#TFC - ROSIA
1399 messages Β· Page 2 of 2 (latest)
yeah what would it be made of
How hard would it be for me to increase the size of the Fridges' inventory..?
pretty rough ngl
Just randomly piecing blocks together, electric version could look like this π
my brain hurts
lmao
haha love that
I don't want 40 fridges though π©
Just an FYI this wont be a multiblock like how IE does it. More so how TFC does it with the charcoal forge and the blast furnace. Just checking blocks to see if its a valid construction. So no texture changes
As long as there's a texture change on the main control block so we know when it's working and complete, that's the important part
RN I have it so you cant interact with the block if its incomplete
works for me, since fiddling with it would introduce oxygen and ruin it
but like some kind of fire image to show it's working so we can see at a glance when it's complete, like the bloomery does
Im going to add something where if the contruction is broken mid-way through it returns 50% of your logs with no charcoal
Yeah theres gunna be a "lit" state
Some small particles coming out the front too
Nice
Is the left side of the grill supposed to not do anything?
that is a bug that the guy doesn't know how to fix
I'm aware of it, yes. I know there is a way to fix it (something like how doors are done) but I don't know exactly how to fix it
Maybe also worth looking at IE code and see how they did it for their Engineers Workbench and such? The placement of it always checks for nearby blocks to prevent clipping and can be interacted on either block
Default charcoal conversion time is 18hrs. I'll use the charcoalTicks config as a base and multiply 0.75 for total time
That way its consistent with the rest of the gameplay
Hmm still tho thats 13.5hrs
could also be a configurable option, since you were looking for other configs...the config could be just the multiplayer, so "charcoalKilnMultiplier = 0.75" with a description saying it uses the TFC's carcoalTicks configs
I like that idea. Still considering lowering the default tho
0.6 would be 10.8 hours. 10 hours is 0.55
fine by me, even 0.75 is still a decent number considering the boosted output as well as speed
You remember the yield from charcoal pits?
I think it was something like 60%
So up to 90% is a big boost
yeah, that's why I'm thinking .75 is still a decent number
Aight some quick math
60% yield over 18hrs is 3.333 charcoal an hour
90% yield over 13.5hr (75% time) is 6.666 charcoal an hour
(assuming 100 logs)
so effectively double efficiency
Double productivity. Efficiency would be yield, only +30%
err yeah that
"simple" multi block or not, im still really impressed with the fact you can make a multi block structure. i tried and failed so im really impressed by anyone who can
Almost done π
And it works with the calendar; so you can walk away and return to it completed
New Release:
https://github.com/JeweyxD/Forge-Rosia-1.18.2/releases/tag/v0.0.11
change purple_steel forging and welding temp lower
add purple_steel tools/weapons/armor
add charcoal_kiln multiblock
add new recipe for vanilla bucket
add advancement
add guidebook entry
update README
Awesome!
Why was purple steel temp lowered?
In my testing the temperature dropped below its welding/working temperature ranges too quickly
Which made it really hard to make anything
Its still the highest in the game, but just a bit more forgiving
FYI, testing the charcoal kiln and I can't get any UI interaction, can't seem to add logs or light it with flint and steel. I tried building it out of standard bricks, and diorite bricks, neither would work.
Ah I see the problem. In the book, it shows the kiln block facing front, but when I use the visualizer to place it correctly, the kiln block is facing sideways.
Now that I've got a UI to work with, I filled it up and lit it. I see the smoke particles and a very faint light coming out of it, but no visible change to the block (assuming a fire graphic lit state of some sort?).
It looks like it's applying the 90% return on each stack with rounding, always getting 7/8 charcoal returned. Granted, that's 87.5% so pretty close to the advertised 90%.
Sorry for the late response. Yeah you need to build it with the port facing out. Besides the light and particles, Im not sure what else to add to show it is on. Flames wouldnt make sense considering its supposed to be airtight. The calculation on the return is the input stack * 0.9 which rounds down automatically
The concern with building is that it only works in this sideways configuration in this one cardinal direction. It doesn't work as shown in the book with the port facing straight out, only 90 degrees out, it doesn't work when build like this
only works when built like this, and only this one direction. It can't be built in any other direction
Oh I see what the issue is now
This is something I didnt catch. It seems that the kiln block must be the furthest north block.
I'll add in a check for the other directions too so they all work
When I was testing it just so happened that the kiln was already the north end block so I didn't notice
I got a fix made for the kiln. Works in all directions now.
Also.... as I promised:
grain_can?
Wouldn't it be better to have a general "can" object for any food?
Maybe, but I wanted to stay consistent with TFC and have the different nutrient types
also there's less textures to do
Also the way I was imagining it, the can itself doesn't need to be a food item itself, but could be essentially a one time use container.
So you could still do things like store ingredients for later more complex meal use in them
That's a different implementation though, yours work aswell
That seems very complicated from both a dev side and a player side :/
Canned soup lul
There will be canned soup too lol
yay cans!
(pretty sure) I can clone the nutrition of the soup used to make the canned soup. That way it's the same but lasts longer
How close we are to multiblock batteries / power cells?
Not sure if I'll be making those after all. Multiblocks, in the way you want them, are very difficult. So I'm discouraged to attempt it. Also, the functionality that you want is essentially in the game already. The batteries have an auto-output setting. So stacking batteries together makes them act similar to one big battery
Oh. Good to know.
I would just like to keep away from the pipez but from another point of view, pulling random pipes everywhere satisfies me. And GREAT idea with those iron girders! They are going to make things more factorish.
I will probably add Rosia to my "pack" and let's play in a week or two.
Thanks! Always feels good to hear nice reviews. Also that's super exciting to have my mod showcased! Hopefully by then I should have more content released. Just about to finish up canned food
It's already in my pack as well, just starting to write up quests to get it in the progression tree
Oh sweet! Can't wait to see how you write the progression
Will be in my pack as well minus the machines π
π€¨ I mean if thats how you wunna use it
A little odd, but Rosia's got a lot to offer besides the machines...purple steel tools and gun, satchel and paths
I suppose, but it hurts just a little to see the reason I made the mod be stripped away
when you put something out there for people to use, dont expect them to use it exactly how you envisioned
"I'm not mad son, just disappointed" sums it up π
But hey, I am glad my work is being enjoyed no matter by what means
steam engine simulator
You shouldn't look at it like this. mods are made with one thing in mind but mods don't fit every situation. It's amazing that people who aren't as experienced in making mods can take ideas and integrate them into their use. Your mod as a whole does not fit my pack but a lot of the ideas do. Look at larger mods like Create, Immersive Engineering, Mekanism etc. They are VERY often broken up and parts removed to fit a necessity. If you want to look at it in a practical sense, if everyone only could use your mod if they had to use your mod in it's entirety, you would be losing thousands of downloads.
I am glad it's being used, and I know it's going to be torn up for different needs. It's more so that I'm sad people aren't experiencing all the work I put in, and only choosing bits.
Either way, I'm flattered that you think I'm getting thousands of downloads lol
Doesn't take much to get thousands. Every modpack that adds your mod exponentially increases it. because it gets downloaded for every version you put out every time a modpack updates
(For the version the modpack has)
Well, idk if forge accounts for that, but my downloads page isnt that high
You have 1200 downloads and Curseforge does account for modpacks
1200 dowloads is pretty good for 3 months release
Woah I didn't realize 0.0.8-9 had so many downloads
Dang ig its going better than I thought
Because it is being added to more and more packs
I have a friend who has millions of dls thanks to modpacks π
Gotta hit that 1B mark
Yeah and it just takes one or two big youtubers to pick it up
We need more of just TFC on youtube tbh
I'm doing the best I can!
Playing around in creative to see how I feel about adding the mod to my game and I could only get the charcoal kiln working if the kiln block was facing north. And I am using the latest version on Curse.
Yes that's a known issue. I've got it fixed for the next update, which should be tomorrow. Turns out working on and releasing an update while sick with a fever isn't a good idea lol. Ended up with a few issues
lol. I am liking what I see in the mod.
fix missing data for charcoal_kiln
add canned food items
add canning_press
add advancements
add guidebook entry
update README
btw you probably shouldnt be posting your alphas as releases on curseforge
at the very least make them beta
Why is that? All the stuff I put on there is playable?
easier to add to modpacks
I'm not gonna make you π
it just gives people the impression that your mod is finished when it still has lots of bugs and is missing features
Ah that makes sense. I can add something to the page that specifies it's in development since I've already had so many releases π
how much rf/t does the fridge use?
Does Rosia have a wire system?
Noep
my math says 1 rf/t. Though I believe OP said they were going to make it configurable at some point.
Weird question, what was up with the fridge top block? It uhh kinda acts weirdly
Well... they can be reworked
mhm
Cause the fridge would be uhh, very useful
What if they where single blocks, then if you placed two it would turn into the big fridge and have twice the inventory like chests...?
I would more or less just clone the workings of chests as opposed to "multiblock structures"
One suggestion for the satchel after testing it...is it possible to increase the internal stack size by weight of item? For Light items that normally stack to 32, a single stack takes up two slots at 16 each slot. But for Very Light items that normally stack to 64, they take up 4/5 slots making it effectively pointless to store very light items in the satchel.
So you can either store 2.5 stacks of Light items, or only 1.25 stack of Very Light items.
It is 16 more items than fit in a small vessel, which also doesn't care about weight and caps each slot at 16 items. Since the mod is likely just using the code for small vessels it might be easier to ask for a 6th slot.
Which was already discussed
I think it is fine. It holds more than a stack of either and so saves space.
I was more asking if it could be updated per weight to allow half a stack of each type, rather than a hard cap of 16 regardless of weight. You're right that it's "technically" better than small vessels, but it's a very marginal increase so I'm just suggesting ways to maybe do it differently.
Simply adding another slot then just changes the ratio to 3 whole stacks of light item storage and only 1.5 stacks of very light items. Changing it to half a stack for each would balance it to 2.5 stacks of either weight.
Plus that would help differentiate the usefulness of the satchel even further, rather than just "one extra slot and less food preservation". It would become a more purpose built storage item. Obviosly if it can't easily be changed then the whole point is moot.
Satchels are able to carry ultimate buckets. Intentional?
Episode called "TFC Rosia, because I can" scheduled for thursday. Tin cans, a satchel and what not.
First look into the TFC Rosia mod/addon, because the time to automate shtuff has come.
Bonedoll's suicide NOTline https://discord.gg/x6vPFTFwgcQ
modlist for those interested:
Rubidium, Oculus, Barrels 2012, Curios, Firmalife, Spirit death, Corpse, Additional placement, Jade, JEI, Journeymap, Patchouli, Pekka, Waterflasks, TFC Item barrels, Lug...
Basics only.
omg iron supports are nice
Does the field guide saying something about the charcoal kiln being 90% efficient mean that it produces charcoal from logs at 90% the conversion rate of charcoal pits or that 90% of the logs placed in it will become charcoal?
Well, I know that every time I put 32 logs in the charcoal kiln I get 28 charcoal.
That is a lot.
Thatβs close to 90%
yeah the actual return rate is 87.5% since it always returns 7/8 of each of the 4 stacks of wood as charcoal
I come back from being extremely sick to @swift ingot having made an amazing PR!
Now the grill and fridge are proper multiblocks!
(still a little sick but I'll be back to making new content soon)
https://github.com/JeweyxD/Forge-Rosia-1.18.2/releases/tag/v0.0.13
Thank you HermitOwO!!!
oh damn hell yeah!
Love the video! Can't wait to see you explore more of the mod
Just recorded the next episode. Charcoal kiln, extruding machine, fire box and steam generator involved.
I'm REALLY liking the mod.
I have an idea concerning panning / sluicing. How about a washer? Takes in water and ore deposits. Outputs whatever comes out of deposit.
Suggestion: Information about charcoal kiln on jade.
Something like time remaining? I can do that
The washer is also a good idea
Time remaining yeah.
Also pulling stuff out of extruding machine. Can it be done by with a hopper? I find it a bit annoing having to babysit both output and input.
Could not use hopper under charcoal kiln. It does make sense but yet feels strange.
Love the way how it is possible to combine charcoal kiln blocks. Did not do it in this weeks video but it does satisfy my need for compacting stuff.
Yes it can be done with a hopper on the bottom
I dont think I'll add hopper capability to the kiln since its supposed to be a sealed airtight container
As said, it makes sense.
Redstone control for turning machine on/off?
Default on.
Actually, nvm.
I'll just leave this to here.
Idea behind this is comparator reading nickel battery so that when it is full you can draw a redstone wire to shut a hopper that is autofeeding the fire box.
Thus making it automatically shutdown if the battery is full.
Oh I had a suggestion and just remembered it, have the steam generator also get power from the crucible, probably with a weaker power output but that way you could recycle the heat
Redstone control is on the list, just another thing I need to learn and apply to everything relevant.
For the steam generator getting heat from the crucible, that cant happen. The crucible isn't a heat provider, and I cant change TFC code like that.
Continuing with Rosia stuff here. Charcoal kiln, extruding machine, steam generator and Bonedoll with no signs of intelligent life.
https://www.youtube.com/watch?v=vTEFhHf2yJU
First machines from TFC Rosia, which is seemingly becoming one of my favourite TFC addons because YES!
Bonedoll's suicide NOTline https://discord.gg/x6vPFTFwgcQ
modlist for those interested:
Rubidium, Oculus, Barrels 2012, Curios, Firmalife, Spirit death, Corpse, Additional placement, Jade, JEI, Journeymap, Patchouli, Pekka, Waterflasks, TFC I...
I would recommend a rotary composter but it wouldn't change much and would still take a long time. Hmm.
Could provide more compost per machine though, like 8 or something. And the power requirement could mean it'll run a percent faster since it could maintain proper temperature.
I'm thinking of making an actual in-depth review of Rosia at some point.
Really liking it.
I'll add composter to the list!
Loving your videos! Glad to see you enjoying the mod
Now works with comparators
New selector for the electric forge
Texture needs some work, but heres the tool belt
Toolbelt! β€οΈ β€οΈ β€οΈ β€οΈ β€οΈ
Woo! How does it work? Just accepts TFC tools, or customizable?
This mod looks awesome! I'll have to give it a try
It only allows items with the tfc:usable_on_tool_rack tag. So its customizable through the tag
Perfect
add jade integration
add jei recipe catalysts for custom recipe types
add tool_belt
add hopper capability to electric_forge
change electric_forge temperature selector
change electric_forge to cool faster
add comparator readout for nickel_iron_battery
add guidebook entry
add advancement
fix canned_soup recipe
fix iron_support heating fluid amount
code cleanup
update README
one thing ya probably have to do is update the bags, to work like the jars do now
Satchels? I think they are quite nice now.
I think they may be referring to some of the newer behavior of small vessels. Like if I have 15 supports in a vessel and drop 1 in it stacks them rather than filling another slot with 1 support. I can also drop a stack of 32 seeds into a vessel and it puts it into two stacks with 1 click.
But yes, satchels are very nice.
I can look into that. Hopefully they do mean the vessels because I have no idea what else jars would be in base tfc
oh yeah, i meant satchels and vessels
sorry, tired brain does it's thing
Should have it fixed. About to test it. The next update shouldn't be too far off, finishing up the electric loom right now
Electric loom model
llom
add animation to custom jei recipe types
add electric_loom
add steel_loom_parts
add guidebook entry
add advancement
update leather_satchel extract/insert with right click mechanic inline with v2.2.22
update README
At this point in development, I've implemented everything I had imagined when starting the mod. I feel as though it's coming close to being finished. I'll take suggestions, but right now I'm really only looking at polishing it up for a final release.
Please let me know if there is anything big the mod is lacking, or just bug reports and balance issues. Thank you all for the support!
Now, for the first time, I'm going to start a new world and actually play with the mod lol
π
Is a pump fast enough to supply a steam engine?
The pump is built for the steam generator so it's for pretty much exactly enough water output for one generator
Neat, ty
so heres an interesting bug, on 0.0.15 when running on a server it breaks jei
Oh how so?
Could you provide a debug log. I'll comb through it in the morning and see what I can fix
The pump has a rate of 30mB/tick and the steam generator at its maximum operating temperature consumes 10mB/tick
So one pump could supply three generators at maximum consumption
here you go my good developer
Hmm not seeing anything in the log. Just to make sure, the only thing you changed on your modpack was updating from .14 to .15?
It's strange because what I added concerning JEI was an animated arrow to my custom recipes. Code which I got from tfc lol. So It's tricky to say why it wouldnt work
What's broken exactly? My JEI's working fine.
One bug I have is the multiblock fridge/grill. When it first loads up the second block has no collision until I break/replace them, then it works fine.
Is that every time you load your world? Or are those just blocks that were placed before you updated to the version where they are implemented properly
I had to break/replace after the were re-implemented (0.13 or 0.14 I think?), and wasn't shocked by that so I didn't report it. But it seems to have happened again with the last version update as well (0.15). I just broke and replaced them, then relaunched my game and it didn't happen again, so maybe it's just during version upgrades?
Thats very peculiar. I will do some testing and find out whats going on
Could be just me. Maybe not worth putting effort into until we see if it happens again with your next version?
Possibly. I'll probably still test it anyways just to see
basically every recipe other than vanilla anivl recipes are broken. do you play on a dedicated server as well? cause this issue i've only found happening on a dedicated server, on single player it works fine
yeah, i did extensive testing and found it was just when switching from rosia 14 to 15, i can send the other logs as well if you'd like
Ah, normally I do single but I can load up my test server a bit later
Not sure if they'd do any good. There was nothing wrong in the original one you sent
Off topic but...
Day 31 and only with bismuth bronze tools. This seed has been crazy
Interesting, I'm getting the same JEI issue in multiplayer. Not all, but most recipes are dead. I've tested crafting and it works, just nothing in JEI
Log if it helps at all: https://mclo.gs/BNIlf73
Maybe an electric welder?
3 slots for the 2 items and flux.
Maybe it doesn't require external heating and just does stuff on its own?
;-; I cant find anything wrong.... Might need to consult the green people who know better
From the top or bottom
oh thx π
No shame in asking for help, it's a weird bug.
the good old JEI bug on multiplayer? last time we had this on Advanced TFC it was some data that was out of sync about client and server, like not reading same bytes
Alcatraz was able to help with that
It would be nice to have the path effect last for maybe a second, so that we can still use stairs
without it being super jittery
It's a tough call. Making it last long enough to go up stairs also means you can cheese it and have a road with paths every other block and still have the full speed
which would be a good option for general building flexibility/variety
if cheaper
I'd say it's worth it tbh
Either that or detect if a player has paths in front of and behind a single stair block
I'd say since the speed boost is something minimal like 15%, it's not a huge issue if people want to do something silly like cheesing a bit longer road out of it.
I would say add path stairs/slabs as I have seen other mods do but those mods are only having to deal with vanilla grass/dirt blocks. I don't know how much of a headache it would be to impliment.
I personally use a mod called Block Runner that lets you configure the speed boost from any block with things like bricks and paths having a boost by default
I think you need to fix this order to fix Server problems, you are not reading values in sync
Thank you! I'll take a look at that
That did cross my mind. I'll have to see how bad it'll be to implement. I don't think it will bad though
I've made a small fix that might fix the server issue (thanks Uncandango for pointing out the possible problem)
But I don't have the capability to test it myself. If someone who can could msg me and boot up with the patch Id be very grateful
I can do it. You want me to DM?
want to know the outcome of this fix π
Seems to be a success, we have recipes again.
A huge thank you to both of you guys! Couldn't have done it alone!
fix jei server issue
change path speed modifier to last longer
change path speed to be invisible
what about a purple steel variant of the fire box that can use lava as fuel?
Thats a decent idea. Ive thought about it for a while and I don't think it would be OP either. Lava is abundant if you find just one cave with a pool of it, but the restriction of needing a bucket to carry it is good. So you can't gather a ton at once and buckets are hard to get.
I'm thinking something like it burns a while at brilliant white (which is abstract considering that just means above 1500Β°) and then gives a byproduct of stone.
Possibly the stone could clog the system easily so it needs a bit of attention to maintain
Maybe a toaster to complement Firmalife toast? :p
5 machines are crashing when running on multiplayer
Hopefully that helps! I really appreciate you helping out. I'm lost when it comes to server stuff
you can just run a server yourself like I do and connect to 127.0.0.1 (same machine running server/client)
I think this is the probably the right way to test a mod, not sure if Single Player can cover all problems possible
btw, do you have a particular reason that you used native BlockEntity for some machines and other you used TFCBlockEntity or Multiblock that extends TFCBlockEntity?
The multiblock was done by hermit so I'm not sure there. But the native block entity was how I started the mod. Then I came across things that needed TFC's systems and that meant I needed to use TFC block entity. I plan on making everything more consistent though
All the jank can be explained by this being my first modding experience. And my complete lack of Java knowledge lol
when you used the TFCBlockEntity it already solved the multiplayer problem because they handle that
this is why only some machines have this problem
Well then I should really get to making it all uniform haha
π«£
Maybe adopt TFC-style namespacing (tfc:metal/ingot/{metal}) for the future?
And write a DFU script to convert existing materials or something
And write a DFU script to convert existing materials
yeah no
Maybe adopt TFC-style namespacing
Also, no, this is bad practice. Things added by an addon should be under the addon's namespace, not tfc's. The specific path, eh, that's debatable.
I more meant the pathing
Are DFU scripts not reliable, or just a pain in the ass?
Or is it just not possible?
I feel as though I don't have enough items to benefit from a path/naming scheme like TFC does
Like the organization it would provide wouldn't be any help
On a personal level I thought it would just help to keep things similar to the base mod, but I can definitely see that
rosia:metal/ingot/purple_steel
that would be my first guess, would follow same pattern and at least for purple steel category it adds a ton of stuff like img below
^
In that case it wouldn't be that namespace. rosia:metal/ingot/purple_steel means you have many ingots so that you can have a category for ingots with many entries. Rosia has 3 ingots, which may be nice to have that organization for, but nothing else really applies. Say I have rosia:metal/pickaxe/X, thats a whole thing just for one item to use it (purple steel pickaxe). This system works well in TFC because there are lots of metals in TFC and lots of pickaxe variants. So again I really don't see it being worth the time to implement it. I did that for the canned foods since there were a few of them and that made sense to me to have them share a name/path
Alternatively I could have rosia:purple_steel/X but that's just rearranging the words of the name (as in rosia:purple_steel_ingot vs rosia:purple_steel/ingot)
First off, DFU is incredibly difficult and annoying to configure. Have you seen it?
Second off, it's ridiculously hardcoded to the notion of mojang's world versions, which is just an int. You can maybe register a fixer for migrating between different world versions (read: different minecraft versions), but there's nothing that causes it to trigger arbitrarily, or understand a fixer for the same version.
Third, DFU only works for MC because they fix everything. DFU is not a script you simply run on a world and it fixes things, it's a data transformation library. In a modded context next to nothing has fixers registered or setup, meaning in the best case scenario, you have lossy data from anything not setup with a fixer.
Gotcha, thank you for the explanation
We have a problem with Electric Forge because its heat max heat is too close to 1500 and when you use a Crucible over Electric Forge you CAN'T pour any weak steel
Forge + Bellows can reach 2014 ΒΊC, this should be it here π not 1550
But can you use bellows because I've understood you can?
The electric forge doesn't work with a bellows
Also, I'm not sure why weak steel can't be poured. I thought all metals would melt before 1550. Is weak steel a weird exception?
I'll take a look in the code later
Can you explain the issue a bit more? I've tested this and I'm able to melt and cast weak steel just fine. Weak steel melts at 1540ΒΊ C like the other steels do, so the electric forge's max temp of 1550ΒΊ C works. The crucible on top of it does lose 1ΒΊ C, but at 1549ΒΊ C thats still enough.
@glad tendon do you have weak purple steel melted on crucible?
add a empty bar mold to try to pour
this makes Vessels unusable because it solidifies inside the vessel VERY fast, as soon as you remove it, you won't be able to open the vessel and it will say that contents are solidified
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I understand the issue now. It seems I can melt the metals into the crucible just fine, but I cant cast into any molds. I will fix this by altering the melt temp of the fluids.
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Vessels solidifying quickly is a TFC thing. When metals are poured in, the temp is equalized between the cold vessel/mold and the hot fluid metal. So if the vessel is too cold from this, just throw it back in the forge to warm it up so you can pour it into molds.
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I don't see why you are melting purple steel into a vessel anyways? Metals in vessels is really just an early game feature for mixing early allows like bronze or for when you don't have a crucible yet and you're doing bulk melting.
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Purple steel is supposed to have a super high melt temp, so putting it in a vessel and trying to pour doesn't work as you said at that temperature. But this is sort of intentional since you need to have a very high temperature to begin with. The electric forge being able to melt purple steel is already a stretch since its made of the material its melting
I only tried Vessel because Crucible was not working
TLDR: I'll fix the crucible issue but the electric forge wont have a higher temp
Sick colors. I love it

fix crucible over electric_forge not melting purple_steel
fix server crash from certain machines
https://youtu.be/qw9uM-u6e5c fooling around with prplz
SUBSCRIBE NOW, REGRET LATER!
Purple steel? What is that even and why do we want it? Grab a cup of fine coffee, tune in and find out!
ACTUAL modlist for those interested:
AdditionalPlacements
Architectury
barrels_2012
corpse
curios-forge
dynamiclightsforged
firmalife
ftbbackups2
jade
jei
journeymap
luggage
oculus
patchouli
pipez
polylib
precisi...
If I last long enough I will be adding this mod to my game hehe
I like it a lot.
Ourple ingot ourple ingot
Is it intentional that you cannot transfer from a nickel battery to another?
Using pipez mod electric pipe?
Should work as long as you configure the pipes right and use the correct sides on the battery
Oh there is a side config
Making firmalife stainless steel rods with TFC Rosias extruding machine. Whom I should bow to?
Probably bow to the forge item tag syntax
Have you considered something to automate scraping? (leather/paper)
Is this going to be updated to 1.20 eventually?
What he said.
Me seeing this get flagged as having recent activity but it's not 1.20 port news
I understand hesitancy. Mod author might be plain busy, or might understand that a simple port is what most people want but that some people will want some kind of compat with the native TFC rotational power to some degree (water pump ect) and that is more work on top of porting shit to 1.20 in the first place.
Vocal minority will take an inch and demand a mile
whats 1.20 ;_;
What are you on about? It was only asked if there will be one. Nobody is taking a mile
I meant if there's a straight port people will ask why the boiler doesn't inherently work with the TFC fluid pump
Which may be more work than the author wants to perform
I want to acknowledge that nobody here has done anything of the sort, insinuating as much was not my intention
This is a Create compat mod, right?
Or was that something else with a similar name...
nope
It's not.
this is it's own mod
Oh... looking back... there's a compat mod for this and Create... that's how I got confused.
jewey sighting
bombard with questions about when is rosia for 1.20
π
π
"when it's ready"
2025 letssss gooooo
Hmmm
missing texture
Yippee
in what version will this be
likely the When It's Doneβ’οΈ version if I had to guess, very prestigious
Where are we?
Finally, it's about time
Yes, I know it has been too long since an update was published. So much has happened in my life that completely threw any plans I had for working on Rosia. Initially, I had planned on making this entire update in December, then creating a workspace for 1.20 in January. If you didn't know, it's now February. Luckily, I was able to find the time to work on the mod and get it into a place I am finally happy with. So now I give to you all the final 1.18.2 version of Rosia (unless something breaks of course).
So... 1.20?
Since TFC has just dropped it's beta tag for 1.20, what better a time to start working on Rosia 1.20? I am very excited to incorporate the new features of TFC into the next iteration of my mod. As with this last update, things will be very slow to produce; however, I assure you all I am still working diligently to enhance the fun of TerraFirmaCraft!
Make sure to check out the full change log!
If there are any issues that come up, please let me know either here or on github.
we are so back
Omg I just checked curseforge to make sure the upload was approved and I saw that Rosia has over 15 thousand downloads
That's just incredible, thank you guys so much
It's good stuff, can't wait till it's updated to 1.20
Same
fix jei server issues
add lava_basin jei recipe catalyst
YESSSSSSSSSSSSSSSS
YESSSSSSSSSSSSS
Indeed.
Huh?
I was demonstrating the 3 month gap between message dates, that'd all
ah okay
It tis a good mod.
What is the state of the 1.20 port ?
Is there a GitHub for 1.20 ?
is this mod abandoned?
Supposedly no
Is it open sourced ? - I can't find the license for it
Yes
Can you link me where you found the license for it I don't see it anywhere
that's because it doesn't have a license
How much code does it use from TFC? Because TFC is copyleft IIRC
The curseforge page says the license is MIT so
You are right it is MIT so someone could port it to 1.20
And really should because I very much liked this on 1.18
If all my modding attempts had not ended in failure I might. The best I have managed is some personal data packs that change simple recipes.
Try again, failure is just a repeating step in learning
I speak from personal experience in coding plugins
i really hope this releases soon!
almost a year of waiting
WOO!
This works?