server? they have a thread there
nope
I made a thread over there for your death mod too
it's where all the tfc addons live
@gloomy elm, @young relic is trying to set up one of our tools on linux, do you remember what you had to do to run them on macos? I'm thinking it'll be similar
Honestly I don’t really know. I installed so many things to have it finally working on VS Code
Mostly everything overlaps yeah
We are still screwed because we cant make food with Gregtech or Create
I wonder with all the modpacks with TFC and Create. Isn’t there at least one of them that successfully solve the issue?
I'm suggesting we just use these machines instead of gregtech or create
That’s a way to solve the issue
But it’s definitely just a bandaid
I gonna add a massive quest saying HV+ quests aren’t up to date
idk 🤔 it's not like you're gonna need a LuV tier microwave or something lol
i'm sorry, what kind of tools? Maybe i can try to install it? oh, translation tools. I see
@gloomy elm I was wondering how to use the Executable binary from linux-x64, what are the parameters to pass for the LanguageMerger
No but it’s easier to automate and would have make sense
I used VS Code to execute the language merger
I never succeed in running it out of it
I can look which plugin I installed on VS Code give me an hour 🙏
true, but something is better than nothing - maybe I'll look into how to make a gregtech machine in java and that could shed some light on how to connect up tfc stuff
Nah I agree and anyway it’s not like I’m the one able to bring a solution lol
Im just amazed no one brought a solution already as we definitely are not the only one being confronted to this issue
That would be amazing and having a culinary machine would fit greatly anyway
Thanks @gloomy elm , i got it working!! Now, lets get it translated hehe
yo tom if you're in a multiblock mood, how about making a Larger Chemical Reactor?
For very late game? Because LCR has subtick and perfect OC
it would be hard to make a Larger Chemical Reactor that is better than the LCR
I don't think it would be worth it at LuV because of subtick on the LCR
Subtick is a native parallel
It can be a good multiblock but if it can accepts laser hatch for example
which I don't think we are at the point of needing them
yeah usually subtick isn't a really well known mechanic
it's in the energy chapter now though
neat
can even go to 256 :p
that's 16A of UHV though lol
The Large Machine also have subtick but I think it's limited to 4 parallel
It is probably a stupid question but since I'm stuck I have to ask it. I think this is the thread to ask, but sorry in advance :
I'm unable to build core-modern.
When I type .\gradlew.bat build the powershell output :
Execution failed for task ':compileJava'.
> Could not resolve all files for configuration ':compileClasspath'.
> Could not find net.minecraftforge:forge:1.20.1-47.1.3_mapped_parchment_2023.09.03-1.20.1.
In before : I have installed java SDK 21. I have typed .\gradlew.bat and this part was successful.
I've not found a contributing guide dedicated to core-modern, so I'm a bit (totally) lost.
I also did not find any relevant answer by using the search function on this Discord.
I use intellij, with this build thing on the side
Thanks for answering.
I've installed VScode because visual studio was very heavy.
For some reason I dont find the file tree you screenshoted.
Is the full visual studio mandatory ?
edit : looking for "intellij" extensions brings a looot of extensions.
now you need to install java support extensions
try to install "Extension Pack for Java"
intellij is a separate application made by a different company. I don't have any experience using VSCode (I use visual studio for the modpack stuff) so I don't know what to suggest
(i'm sorry i must go to sleep, but if it will not helps, try to change java 21 to java 17(not sure if it will helps))
Thanks for the help :3
It installed JDK 24 by itself but I found where to put it back to 21
(good night)
if vscode build fails, try to run from terminal ./gradlew.bat clean then ./gradlew.bat build
(Not the version before 1.0! The next is 0.9.10)
in other news I'm experimenting with some gregtech api stuff for recycling
in theory we should be able to do this in the material modification event:
ChemicalHelper.registerMaterialInfo('greate:steel_millstone', ['3x steel', '1x wrought_iron'])
and it'll just generate the appropriate recycling recipes
(testing it now)
I don't know how to handle amounts less than an ingot though
trying to copy old code from tfg-core
if it's not possible to do it through kjs normally, I might have to set up our own helper method 🤔
it doesn't look like it's quite possible outside of java atm but apparently it's getting a big improvement in the next major version
maybe I'll set up a crude java helper method in the meantime
For debugging purpose, how to write a message in the player chat in java please ?
Maybe it isnt the best way to output some debug info ?
I don't know about the chat, but console.log() writes to the log file
I dont find references to console.log( in core-modern, only in modpack-modern 🤔
oh in core!
sorry I misread
uhhhhh I think system.out.println will write to the log? not sure
what are you working on, btw?
I'm trying to take a look at the Create steam boiler not accepting river water (since I've basically to learn everything, it doesnt go fast 😅 . I found the class and method I want to overwrite but I'm nowhere near completion)
ah cool!
https://github.com/TerraFirmaGreg-Team/Modpack-Modern/pull/1082 @cosmic veldt what do you think of this?
I think it's fine just for early automation and it'll fit with the vacuum chamber kind of being the rubber making machine it is currently
but on the other hand you wouldn't start making rubber without the vac chamber either, so this kinda makes the vat recipe a non-issue entirely, idk how I feel about that
I like the idea that things have to be manually for some time
I hate the oven and everything involving it. I wanted to like it but it's just too fiddly.
firmalife moment
yeah, that's my main concern, I like the whole "thing is annoying before it's easier" which you'd also get by graduating to the LV machines
the vat is finnicky but it really isn't all that bad for doing big batches of stuff
There is a fine line between bothering things
and the reward to get easier process
Vat isn't that bad anyway
yeah especially because of how easy wax is now
And we should be cautious about keeping rewards at lv
I think it's okay if rubber can't be fully automated before LV
We could nerf a bit the first recipe so at least vulcanized latex automatize at lv has even better wield
so the steam age line is preserved and you still need the VAT but it's better
can't speak engligh this morning damn
I do think the vacuumizer gives a bit too much latex from logs yeah, makes the tapping kinda irrelevant
We could nerf both the centrifuge from logs and the vacuum
makes tapping rubber better and it can be fully automated at LV with the vulcanized rubber process
much more fun than the centrifuge into rubber
we keep the VAT for ULV
big rewards at LV
if you have automated tapping and vulcanized with Chemical Reactor
alright lemme take a look at the current recipe chain
When I though I finally came near to a solution, the game crash after entering the world. 😔
The error states my mixin override target isFluidValid is not in the class BoilerData$BoilerFluidHandler, so I must be missing something.
The error is worded : [..]InvalidMixinException Overwrite target "isFluidValid" was not located in target class com/simibubi/create/content/fluids/tank/BoilerData$BoilerFluidHandler
A summary of BoilerData, that contains BoilerFluidHandler, that contains isFluidValid :
public class BoilerData {
//lots of stuff
public class BoilerFluidHandler implements IFluidHandler {
//stuff
@Override
public boolean isFluidValid(int tank, FluidStack stack) {
return FluidHelper.isWater(stack.getFluid());
}
}```
My mixin :
```java
@Mixin(value = BoilerFluidHandler.class, remap = false)
public class BoilerFluidHandlerMixin {
@Overwrite
public boolean isFluidValid(int tank, FluidStack stack){
return FluidHelper.isWater(stack.getFluid()) || (TFCFluids.RIVER_WATER.get() == stack.getFluid());
}
}```
Sorry for the wall of text.
I think you're missing some arguments on your @Overwrite, check some of our other mixins for how they do it?
like the gregtech boiler mixin
yes, the gregtech boiler mixin was invaluable to get me on track.
But he doesnt do an Overwrite, he does a complicated Redirect, whose syntax is still very obscure to me even after I spent the whole afternoon on this single task.
in intellij, I can view the gregtech class, then right-click and do this to copy that complicated path
I found the related Create class on Create Github, how can Intellij work with external things like this ?
Also, do we have to Pakku fetch on core-modern, like on modpack-modern ?
no, core is just the java mod
you'll have to copy /build/libs/TerraFirmaGreg-Core-Modern.jar into the mods folder of your TFG instance though
Thanks
try this path Lcom/simibubi/create/content/fluids/tank/BoilerData$BoilerFluidHandler;isFluidValid(ILnet/minecraftforge/fluids/FluidStack;)Z
I want to bash myself. As Pyritie said the @overwrite didnt match the definition. It was because I did not import the good FluidStack 🤦 I didnt know there was multiple.
Now the create boiler can run out of river water.
Lets try to add gregtech steam as suggested.
@zealous atlas please stop overwriting config/jei/recipe-category-sort-order.ini, things are in the order they are for a reason
it's pointless, every time you launch the client it changes the way it is now in the last commit
I didn't change anything manually
...oh right, the jei one isn't used, emi has its own recipe order configs
that is, the user's final list is not what you intended
also, it looks like you removed tfc-punishment-for-death?
Yes, let the author first fix all the errors, in particular with the server
which errors? I thought he fixed the issue with PlayerRevive
nope
Well, they didn't reject it right away, which means there is a chance 
If you have time, make me a list of role names by development levels and it would also be cool if someone made or found pictures for these roles 
what kind of levels?
for discord roles, lv, mv
Is there a possible licence issue?
or something like, a rock for primitive, a cog for steam, then the appropriate tier circuit for the others?
or just some colored pixel text like you see ingame, for readability
mm, keeping them all having a similar theme would also be nice
I'm about to go to bed but I can try some stuff tomorrow unless anyone has a better idea!
True that having three times the earth for ULV/LV/MV would be a bit repetitive lol
I could make sprites if meeded
It might also be helpful to distinguish type of devs. Like translator, quest writer... Etc
Need the Swiss Knife lol
for dev stuff I was thinking more like, distinguishing people who have powers on github vs those that don't, since the former are more "trusted" I guess
That's a good idea. We should also separate devs based on race, gender, religion etc
Can't let those filthy quest writers have too much authority
one role for the french, another for the rest of us
Shouldn't the french just get banned?
Bruh I never listened to the audio before I posted that
what am I looking at
A special needs cat named Rigby peeing on the camera

Watch the whole 10 hours it just gets better
I'm listening to an audio book at work, and after a bit it just decided to replay the video of the cat pissing. So I just had to listen to him pissing for like 10 mins before my hands were free to change the audio source.
o I'm purple now
damn the rocket looks cool
Kaolin coin going up
For team members, to be visible in the repository, change your status, via the link
https://github.com/orgs/TerraFirmaGreg-Team/people
I often see this as a cause of crashes
hm, I don't see anything in there that's our code, let me ask in the tfc server
their github said it is because of distant horizon mod, but i don't know how it may be connected to server crash( or it is not)

I think it's worthwhile to simply disable export for Spartak or, even better, server side for him
From our discussion on Vulcanized Rubber I was thinking we could have a go at the rubber processing line
it seems "ores to mB" info in tips is broken in 0.9.9
i have only one idea why it happens: because of performance optimizations (but i absolutely not sure)
mm, that usually means the melting recipes are broken which means lots of recipes are broken 😩
I don't think spark needs to be included in everyone's modpack - it's the sort of thing you add to figure out a problem, then remove it when you're done, right?
oh, thanks!
did you get any errors from kubejs?
I know with Prism you can put mods on "optionnal"
maybe that could be a good compromise but I don't know how Curse manage these optional mods
it's always on the servers
Most modpacks have it because I believe it's better for performance?
To be fair most of mac users know that we have to remove Spark
could be nice if we have a place to write to remove it if you are a mac user
maybe on the Curse page?
Regarding recipes, it is worth looking at FastSuite
if you do that then we might as well add tfc-caelum back, lol
I'll check when I'm home
you can disable backgroundProfiler in Spark and check if there is an error
does it? it worked ok for me
it makes the sun glow be in the wrong place sometimes but that's about it
🤷♂️
Then why not I don’t know
I think it sux that you can’t configure optional mods with Curse
or have a mod be on certain OSes only
no, i'm sorry
and removing FastSuite mod from game instance not fixes issue with missing mB info in tips
is it still gone after a restart? can you melt the ore in a crucible?
oh, i don't have crucible yet, sorry
will try in single player
oh is it missing on the server?
oh, i'm sorry. It seems yes, it's on server issue. Locally i can see this info:
hm, but i don't have fastsuite now, i will return it and restart game in single player and will check again
please!
(sorry)
no I mean like, please do! I appreciate your help!
Hmm, still have melting info in tip in single player with fastsuite, so i suppose it is not fastsuite related
hmmm
#💬│modern-chat-en message
someone else had all their stuff deleted on death on the official server, without tfc-death-punishment
so it's not that mod's fault
the error was not only in this, but in the error connecting to the server in general
🤔 any idea what's causing it?
Is this error supposed to be here? Just pulled from dev
You need to update tfg-core
ahhh, is there any instruction on how to do that?
I usually wait for Pyritie to drop the lastest here lol
I would if I was home 😩
fair enough lol, tbh it isn't causing any issues so
I think if you download 0.9.9 the tfg-core should be up to date
When did you last update your dev instance?
You probably just have to do another pakku fetch
it should yeah
ah yeah that was it, ty
man I'm tempted to just remove Better Foliage, it constantly looks ugly for some people and it doesn't even work with all the afc leaves
Probably tbh. Could just be one of those optional mods like distant horizons
https://github.com/TerraFirmaGreg-Team/Modpack-Modern/wiki/[EN]-Suggested-additional-mods I did make this page a while back
Thermal expansion is knocking at the door. What do we do?
idk what else to call it!
Nah it's fine lol. What if it can collect different liquids depending on the dimension? Like the air collector
can't call it a "pump" because that's what this thing is called
which I have no idea what it even does btw
Apparently it's the best way to empty oceans
ah it's a gregtech hose pulley
interesting
if you put it over a 3x1 or 2x2 area of sources it will drain them
whereas this new block is basically a rock breaker but for fluids
but otherwise yeah I'm sure it can - the recipe will say which two fluids it wants next to it, then the rest is just a normal recipe - say the dimension, duration, power usage, etc
I see I see 🤔
rn I'm using the same textures as the Item Collector because that's another machine I don't think people know exists lol
I think I might take the "big fan" texture it has on its top, and put it on both sides instead? and that should look ok
What if the sides looked like a peristaltic pump
I mean if you wanna make the textures for it, be my guest :p
I don't think it's worth bothering with though
Yeah, just do whatever. I can change it later 
it lives!
some recipes
water, salt water both ulv, lava is hv
identical recipes for both overworld and beneath
What is the new behavior?
It's an electric machine that basically does the same thing as a mechanical pump for infinite source fluids, so it's easier to fit into a more advanced fac...
Sickk
ooooh very cool
There are resource packs that do more or less the same thing, idk if they have the same issues or are more or less resource intensive tho
they don't work with tfc/afc leaves either
Ah, I see.
I know I should feel okay about this machine but it’s so strong
But I guess with Create it already exists
@brave cairn unfortunately I have to work today. So I can work on getting the enums working when iI get home tonight. Unless you wanted to do it.
Or you can just merge the request, and I can update it later
it's ok! I'm not in a rush
your idea should work tho
alrighty! yeah I'm procrastinating on some other stuff I should be doing too lol
I'll take a look at https://github.com/TerraFirmaGreg-Team/Modpack-Modern/issues/1108 since I think it's blocking them
tl;dr some broken assembly line recipes with the different stack sizes we have
Do we know the cause of the melting mb thing being absent sometimes?
I think it's one of the optimization mods that xikaro added right before 0.9.9 released, but I can't check because it only happens on servers
I think one more optimization mod will do the trick
Maybe it’s Spark
does spark actually change anything? I thought it was just a perf analysis tool
Yeah I don't really think spark would be an issue
is there anyone with their own server who could go through and try removing all the new performance mods to see if one of them is fucking with the tooltips?
you can download the server pack and just run it parallel to the client
😩
I can try later tonight
Was this bug reported before? No, it was not. Version modpack used 0.9.9 Environment Forge Server New Worlds Unsure Please provide a link to your latest.log, if relevant. https://mclo.gs/3Zm55Vg Ex...
this person tried and apparently the new mods aren't the problem
I guess I'll see how to run my own server ugh
might try with 0.9.8's pakku and see if it's there too
oh yeah role icons uhhhhhh
that sounds more fun, I've been doing bugfixing all day lol
what do we think, chat
a rock for primitive -> an ingot for iron? steel? -> not sure if we need steam? -> circuits for the rest
a wrench for contributors, an electric wrench for team
alternatively, a gear for "industrial" to match up with quests, and just let people decide whether they think they're industrial or not
I don't have much input besides that I think it would be nice to have a way to differentiate between 0.7 and 0.9 players
idk, there's not very many of those left and their numbers keep dwindling
Got it, so assume everyone is on 0.9 and when they admit they aren't we shame them into upgrading ;p
bingo!
I vibe with it!
What does xikaro and exception get?
idk, whatever they want :p
tfg logo is fine honestly
only thing I'd suggest is renaming their role from DEVS to like, Project Lead or something
Makes more sense to me
alright, got my own server running, and I can confirm that going to the version of pakku before xikaro's optimization mods still has the tooltip issue
don't see anything suspicious in the logs of the server either
man
how does something like this even happen
gregnight for now but I could try using the .9.8 modlist with .9.9 code and see what happens
I think tooltips are handled on the client side of things. So maybe it's some weird desync between clients and server?
possibly, but I have no idea what could've changed to cause this issue
sorry to bother pyritie
could you please tempban this bozo crashin the server?
I don't know if pyritie has control over the server
Ask Xikaro for that
pyritie was online thought she could/would but no need for that the one who was crashing was doing it unintentionally and realized what was going on
https://www.curseforge.com/minecraft/mc-mods/ftb-quests-optimizer I wonder if this mod is causing everyone to suddenly have so many problems with quests not completing
it was only added in 0.9.9 and most quests worked fine before then (besides that damn kaolin clay one)
I think I may have found out the cause of the tooltip bug
wow! Amazing! I just came home with hope to check this issue 😄
oh!
i installed 5.22, and it's not works either. So it's broke in 5.22 already, it seems. Will try to revert to 5.21 too, and interesting: this mod have config for minecraft experts 😄 maybe playing with its settings will help somehow, if we will find root cause
alright!!
👀
Yes, 5.21 works for me too! Yayy! Thank you very much Pyritie! :3
that pot model looks a little off with the art style haha

@brave cairn Psst, I've made a build here — testing needed
@brave cairn 
okayyyy did you see what xikaro said about tfc-death-punishment again btw
yep
revert to version 5.23
bruh how did you figure out that it was this config setting
testing

