#Sacks 'N Such
1 messages · Page 3 of 1
only two?
Create: Estrogen and Wildfire Romeo’s Female Gender mod. There’s many more mods that add breasts but these are the two I know of that add jiggle physics.
Oh that’s not good. Instant crash when I put the boots on? Clearly Minecraft can’t handle the style.
Physics mod also has jiggle physics, but for slimes iirc
I believe you’re correct.
Honey, where are my floofs?
Didn’t intent to do that, it was probably some modifications I made to the HikingBootsModel class. I did copy the contents of CreateBodyLayer to the respective area in the HikingBootsModel but doing that only produced a client crash with it complain about not being able to find part head. Compared both the old and the new version for big differences of which there were a few, added them into the current version which has stopped the crashes. I’m pretty sure the floofs are still there but just in textured because I either changed the texture or added .mirror(false) to the bottom section of cubes. I doubt .mirror(false) would have done anything though unless it mirrors by default then in that case I’ve flipped those parts of the UV. I’ll check it out tomorrow.
For specifics I shrunk the floofs back by 0.2 each and then moved back any floating floofs back into their intended spots. Initially I edited the BB.model and put that Java class over the original. Not a good idea. It removed the formatter/on and changed the MeshDefinition meshdefinition = HumanoidModel.createMesh(CubeDeformation.NONE, 0); at the beginning of the create body layer to something similar but shorter. I’m pretty sure that had something to do with why I was crashing.
Oh, you'll need the first line
Vanilla expects all armor models to have all the parts, head, arms, ect
That first line creates an empty version and then the legs get overridden after
That HumanoidModel.createMesh bit you mention later
Forgot about that when I said to copy it
Besides that one case the rest should be usable
Tbh the Blockbench Java model export is really annoying. I use it the first time and after that I make it poop out a separate file I yank the new model from
Also I had a nap
Not the best sleep the last couple days due to dogey
Usually sleeps in his crate but it's really annoying moving it to my room when it's just the two of us
Turns out the reason my floofs were disappearing were because I was using the wrong texture.
I am pulling out some weird methods out of my ass right now to make this work.
It does not want to play nicely
God I wish you could do per face UVs for Java entities.
That was a nightmare. Time to cry in the corner.
Dude what the actual hell. I slept 14 hours
It's 5pm
This is like the worst possible thing that could have happened after dog forced me to wake up earlier
Straight up hibernating
Bro was exhausted
It's kinda fucked me
Ugh
I didn't even believe I'd woken up so late at first
Was convinced it was 5am
If you haven’t seen it, I opened a PR
Yeah, get the emails
Enhanced version, no 3D floof, vanilla in that order
Aww, the first time I've ever wanted to use a poll I don't have the perms
There, can vote with the emotes I guess
I quite like the 3D floofs so if left to me I'll be doing that
Don’t leave it to me either because I like the 3D floofs too. That’s artists bias tho
Oh btw sorry for leaving that PR a bit of a mess
I like the 3d floofs
I like #2 better imo
Differing opinion. Illegal. Go to the shadow realm
Oh I don't even remember what I was making this for
It's called a cuddle wyrm. At least that's what I named it.
I think the 3d one might look better if it was a full ring rather than having the corners removed
It did originally have corners. I could take a quick look and see what that would be like
The corners attached
I could take it either way
I kind of prefer it without though
Id argue that without the corners, it looks less flat. Especially if you're looking at it directly from any of the cardinal directions.
It just doesn’t look good at that small of a corner
You know, I could have some config for it
Which variant is used
Actually that's like no effort whatsoever to do that
Honestly that’s probably the best option
Plus that solves an issue with the first model. If players don’t like it disabling their lower skin layers, they can put on one of the simpler boot models.
It didn't appear to have any issues, but it's really hard to test in dev
Nigh impossible to get a good view of your own feet
3rd person /f5
free cam
Dude I'm going fucking insane
All my shit broke
Just cannot setup my project
It can't find Vanilla
Wow. IntelliJ moment
Dude I just cannot
3 days with this shit
Deleting all the caches hasn't helped, a hard checkout doesn't change shit (not that I did anything that'd break the project anyway) and I'm just losing it man
TFC works totally fine
Makes absolutely no sense
Could it be something to do with my models?
Pff no, something is fucked on my end
This is going to be one of those moments where you spend ages tinkering with it, stop, come back to it and then somehow it’s fixed and you have no idea why.
Extraction from the burlap sack is broken on 1.1.2
like using rmb in the inventory
is that fixed?
oh, the sacks on the belt also sway with the opposite leg
oh ok
Can't reproduce. Are you sure it's enabled?
The tooltip should be accurate
What's the tooltip say
I can check tomorrow
It's probably disabled. Is by default in dev
Then why does it work with the other items?
It's enabled by default for them?
Again just check the tooltip
Tooltips should be accurate
They all have a mix of default settings
hm, ok
Outside of the like container specific attributes like only allowing stuff in a particular tag everything is configurable
You could make the leather sack and Burlap sack identical, just with config
You could swap em, you could make them behave like the Ore Sack (just stuff that isn't ore)
The config working as intended isn't a bug, though changing the defaults might be in store
All the sacks having that enabled by default might make sense just for consistency
I'd much rather prevent confusion than worry about minor ballance stuff like that
so how do I enable it again
Server config
how does voiding work
Currently excess picked up items that attempt to go into a container with a matching stack will get voided
It'll refill player slots, fill the container, and void the remaining
Have a better system in dev that's slot based
It should pick up a couple unless the stack was already maxed out
New system is a lot better
@torn finch I found a bug:
if you have a inventory interactible sns, interacting on inventory with it (clicking on items with sack picked up), instead of other way around (clicking on sack to put in/pull out items) will eat 90% of items
yep, out of 7/8 stacks in burlap sack, it removed 6, including item I was putting in
and ate 32 out of 48 ladders
maybe it's necode related, as dedicated server experiences bunch of issues I never had on SP/LAN
Hmm, that's concerning
I'll see if I can reproduce in a short bit
Unable to reproduce in single player, I'll see about a dedicated server in a second
No dice @brittle quiver
hmm
Your describing holding the container in your cursor and clicking on items right?
yep, when it's filled with bunch of different items (I had bunch of ladders, torches and supports to be specific), I clicked on spyglass and poof, most stuff gone
when I have moment to relaunch server with test world, I''ll try replicating on video
Yeah I'm not having any luck reproducing this
And looking at the code I'm not sure where I could possibly be deleting items unintentionally
Heck I'm being so safe as to query the current slot contents every time and set the remainder if it's different
Any progress @brittle quiver?
I have peeps online still 😅
I'll let you know any findings, otherwise we can write it off as cosmic rays hitting my server's RAM and flipping a bit
Ah, I missread the earlier message
I mean if nobody can reproduce it then I'd kinda have to write it off anyway lol
@torn finch it's something to do between corpse mod and Curios API corrupting container data, I think
Since I enabled always_keep for curios I had no problems whatsoever
Hmm, I can't imagine how we're conflicting
Yeah but they shouldn't be causing the inventory interaction to delete anything
I could see some issues on death
But otherwise idk
And for a quick glance through their github repo they look to be doing what I'd expect
There's this issue but that's just for equipping stuff again
Just a small chunk of why no progress has happened lately. For whatever reason the programming gods aren't on my side recently
It even spat out the byte code at me as if I'd be able to parse what's wrong with some code I never wrote that magically broke one day to spite me
Bytecode:
0000000: 1301 3cb8 012c 4b2a c600 372a 03bd 0016
0000010: b800 4e4c 2b03 bd00 76b8 013e 9900 232b
0000020: 03bd 0076 b801 4199 0018 2bb8 0144 b04d
0000030: bb01 4a59 2aba 014c 0000 2cb7 014d bf12
0000040: 0d13 0150 b801 2cb8 0025 4c2b 1301 52b8
0000050: 0154 572b b601 5a9a 0007 b801 5eb0 2bb2
0000060: 000f b600 2ab8 0160 b0
Exception Handler Table:
bci [42, 46] => handler: 47
Stackmap Table:
full_frame(@47,{Object[#22],Object[#85]},{Object[#328]})
chop_frame(@63,1)
append_frame(@94,Object[#22])
Anyway this is at least a different thing that's breaking than last week
Wait so your whole dev environment is just in the shitter?
Just this project has been borked for awhile yeah
It's gotten slightly better each time I've touched it
But it's quite frustrating just getting a new error
Seems like I've finally made it out though
Nuked my entire fuckn cache for like the third time and once it finishes compiling vanilla I should hopefully be able to launch
Fok
Well least it can find vanilla again
Yeah I'm giving up again
This shits driving me nuts
We playing more PO3 Mythic mode because I hate myself
Why 😒
I just cannot
Why is my project broken
I don't get it man
Forge core mods are breaking
And their breaking during datagen of all fucking things
Chased around a mixin error when this appears to be the actual issue
None of the other runs have any issues
Why is my project so fuckn cursed
I crossed my eyes and prayed to Satan and now it's fixed
LMAO
Oh, if nobody stops me we using the 1.12 texture for the Quiver
Far as I can tell the 1.12 license doesn't have any restrictions on using assets
imma stop you
Hmm, steel horseshoe texture
I douno what to do with the like feet lookn things
The shading isn't quite right
Yeah idk
I could do it later..
You should add angle to it
Actually nvm I suck at item textures someone else can do it..
The shading is just a bit funny
I feel like I need more pixels but then it's gonna be too wide
I was thinking of copying the horseshoe texture from terraria then realized it’s really simple
Like the dimensions are right, I just can't do pixel art lol
Well first off make it more curvy and less straight lines
Like it looks like 2 sword blades welded together
Or like an archway
Yeah so like there's 2 pixels extra width
There's not like any room for a curve
The slot texture looks like that
Same dimensions as the two steel ones I sent
I change my mind again I’ll cook something up tomorrow..
Also just so ya'll know I spent on the scale of hours just for this to be correct lol
Adding a slot to stuff is not a clean affair
Removed a row off the feet things, I think it looks somewhat stubby now
Oop, was fiddling with the shading some
Yeah, gonna stick with this for now
Does it give you fall damage immunity if you make one out of gold?
Idk that looks like a horseshoe to me
Do it
I will make a goddamn horseshoe texture
Woohoo!
Oh that's better than mine haha
lmfaoo
made it better
Idk that still looks kinda funny to me
now?
I already said I would do it 
or now
IM BORED
IM SORRY
anyways here are the files
Welp
Like usual aleki knows what she doin
There's 4 metals atm, Steel, Black, Blue and Red
Can back pedal on having the variants
variants is fine, lol
But when I was in here asking about it people wanted to upgrade horseshoes too so
Yeah
Hmmm boots
Horse boots
This is what I was thinking of
Oop, I thought the PR had more than just the steel horseshoes @gilded knot. Shall leave you too it unless you want it merged?
hm?
You made a new PR for the horseshoe stuff
Yeah the icon
For whatever reason I just spent like an hour and a half figuring out how to make datagen copy my textures
Anyway it's very slightly more convenient now
Yay?
lol
I have enough custom datagen junk I almost wanna make a library cause I might totally use it again sometime for sure 100%
I AM USELESS 😭
It does
Horse boots… Let me put the hiking boots on horses
.
tbf this isn't awful, just... could use some work
better curvature tbh
Alekis is nice. Like most people she's better at art than me
you're more of a programmer than an artist tbh. not too surprising
✨ programmer art ✨
Fr
If anything upgrade my horseshoe slot
It's under GUI
Oh, my textures are in a wacky spot now though https://github.com/Traister101/Sacks-and-Such/tree/dev%2F1.20/resources%2Fcopied_images
I should make a CONTRIBUTING.md
yeah i noticed this
it was confusing me as we speak
wasn't sure if smth was fucked
I wanna try getting datagen running in CI and then build with it's output
I'm probably just over complicating shit though
always fun
The goal is to stop needing two copies of all the textures
But in practice idk how well it'll work out
Just did that like yesterday or something
why would you need 2
is this a forge thing
also i take it those are aleki's
Mostly
Boots are done by this fella coachthesexprime
hell of a title
Well, he's nicked as Heat Definition Man
I have been summoned
You hath
TRAISTER
Suggestion for horseshoes
There should be an option to make them out of uranium
So that the horses get radiation poisoning
I don’t mind being pinged by the way. You don’t have to worry about that.
Uranium isn't native to tfc
ur not native to tfc

Holy shit
I had the same idea
That’s a great idea btw
Oops didn’t mean to reply that
It is, though? Was pitchblende removed?
Yes, I think in like 1.12.2
1.12 had a number of unobtainable ores, metals and even some items by default
Pitchblende was one of them
Has the incompatibility with Cartography been fixed?
Hasn't made it into a release
It's kind of a both of us issue anyhow
They want to hook the event for information purposes so they should subscribe at a higher priority. I want to put stuff into my containers so I should hook it at a lower
Both of us did the default priority and mine runs first canceling the event for farther handling since I handled it
I'm really just waiting on textures atm, every time I try somebody else does it for me so ¯\_(ツ)_/¯
Just Black, Blue, and Red horseshoe(s) and my lunchbox
Mentioning cause Cartography updating will also fix the issue
We both realized we were at the wrong priority
today
no lunch box though
ignore the fucked up PR i closed
Man you first fired that off right as I left for work
@gilded knot so you don't waste time
Though it's annoying to look through on mobile so I can't get a goot look at a lot of it
She deleted mine
Unclear why
Consistency for one; Was just easier to design from scratch.
Your steel horseshoes were also inconsistent with TFC's colourscheme.
This is why I don't have open asset contributions to my mods, lol
Anyway, I'll make them in a minute
You also committed them in the wrong place for asset management
Would you like to clarify?
my bad, it looks like he re-did how that worked
Alright fore we argue can we wait for me to actually see em
All I've seen is the quiver which is good
i'll grab a screenshot
And yeah I did redo stuff, but idk if it'll last
:NekoLove:
now I don't like how the "horseshoes" textures take up the full 16x16 (i usually force myself to stay within the center 14x14 if i can), but it's difficult to squash those together without making a mess.
Can we please get a keybind to open the frame backpack when it's equiped?
I would be much obliged
And that quiver looks awesome
I think that it'd actually make javelins attractive again
Will you be adding like an upgrade system?
Probably not
i haven’t been able to recreate it consistently but i’ve had two instances in the past week where my seed bag deletes its contents for no apparent reason. has this been reported before?
As in everything?
i’m pretty sure
the first time it happened i didn’t notice and i believe it might not have gotten everything
second time it was definitely everything
I had someone mention something similar happen but frankly speaking nothing in my code will result in that happening
They were also unable to reproduce the issue
Item voiding, when enabled only happens on insertion and only voids the inserted stack once it's topped up what it can
Added this, absolutely LOVE IT!
Appreciated
So current status of things is missing a Buckle texture, missing a lunchbox texture and missing a texture for the mob net. I'm thinking about larger animals in a metal crate maybe? I'd like for you to like build it and place it in world but that seems like it could be a bit much
That's all I'm waiting on now though
3 textures
I wanna add some config for UI stuff but a patch would be fine
Really needs it's own screen so you can do it properly but that'll be rather involved
Would be easy to just plonk some coordinates into the config I just find that distasteful
What do we think of ropes for climbing?
I mean I'm already turning into TerraMisc for 1.20+ so hey
I wanna add like rope javalins too
Possibly grappling hooks?
Rope javelin would be quite cool.
I've never made but stone javelins.
Oh. A quiver.
With automatic item collection like the sacks have.
Yeah that's coming in the next update
Nice.
Was weirdly involved to get working
There isn't an event for arrow pickup so I had to mixin it
Some TFC mixins for the javalins to refill
Those were expected
Also learned that my extended slot capacity didn't respect durability in the process which has been fixed
Had stacked javalins which is pretty cursed
I'd like for you to like build it and place it in world but that seems like it could be a bit much
Nah, you build Aleki's ships in world and that's a banger. We can build a cage all fine
Well I moreso mean like a cage you build in world and then gets minimized into an item to capture a mob
Gives you overburned/exhausted whatever
So you can't just haul a ton of them around
Plonk it into a compartment cause that'd be pretty trivial for me to do seeing as I wrote the system
It's a really loose idea
Kinda like those mob crate things from back in the days
Little pad essentially that when stepped on would capture the mob and turn into a full block that could be picked up
Been a thing I've been thinking about on and off for awhile just can't think of a way that'd feel good to use
Mob net (by default) only does small mobs so the cage would be for your full grown cows, horses and whatever
Basically anything larger than a baby or a bird
That's cool still. Gist of TFC(:TNG) is to make more crafting in-world (controversial in-world welding). Making an animal cage and picking it up feels appropriate
In world welding is rightly controversial
You very rarely just weld two ingots
Essentially every time you weld stuff together you have just worked it or are going to work the welded result
So either you either are exiting the GUI to weld, or entering the GUI immediately after
Or, sometimes if your very lucky, exiting the GUI, welding and then entering the GUI again
Plus the constant juggling of the inventory in order to have stuff on your hotbar
It is objectively more annoying and less immersive to weld in practice
You extremely rarely magically have two heated items that you only need to weld
Mind you I do like in world welding, I hate that it's a requirement
It's kinda like if Mojang decide next update furnaces can only be interacted with in world, similar to campfires their results just pop off
It's a nonsensical change
PLEASE!!!
An unfired large vessel
add Purple, Blue, Light Blue, Green, Lime, Yellow, Orange and Red dyes to it in a crafting table
To make the Rainbow vessel
doesn’t seem relevant to the mod?
i just dont know where else to post :<
You could also make a datapack to add that
Right-clicking a campfire's fuel stack with a basket that contains a piece of lumber makes the piece of lumber disappear?
Hmm that's weird
I don't know if it is intended, but it is possible to put full vessels inside leather sack and stack them( by using inventory interaction)
That doesn't make any sense, you shouldn't be able to put vessels in at all from what I recall
You can, they are large
And if you right click vessel with leather sack, they will stack
I can make videos how , when I am back home
I don't think your lying
Oh also, due to this, it is possible to move whole stack of full vessels into frame pack,somehow I still didn't get chunk banned
Douno why you would
I had 4 k items in one sack, I know it isn't much considering AE but still
You moved a single stack around
The vessels have identical NBT so they are able to stack thanks to the typical stack size being ignored
Lots of stuff works like this. IE crates are a really easy one to run into
But no that's not intentional
Slipped my mind
That's also confusing, it should deligate to the same insertion code resulting in the same behavior however you insert
The menu uses the capability to insert, as does inventory interaction
Oh yeah I didn't mention it before but I found I could put jugs in my straw baskets and they stack letting me hold tons of water (so long as the same liquid or empty) - I'm assuming that's not intended either?
hey. it looks like the pack frame can't be melted, unlike other metallic items, since it doesn't have "Melts into 400 mB of Steel". i presume it's a bug?
heat definition man when cold explanation woman walks in
Was the lunchbox ever added? I see code exists for it in the config, but I can't find it ingame
Pff, didn't tear it out correctly for the patch then
No, it hasn't made it into a release, I'm still waiting on textures
Alright
what textures do you need
Lunchbox and just a buckle at this point iirc
Been a while since I've done anything. Life & doing other things you know how it be
@torn finch Would you mind if I created a group with you and my wife? She is looking at making the textures but wants some more specifications
I mean that sounds fine but if aleki does end up doing textures it'll probably be within a couple weeks or so I'd expect. She said she'd have free time at the end of February iirc and that's in 2 days. I'd expect she'd first do like Nifty/FirmaCiv and then maybe textures if she wants to take a break from programming for a short bit
If aleki gets to them first that's fine too
I got distracted with stuff
Want my lunchbox hud to be like configurable and stuff but it's lot more involved than I expected
Have to leave it for later
Just fancy polish
Okay, so I had a friend give me an interesting idea for the boots, extra fall distance
I'm thinking the tooltip will show "±X Fall Distance" atm
Configurable, like all my junk though I'm really kinda feeling like some silly values here.
Is 5 blocks at black steel and 10 for red/blue too much? Lol
Should go on the horseshoes as well, probably way useful there, darn things tend to die from falls in my experience
Quiver
Just need to make a book entry, nothing I want to add to that
Gonna ship with it capping out at 5 blocks me thinks, that's still extremely far. Near about 2 times extra fall distance
Truly just need to write/update some book entries now. Had some unintuitive issues to iron out
Really making me realize how much higher quality Neo is in that aspect
I think horseshoes might potentially be what my mod is known for going forward, the extra speed alone is really nice, and now there's a new stat I'm gonna keep secret till release 😛
That’d be insanely useful for horses
The only times mine die is from fall damage
Gah, stupid thing won't make github releases
Seems like both Modrinth and Curse instantly approved it so no biggie
As usual report any issues and whatnot. Little worried about the horse stuff cause it's crazy invasive. I think it should be fine long as anybody else doing shenanigans is being smart about it
Just my luck whatever issues crop up will be my fault course
Horseshoes? For donkeys too I hope.
Yep donkeys mules and horses
In theory also Llamas but I don't think you can equip them without some other mod doing fancy shenanigans
Good to hear that donkeys are involved. I don't use horses for RPG reasons.
No 32 Water Jugs in one slot? :(
it wasn't just jugs, very "funny" bug 10/10
No Kuba doesn't dupe on the server
meh too easy, but i was thinking about duping enchant table and give it to everyone
my single redstone link...
Suggestion:
saddlebags
Can be put on a horse to add storage, at a cost
Single saddlebag
Adds 5 inventory slots, -5% speed
Costs some reinforced fiber, leather, a buckle
Double saddlebag
Adds 10 inventory slots, -8% speed
Reinforced fiber, buckle, leather, maybe some steel
I wish I knew what was wrong with my CI
Doesn't make any sense, it has the right permissions but it just doesn't work 😒
Uploads to Curse and Modrinth at least, I'd just like if I didn't get an email telling me it failed cause it felt like not working since I last touched it
Anyway Quivers have a recipe now, Curse and Modrinth are probably gonna be approved instantly like last time I'd assume
Hey guys I have a question. I've found that quivers don't auto-reload bows and javelins when put in the curios slot. Is this intended?
Oh well, thanks for the reply man
In practice you'll probably be wearing the frame pack but yeah, I apparently brain farted months ago
Happend to check the one spot I actually do check the curios slots which is for pickup
Is there plans to add a hot key function for the frame pack? Like pressing B to open it when it’s in my curios
Try pressing B :)
pfff
I just installed this and I love it. I am just wondering if backpacks'd be dyed in the future.
I've thought about it, might in the future
Nice! I'm looking forward to it
made myself a lunchbox but not quite sure how it works
i don't seem to be able to click items into it?
Book :)
ohhh that's my bad
the hold-ctrl just brings up the page to craft it
didn't realize it had its own entry
thank you!
to confirm - you have to explicitly add the "lunchbox_food" tag in order to let it be put in the lunchbox?
Hmm that so? I might want to remove that entry then if patchouli likes to direct you there instead
That's the tag that's used for if it's a lunchbox food yeah
it directs me specifically to this page
that would explain it - i was trying to put my firmalife burritos in it and it wouldn't go
probably because they were never tagged as such
no lunch burritos for me
yup, tacos and nachos too
Huh, I remember there being pizza but that was all
we've got garlic bread (near top-right, between bacon and cheese), chocolate, ice creams (probably shouldn't be lunchboxable)
to call it lasagna, or spaghetti cake
that is the question
or would it more technically be spaghetti casserole
things i think should be lunchboxable -
burritos, tacos, tortilla chips + nachos, pizza, pies, lasagna, garlic bread, sushi, pasta maybe?
but spaghetti casserole is a thing, and I have a recipe for one
Don't threaten me with a good meal
not sure if they actually are boxable because i don't have my tags mod installed atm
but yeah just my thoughts uwu
I'm not sure nachos would do very good in a lunchbox
technically there's lots of things that wouldn't, but we're handwaving packaging
or lasagna
all mentioned tags can be added with a datapack if you're too impatient to wait for an update
i wouldn't trust loose bowls of soup either but here we are 
oh yeah for sure, that's what i plan on doing
i kubejs tons of stuff for our server
The current tag covers most stuff, firmalife just adds thing that don't fit into there https://github.com/Traister101/Sacks-and-Such/blob/1.20/src%2Fgenerated%2Fresources%2Fdata%2Fsns%2Ftags%2Fitems%2Flunchbox_food.json
(sandwiches do have to be like that yes, they don't have a tag)
thankfully burritos and tacos, while modular like sandwiches, are only one item
so hopefully should be easy to add ^-^ i'm gonna test out kubejsing it and if that works i'll make a PR if the github's public ^-^
I datagen all my stuff, be helpful just to have a list if you don't want to deal with that
ahh okay
While I'm here, I'd like to make a suggestion to the configs
Making it so we can change the #The amount of steps taken before one point of durability is lost
definable per horseshoe/hiking boot would be pretty cool
Firmalife has its own food tag (pretty sure it contains all of the foods it adds) if that helps 😅
I know the higher tiers already have more durability, but it'd be nice to have this option for customization/balancing reasons
I've been somewhat selective about what I determine "lunchbox food" for example raw meat isn't allowed despite the fact it's edible
I was a bit split on soups but decided they make enough sense
You know I did at one point but I went back on it for some reason
strange
I think it was one of the early horseshoe iterations and I wanted parity
Shouldn't be an issue now I believe
A reusable mob net would be pretty nifty too
or atleast giving the current durability
it doesn't make a lot of sense to me why the current just obliterates after one use
granted it's primarily just jute, which is growable
but a bit strange nonetheless
For TFC it's a pretty strong item
The fact it's materially quite cheap but not reusable is kinda important to it's current place
I'd like to have some sort of more involved, reusable trap
Imagining some sort of Nifty/FirmaCiv integration where you slap like a cage down and can see the animal in there
Just not sure how to go about it
omg do lunchboxes preserve food forever
Uh they shouldn't?
Is that fucked
They should provide a slightly worse preservation bonus than a vessel
It looks like it gets removed and added properly
@cedar sandal
oh no no sorry haha
yeah we're good
it's because i saw the rot timer go away, so i thought it was like artisanal's canned food
but it goes back to being spoilable once i take it out of the box
Hmm, that's funky
It's applied the same way vessels do it
Not sure why it does that
i haven't tried the new version yet, what's this?
That's a leather strip
I forget the exact rates but leather wise nothing really got more expensive
Not that it'd matter much leather is cheap
1 leather -> 3 strips, 2 strips -> 1 bound leather strip (the thing in the screenshot)
The lunchbox… that’s 700 units or 7 ingots of wrough iron. Good lord. One sheet is 1m long and some how three of those is getting fit inside a lunchbox.
One lunchbox is half an anvil. Can we weld two lunchboxes together to make a lunchbox anvil?
minor bug, no idea how fixable - food that returns a bowl does not return said bowl if it's eaten from the lunchbox
this was a minecraft bowl, dunno how tfc bowls would function
Extra hungry
bonus fiber
👁️👄👁️
I recall checking this
are items also restricted by type somehow? i can't put food or ores in my straw basket
Yeah there's some hard coded checks on the food tag and the two ore tags (nuggets and proper ore), it should all be tags I just haven't gotten around to it
So I did, just not with TFC bowl food (which don't work like normal bowl food and so has to be manually handled)
Alright fixed this
And now this is properly controlled by tags
ah i see. functionally, what does that change?
You can make anything hold food or ore if you want
You'd just need to override the tag
Same behavior as before just user editable
Was a hold over of 1.12 which needed to check the item class because there wasn't an ore dictionary entry for them
- also some code debt where I copied it around a couple times
I updated to the last version and it crashes when inventory is opened by clicking on basket, sack, backpack, etc.
I tried installing only curios, patchouli, tfc, sacks 'n such to check and it crashes the same way.
I'm using a translation so it may not come across correctly.
@upper adder Crash log?
just installed this mod and when i opena frame pack it crashes and says "exception in server tick loop"
Hmm, this isn't a fun thing to be blind sided by
@minor ether can you give me the crash log?
i think i fixed it by just switching to a slightly older version of the mod
i can stll give the crashlog if you want tho
I would indeed like the crash log so I can see the issue
Crash Log.
I'm not angry, I'm just wondering, “Does the creator know?” I thought and reported it.
Seems like I'll have to get to this tomorrow or at least late tonight
Crash logs aren’t real
Been fixed in an update
whats the difference between the backpack from Backpacked and the Frame Pack?
i guess i might install both and try
Well since I'm a backpack style mod for specifically TFC maybe I integrate with item size like I say I do on my mod page?
I'm targeting "I want backpacks in TFC but I wish they weren't so cheaty", cause TFCs item sizes are opt in
I also throw in some other stuff now like horseshoes and hiking boots
By and large I want to be in a similar spot as Waterflasks is where it just feels like good bonus stuff
Right where an addon should be
Waterflasks is one of the TFC addons ever
it is an addon, yes
Hey! I noticed the hiking boots and they are really awesome, any chance we could get snowshoes that work the same but for snow?
in English they're usually just called snowshoes or snow shoes
Snowshoes are specialized outdoor gear for walking over snow. Their large footprint spreads the user's weight out and allows them to travel largely on top of rather than through snow. Adjustable bindings attach them to appropriate winter footwear.
Traditional snowshoes have a hardwood frame filled in with rawhide latticework. Modern snowshoes ar...
Funny enough I've heard snowshoes are apparently stupid slow
Like they basically just help you stay on top of the snow not speed you up
Correct
I think I'd rather roll snowshoes into the boots somehow tbh
They distribute the weight on larger area which affects how deep you sink into snow. Basically the moving is 60-90% of normal walking speed depending on snow.
Maybe I'll rethink how the boots work and make it have like attachments hmm
I'd say yes and no... While they would be slower than normal shoes they are still faster than sinking in to the snow I figure
You could allow for skies as well than, that would be pretty cool if you ask me
Maybe its just because I like living in the north
skis would be mad cool
basically just give you super low friction while on snow or something and slow turning
idk
Yeah that would be cool!
I'd stick with the snow shoes, altho downhill skiing would definitely result in interesting situations with collision damage related to speed.
I douno how to approach something like skiing, it'd take me fiddling with the player movement controller or taking the easy route and making some sort of custom entity you secretly ride
Yeah the mod I found goes with an entity
Hiking boots have issues rendering properly.
Blue steel hiking boots looked fine
Durability on boots. If they break are they gone?
And is there a difference between iron buckle and steel buckle?
I was too everywhere to pay attention.
Gotta say Sacks 'N Such is a great QoL addon. Loving it to bits.
That is very strange
Yeah that doesn't make any sense it's just a MC generated 2D model
There's only one buckle, just alternate recipe so you don't have to make iron once you've reached steel
Yeah, though they will last quite a long time by default
they have forging bonuses from the buckle, don't they?
Ah yeah I believe so
So... They help with powdered snow
I don't think you can encounter powdered snow in TFC
Huh
Snowshoes irl from what I understand don't actually help you travel faster, they just keep you from sinking into the snow
I think it's roughly comparable to like shoe spikes for ice
i mean, sinking into the snow makes you move slower
can confirm, have gone hiking with and without snow shoes before
it's not very fun to go hiking when it's so cold either way, but the snow shoes help if the snow is solid enough to hold you with them
You can 🙂
Okay @azure matrix good news for me, the boots models aren't broken. Bad news something on your end has messed it up. Do you have something like better first person or even just a resource pack installed?
Also I watched the boot portion of your episode. I'm glad you like them! The default config is 500 "steps" per durability loss which in real people time is ~25 seconds of continuous walking/running
The normal boots have 420 durability for ~3 hours continuous walking (2.916 calculator says). The steel toe boots have the same durability as the boot item they are replacing as well as identical armor stats
Not gonna go look at what TFC sets the durability to atm but I can tell you it's more than 420
So expect multiple hours between needing new boots unless your taking a lot of hits for some reason
Horseshoes have the same durability loss mechanic
Better first person.
Yes
I'll have to look at it once I'm home
I'm reasonably confident a mod like that is screwing things up
I don't have a 3D hand models for the boots
I didn't like how it looked
How does the selected slot for the lunchbox work? It doesn't seem to automatically increment when the first stack of food finishes, and now I idk what I did but it's now stuck at slot 6
I believe that's one of the things I better explained when I updated the book recently
Shift + scroll wheel moves through the slots and when a slot empties it itterates backwards until it finds a slot with something in it or it reaches the first slot
Course now I'm not really understanding why I don't also go forwards in the slots as well so I'll be changing that
Must have slipped my mind at the time or something
Aw I play with trackpad
Yeah I do
oh scrolling also works so id assume it works for lunchbox too
it's just annoying to do so because impercice
I want the lunchbox to support people who want to switch back and forth between meals to min max the whole nutrition thing and also support people (like myself) who don't care enough and will just fill it with food
Currently I don't see why I would want to use it over a vessel
A vessel preserves food for longer and holds more food
Lunchboxes hold more types of food and you can eat directly out of it but the vessel's 4 slots are enough
If you're low on inventory you can also ditch the vessel or put other stuff into it but you probably wouldn't want to throw away half an anvil, much less a wrought iron one
It's very, very slightly worse preservation than the vessel (0.6 for lunchbox vs 0.5 for vessel)
Its actually pretty significant
Still don’t see why it has to be worse than the vessel the trade off is that you can only store food in it
Being able to store more food doesn’t matter as much when it’ll expire faster than with a vessel
You don't have to juggle anything in your inventory to eat your food
Like TFC the traits preservation is configurable
The iron investment is rather significant though
I believe I forgot sheets are two ingots
I forget that a lot truth be told
Having something be configurable is more for servers than anything can’t expect it to replace general balancing
I'm saying that if you think the reduction is that dramatic you can change it
I just don't. Instead of a doubling of shelf life you get round about a half extra shelf life
I believe it might have been you who convinced me out of no preservation at all
You have to connect red and green arrows AND follow the order to finish the forging
Though some recipes not accepting the seemingly correct order is a rather common problem from what I saw
Yes, that's the pattern I encoded
It's not super visible but it shows in the UI
Hey sorry if this has been asked before, but is there a way to config the frame pack to be very heavy? so that the player can carry at most 1, or 2 if one is in the back
I tried through kubejs data, doesn't seem to be working so I'm definetly missing something
The weight of all item containers is dynamic (therefore overriding anything applied via datapack), changing with how full it is
80% is the very heavy threshold
My thoughts behind it are if people want to make a lot of frame packs and micromanage them to fill them up just enough to avoid being over burdened they can have at it
It's not like they are free
I'm open to having different weight calculators but I definitely don't want to punish people for simply having a container on them
That makes sense, I didn't realize the weight changes dynamically
I'm going for a more limited feel in the modpack and forcing people to eventually use akistor carts for large amounts of blocks. But micromanaging that way seems annoying enough to deter it lol
Yeah, it's definitely denser than the other options but the added expense & micromanage headache makes it not worth the trouble I think
Definetly. I miss the old one back slot else you are overburdened 1.7.10 thing, especially with iguana tweaks, but with things like tinyInv and other limitations I can emulate that quite well I think
and this is a very nice mod btw I'm glad I found it, good work
Appreciate it
If you haven't already found it checkout the server config
Lota stuff in there you might be interested in playing with from the sound of it
yeah I'll definetly play around! thanks for the answers 🙂
Barrels 2012 addon adds curio back-slot compat to some of the TFC very heavy/huge items
Frame packs as well as all of the sacks also go into curio slots
Namely the back slot for the frame pack and iirc the waist slot for the sacks
I ask for 1 of each slot, so if your using barrels 2012 (and it also only asks for 1 back slot) that's all there should be
Least if I understand the system correctly
Am I the only one ha ing issues with the quiver not providing arrows to my bow if equipped on the back?
Are you up to date?
It should be pulling from the quiver on latest
I'd forgotten to check the curios slots initially
Honestly it's probably a good idea to centralize it somehow, as is there's a lot of copied code anywhere I need to check curios
Tis why I forgot to begin with
Okay might be I am not on the latest version then 🙂
So it does work then or?
I dunno the server I am playing on hasnt updated still 🙂
does the hiking boots cause more fall damage?
They shouldn't
The stat is additional distance on top of the vanilla height (3 blocks iirc)
It's mainly for the horseshoes as fall damage is pretty brutal in my experience
I gave the higher tier boots some low bonuses as well though
i see, i just saw the fall distance stat and thought "heavy boots make you fall fast = more damage"
Well from what I recall I refer to it as padding
Ah no the attribute is indeed just "Fall Distance"
But that matches with other attributes such as "Jump Height", "Step Height", "Movement Speed"
the 9.2m/s^2 in question:
i don't believe minecrafts gravity is 9.81m/s² its about 27 m/s²
Yeah it's definitely not 9.8m/s
So 1.20 TFC doesn't have any addons with different bows n whatever right
Kinda want to add a long bow or something
Metal arrows while I'm at it
Hmm, if I get that fancy with it I think I'd probably want a custom bow
Unless it's just for fun
Don't recall how much control arrow items have over the projectile
That or more invasive mixins 😒
there's only epic knights of terrafirma
which does add a longbow
as well as a heavy crossbow
notably though the longbow requires leather production
Is that addon not just patches for Epic Knights?
Yes, pretty much.
Yeah I don't really see why I'd care about it then. It's kind of like how I know Sophisticated backpacks exist but they aren't a concern for what I'm doing
I'm doing a backpack thing yes but it's designed for and around TFC. Sophisticated is doing a separate similar thing
hiking boots dont seem to be stopping tall grass from slowing me down, testing on a fresh instance with just tfc and sns
Well that's certainly strange if it's an issue
This would be the first report of it and they've been out for I think a couple months now?
If this is actually an issue @tacit steeple you'll have to provide bare minimum a log. I went out of my way to make sure it should be compatible with everything so if this really is an issue somebody likely used an overwrite mixin
And your experiencing slowdown from tall grass?
yes
Hmm, very werid. The mixin isn't failing
do they work for you?
They did in dev when I last touched it
I'd understand it not working if the mixin failed to apply but that's not the case
I'm almost certain they worked for bonedoll when they first made them in a video
I'll get back to you on this in a bit
Gotta eat and whatever
@torn finch would you be able to make curios an optional mod?
It is optional
i crash if i don't have it
First I'm hearing of this
prob bc everyone uses curios lol
Log please
So I'd expect to see one of the classes I'm mixing into to show up but they aren't
So I'm quite baffled at what the issue could be
Plus my actual mixin doesn't show up at all
And then the stack trace is really suspicious, namely the Fire Block which I don't touch at all
yea i mean i have no idea lol
like i said nobody reported it bc everyone uses curios i assume
Yeah I guess
I've tested this a number of times as well after large changes to ensure it still works
Last time was I think right after I added the quiver
Or right before I guess
Far as published releases go
Attempted to update from version 1.1.2 to 1.2.3 and the loader is very much not accepting it
I had to go out so I cant share logs rn, but any idea about what could cause it ?
Everything else is like basic up-to-date tfc and usual addons
It might be this curios thing I haven't gotten around to yet
I know how to solve it it's just kinda annoying
Plus it also seems to be a classic works on my machine issue cause I definitely tested it, I've got the instance hanging around still
Outside of the potential curios issue there could potentially be a mixin conflict however that's pretty unlikely
It's just the horse mixins that could be an issue and nobody else is gonna do invasive mixins like me unless they are doing something very similar
Even then it should be compatible I believe
Or at least would crash later ingame
wait so does this mod actually finally add quivers?
There's been a quiver for a few months now yes
youre such a G for that
ive been asking the devs since last year for one
It was added largly because people kept asking the TFC devs
I quite liked the quiver in classic but I guess they don't feel like it's worth the effort to keep it around
is there any way to make the player only able to have one backpack in their inventory?
i know i could make their size very heavy and huge but then with curios tfc weight theyd always be exhausted with just one
oh wait nvm
This addon allows carrying one Huge+Very Heavy item in Curios slots without a debuff (e.g. allows wearing a huge + very heavy backpack in back slot).
wait i think barrels 2012 alr does this i dont think i need both
actually i cant seem to change the weight of the frame pack with kubejs
maybe nbt data is messing it up somehow
.
I initially wrote this mod for a modpack I wanted to make in 1.12
So I've tried to approach everything with pack devs in mind
Hence the extensive configuration
i lowk just dont like these devs
Yeah don't go starting any drama in here
one problem i am having is that the mod when selected in curseforge, makes the game refuse to start
it starts for a few seconds and then closes itself
you need curios api
I think I'll get around to it tomorrow or the day after
I’m sure it’s been suggested already, but maybe a grappeling hook?
First that's been suggested I believe
Maybe, it'd be a ton of work for me to be happy with it
alternatively, climbing picks that allow you to ascend short walls maybe?
like 3 block and 4 block walls
or to just ascend blocks at a slow rate
Still a lot of work for me to be happy with something like that
I don't want you to just spider you way up walls
Grappling hooks would need to have swinging, IE propper grappling hooks that'd make Etho proud
I'm not confident I'm clever enough to do that easily
Sounds like a lot of work
Sometimes things that are a lot of work are worth it
snow shoes that let you not slow down in snow would be cool
Would that really fit the theme of this mod tho?
“ ‘N Such”
I don't necessarily have a theme but there's definitely stuff I don't want to include. Climbing picks is neat but idk if I want to do actual traversal tools
Still have a lot of focus on nifty ships
Plus in all honesty I don't really want to work with stack NBT anymore it sucks lol
Components will make a bunch of stuff I do easier. Data maps will as well
semantics, its a sack mod
does the quiver automatically put the javelins back in? becuase i have to manually take it off and then put them back in and then put it back on
I think the curios support for quivers just doesn't work in the most recent release
oh ok
ohhh is that why they dont have a player model
was wondering bc its the only one that doesnt
No they don't render on the player cause I didn't make a model or anything
i FUCKING LOVEEEE straw baskets
truly one of the itmes ever
You have a chest full of COBBLE, a problem since you got MORE COBBLE
but you got GRASS EVERYWHERE AND A SCYTHE
Go on a planticide for 5 minutes, 9 baskets, and now all of that cobble is contained within all of the baskets
I made a FULL DOUBLE CHEST OF BASKETS JUST FOR MORTAR
two double chests worth of diorite bricks, all contained A SINGULAR CHEST
the cost? GRASS
@gilded knot @torn finch I LOVE BOTH OF YA
PLATONICALLY
From what I understand it works just not the Curios support in particular
love you
wait so do i just remove it
From what I remember the report I got was it didn't work when specifically in a curios slot
The most recent release looks like it should be fine so honestly idk
Hi we’re looking to implement this mod into TFG, but we would need the ability to have more different types of backpacks. What is the best way to make more backpack items?
Ah, if you want or need any api changes talk to me. I'm gonna update sometime this week or next week I imagine
I know why the curios crash happens and the resolution is coming with an internal helper rework. Might redo some of the ContainerType stuff as well since some parts aren't thought out very well iirc
we're back to figuring out if we need this or not because if we take away people's sophisticated backpacks without the perfect replacement, there will be riots lol
The perfect replacement doesn't exist
I won't write it either
Sophisticated is for modded mc, your expected to have jetpacks and other fancy things
I'm intended for TFC, I expect you to have normal TFC stuff
yeah
My GUI doesn't support anymore than three rows of container slots but I can probably rework stuff so it could
The slots themselves are fully dynamic they just start overlapping the player inventory
But you'll struggle to remove sophisticated at this point
People will complain about it no matter what you do
People adding standard backpack mods to TFC modpacks without thinking of the consequences is a lot of why I wanted to make my own modpack and write my own backpack mod
As they say you can't put the genie back in the bottle
But yeah, explain your needs and maybe I can do something about them
yeah that makes a lot of sense, and like you say, once we pick one it's hard to change to another
I think these are the key points that would be needed for us to switch:
- way way more slots possible. I don't remember the exact number that our biggest backpack has, but it's big enough that it has a scroll bar
- a way to select items to auto void when you pick them up. Whether this is a filter (we have both gregtech and create filters if piggybacking off them is a possibility), or just a checkbox that searches for a tag which we can control is fine. The main thing people want to void with their backpacks is just all the loose rocks when you go mining
- a way to place the backpacks on the ground, so other systems can then push/pull things out of them. Doesn't have to be supported by all of your backpacks of course, but I think the "big" one and the ore one would be the most in-demand
- some sort of portable crafting table, possibly as a curio? if not, there's lots of other mods that already add this, so we can try one of them instead. This is the main reason the conversation about switching even came up in the first place, as the gregtech devs say they do a lot of "complicated stuff" with their crafting table recipes and since soph backpacks is ARR and doing its own funky stuff, that leads to conflicts (like right now, there's an item dupe bug that only exists in the soph backpacks crafting table and not in a regular one)
would the first three be even possible? most of the team is still hesistant that we even need to switch in the first place, so I don't want to waste your time if we aren't even going to switch -- but being able to directly contact the developer would also be a big advantage over soph backpacks
- Containers with a scroll bar are annoying from what I understand, that's also significantly beyond what I'd ever use so isn't worth my time.
- Auto voiding is already a feature and will not be using filters (but it should be pretty easy for you to plug in greg/create filters code wise)
- Placing the knapsack or really most of them is something I've wanted and just haven't gotten around to
- Crafting. Probably no. I could give you some sort of curio that opens a crafting menu but there's already mods for that so I don't see the point in me doing it
My voiding system works internally to any item handlers IE externally I insert stacks like normal and they are accepted as if there was enough space
I have an interface/capability for switching which slots will void items or not but that's just so you can click them in the menu to toggle
Gah tinkers code is awful
Everything is always just their mantle lib at the end of the day it's so fuckn annoying
I think it's unlikely I'll bother with a scroll bar
I could do tabs though
fair enough, thanks for the response - we've still got a lot on our plate (as always lol) but we'll let you know if/when we ever want to switch! like you say, it's difficult to change once you've already been with one for so long
The quiver is really broken from what i remember
Arrows put in it are used but not consumed, so you basically dupe them
Also it would be nice if it automatically picked up javelins that go into your inventory instead
Huh would you look at that wonder when that broke
Wow. bows are annoying enough I might just mixin this instead of going through events
Or well the events suck
Ah right and there's a lack of handling for Crossbows
Yeah fuck this man
These events aren't worth the trouble
For anyone curious this is what I wrote as the reason for my mixin.
The Forge
LivingGetProjectileEventdoesn't work for us because it's fired twice in the process of drawing back the bow. First it's fired inBowItem.use(Level, Player, InteractionHand)(will not modify the stack) and then second it's fired inBowItem.releaseUsing(ItemStack, Level, LivingEntity, int)(will modify the stack) with no reasonable way to switch out the stack outside of handling the whole arrow shooting process viaArrowLooseEvent.
Or TLDR a similar headache the Item Pickup event caused me just without the near mixin requirement
I love filling my donkey's chest with baskets and transporting an impressive amount of cobblestone !!!
I'm rather surprised it's worth your time doing that lol
I am doing that whenever I mine out a vein underground, i tend to gather as much cobble from it as I can (i like building kinda..), donkeys have additional 15 slots, that's 60 stacks of cobble
+3 ore sacks
Well glad your having a good time
before i was playing only with sophisticated backpacks and other halfbaked mods
but tbh sns just feels so nicer
Appreciated
I'm pretty happy with the current iteration
1.21 will definitely move to components and maybe even a datapack registry or something
And it is just recently that i got wrought iron and made a buckle, cant wait to walk around without that dumb cane in my offhand
Haha
Could be worth asking those guys if they'd care if I merged a cane into my mod as well
I rather like the progression from the cane to the boots
Just so you guys know I meant to have a release out sometime in the past 3 days but I spent too long playing Celeste and Doom 2016
Should have the Curios mixin crash resolved well as the quiver nonsense ironed out. Was just doing some refactoring to better support any sort of nonsense the TFG guys want to get up to
I think our new plan is to push back when you get the soph backpacks, and include yours as early game options
"Early game" for Greg would be what I'd mesh best with I'd imagine
still undecided when that point would be though 😅
Only ever mess with Greg very very barely in kitchen sink packs where the veins are oh so yummy (particularly redstone)
Wanna get around to GTNH someday but you know, life and stuff
normally you can get the basic backpack as early as copper age, then the first upgrade is colored steel, but I'm thinking of maybe removing the first backpack and instead just crafting the second backpack from scratch once you get black steel, since that's when you start actually doing gregtech in tfg
we'll see haha
Ah yeah just to make sure you guys are aware basically everything is configurable
Slot capacity, the amount of slots, what they don't accept (tags) what they do (not all of them but still tags) ect
Server config isn't the greatest for this stuff but it does work alright
yep yep
TFG does aim to be a much more approachable gregtech modpack, lol
I want the full genuine year long experience
Mainly complex AE2 networks are my shit
I love hanging out in base and just doing essentially logic puzzles on getting auto crafting setup
TFC x Greg is rather unappealing. I don't want like industry in my banging rocks together mod
well, with our space additions we're gonna have a whole bunch of logistics challenges with that


why me of 3 months ago