#TFG 0.9 ALPHA - PLAY TEST
1 messages · Page 2 of 1
also yeah this quest doesnt work without having gone to the beneath and done those quests first despite it seemingly being supposed to be an either or. But this is already fixed perhaps? Since it looked fine for Pyritie last time I asked about it
there have been quite a few tweaks to the quests over the weekend
it'll probably still be a work in progress, but it's probably already changed significantly for the soon to be release
also its a chunk generated in the last version so this isnt a bug if so. Was just wondering
BUG? flying up to go to other dimension just teleports back down below the activation height
there isnt supposed to be another dimension above the overworld so its sort of a bug, sort of not
when trying to use a portal it says to go up or down going down has the same dimensional flavor text but teleports properly
yeah the going up part is mostly referring to going up in the nether to reach the overworld
going up in the overworld isnt supposed to do anything
ah so its thinking im in the nether trying to exit.. sorta
yeah, basically you get the same portal text whether you are in the nether or overworld. So we have to say up and down
mmm should be clarified mayhaps
correct
fixed in dev
I'll see if I can just remove the overworld to overworld connection from the mod
i got a suggesion, canal block that similar to a aquaduct
isn't that just a water source block
nah make it like a aquaduct but wide enough to let medium boats pass trough
medium boats are wider than a single block
Backpacks to
do they work if you hover over them and press "r"? jei cheat mode was enabled by default for some reason
not the dyed backpacks
forgot to add, if theres more then 2 connected the shared part would be lowerd, so 2 would look like |_ | stairs, 3 being | _ _| and so on, for ends there would be a slightly diffrent block that would be a "canal end"
those are just waterlogged stairs
Yeah couldn't you make a canal by waterlogging stairs and shi
or just digging a canal. I guess the hard part is getting the source blocks to propagate
was there a way to create a flat world in tfg? gonna see if I can isolate the millstone ctd
i mean I don't need a flat world but just wondering
Ofc you can create flat world
didn't see it in new world settings
Just use pre-existing world
I just made a big floating platform with /fill
ugh can't reproduce it in creative
I looked at your log and I think the horse mod looks more suspicious
Ok well I tried to just make a giant millstone factory around myself and grind all the things all at once forever and it didn't crash so... Guess it's not the millstone itself. It's definitely related in my game though, the crash isn't instant. I was able to stop the millstone and it didn't crash. Connected it again and it crashed again after a bit
I have heard that create 6 comes with some perf improvements, that might also include bugfixes too
Especially if you had stuttering before the crash, then it's definitely create shenanigans
what are you connecting it to, exactly?
I have still experienced it, not as often but still there
Yes cow, thanks. As a tester/developer the idea is to isolate those reasons so something can be done about them
Especially when powering multiple moving contraptions at once
Instead of just "reasons" oh well
yes I very much appreciate you trying to find a 100% repro case haha
Water wheel in game, creative motor in creative
oh so even when there's no horse crank involved?
I'm just giving my input based on the crashes I have experienced ☹️
No horse crank
dang, there goes my initial guess then
I have a personal list of tfg tips and tricks for new players... Some are in the wtf category - the biggest offenders are the ceramic blowpipe vs tongs and tree chopping.
For tongs I would suggest making them a single (regardless of metal) item that doesn't have durability. can use any metal (or copper only), and the tong parts castable. This at least lets their availability and function match the blowpipe, even if they are more expensive and take an extra step to make. Wooden tongs can go away since they wouldn't make sense as indestructible tongs. If they did stay as low durability tongs, it could be confusing and players might assume the metal tongs down the line aren't indestructible either. Also, casting metal tongs parts is already more work than ceramic blowpipe - wooden tongs + ingot mold + ingots + anvil + smithing tong parts is a bit much (or not?)
For trees, there are three methods, normal chopping, crouch chopping, and placed log chopping. Normal and crouch chopping have tradeoffs, faster or slower for more or less materials. Log chopping can do either one, and additionally have the benefit of linking and chopping multiple trees together, and done faster than the first two too. If possible, the solution here would probably just be to not make chopping speed dependant on the size of the tree, and just increase the base chopping time of a single block. Crouch chopping can still be faster for less materials, but this would bring in line the chopping speeds of the three methods closer. Tying trees together would still be the best/exploity, but at least chopping single trees wouldn't be done at a huge time penalty.
- I'd prefer if hot or not fixed this themselves 🤔 I can't remember if that mod is still getting updates though - if not, why not see if we could get the blowpipe to just not work with ingots? and then just buff the tong durability
- I did lower the time it takes to break a tree so that exploit shouldn't really be needed any more?
I can disable the "multiplier" if it's still too bad though
whats your memory allocation set to?
could it be caused by that?
Would be cool if tongs didn’t have durability, but did still overheat. Would incentivize upgrading them but it’s not a pain in the ass to keep making more. Still gonna be using blowpipes tho lol
8gb. I tried increasing it, still crashes
let me check what version of hot or not we're on, apparently the blowpipe thing was fixed in x.10
which I know tfg 0.7 was way behind on
like I said I'm not against increasing their durability lol
like 2x on wood ones and like 3-5x on metal ones would be a good ish amount imo
that's a bit much imo
don't need to hold onto your ingots for long, just toss em in a water barrel
1.5 wood 2x+ metal
Wood is made of sticks lol. The durability is just fine
btw how stupid would it be to put a crucible over a campfire so when metling copper pouring it into fireclay mold n' chanels so its only orange hot not yellowwhite hot
so it cools quicker
also about fireclay molds and chanels, they arent cooling properly
That would involve a lot of java code. Not really practical
crucible over a campfire is in game i mean
you shouldn't really be using a firepit by the time you have a crucible honestly
vanilla campfires don't exist
tfc one
that's a fire pit
fire pit is used to make vessels and molds early on i mean the one to make early torches and cooked meet
meat*
you're thinking of a pit kiln
how stupid smart is what i told about a crucible over it so it cools faster
did you know you could also use a charcoal forge to heat create basins?
Here I was hoping for 10x durability on tongs lol. I tried the copper ones, they go fast
Metal tongs can get durability increases, but 10x is a lot lol
Not much compared to unlimited
Well that's a low bar lol
When working batches of iron wouldn't look forward to having to make new tongs every batch
Well iron ones would probably be a lot better than copper to begin with too so maybe will see
As for duration there's a pretty significant fiddliness to say pouring an ingot from a vessel and needing to toss the hot ingot somewhere right away besides just keeping it in your inventory to continue pouring
So if you keep the hot stuff in your inventory like we do now with blowpipe the tongs will burn through super quick. I guess just throwing them out of the inventory on the floor or a pit would be fine (and hope they don't get auto picked up again)
tongs last a while if you don't hold onto your ingots forever
just use em for transferring stuff around then toss them onto the floor or water asap
you can throw them into the top of a barrel filled with water btw
play hoops with your ingots 😂
9 log pine tree, ~12 seconds standing copper axe, ~6s crouching, ~3 second single log + multiple trees
klaze hitboxes are kinda whack
its very very difficult to whack them even if they're in a corner and you're pressed right up against them
how does 6 seconds standing copper axe sound?
changing the speedMultiplication from 0.1 to 0.05 should do it 🤔
I don't think that solves the issue of single log chopping being still twice as fast as that, and being able to connect trees on top of that (but let's ignore tree connecting, since that's a bit out of scope). If single block chopping could have it's time doubled to 6s to match the others... Then the others would be relatively longer again. So it's really having a multiplier at all that's the problem. Now if we consider not having a multiplier per block, then the time advantage goes to chopping taller trees vs shorter ones. Which I personally think is fine. Tall trees and short trees fall the same when their trunk is cut. The durability cost per log remains.
Welp time to get some engineer goggles to figure out some solid numbers for the helve hammer at different tiers
I think as long as the time isn't tediously long, people will be ok with it, and it incentivises axe upgrades (and the chainsaw!)
Is it just me or are fruit trees not spawning on world creation?
they did for me, i had some cherry trees and plum trees
i must be really unlucky then
i spawned way farther north than i did in my previous game, and the average temperature here does not fall within the range for most fruit trees so there are none around me. could be the same for you
you can check your guide for wild fruit temperature ranges
time to move to the nether
Well its not the single block chop exactly right? Cuz even if you make a stack of logs up you cut them down fast. So it seems there is already some check for if you placed the log
would it be possible to make it so that if you placed a log it wont cut down any natural log blocks connected to it if you chop it @digital mason?
I don't know how to do that
it seems like there already is a check for a placed log so there is some differentiation between them, nbt data or whatever maybe, idk how it works
so it seems like it should maybe be possible?
lol, I had no idea
too bad piglin don't give leather :[
the deer do
but the deer don't endlessly come at me XD
lol true
was there something about claiming tiles to prevent mob spawning?
doesn't seem to work in the cave under my base
not heard of that, I think chunk claiming just stops creeper explosions
aah ic fair enough
there's no gold to wear in this game to make them neutral huh. there's gold in engineer goggles I wonder if they'll like those.... ;p
does butcher knife still not do anything? should that just be banished
yeah I tried to see if there was a way to change that but apparently it's buried deep inside forge code
same with them only wanting gold ingots
oo these lavaproof hides are large. good tip.
i was serious about going to the nether for fruit btw
can we officially call it the neath
much catchier than the beneath
yep already fixed that one
would there be a simple way to make a jug/bottle/flask not delete a source water block?
oh... i can't make wood paper because i have no fruit trees/leaves in the area to make drying mats to dry my papers with. poopers.
can't you also hammer it or is that a different step
different step. guess i have to go find some fruit trees
hammer to make the soaked paper, and then it's gotta dry on nice leaf mats lol
tfc do be a mod about travelling
along with that white sand i never found to make the goggles with lol
any white rock can be hammered a few times into white sand
oh? tyty
I added that to the quest text for the goggles
well thats not around either. time to dig out the paddle
with... a forge hammer? or is that updated
yes the hammer that used to crush ores
no any hammer material would work
try copper or even stone
btw gt ores dont stack properly
break it with a hammer
a normal hammer
mine white gravel with a hammer
not being able to hit these klazes with a sword is stupendously annoying
no just a regular hammer, the tool kind
it's not listed in jei
so i could have just gotten really unlucky but the anvil recipe generated for me is impossible. only doing the last required sequence overshoots the target
?
there's no way to go under 0 so this is not possible to do
i didnt even know it could generate impossible recipes xd
thats quite unfortunate
are those second and third last? or not last?
i wonder if you can do a not last as the 4th to last hit
they're in a specific order
there is still a workbench recipe for the brass gear but it seems really out of the way to have to make wire cutters this early
that's just bad luck then i guess lol
i guess, but i assumed there was some sort of thing in place to prevent it generating impossible recipes
oh damn I had no idea
in the recipe, I do specify which actions you do and in which order
what's the -15 one called again?
is that shrink?
minimum target 48+ if 3 shrinks in a row is possible. otherwise if this is the biggest one its 45
draw is -15
draw, got it
I'll change some of these recipes around to add more draws and hits and less of the big ones
I have returned from a 1km expidition... to find fruit leaves lol. Can I request leafy kelp as an alternative ingredient for drying mat? they look the same 😉
lol, not a bad idea
can you send the IDs of leafy kelp and the drying mat? and the existing recipe
how to find id
changed small gears to "hit last, shrink second last, draw third last", that should fix it?
F3+H
this is adding less and less reasons to go south
1km is super short 🤣
tfc:plant/leafy_kelp, tfc:plant/winged_kelp, firmalife:drying_mat
I don't mind too much if it isn't added
rubber trees are still required for progression!
they're just, nowhere near as rng-dependent as kaolin was
I like easy things to add that give nice QoL :)
well the conifer pitch from douglas and aspen etc.. can also be used for sticky resin...
can't make things too easy tho...
steam extractor + rubber log -> raw rubber dust
ok so where's the thing that forces people to go north then?
might as well have both if the design goal is to force travel
log centrifuging was also swapped around so the rubber logs give rubber dust, and centrifuging sticky resin only gives carbon, plant ball, and glue
conifer trees give rosin which is a wax
it's not a "force" since you could use bees instead, but it's there
I'm open to more ideas on benefits the north could get though
"force travel" is the whole point of tfc
right now, the only benefits are:
- better animals
- wax
- more powerful cellar
I think that's kinda it?
right now it's just reroll until you're southeast or move there to start.
if you wanted force travel as a design goal, you would have something that makes you go far north as a hard blocker too
well with the nether having kaolin, it makes the southeast much less of a requirement
either start south and need to go north, or start north and need to go south
not just... south.
like I said I'm very open to ideas if you've got em
nether is travel too - it's a good alternative
what's the recipe for the drying mat btw, is it just 3 fruit trees horizontally? or what
yup
not required tho right? atleast not unless its supposed to be xd. you can centrifuge the sticky resin in that big centrifuge thing from create. so not required to go south unless im missing something
#1360631815563513997 message
oh didnt see that
I very much want to keep the tropical journey because it's a key part of the tfc experience imo lol
fair
Let’s not forget that with the space progression we may have opportunities to force people to travel to get everything needed to build the rocket and the fuel
gt already has a rocket fuel recipe that I was gonna use
yeah but at that point traveling the world for it when you're in HV seems a little silly?
idk
It’s TFC 🤷♂️
one idea I had was
Travelling the world is the point of the mod
ad astra adds these decorative globe items for each planet
I was thinking of making them be like, trophies to say "hey I totally conquered this planet"
so the earth one could have something from the four corners of the map
like idk, blackwood or a cactus for the desert, sea ice for the north, something like that
then maybe make them requirements for making some creative items at the very end haha
I'm personally not a fan of forced travel, but I'm not against it either. I just think it's a little insincere to complain about "less reasons to go south", when the main reason to go south is still there and supersedes something like not having access to fruit trees in the far north, while a reason to go north is lacking completely - if you start in the south there is really no more reason to travel, as you mentioned being the whole point of tfc (which I disagree, I think the main point of tfc is the paced tech progression and more involved mechanics). Having alternatives to fruit leaves doesn't particularly make things "too easy", because kaolin is even farther than that to begin with. If it were up to me, drying things wouldn't require a drying mat at all... seems pretty silly
As for possible reasons to go north, thematically it would probably be along the lines of furs/animals that can only be found in the north. Which doesn't help much when warmth isn't particularly needed in the south anyway. Too bad the neath would be weird if it was freezing cold, with all the lava and whatnot 😉. Otherwise, it would be a bit artificial to have some resource spawn only in the north that gates progression, like oil or aluminum or something like that
Im thinking that would be fine
Tfc has all these tools to travel and we added trains and planes
Traveling is really part of the adventure
exactly, the primitive part is already wayyy easier than it is in base tfc, there's no need to make it even easier
I would be sad if after some time there is no more need to move our ass until space
I mean
and if you're going south for rubber, you might as well pick up fruit leaves
like you're gonna come across fruit trees anyways
you'll basically be at your base from LV to MV, then mid HV you get the moon
and since LV isn't as long now, those two tiers aren't that bad
you'll already be exploring a bunch just to find all the new ores you'll need for those tiers
making oilsands appear only in the desert would be kinda thematic maybe lol
Exception is arsenic maybe
That would be funny for sure
I can't do anything about the fluid drill though
that's gt's system which doesn't know what a climate is
But the fluid drill is the way at MV
Yeah that’s really sad
We could do so many things if that could be a setting
I mean like you could do something with a mixin maybe but
hm. Actually, that might be interesting for space 🤔 force people to go to the martian poles if they want the heavy water, or something
but also, oil doesn't need a nerf when benzene is already so good
We should really write somewhere every ideas for space :p
Organic distillation goes 💪
Especially with Create
Reasons to go south:
Steelworking(kaolin now spawns in the nether)Glassworking(glassworking tables can now be made with brass, and create goggle don't need lenses even when glassworking has been made more accessible)Paper(you can now make it from wood)Sugar(honey works in every case except rum)Drying mats(now made from kelp)- Rubber
It gets to a point...
Paper from wood should be gated to LV ?
You're still missing the point.
Reasons to go north:
or make pumice spawn more often from extrusive igneous gravel
Living north or in temperate climate was good to preserve food
you were saying how "force travel" was not good
and also most spawnpoints are in temperate climates
No, I was saying how there's no reason to travel if you're already in the south
but you're extremely unlikely to spawn south
using the sluice ofc
So if the spirit of the pack is to force travel, there should be something added to force travel to the north. if you're in the south, you have south things and need to go north. if you're in the north, you have north things and need to go south.
Nether does count as travel as far as i'm concerned - the time it takes to farm kaolin was comparable to travelling south, considering danger and death and the smaller deposits, and finding the right biome if you didn't start in it.
There's more preperation that needs to be made going into the nether than walking 10 km on the overworld
does the nether kaolin feel balanced btw
Only having a reason to go south leads to beginner tips like go to xyz coordinates from the beginning of the game and settle there so you never have to move again
It feels good, if a little small patches. Probably need to make multiple trips to get enough powder, since processing on the spot is a little dangerous and logs are not plentiful. I think it's fine though, since it feels like there are enough patches around on my seed anyway. Encourages moving around more and exploring.
Unlike the old kaolin which was rng if you get unlucky and never find it, but it's a giant patch you mine out and never have to think about it again
it's easy enough for me to increase the radius/depth of the patches
I had them kinda small because at first I was having issues with them causing too many falling blocks during worldgen, but I fixed that in a different way since then
I think it's fine, more exploration, more danger. If people prefer the tropics expedition that's still an option too
Tbh what could you possibly need to search for in hv
preservation
Will see
some resources that you didn't need before like topaz for fluorite for ptfe
When you can get everything without going to South I will choose the better option
also not dying of heatstroke when forging for long periods of time
Also remember that GT machines radiate heat when working :p
Thats something you don't need to travel much to get some, I was thinking about something more like kaolinite
Where it's actually a full blown journey
Ores distribution will be redone at some point because Pyrite wants to gate ores with space exploration
Preservation isn't a progress check/blocker. Heatstroke and freezing are both things - people tend not to bother or worry about freezing or seasons because everything you need is in the south as it is
you can just place ice down on the floor near them, I have a bunch of blue ice around my EBFs/ABS for that reason
I do like that idea
in the dev thread they're talking about moving certus to the moon and re-implementing the asteroids to the moon for the ae2 presses
only a few
Oh damn I didn’t think about that
Expose your machines
to rain to cool them down
here's an idea from the dev thread: what if the create 6 stuff required something from up north
You know what would be funny. Having Naquadah spawns in the overworld but not being able to process it without some stuff from Glacio 😂
Some kind of material needed to make packages and cardboard? Idk
lubricant for SU buffing
not sure about that, loads of people are already put off by create, especially by complex create stuff like its new autocrafting system.
Adding more requirements would be even more reason to ignore that system and go for rushing ae2
Well maybe AE2 would also needs you to go North 😅
I found create easier then AE2 
And you can’t rush AE2 in TFG anyway
make computers a requirement
Also Create gonna be way stronger now
That would actually be quite the nerf to your progression to not use it
here's another one - need special northern leather for backpack/toolbelt
Lots of create machine are actually better than LV ones
Yeah that’s a good idea
Toolbelt? Yay backpack? Nah
An upgrade to a backpack sure
Backpack may be a bit rough true
Shouldn't be requirement tho
why? you start in the north anyway :3
But the upgrade sounds good
maybe for some higher tier backpacks but not the first one
toolbelt is already a bit underused
Really it’s like the best thing ever when playing GT ?
Mostly because people don't really notice it
People just don’t know about it
people be posting screenshots with hotbars full of tools, they don't know about the toolbelt (one of the best items in the whole pack)
Having all your tools without clogging your inventory is pretty good
all my greggy tools, my water flask, my handglider and my ore prospector, all on my toolbelt
and my axe!
Garlic bread in my toolbelt
If it was up to me I will add even more slots to it
IV essentials
exception are the wrench and drill, those are permanently on my hotbar
The love for powertools is universal
Could also be the upgrade of the tool belts limited to a north spawning animals
toolbelt and toolbelt upgrade are basically the same accessibility
People would be « damn this tool belt is wicked I really need to get the upgrades »
Well that can be change easily
there's actually so many overlaps in tfg. For instance, there are like 5 different temperature systems
Toolbelt upgrades being progressively harder with each upgrade? 🤔 or atleast at some point it getting harder to upgrade
tbh if one of these were gated I'd prefer the backpack over the toolbelt
backpack is more obvious and more necessary
Backpack is definitely the strongest QoL early game
Toolbelt gets really good when you enter GT
Tool hell is very real
let me remember them:
- Vanilla temperature
- tfc world temperature (split into average temperature and current temperature)
- tfc heating system
- tfc ambiental
- gregtech ebf coils
any more? 🤣
Maintenance Hatch goes 😖
Coils heat is Ambiental
Hot ingots? 
I don’t think any things depend of vanilla temperature it’s not the same biome
always forget that, my cold climate saves me from worrying about it
vanilla temperature only affects vanilla biome generation which we don't use
in real life, what resources are limited to the north? Using my limited historical knowledge and ignoring geology that just happens to be in cold climates,
the only thing that comes to me is beaver fur, which idk how useful it would be for progression 🤣
whale/other animal blubber for lubricant? for the create stuff. and maybe power tools >=]
make the polar bears drop their liver and if people eat it, they die
unless we get mammoths idk
I FUCKING LOVE EATING ABSURD AMOUNTS OF VITAMIN A AND DYING AS A RESULT
YUM
Some more ideas taking shape as I think more about it - some sort of supercoolant that facilitates production of liquid hydrogen/oxygen to tie into space travel. In general travel related progression that rewards travel by making travel easier, can be tied to the create stuff. (Idea from Oxygen Not Included, where superconductors and supercoolant are magic fantasy endgame materials that makes everything easier)
isnt liquid nitrogen used for that sort of thing
Most of the aircraft upgrades are tied to the gregtech system, close enough I guess
Starts with steam and peaks in EV
Too bad Alekiships doesn't have something similar
Nebby ngl your profile scared the shit out of me
and liquid helium in late game vac freezer recipes
Skill issue tbh
I accidentally posted in the contribution thread, but I like the idea of locking some progressing behind some travel, especially since you are adding planes. You want to use them then, right?
I see you are discussing how to do this, so I thought maybe posting the current positives/negatives of each side would be an idea. Dunno if done before. Currently in my playthrough of TFG 0.7.19 I am just into HV. But I've played TFC several times before.
A** trip** to the south is currently rewarded with:
Kaolin clay, Different crops especially more fruits, Sugar cane, Kapok(rubber) trees, Papyrus(paper).
Moving more south permanently is rewarded with:
Stuff mentioned above, Year round crop growing, No snow.
Current disadvantage of moving permanently:
Hot or Not makes working the forge or being near machines cumbersome as you have to cool off, what else?.
A trip to the north is currently rewarded with:
More wolly animals, else?, cool view i guess?
Moving more north permanently is rewarded with:
Better cellar, wool, more dairy producing animals, less issues when working near forge or machines, garlic?
Current disadvantage of moving permanently:
No year round growing, Reduced honey amount, Snow, Freezing water, Needing insulating clothes.
While you have made, and are continuing to make changes to make going the south less requried as you now have alternatives (Kaolin/Paper/Rubber), it still has the benefits.
Where as the north doesn't really have much in benefits. Maybe making some of the required gem veins only spawn in the far north?
Like Sapphire or Emerald for the chips before HV?
Or making Vanadium magnatite veins only spawn further north?
It would then be good to travel south before LV, and to travel north in MV, and go to space for HV (with space travel and AE2 there)
It’s an interesting idea to push towards a direction depending where you are in progression
I would really like to gate a part of AE2 with a ressource you find in the north
a custom one
why ae2? that's so far off in hv
Because it’s useful for the rest of the pack and makes for a good progress/reward
I think AE2 feels alien, so putting it in space makes sense. Also ressource management is servicable in MV as is without AE2, but in HV stuff gets more complex, so you would want to setup AE2 there
Well if I can do it on the moon why not
But I’m afraid usually the moon is so easy to explore
If you succeed on making climate works on the moon that would be nice
Sounds good to me
When are you thinking of making Create 6.0 stuff accesible to people, i mean progression wise? I like the tier based "travel system" as it forces you out into the world at each progression stage
around late steam/early lv I think
Currently in the pack, you sit in your base pretty much from late steam to HV, which feels a little jarring as you had to go around the world and travel south in primitive/steam
that's around the time when your storage starts exploding
Also the process of making a rocket could be made to need stuff from all over the world
As a last big trip before space exploration
about that, i think should have 3 main climate regions that being, 1 earth facing side, 2 far side of the moon, in between region
I've got it doing daily temperatures and latitude temperatures
same for mars
for the climate tab in your inventory at least, I haven't figured out how to make it affect the terrain yet
so the decorators can be spawned already through climate?
no
We are limited to biome or rarity?
anything that tries to query tfc's climate system in a dimension that isn't the overworld, currently crashes, because they aren't using a tfc chunk generator type
I would love to figure out how to give other dims a tfc chunk generator (or at least a custom tfg one that exposes the temp information) so we can do stuff like have proper martian poles
Babe wake up time to use java 
Fwiw I fuck with making a northward trip to get something
yeah it's def gonna be a java thing lol
The more you use watercrafts and aircrafts the better
Since they're unironically really fun
Me in my biplane flying to the north and crashing against a glacier
finally i can dogfight with the people i hallucinate
fixed the thing where tool heads weren't copying across their forging bonuses
Can you in theory get s perfectly forged screwdriver?
first time using item stack providers
no, because the basic screwdrivers are just crafted out of rods
I wouldn't mind changing more of these gt tools to have anvil forging recipes and more extruder molds though
(I will warn you that it isn't trivial to do though)
What all needs to be changed to port a save from main to 0.9 alpha? Do I need to pick up all my old taps?
with this specific build in the OP, there's instructions at the top.
for the version that'll be on curseforge soon, you'll just have to recycle your old gt kinetic machines and everything else should all work?
Okay, thanks
Your old taps will just appear as invalid block textures
Plop them in a crafting grid and you'll get the AFC tap
Worth mentioning that you fill barrels instead of buckets
yeah, same with a few ores and ingots - you'll get a "replace me" item that you just put in a crafting grid to get the replacement
Can AFC taps output into GT drums?
no, has to be a wood barrel
Okay
but you can use a mech pump to automate it like before
yeah, I've got mine setup with a pump
predators drop raw meat now
there's no croc meat so I just had it drop a bunch of raw fish instead
and a small chance to get a fishing hook because I never see anyone fish
pyritie am i able to find an updated version of 0.9
not yet
damnn
I mean, stabbing the fish just kinda works too well for me to care about fishing lmao
Thought about making a fisher but it was kinda low on my list
I'm awake and throwing up more ideas - endermen spawn in the overworld (underground?) in cold climate, hold an ender pearl to get to neath
problem with endermen is that the surface is supposed to be free of mobs
but endermen just go wherever the hell they want
so it kinda breaks that part of tfc
At this point tfg is a barn of qol features and I'm all in for it
Another mob then. Guardian?
lol
Or not guardian warden sorry lol
I mean I was thinking of maybe sticking skulk on a different planet somewhere
problem with skulk stuff is that it requires underground biomes which don't work with tfc's worldgen
was gonna put those on an ice/water planet
hm.. I wonder if it's possible to place a structure at a specific position
then we could put something exactly at the north pole
Where is the North Pole? Does it get warmer if you keep going north past that? :p
yes, actually, it's at exactly 0, 10k I think
or -10k, 0... I forget which way around the coordinates are
but it's 10k from 0,0 either way
Sounds cold. Average temperature is already negative at -3500. Will definitely need furs there
iirc the north pole is -20c and the equator is +25c? or something like that
yeah, "every 20k blocks" and 0,0 is in between two extremes, so they're each 10k away
so it's 10k for one extreme, then 30k for the next, then 50k, etc
(I did make these distances smaller on mars! since it's a smaller planet after all)
Well... Again personally I'm all for travelling and exploring but I'm not a fan of just straight up time wasting, holding w across the ocean for 20 straight minutes for kaolin was not fun to the point of "yeah I'm cheating that next time". Definitely not looking forward to 20k unless theres a faster way to get there. In my head sub zero average is about as far north as I'd be willing to explore on foot or boat for the early game (-3-4k). Everyone different though obviously
I mean
you have two options now at least
you can just air-travel to find kaolin
either using a Cargo Ship (Excellent idea since you can put a bunch of your found kaolin in there)
or probably an economy plane
i think biplane should be available at that point too?... i might be wrong
Right, instead of rowing 20 minutes across the ocean I get to spend hours getting killed and corpse recovering in the nether, and have more fun doing it. Yet some people still complain about "making it too easy" and no more need to travel.
Actually sorry, it was 20 minutes flying back in a straight line in creative, the actual rowing the way there took hours
everyone I've seen who tries the nether starts with "oh this isn't too bad" followed up by "I'm fucking leaving bro" lmao
good.
nether is good if you spawn in or close to a lush cave
Instructions unclear, spawned in lush cave and got gangbanged by piglin and klayzes
Actually after bringing in a shield it was the silverfish that were the most annoying. And the fact that it was super hard for me to actually hit klayzes with a sword, the hitbix is wonky. Or is that just me?
nah i had issues hitting them too, but i suck so maybe im not the best metric
Like you can't hit them if you're too close
It is pretty janky
can the top message be pinned? mobile cant view the top message unless they scroll all the way back up and there are a lot of messages in here
^^^^
ahh goggles acquired. so 16 rpm does not equal 16su
is that what the 0.5x rpm kinetic stress impact means
why does the helve hammer give you .5x rpm in the tooltip, but the millstone gives you the max kinetic capcity: 16, and it just says low kinetic stress impact
but when i put the goggles on i guess it also says 0.5x rpm instead of low
basically only greate stuff has the max kinetic capacity
ok, thats fine. what about the tooltip inconsistancy for stress impact? I'm guessing low is 0.5, moderate is 1 and high is 2? and you're not supposed to see that without goggles? rolling mill doesn't have any information in it's tooltip at all, with or without goggles
Another question - insulating leather gear loses their armor? are they supposed to
Yes, basically it means "The stress impact this machine gives is X times the current RPM"
so if something has 1x rpm as the kinetic stress
at 256rpm it consumes 256 SU
the low/moderate/high text doesn't really mean anything, you just want to look at the number
i'm just pointing out the inconsistancy in the tooltip - the hammer shows the number without the goggles, the millstone shows low until you put the goggles on, then it shows the number
and if low moderate high is always 0.5/1/2, then that's just a fuck you to whoever hasn't made goggles once before
tbh
the helve hammer one is just
an issue of that addon
playing create without the gogglesis basically like piloting a plane blindfolded
I changed the low/moderate/high texts to better match greate numbers in tfg
but yeah, you'll basically want the goggles when doing anything fancy with create
if anything, we can put a quest making sure people create their goggles 
fancy like how much speed can this one water wheel run a single millstone/hammer at, and how many gears will i need to reach that speed i guess, was the information I wanted to know and needed goggles to find out, but I'll never need goggles again to find that out anymore now that i know what low/moderate/high means and that water wheels run at 4rpm
Imagine drawers
there is one
you'll def want it later once you start making more advanced setups
Is it cheating is I configure the files to set minimum source of lava from 2k to 1
And also will the update break my tree farm?
only if you think it is
no one will know
I can make a pulley into the lava lake connected to super chest which is easy but I’d prefer using 1 source of lava
So If I ever want to update
I will go dig into the files and change configs
it's cheating but you could also give yourself a creative tank with lava in it and no one would know or care :p
at the end of the day you play the way you want in solo
I cheat sometimes
Like loading up backup when I make very big screw up
OK so helve hammer at full speed with bronze transmissions is 12.5s, so 75s per bloom step on an bronze anvil (6 hits), 62.5s on an iron anvil (5 hits). At steel shafts and anvil it gets 4x available SU/speed and another hit less, which puts it at 12.5s per step, which is a massive jump, way faster than the old forge hammer's available at steel's 50s (no need to think about old mech press).
While better than the 150s at bronze I assumed before (since I didn't know about how the 0.5 stress worked until I made the goggles to find out, which was a big pita), I'd still consider it a huge trap and mostly useless at bronze/iron tier, especially when the limited materials useful for advancing to the next tier - the hammer itself won't give enough of a benefit for processing bronze and iron to making it worth it before getting to steel. Doesn't help that this automation doesn't run when you're exploring or in the neath or something (or does it?)
It's mostly useless for plates at this point, since welding double ingots would still require heating and manual work, and offers no material efficiency bonus.
I'd consider:
Straight up moving the helve hammer to steel.
Increasing ULS to 32 instead of 16
Doing 2x max stress capacity per transmission tier instead of 4x
thats just being smart imo
It does work but you have to chunk load your infrastructure
I think its role is to be able to passive
Does it help if I say no one really cares if you cheat or not in a single player game? And that if you ask about it and announce it, the only purpose would be to annoy people that might actually care about it if they exist? That wouldn't happen if you didn't feel the need to share, unless you're trying troll and get in an argument with those people on purpose.
the 4x per tier is to make it scale with gregtech which is also 4x energy per tier... but we could make an exception for ULS, since that doesn't have any gt equivalent
if ULS had twice the stress which let you run the hammer at twice the speed, would it be worth it do you think?
Maybe, in conjunction with running when away (kaolin expidition/neath)
Yeah I think it would, load up the machine and go, which is about around that stage of progression. Maybe make a quest for how to chunk load infrastructure in the automation quest tab? I have no idea that was a thing. (Sorry I haven't read all the new quests everywhere yet either, so if it already exists somewhere mb)
That’s actually a good idea if people don’t know about it
You put one or two stacks and go for adventuring
the very first chapter has a section on how claims work which I've rewritten to include stuff like that
But then you also gotta solve the loading and unloading of the machine too for the two step bloom processing, so I probably wouldn't bother until steel myself still.
You come back and your plates are there
Plates I (personally) still don't think its worth it since you gotta heat and weld the ingots, one forging step isn't a big deal, for no material benefit, and not all ingots need to be turned into plates. Processing blooms and pig iron was the real mind numbing smithing for me. Not hard, but SO MANY.
As far as progression goes, I'm definitely setting up a water wheel and chutes for the millstone at the least - that one is pretty important
yeah, it's there if you want it, but if you'd rather do everything for your bloomery yourself, the option is there too
that's why I suggested even just yeeting the hammer to steel level completely, so I wouldn't feel like it's a trap
well that's my opinion anyway
If I update my world
What happens to the quests
and the other suggestion about the stress adjustment or scaling was because the jump in capacity from bronze to steel is immensely impactful, much more than tweaking number of hits on the anvil
with how fast the helve can get at steel i'm a little worried about the forge hammer speed now (for processing iron/steel ingots, i'm still going to make it for the plates bonus and not needing to weld)
Well that's not a huge deal either way if it's intended for the helve hammer to be the primary ingot processor. Time to move into steel with my one layer blast furnace
I can make the forge hammer faster to match, that's no problem
how fast was the helve hammer at steel btw? to do blooms and such
uhhh assuming i'm getting 4x speed and 4 hits (I haven't put it together at steel yet since I'm doing this in an actualy playthrough), it would be 12.5s/step, 25s to an ingot
a single one should be able to process a bloomery running full time at 15m/batch
but you'll probably have two at least, to automate the two steps
although... there's probably some looping shenanigan I haven't thought of to try yet. should be easy enough with item pipes...
can funnels insert directly into item pipes? or does it have to be funnel chute item pipe
chutes are best for putting into item pipes
cant use a chute on the helve hammer
i'll find out later
actually i'll find out now, i have leather for funnels and they're not gated behind rubber anymore
iirc, belts are basically a type of item pipe, so I'm curious how it'd look if you put an item pipe where a belt might go
Pretty sure it can
oh. the alternate fire brick recipe is gone now huh.
I made a new one, since the other was gated by the macerator but that's not possible now
1 kaolin + 1 graphite dust?
it was brick powder and clay powder before i think, but this is more like the normal recipe
it was yeah
I'll keep the stress limit change in mind for the future though, would like to get more opinions on it once the alpha is more available
Maybe make it output extra bricks so people can use them for building?
Unless do we have a use for them now beyond LV?
Oh, I just realized it's kaolin clay, not dust
Probably fine then
nah this is just to like, let you use any extras to expand your blast furnace
hmmm funnel doesn't want to poop out an item on it's own, even though the ponder shows it doing that
like this?
ack the funnel was backwards hmm
well funnel to chute to pipe works for sure, lets see if i can cut out the chute...
so no more alternate recipe, instead just way cheaper. wait this is way way way cheaper isn't it
¯_(ツ)_/¯
yes but you need the alloy smelter for it, which requires a little black steel to craft, so
it's more of a "hey now you can use up all your leftover kaolin" recipe
actually lemme add one for the dust as well
or, definitely just make one layer of blast furnace to get to this recipe to make more bricks
lemme check the numbers
it's similar to how it was before where as soon as you got steel, the rest of the blast furnace bricks were dirt cheap
5 kaolin clay -> kaolin powder
4 kaolin powder -> 1 fire clay
5 fire clay -> 3 bricks
80 kaolin clay for 3 bricks = 26.6 per brick
minor changes
second is basically an "oops I cooked all my kaolin already" sort of recipe, lol
is this a loop
ok so if it turns into fire clay instead of a brick directly it's a 4x bonus, pretty good
the powder recipe is to revert back to kaolin clay, and the kaolin clay recipe is a cheaper way to get fire clay
oh here's another idea - what about a wrought or cast iron shaft in between bronze and steel for the 32 stress
I can't remember, didn't someone here say they wanted to help fix up the field guide?
sorry i'm just throwing stuff out there as it comes to mind
that was me - but i get uhh.. distracted by playing >_>
ah lol
ehhhhh the problem with that is you'd have to replace your infrastructure with each tier and that'd be too soon
I'd much rather just buff the basic ones if needed
then change that to maybe let the first tier be bronze or iron,
cuz i'm running out of bronze XD
you'd have to make a new millstone as well since that has its own max stress too
lol I did add a wrought iron recipe for the shafts
should be slightly better than bronze too
oh all these basic parts can't be recycled or upgraded huh... yeah i'm definitely skipping automation before steel next time (for the helve anyway, the grinder is great)
yeah can't really recycle something that could be made from 1 of 4 metals
a few other create things will happily accept any cog/shaft though, so it's worth keeping them around
Well this loop works. The chest is not even needed unless you've got a brass funnel, it'll just spit everything out anyway with a normal funnel. at least the hammer can't do anything to normal ingots so they'll collect in the hammer inventory.
or have a second hammer for one way processing, then no need for item pipes but still need the funnels. Need an extra anvil though.
didn't get the funnel working directly with pipes?
nope
ah well
i wonder what happens if i overload this. guess it'll just start spitting out items all over. probably better to have a chute on top
ah a second hammer can't share the transmission. so need to get a whole nother set of water wheels and cogs and shafts
i thought they could still share, just not go past their speed limit. bummer
they should share, but you'd need double the stress or to run them at half speed
Which kinda defeats the purpose of having a second hammer over one hammer at double the speed
yeah, the bottleneck is the stress limit
i guess I was hoping hoping the stress limit was just a matter of max speed for each device, not the total for the system. but oh well. definitely not touching this till steel
You shouldn't need to automate as you progress though
It's stronger if you want to progress slowly and other stuff while it's going
tomorrow
👍
give us a sly drop today?
It's tomorrow.
Highkey very excited for the next one
cant wait
wish it was todayyyyy
Today?
tomorrow
Fuck time zones lmfao
Between time zone and black hole you never really know when it’s tomorrow 🫨
Fuck I didn’t consider the time distorting black hole in my backyard….
hmm ok regarding kaolin patches in nether they do feel kinda small. need 5+ patches just for crucible and one layer of bricks, in my game. multiple trips, + any death runs, which take a while since there are mobs on the body usually. I think the patches could use a bit of a size increase, and the teleport transfer time reduced too, that was a bit annoying
i guess i should have brought a bed into the nether
moss blocks op
not a whole lot I can do about the nether teleport time, it's either 5 seconds with no warning or 30
but ok I can make the patches bigger 👍
i think part of it might be a lot of the ones i found were mixed up with rock and veins? so they eat up part of the patch? i dunno
ah that's possible
lemme see...
yeah, the ore generates before the kaolin does, and the kaolin only replaces deepslate and moss
right now the kaolin patch stats are:
vertical depth of 2 (extra bottom block chance of 20%)
horizontal radius between 3-5 (extra edge block chance of 30%)
what do you think would be good?
maybe 1 more tile deep. but also i think i'd get a ton more if it took priority over ore
lemme see if I can add all ore blocks into its replaceables list
oh, right now it's also using the same list as the rest of the moss and stuff lol
the spawn rates aren't too different from the overworld, I mostly just cranked up the density a little (what % of the vein actually gets turned into ore vs stays as rock)
letsee... do klazes spawn on top of kaolin or just anywhere in the lush hollow?
kinda feels like there's no pattern. or i'm missing patches they're spawning on top of cuz they seem to spawn anywhere
anywhere
it would be cool if they stayed near the kaolin only, maybe in groups of 2 or 3 - one as an indicator for kaolin to make it easier to find, two to prevent sneaking kaolin without fighting, and 3 to make an area a bit safer after digging out the kaolin. if that's a thing that's possible. piglin make the rest of the area randomly dangerous enough i think, given the lack of gold armor
and the fact that they can spawn with axes T_T that was a nasty suprise lol
you can still distract them with gold things! I'll need to double check that the tfc ore works too
oh i haven't tried, i'll try that
thankfully the "can distract a piglin" thing is just a tag, unlike the trading item and armor...
the klayze thing sounds cool but I have no idea how to do that unfortunately
aw bummer. oh well it's fine. I especially hate klayzes because of this https://youtu.be/NziSbjWNxRY
there's like a sliver of distance where sword actually works
someone else mentioned it happened to them too, but i feel like more people would complain if it was everyone? or maybe just not many people trying .9 right now lol
i kill 90% of the klayzes by having them shoot other things and getting them angry
i also just realized theyr clayze and not klayze and that makes me sad
their hitbox looks pretty normal to me 🤔
so it does 🤔
yeah the debuffs are behind your minimap in that version (which I fixed)
and I see that they still debuff you even if you block it
oooh
I'll bring that up to the mod maker, it does sound like a bug
...I'm also just learning that they drop brown dye for some reason, lol
well that helps a lot thanks, now i know i can just press up to them and keep swinging lol
something something mccreator moment
i could maybe re-create the thing using actual java code, how hard can it be 
btw I assume with the full release I wont have quests reset again right? Since Im already on the new quests with the test version @digital mason ?
You shouldn't but there may be some changes there and there maybe
tomorrow
hey we fixed up the server at least
it was like this when we tried the server build two days ago :p
Very intentional, very Greg
that video is so fucking cursed
If people would stop finding bugs in our perfectly flawless update then we could've had it out yesterday 🙄
So it's the play testers fault 😁
please tell me its out now
that was said yesterday
it's still yesterday today
tomorrow
smh my head just work faster
Why don't you just wait faster?
Im already waiting at lightspeed
yk i think yall should drop the update today yk, we will need to experiment with the updated version to find bugs anyways
I think no one here is trying to push the update further
but launching an update with broken stuff is even worst because then you need to fix everything in the rush to push an other one
and everyone have to update again
and that's a mess
and no one wants that :p
yeah true
It's prettttyyyy much ready to go. Just need to merge everything and get xikaro to push to curseforge
So tomorrow:)
There's always a tomorrow after tomorrow
what is tmr? is it 24 hr later?
It's when it isn't today
If you guys just look at the GitHub channel here then you will see that the update is wrapped up
#👽│modern-github-log message
tomorrow is never, because it is always today tho.
i will never get rid of this in my mind now lol
twas the first time i experienced a drunk world
shit ran like molasses too
is it impossible to make a harvester without steel btw?
if so why is it under the wrought iron automation questline?
Tomorrow?
Tomorrow ☺️
predator fur clothes are hella warm
also i figure by now this was a "when it's done" response after it was pretty much 24 hours later
no no it's tomorrow trust
is the quern supposed to be superior at crushing poor raw ores than the millstone?
I think there was a bug with the millstone for poor ores
should be fix
is it possible to allow seaweed/kelp to be added to soups? Or can soup only handle edible things
hmm my blast furnace isn't accepting charcoal
blast furnace uses coke now
I've got the repo forked and cloned. Looks like the field guide isn't included in it's entirety in the source files? Do these modifications overwrite the original? Also do I need to handle translations?
With the changes on graphite spawning in 0.9 what are the best strategies for finding it? In 0.7.19 you could look for rock type and surface indicators, but pyritie said they would remove this.
maybe under volcanoes?
i remember i had to find some that way when couldnt find a close shore
so where do i download .9 now that is fully out
It's not fully out yet. It's an alpha play test
so still on playtest ic
yes, we only included files with things we want to override - if you want to edit another chapter, you'll need to copy the file from the tfc (or other mod)'s github
there's still indicators, they're just underground now, and graphite can appear in every stone type. If you use an ore prospector you can see it's pretty dang common
not really, but apparently the quern recipes can't take more than one at a time, or give chanced outputs, so I'm still fiddling with it
how much longer for 0.9 bestie
tomorrow
It’s been tomorrow for like two days wtf
it's not like a video game where you have a publisher and everyone is getting paid to do their daily job :p
Lmfao im not actually mad i get it
Honestly it's gonna be today or tomorrow or tomorrow after tomorrow
but it's coming real soon atleast
What about tomorrow after tomorrow when it's tomorrow?
You could be real funny and release it yesterday today
fuck off really?
You have to listen to me I know theyre coming for me. The full release of 0.9 terrafirmagreg, you can find it in the
what?
i believed this.
i deadass got on just to check
The playtest exists 
did they change the terrain gen so you need to start over or explore new terrain?
Yes, but you won't be missing much if you don't
Most of the new stuff is in the neath, which is going to be freshly generated either way. In the overworld there's things like deeper graphite... Not sure what else
some veins are slightly changed and that's about it in the overworld i think
actually some new structures
but they're only really useful in prim age
new structures, different gem buds, a few ore tweaks, that's about it really
Ok I got the tfc source to now, and will start reading through looking for inaccuracies. I only know English, how should other languages be handled?
don't worry about them for now
also, leave the TFG ores chapter alone, that one will be getting a tool to generate those pages automatically
so beneath will regenerate new terrain even you have visited it?
Oh no probably not if you're already in .9
i mean i heard they change the spawn for kaolin clay in beneath
The only thing I know that changed there was maybe the size of kaolin patches?
yeah I just made the patches a little bigger, no other changes
Is the 3000mb capacity of vessel an arbitrary amount? 3024 would divide evenly by 144. Or if it originally was to make 30 ingots worth of liquid metal that would be 4320, or 4608 for 32 ingots worth
Or just leave it so people have to deal with the leftover mystery metal bucket of shame
I guess the moment when restarting a world will be when space is implemented
wait so you need new terrain for space? i thought it is similar to beneath where you just go there
nah but there may be changes for ores distribution
You don't have to but I guess that would alter your experience
making it too easy?
or skipping stuff
Sometimes it's better to start fresh
like bauxite in moon as if in gtnh
kinda yeah
even if I don't remember what Pyritie wants to do for ore distribution
and it's not define yet
i guess that won't be before months anyway
move certus and that bauxite/alum/ilmenite vein to the moon yeah
and probably move plutonium/naq off to mars
Wow there's a pretty decent chunk of stuff to update in this field guide. I hope there's no pressure in getting it in before "tomorrow's" release ;p
But I should be able to have most of the big ones ready in a bit for review
i dont think we are adding anything else
nah no pressure
Can I submit a PR without testing? Since these are only json changes and I don't have compiling set up
or will it apply if I just copy the json changes into the installed directory? maybe I can test like that...
is there a way to make the basic_automation page be searchable by "charcoal" and "coke oven", since that's where the coke oven lives?
I mean like I'm working on the field guide now, but don't know if there's a way/syntax to do that particular thing
no, it just searches by title - that's a patchouli thing
Also, where do the recipes live? If I want to link to a recipe and need to get the path/name
easiest way is to go to EMI settings ingame, then go to the dev section and tick "show recipe IDs" (and F3+H to enable advanced tooltips if you don't already have them on)
then just look at a recipe and hover over the output
you can also use a kb to get the id from clicking on the output
it copies it
i think it's middle click if you don't change anything
today.......
Tomorrow might be today 🤔
how can tomorrow be today
If today was tomorrow
The day after tomorrow I plan to go over every single quest prerequisites to see where I can break/skip them and rate how much of a pain it will be to recover from. Although if it got changed to allow completion of tasks even without the prereq I think most of the pain will be gone. Guess I'll find out... Tomorrow
saw
@digital mason figure i should tell ya if you didnt update it, the mods folder is kinda messed up
lemme recreate what it looked like on download
this is a recreation not what it actually looks like (greate is not a TXT, the folders do look like this)
basically had to move the mods folder that was in the mods folder in the .minecraft folder
fixed everything
is that from the download in the OP, or the download from the github?
from the op
ok, that one's dead now, use the github one
use the curse forge version? worked fine for me
yes, you add it to your mod loader and it'll download everything for you
maybe it's because i use prism
but i recorded a video to show what i mean
doing what i did fixes it
just wanted to let you guys know
let me rerecord
the weird thing is it worked with Prism for me
Either I messed up and I've been editing the wrong files completely, or I'm missing something. I've been working in kubejs/assets/tfc/patchouli_books/field_guide/en_us/entries. When I copied them over to my game instance directory in the same place, something broke and the guide book wouldn't load. I repaired my install and when I looked at those subdirectories they were completely empty (the english ones anyway). But when I go into the game (after repairing) the guide book is there and in english just fine. Did I break something or are these supposed to go somewhere else?
no, that's the right place - what was the error in the guide book?
unallowed characters in link in anvil.json tfc:metal/pickaxe/wrought_iron[tfc:forging_bonus={type:"perfect"}] - I made changes to this file but I didn't touch that, I think it's the curly braces. Let me copy everything over again and see if it breaks the same way and I'll grab a screenshot
I just thought it was weird that the english guidebook directories are currently completely empty
either that or the quotes
yeah you can't add nbt data
Oh i see, I didn't change that bit in particular but there was no anvil page for english previously, I grabbed it from TFC repo. letsee what happens when I copy the russian version bit there...
i downloaded the newest 0.9 version and i wanna turn off collapses but there's no tfc-server.toml in this folder. its a completely new world i made after installing this version. same issue with my world i made in the previous 0.9 alpha
it goes in defaultconfigs at the root
will that apply it to already existing worlds?
should do
nope stuff still collapses
turning off landslides did work though
could i copy the file to the serverconfig folder? or is it just changed to not look for the config file in there?
hmm the guide doesn't seem to like jei: recipes
There was an issue with the mile stone and poor ore not giving anything
download the update, that's fixed
if you see a recipe that says jei:tfc/blahblah that actually means tfc:blahblah
yes i downloaded the 0.9.1
I was wondering about those 🤔
any reason why going back to overworld from beneath sent me to completely different coordinate
like this far
space rules
oh, yeah I missed that one, whoops
it had trouble finding somewhere to stick you where you wouldn't suffocate
usually when you dig straight down the space isn't big enough
how do you make it tp back consistently
like how big it want
Try digging a large area around where you teleport down, when you get teleported back up it has a better chance of leaving you in that area
ok so I did fix this already but it's not in the published version
should I download the multimc or curseforge version on github? Would it cause issues if I tried to go to the multimc version when the save was created on the curseforge version?
no idea
I can just try both. Reason im considering the multimc version is because I already moved the instance over to prism launcher
so idk if that would perhaps work better?
not that ive had any real issues either way
hmm, now im confused. I downloaded both and both have greate in the mods folder but then the multimc download has all the other mods in another subfolder there as well while curseforge has nothing. Would I be correct in assuming that the only update is greate and theres no reason to start replacing the other stuff in that case?
Still says .7 is the latest version on curseforge? I mean ig the solution is to just use GitHub instead but idk how intentional that is
but wait that doesnt make sense
for curseforge at least, once you import the zip file into the CF modloader, it then downloads all the mods for you
curseforge hasn't approved it yet
Gotcha
ok, so maybe the most convenient way to do things is to just create a curseforge instance, import the zip and then transfer the instance over to prism again
greate already being in there is fine, greate's a special case rn
ill start with that and go from there
i dug 15x3x15 and it still wont go back where i came
any tips to prevent mob spawning in beneath
everything seems to be in order. Is there any way to transfer over map markings though btw @digital mason
If it's like vanilla Minecraft, once a portal "latches" on to a position it remembers it. Try teleporting back from a slightly different place in the neath
figured it out
https://www.youtube.com/watch?v=hZLSMY8Pwpw quick 40 second tutorial if anyone else wants to transfer their waypoints and cant figure it out like me
is there a difference between this wrench and the normal one btw? I made it for this quest in 0.9.0 to check it out but now the quest has been changed to the normal one. Are they the same thing from different mods? Does the one I crafted work only for create stuff?
has it dropped
Yup
when i open curseforge to install latest version of tfg modern i get this
even when alphas are included
its all good ill get from github
the create one has no mining speed so it can't be used to break greg blocks, and also won't work in most crafting recipes
but, the create one is used for a few niche things like picking up minecart contraptions
I updated that quest so it tells you to make a greg one
👍
still having this issue with 0.9.1. only turning off landslides did something, collapses are still active despite setting it to false in the config
setting all the chances to 0 fixed it but not sure why setting collapses to false doesnt just do that already
Did you ask directly on TFC discord?
well i mean ive technically disabled collapses now, not sure if its worth the effort
these two quests seem to still be bugged and not detect smoked/baked/grilled meat
you da goat 🐐
uhhh so is the hot vessel coming out of the pit kiln supposed to burn? is that new?
the wood tongs/blowpipe probably need to be added somewhere in the field guide or questbook...
is this different from one posted yesterday in github?
Shouldn't be
so they are the same
blowpipe is a bit of a glitch honestly
yes
yes i agree, did talk about that before. but I don't remember not being able to pour copper before i had one
using my prospecting pick, I found a trace of cooperite, but I can't see it in the book, what is it?
public static DustMaterial Cooperite = new DustMaterial(108, "cooperite", 0xFFFFC8, METALLIC, 1, of(new MaterialStack(Platinum, 3), new MaterialStack(Nickel, 1), new MaterialStack(Sulfur, 1), new MaterialStack(Palladium, 1)), GENERATE_ORE);
thank you
its not possible to make the pills in a mixing bowl because you cant put spring water in it. ive tried with a bucket, mech pump, auto output from a drum, and from a creative tank. ive also tried first putting in the other ingredients but still cant put the spring water in
ah if it's like other tfc fluids it's probably missing a tag to allow it
this sounds like a hotornot bug, it didn't work like this before
or otherwise anything to do with early game casting would have been a nightmare
Btw we had the issue with the conifer resin it works only in a pot on a camp fire and not on the firmalife oven
yeah firmalife ovens don't do pot processing recipes
:o
ok I'll fix that up too
afaik you can't even make cooked rice in a firmalife pot
because it's not explicitly a soup recipe
yep it works with vats
did you close the lid?
but not stovetop pots
It works in the pot
But only if it’s on a firepitn
Else it won’t accept the resin
As a liquid
Redeix said you needed to add the tag
