#Golden Horizons
1388 messages · Page 2 of 2 (latest)
One idea I had early on and the mods are actually in some of the original versions of the pack I think was to integrate Spectrum
Since it does have a really cool dimension
Spectrum does have some Syntra Connector support, enough for it to mostly work without super obvious bugs at least.
It is a large (and in my opinion the best, for modern MC versions) magic mod so integrating it would be tricky.
It also adds a small amount of content to the Nether and End which arn't accessable in TFC.
I feel like it would finish off the mod part of the the mod pack since its such a large mod.
These will likely be the only proper feature coming in the next update other then slightly better performance, bug fixes, and maybe a mod that revamps fog. I am redoing everything that was made with python datagen to use KJS. And replacing some files with datagen. I might also go over some of the older textures in the modpack. All of this is very time consuming.
A lot of this info is found in the guide book, but the idea of this is to make it slightly easier to access. I found constant back and forward to the guide book to be a bit cumbersome.
I might want to tweak the colour of the fluid and how long the regen is but its pretty much finished.
note: boiled water is not manditiory, there is no penalty for "dirty" water
TFC regen is slow so this is a way to boost it for a little bit. So if you are for example, in the mines or exploring. You can either make some or have some ready to regen a bit of health.
I also added some basic vintage improvements integration.
If I don't find anything to do or fix then I might start on releasing an update. I want to do that before working on the ore datagen ill need if I want to integrate Spectrum, and I want to get some progress on that as I won't really be able to work on this for a week or two.
Golden Horizons 1.7 has released.
Modrinth: https://modrinth.com/modpack/golden-horizons
Curseforge: https://www.curseforge.com/minecraft/modpacks/golden-horizons-tfc
Curseforge release is pending approval.
Changelogs also on the website of choice, the embed is a bit hard to read even on PC.
One of the custom TFC ores, shimmerstone is from Spectrum and is the first ore you will encounter.
I made a new icon a while back and set it as the window icon and im not seeing anything 😅 .
I feel its fine as a modpack icon, but maybe not as a window icon lol. Ill try to make a logo, im not as good in vector art as digital art though.
Also I fear it looks a bit odd, AI image generation really has taken away more from us than we thought, though it looks better in the full version since it has the detail to not look plasticy like AI images.
Ill try to make a logo and see if its any better, I need to relearn how Inkscape works again.
i think just removing the two left leaf blocks of the tree might fix it, although it might just be the perspective
Haven’t said anything here for a while lol
I’ve been working on integrating architects palette with tfc
Work in the modpack has been a bit slow recently
End of school year, I set up a private server, personal issues. Lots going on.
Honestly hopping on the modpack whenever and doing 10-30 mins of work is probably way more sustainable than what I was doing before.
While it’s not entirely finished, the Spectrum integration is playable other than for a structure that I can’t get generating so far. So I might release a version of the pack this month that has everything up to ||ruin|| working.
Other than TFC itself most mods in the modpack have updated to 1.21. A 1.21 port of the modpack could possibly happen this year if TFC and some addons update.
Architects palette recipe compatibility was done a bit ago, and I made a compatibility script for chest loottables. Its similar to the recipe compatibility script which automatically switches stuff like ingots to tfc metal ingots so saves a lot of time.
What I did is that iron equipment turns into tfc iron equipment, gold equipment turns to gold ingots and sheets, and diamond equipment turns into black steel.
This feels a bit cursed.
Not sure if it's just me ... But are some base tfc recipes disabled in the pack? For example, I can't craft any normal tfc armor, jest leather or the fancy steel stuff from knights of tfc
I think I did that for the original compat I made for Epic Knights, before that addon came out. Ill make it craftable again.
I'm hoping to publish an update this or next week. My checklist currently is:
- Sort out that armour stuff
- Check over the ore gen for Spectrum's ores.
- Add some stuff from Spectrum into TFC's world generation.
- and, Spectrum allows you to spend resources
to ruin the funget hints in the guidebook, so im just making sure they use TFC's versions of items.
Cool just checking, the jump from leather-> steel armor just felt a bit too painful to be real 😅
Btw I probably won’t be posting/replying to anything until Friday, going hiking. 🔥
It’s always hard to realise how much signal is everywhere
On top of the highest hill/man I’ve been on and I can just text any person in the planet
Shower thought kind of moment
I’ll be back today and it shouldn’t be too bad and to get ||preservation ruins|| to generate. Could even just be a typo.
Still not able to get it to generate. Also just found out that the overhaul Simple Voice Radios update released so ill just make sure the recipes are compatible.
Got stuck in a rabbit hole and I want to ask, what do people think of having all of the c418 tracks in the in-game music rotation?
I currently I have it so that any one TFC track have 3 times the chance to play than any one c418 track.
I think I like that ratio, I enjoy the TFC tracks but the occasional nostalgia from the c418 mixed in is nice.
The spawn rate is looking a tiny bit off here...
this seems very true for every hobby ever lol
Other than checking over the ore gen I think this is all done.
Yeah lol.
Let’s just say that today I was half concentrating on Minecraft and half concentrating on death note.
Most enjoyable way to do any kind of worldgen things.
Worldgen is a pain since you would usually want to make a new world each time and I’ve had the game crash from maybe some kind of memory leak after 12+ worlds
This hole carved by the entrance is surprisingly dangerous, there is no hardened stone to support it lol
Most of Spectrums early/middlegame should be possible to play through in the state it is in the pack, Idk if I want to remove the recipe for the item that bridges it to the late game since that stuff is not fully done yet.
Im still planning to do an update soon Ill get some stuff ready today, but Ritchie just pinged about possibly releasing an early release version of Create Big Cannons which will allow the pack to update the to newest version of Create, so Idk if I want to do a minor modpack update afterwards or waiting so I can include it in this update.
Also I got and have been playing Vintage Story recently, and I'm thinking of taking some inspiration. Ive wanted to add mushrooms to TFC worldgen for a while and I might try a similar approach where they mostly spawn in forests, and possibly also try to add a few custom mushrooms along with the red and brown.
Idk if I’ll have time but today or tomorrow the update will come. I finished the change log earlier today.
Version 1.8 is out on Modrinth, Curseforge will come later today (and after their review period of course)
The curseforge version has been submitted.
So enchantments arn't really factored into TFC, the forging quality kind of replaces them. Spectrum has a enchanter block which lets you spend experience and materials to enchant books, and I don't want to have to remove an entire mechanic so Im wondering how this could be handled?
I'm thinking to remove enchantments that are already covered by forging qualities (sharpness & friends, unbreaking, efficiency) as well as ones that are pointless (fortune, as TFC ores don't support it) and remove some that don't fit with TFC's idea of balancing tools. (Mending, maybe infinity)
This would leave the "cool" enchantments that arn't just stat bonuses, silk touch (TFC doesn't support it either but I can try to fix that myself), flame/fire aspect, exuberence (more xp), tight grip, inventory insertion. Etc (also Spectrum adds loads of enchantments)
Hey, I just started a playthrough in this modpack and I cant seem to find recipes for aluminum(I tried using cryolite and every type of kaolinite inside blast furnace and it didn't work)and waterwheels with windmills. Is it normal behavior? Do I necessarily need steam engines to use create?
The recipe for the fluid needed for aluminium was broken, I have a temporary fix, but that was a temporary recipe so I think ill try to make the finished one soon.
I think the steam engine thing was what I intended but I think that windmills should probably be made available aswell.
I have an idea: So in TFC you can't really build stuff out of cobblestone since it just falls, how about a "mortared cobblestone" which doesn't fall but does collapse (so no roofs, but walls are fair game). It makes it more possible to build nicer in the early game before you have many tools.
The ideas of how to get the mortared cobblestone are: right click on the cobblestone with clay (or mortar maybe?) like you can with wax and copper block, or that you hold the clay in your offhand and when you place the cobblestone it is mortared.
Cobblestone can already be supportred by supports so having it be more of an in world interaction than another block you can craft suits better I think.
Other than world generation for the wild crops (and tbf also the wild crop blocks themselves), ive finished adding Rustic Delight to the modpack.
(All the items in rustic delight, all of them needed their recipes slightly altered which took a while to do)
ive wanted this too bc i love building out of cobble
youd have to make it so cobble slabs have gravity bc rn they don't and thats how i build using cobble currently
What about using mortar and throwing it on water?
This is how I have the mortared cobblestone done right now.
I fixed it but this is a pretty silly bug lol
The torch is not torching
this is perfect
I created a public Kanban (essentially the same idea to something like Trello that people might be used to) board for the modpack.
https://tree.taiga.io/project/gourmandd-golden-horizons-ideas-suggestions/kanban
Turns out the bug was that it wasnt happening 💀
I fixed the fog in that dimension, and suddenly the other kind of fog the mod has in there started working.
I think ill do a release in the next couple of weeks.
I did a good amount of work on Spectrum integration
And I'm currently trying to get Create v6 to work
Some people mentioned it in #suggestions , this nigh be a cool mod to add and make work with tfc
I’ll add it to the kanban board when I get the chance
what mod are you using to control music like this?
It’s a resource pack feature
sounds.json (sound_definitions.json in Bedrock Edition) is a file used by the sound system in resource packs which tells the sound system what sound files to play when a sound event is triggered by one or more in-game events. This file is located in assets/<namespace> in resource packs, and the default file is located in .minecraft/assets/object...
Like this
Also in 1.20 all of the minecraft music has these "very creative" names from since they were added
And only in 1.21 they changed to to the actual title, calm3 I think is Sweden
oh thanks had no idea
I got cotton and coffee to generate in the world (cotton seems to generate in similar conditions to kaolin, but not in 400+mm)
https://modrinth.com/mod/cartography What do people think about adding Cartography
It is a TFC compat for Blaze Map, it stores climate and geology data (rock type and automatic depsoit waypoints) on the map
If it were to be added I would want it to be optional (idk if .mcpack support that though), since map mods can have a RAM usage impact.
My Curseforge app is not curseforging right now. I didn't expect id see a progress bar bouncing from 0% to somewhere and then back to 0% over and over again 💀
Golden Horizons 1.9 has released on Curseforge and Modrinth! (file approval pending on Curseforge)
https://modrinth.com/modpack/golden-horizons
https://www.curseforge.com/minecraft/modpacks/golden-horizons-tfc
Changelog on the platforms and also here: https://github.com/Gourmandd/Golden-Horizons-TFC/blob/main/Changelogs.md
I wanna ask, is there much use for the spectrum tools and staffs (outside of the torch one) with how tfc mechanics work? They seem like a bit of a waste sadly
A lot of the tools and staffs are kind of random and some are just stat bonuses (more reach, more breath in water, etc). Things are more expensive in TFC and Spectrum's recipes are default ones (but with vanilla items sustituted with TFC ones), I will at some point go through all of them and make sure they function properly with TFC.
One thing that doesn't work at all are the "memories" (& mob heads) since those are using vanilla mobs.
I haven't progressed to the fusion shrine yet so im mostly just talking about the stuff I've seen
The light staff is very very nice though lmao
Enchantments like fortune, silk touch and looting don't work at all with TFC
I'll probably manually get silk touch to work as its nice for building in survival mode.
Silk touch, even on a 16 durability tool, is just convenient for some things
Like quern making
I might want to make a list so I don't forget when I get around to it
Grass blocks, ores, glass, rock (raw and hardened), leaves are the things I can think of rn
The rock pillars in caves would be dope
They would
The pack has been very fun so far lol
I realised that Spectrum stuff like titration barrels and fusion shrines don't accept fluid from TFC containers (buckets, glass bottles, etc)
So I've been working on a KJS script to fix that
The fun part is since Spectrum is a Fabric mod (loaded with Connector) it uses Fabric's fluid standard. and milibuckets and droplets are in a ratio of 1:81
So I got to test loads of edge cases, but I think I got it to work
@drifting tiger did you ever end up figuring out how to do this? #1250373606341480450 message
ah damn
I might try again, but it’s the kind of thing where a mod might be the the best option.
And idk Java which is the main problem with that
I might do a release in the next few days.
Most of the work done has been to just get Spectrum 100% working with TFC. Though I did add Create: Mechanical Extruder and Lithic Coins.
Any removals or things of note?
I did something similar to this
Ill be making a proper changelog soon. Create propellers are now made from stainless steel.
And a lot of Spectrum related stuff.
- Fluid containering blocks from Spectrum were fixed.
- Amaranth has to be ground into flour for recipes.
- Supports from Spectrum wood types
- A lot of worldgen stuff for the dimension (which I think is close to being considered finished) like ore gen, loose stones & twigs, wild amaranth.
- Spectrums food items are eatable and give TFC nutrition.
- A source of kaolinite in the dimension.
- Some bushes were turned into TFC like bushes.
And some bug fixes
Thats most of what was done
One thing to ask then, with spectrum at least, what is the way you want to get amethyst in decent bulk? As it stands you can only get it from TFC cut amethyst with the millstone which is a pain in the ass. The only way to get quartz ive seen is through the washing stuff, which if it needs steel does that mean you plan to gate spectrum behind alot of TFC first?
Or at least a ton of cast iron because the anvils break making the dust in any bulk amount
One of the bug fixes mentioned was about amethyst. Amethyst geodes spawn in the world and give you the amethyst that spectrum uses.
I changed the recipe for amethyst blocks and so on that used TFC amethyst to use the normal amethyst
Now that you mention it I might add recipes for querning the gemstones
Quern support is always cool lol
Another issue, the clay pot/canning recipes seem to not work
Not sure if that is an issue on your end though or a 'JEI doesnt give information' issue
It doesnt apply the clay pot I think, but with canning the can needs to be hot
Im not sure whats up with the clay pot though
Will let you know, the leather strips from 'Sacks and Such' and the leather strips from Epic Knights are incompatible with each other while also being the same recipe
The dried kelp also doesnt want to make mechanical belts as well
Im hoping to release an update soon. I need to test the pack exports but that wont take long, so ill upload them once I get a changelog made.
Golden Horizons 1.10 has been published!
https://modrinth.com/modpack/golden-horizons/version/e4Y7y54g
https://www.curseforge.com/minecraft/modpacks/golden-horizons-tfc (pending review)
Changelog also on the platforms.
👍
So, question, what is the intended way to get lava for the fusion shrine? Needing red or blue steel seems insane
I think the best way might be to just replace lava with something else.
Some sort of 'thermite' like solution could be an idea? Something like Iron powder, graphite, etc combined in perhaps an oil
Oh, blaze powder combined with oil for a sorta 'stable explosive' to use in the fusion shrine for heat
not sure how possible it is but perhaps 'placing' it from a bucket causes a tnt sized explosion too
A temporary fix replacing the lava with blaze powder could work.
One issue with liquid crystal/mud and midnight solution is that you need to be able to place them to use them.
It might make sense to have wrought iron or steel buckets? (that arnt just vanilla buckets but a custom item)
So, we searched for like 2 hours, we cannot find Azurite
Is the generation just that rare or?
At some point Id want to edit Spectrums guide book for the ore info, currently azurite spawns in deep in sedimentary rocks. So you are best off looking near the coast or lowland areas as that is where sedimentary rock are the deepest.
If you use a bucket in a recipe it doesnt consume the bucket, which is an issue if the recipe output is a bucket filled with fluid. Duping the bucket. To bypass this I added a decorational bucket item/block that is used in spectrum's recipes for now.
I am not sure how hard it is to code
But an idea I had is a 'steel bucket' that has durability and it loses the durabilty when holding lava over time
It would be tricky but possible I think
Also I made most of the mob head & memories part of Spectrum work with TFC. Which means that while it would be a pain you can technically summon the wither now?
Not sure what to do with that lol, the only recipe that uses nether stars is the beacon.
Idk what kind of masochist would want to get 1476 ingots for a full beacon in TFC. But I guess Ill leave that as an option.
XD
I mean, with channels making a gold beacon wouldnt be that bad tbh
Oh, and im not sure if its possible, can fans be made to be allowed to 'cool' stuff. Say if you put snow infront of it. Make it a way to set up a cooling station in thier forge without needing water
I recently was playing on a TFC server and realised I made a mistake.
Sedimentary rocks can be found deeper underground than normal occasionally under ingeous extrusive rocks (basalt, diorite, I think andesite aswell)
So those are probably the best places to look for azurite
What about Malachite? Is that changed?
Malachite generates in the ore geodes in the deeper down (silly workaround for tfc like ore veins not working for some reason)
I think they are more common the lower you are
For the bucket issue i just added a compacting recipe to revert a bucket to a plate as a temp fix
I did fix that in dev, I might want to release a minor update.
That minor update would also have this.
Its made from stainless steel and is damaged once per use. Making it last for a very long time if you perfectly forge it.
Perhaps an iron variant with 2x2 could be nice? It seems very helpful lol
though path blocks dont spawn snow sooooo
Oh, a suggestion, allowing the 'casting with channels' mod to let you fill the glass block molds inside the mold holder.
If I were to make a Spectrum styled guidebook for TFC & addons, should the entries:
- Slowly unlock as you discover materials/etc (eg. entries for clay knapping/ceramics unlock upon finding clay) like in Colourful World,
- Unlock when the previous thing needed is unlocked (eg. entries for clay knapping/ceramics unlock upon finding knapping stone tools so you can get straw and logs for pit kilns)
- be all unlocked from the start like how a lot of quest books do it.
Keep in mind the entire point of this guidebook is to be a better/easier guide to follow for new/beginner players than the TFC guidebook which due to not being linear at all and having very little categories (pretty much every entry about content is in the one category) can be daunting to use even if you arnt a new player.
Some parts of this guide book I think I would want to unlock upon collecting resources; mostly the encyclopedia-like pages about crops and ores.
Ill have a look and see how they do it, its probably just a item tag I add the mold to.
Also the glass block mold is meant to be about 9x the capacity of an item mold so idk if it will be a bit wierd to have it fit into a ingot mold sixed hole.
Honestly, I think one method could be unlocking entries based on the 'age' the player is in. So for example, you get clay knapping, kilns, etc at the start, then get metal working when you find metal, then copper age stuff, etc.
But honestly, I kinda like having alot of the entries unlocked by default
It works with spectrum with the hint system but without that base tfc would be a pain to learn without any hints
Yeah
One issue would be how to categorise by ages but that can be figured out
Stuff like looms and barrels can only be made after you get a saw so something like leather working could be locked behind copper/bronze
Glassworking aswell as while some of it needs cloth which you need a saw to make a loom, you need a copper or bronze (I forgot which one) anvil to work brass
You can glasswork pretty early with ceramic blow pipes
Id have to check that out then, maybe having a ceramic and brass section of glassworking could fix that
And once you start making metal tools it unlocks that brass section as part of copper/bronze age
That just adds another entry which is a bit annoying. What is the idea of hiding away information for?
The idea I have with this is to make categories for various topics
So glassworking might warrant its own one, one on food preservation (TFC, Firmalife & artisanal), etc
Where depending on the age you are in more info is given
So if ceramics will be considered an age it will unlock basic glassworking and once you are able to work brass it will unlock the rest since I think its mostly gated by brass.
Having ceramics be an age means that there might only be the one category available when you start.
It may be odd but tbh, the QoL with it would be nice considering how long it takes to pour one at a time from the crucible anyways
Oh, an idea could be molds for other glass products. I would love a jar and bottle mold lmao
This will be a bit tricky
I was able to have the mold be placed in the channel but I need to make a model for it
I have used blockbench a bit before so Ill try to make something
Ah I see
The issue i'm having rn is with how the glass "metal" works, TFC has you define a "metal" with a optional texture (for ingot pile, etc) which I think is what channel casting uses when the metal solidifies.
TFC doesnt seem to let you redefine where it looks for this texture so I have to provide a png, and I would have to 1 find and then copy the glass texture pngs, and while mods have been basing textures in vanilla textures (ores, etc) this is considered a bit of a legal gray area.
Mojang doesnt seem to give a shit about people doing this, since mods are meant to be used with the game anyways, but the pack is has a git repo on github and idk how they or I feel about uploading them. Keep in mind its not like they will go after people, etc they dont care but its still something that I feel a bit wierd about.
Also idk where to get the pngs in the first place
A thing I saw, the 'chain' recipe for create chains seems to be hidden as a way to make chains for chain conveyors with just zinc
That or tfc chains should work with chain conveyors
i cant play it bc it ust keeps crashing
Im not sure what does it but the rustic delight pancakes give no saturation if you place them then eat them
As in no hunger or anything, or just no saturation?
Do you have a crash log?
Just in case, I’ll also say if you are on a Mac, you probably have to disable TFC caelum
It might be a good idea for me to ship caelum as an optional mod that your launcher asks whether you want it or not
Ill check that out now, I think the best solution is to just add a recipe for vanilla chains, and remake them as some kind of tempered or hardened chain from iron or steel
Oh I didnt notice create added its own recipe for the chains in v6
No saturation
What do people think about this?
From the TFC suggestions channel
It would be pretty easy to do.
I think its neat, it does mean you can steal them early to save up so id limit stack sizes
I think the issue is in Farmer's delight TFC, the only reason why "meals" give hunger or nutrition in the first place is that addon. Not sure how I could workaround this, I could see if I think it was sirRobson has a #1029821338904440903 post for the addon and maybe they could look into it.
Have you looked at survivors delight? The newer farmers delight compat?
Ill look into it
The main thing with that mod is that Idk if it supports using ISP's (item inputs) for the cooking pot so you can have it reject rotten food, also idk if it supports the "meal" blocks yet.
Oh nwm I think they support the "meal" blocks in dev
In the future I can see it replacing the existing addon
Yee
So Ive got three (kind of four) things going on and I want to get the next release out soon because of it as otherwise I won't really have the time for it for 1-2 weeks. Those things being school, Silksong (lol), vacation (and also want to finish a game before Silksong releases)
Just want to give people who check this thread some time to voice any suggestons or bugs.
perhaps a later addon but beneath being added maybe?
Help spread the spectrum ore for tbe nether back to it
But for smaller stuff, im good atm outside of the cherry pancakes being borked
Oh, are glass blocks not breaking with gem saws a pack issue or a tfc one?
I’ll try to get a release today or soon
Development may be negatively impacted by silksong for a couple of weeks lol
Tfc has glass blocks drop themselves when you use a gem saw?
Is it broken?
Idk if it works with the quark and hnh glass blocks, but that might be feasible to do if it’s not already.
I did once look into adding the beneath, I think the issues were resource packs and having everything integrated well.
Id want to look at the beneath again at some point
one thing I would want to do is to touch up some of its textures/models to fit in better but most of the assets are fine
Its stuff like the log items and supports having the TFC models and not Vexxed ones but thats not much work to change that
Another thing I want to figure out with the Beneath is how to get there since I dont really understand that right now
Snow bricks, why not I guess. They don't melt btw.
I think I got most if not all things fixed up like the ore block quarrying now.
Nice nice
It took me way too much thinking to realise why the pack wasn’t exporting properly. 😭
I forgot to add some files as overrides.
Golden Horizons 1.11 has been released!
Modrinth & Curseforge (pending review)
Changelog on github and on the platforms.
And I got a cold 😓.
Anyone know of a good replacement for Hearth and Home for 1.21?
Im currently trying to get at least started on a 1.21 port of the modpack as there is a lot of work to do, and while Quark is still being ported so Ill wait for them (TFC v4 is in beta and has large gameplay bugs so im waiting anyways & for addons) but Hearth and Home shows no signs of being ported to 1.21.
😎
Server scripts work now on 1.21
And I set it up with KJS in a way that when firmalife updates to 1.21 scripts with firmalife items will only then be ran
Terracotta bricks, a style of glass. And some assorted things.
Hrmm
For the glass blocks I think that I could replace those myself, similarly to how ores have a ore texture layered on top of a base stone texture I could layer it on the vanilla glass texture. I just need a framed glass texture to be the overlay.
Ill be away til Wednesday.
I don't really promote this much but there is a public ideas/progress board so if anyone has any ideas or anything to say about the existing items feel free, I tend to check discord whenever im bored. Who needs tiktok if you can doomscroll through like 60 servers ¯_(ツ)_/¯.
This is from #suggestions do you think that the custom clay types should be like this? Currently it’s biome based.
So unless there are any bugs to address I think there will be an update for this month.
I’m busy, etc, etc. and I’m going to turn one of the ideas for the pack into my first mod. Which will be used in the pack probably when 1.21.1 comes.
Porting a simplified version to 1.20.1 is possible as I’m planning to use a neoforge feature which can’t be easily back ported afaik.
Here’s an excerpt from the notes I have on the mod.
Name: burning block, light reference to burning man.
1.21.1 Neoforge mod. For data maps, but a solely tag based 1.20.1 port could work.
Will use moonlight libs “event” for fire. (Not a actual forge or architectury event.)
Initially idea for TFC addon so will support TFC.
Blocks.
Full blocks into burnt variants and non full into rubble.
Rubble and burnt blocks burn into ash with a chance of burning into nothing.
Burnt blocks can also burn into rubble.
Ash piles spawn randomly on the same block or adjacent blocks. As to not pile up on a single block.
Adjacent grass blocks to a burned block turns charred and flammable. Turning into coarse dirt if burned. (Data map for adjacent burning)
Rubble is a gravity affected full block (transparent/hollow) that is flammable.
All burned blocks have a chance to remain for more natural spread
isnt this somewhat similar to that immersive weathering mod in some ways? Ive heard of similar before?
I think immersive weathering just has the ash from burned blocks.
Well, I do like the idea, it may be laggy in practice
It’s similar to what a mod like burnt does.
And that was originally or still is mccreator.
An idea I had is to instead of having the code search for what block a burnt block should be every time it keeps an updated list of commonly burnt blocks.
So if a jungle is on fire then it will remember that the leaves turn to ash, and jungle logs to burnt ones, etc.
Instead of checking if it’s in the leaves block tag every time.
I’ll definitely check for performance before adding tfc support. WWOO has some dense forests that all use vanilla blocks so I can use those for testing.
Silly testing recipe. 😜
Currently sorting out making a more sane system for creating recipes using Kubejs for mods that arnt covered by addons (Kubejs Create wasn't ported to 1.21.1, and even if it was I don't think i'd need it anymore)
Bit less convenient to use than if there was support from using a kubejs addon, but I can do this for any recipe from any mod.
Not too sure what to work on in between now and a 1.21 release
There are several tfc addons that haven’t been ported yet to 1.21, with the major two being firmalife and afc so id want to have them until doing a 1.21 release
Perhaps make a 1.21 mod of the smaller stuff you have worked on like snow shovels, glass molds, etc
Yeah I decided to work a bit on the burning mechanic mod.
I got two things I got to figure out before the basic idea is done, falling blocks (sand like block) and copying blockstates to the burned block (like fence connected directions)
Burned down spruce tree. Ill try to make the "charred leaves" block be like snow layer. Issue is that snow layer like blocks break if they fall.
At some point Ill make a proper thread for the mod its just that I don't see the point until I add TFC support (which isn't too bad as its mostly block tags)
The way it works is a bit wacky and not 100% like snow layers or TFC charcoal layers but it looks much better than full blocks.
Also 2 of the major addons that would need to be updated for the 1.21 port of the pack are in the progress of being ported.
I am trying to work on some ideas for custom tools like the snow shovels, since im using Kubejs for that I can add it simultaniously to the 1.20 version as a proper update to the pack and to the WIP 1.21 port
Only thing left for a rudimentary 1.21 port of the pack to to port the world gen stuff & to fix recipes (There are no more recipe errors anymore, its mostly just wrong tags and to adapt to some changes TFC made).
The way its set up is that when an important mod like firmalife, afc, kubejs tfc, artisanal, create big cannons, quark is added it should automatically enable recipes and kjs scripts that rely on items from those mods. So for now a lot of (especially non TFC food) recipes will be missing.
All those mods listed are in the process of being ported.
For the 1.21.1 pack, are people fine with me removeing barbeques delight?
When survivors delight is added the experience of grilling stuff on a stove will be done better than it is with barbeques delight
As it makes the pans work with TFC heating recipes for food afaik
Making it much easier to work with, as the normal farmers delight ones are based on campfire or smoking recipes meaning I can just blanket remove them as its not possible from TFC anyways.
The mod dev is also working on having the cooking pot be able to do both cooking pot and TFC pot recipes.
What launcher are you using?
or where is it getting the pack from, modrinth or curseforge?
There is some progress, so currently pack development on 1.21 is at a pause since there isnt much for me to do right now. So I will be working on TFC addons which will be in the pack once I release them. (those addons will have separate #1029821338904440903 threads probably)
The main three addons I'm thinking of making rn being:
- Compat addon for the burning mod Im making,
- Snow shovel from the pack as a proper addon.
- One that adds a lot of types wild mushrooms. (edible and poisonous)
Some progress.
- I am brainstorming for some ideas where the modpack adds a new progression path to Pastel that is heavily interlinked with all progression which might lead to the End dimension as a literal end to the pack.
- I might want to rebrand the name, it feels a bit too generic as there are projects big and small with "horizons" in their name already.
- Summer next year I am hoping to launch a public server with the pack once exams are over for me.
- The block burning mod is under review on modrinth and public on curseforge, a #1029821338904440903 post might come today or tomorrow.
Slowly working on stuff in the background. (Such as porting some of the kjs to Java/mod)
The initial 1.21.1 release of the pack is pretty much waiting for firmalife and kjs tfc to update to make sure that there isn’t missing content, so that’s why a lot of random stuff has been happening in the background.
Found out about this mod and thinking of whether it could be made work somehow https://modrinth.com/mod/stardew-fishing
Especially since the pack will have a core mod I could definitely do stuff that only can be done with a mod to make it work
https://modrinth.com/mod/starcatcher This looks like a better alternative.
Also data driven but more detailed and the devs will hopefully be able to support TFC seasons as part of their seasons feature
Also It makes it much easier to integrate fish as they arnt actual entities but appear from the void (will have to balance this)
this so cool
ngl
hmm i wish if for same style we can get anvil ui
i think time to work on new resource pack
;P
Yeah I think I can settle on using that mod, afaik I can use hooks or baits to gate fish behind resources which could be interesting
So there is an amethyst fish, I could gate that behind some Pastel items since it fits thematically.
Some ideas for a new name for the pack, I'm not 100% confident with the new one. Feel free to comment if you have any ideas:
(You can vote with the emoji reaction if you don't feel like sending a message)
- 🌳 Golden Horizons (current)
- 🌍 Nova Terra
- ☀️ Sunset Riviera
- 📖 Untold Tale (not that good lol)
- Any other ideas
My main qualm with the current name is "horizons"
Too many packs with that in their name
Also GTNH exists
nova terra seems nice
oops wrong reply lol
Yeah I thought that it could be a nice nod to tfc itself
I wanted to migrate the namespace used by the pack from kubejs to something else so ill just use "modpack" as still need to confirm a name lol
The reason is that im making a core mod for the pack which need a namespace other then kubejs
oh nice, good practice
I think nearly a year after having the idea I finally got around to it, still need to do a lot of the "visuals" work for it (and some bugs). This is early game potion making where you can give up to 9 inputs which all contribute to a potion effect and duration.
It uses caupona for the mechanic, since caupona itself doesnt work well with TFC cooking. (its foods are craftable through other ways)
This could be tricky to do but what do people feel about adding per rock type sand blocks? Similarly to vintage story.
It is nice that it’s simple right now in fairness
But it’s a bit arbitrary on what rock type makes what sand, it’s based as much as possible on mineral composition I think.
Idk if its too wordy but "Homestead: on Terra Nova" or something like that seems like a decent contender.
Also it sounds way too innocent for some of the ideas I have for the endgame/goal.
Which I like lol
Uh
Found out Terra nova is in fact taken (I think its by a in-dev pack so I wont bother them)
Fig, Walnut and Wolfberry (from Caupona) as TFC fruit trees.
Just did loottables. need to do climate ranges and worldgen now.
Just saw this while coming in here for something unrelated. It has more than just ash blocks, in regards to Immersive Weathering. A mod like it for TFC would be interesting...
Also, how did you make these? Unreleased mod, or something else?
I guess technically it’s an unreleased mod, there is a mod being made for the 1.21.1 versions of the pack.
Since I’m annoyed with how annoying kubejs can be when I want to do stuff like this
Wait, KubeJS can be used to make custom trees for TFC?
I do find it weird you made wolfberries a tree, though. They get like, 3 meters max. Also, another name for them is goji berries
Thats why I used a mod, for fruit trees at least.
Kubejs can probably made vanilla like trees and saplings though
Since afaik you just register a sapling and give it a reference to a resource location for a configured feature, which you then can just create the configured feature with a datapack. .
Dumb idea, but I wonder if your custom mod could get a 1.20.1 backport, if possible. Same with a few others. Since there is quite a bit of content on 1.20.1 in regards to TFC still. Also, I have been toying with the idea of TerraFirmaGreg-Modern, but edited a bit by me.
It would be kind of difficult, I dont actually have the assets like datapack and resource pack in the mod and instead use a slightly wacky way of doing them with kjs in the modpack itself.
Id have to (rightfully tbh) learn datagen within a mod.
No. DT has its own tree pack system.
l am aware, this was posted a day before I realized such
So its been a while. The plan right now is that alphas of the 1.21.1 version of the pack will release in mid February. The pack is still being re-branded and I think I will make a new forum thread and Ill probably just re-brand the Curseforge and Modrinth pages instead of making new ones.
Currently Im going to have exams for the next two weeks.
Today is the last reasonable time I can work on the pack until mid February, but ill be doing some small work over those week but not much.
Most of that work will be to finish up the new rock types, I need to edit TFC's ores so that they can spawn in these rocks. And there are 3 ores that ill add, but they might not have their full uses until a later alpha version.
Actually there is more to do than just the ores. I need to figure out Github actions so I can automatically generate and upload modpack versions which is very nice to have.