#Sacks 'N Such
3710 messages · Page 4 of 4 (latest)
that's fair
I did hear there was a bunch of transphobic drama in the gtnh dev team recently and a ton of their contributors left
most of them moved to gregtech modern
while gtnh just has a skeleton crew left
Yo @viral comet you care if I do my own take on canes? Wanna ask cause whatever I do there'll be a lot of overlap
what exactly would be done differently?
Tbf I don't know what exactly your canes do besides prevent slowdown
Don't have a public repo I can poke around in
they have step up otherwise not much, i can publish the repo, i meant to just forgot to
I'd like my boots to be the best slowdown reduction so the canes would just give a bit of a speed boost in general I think
Probably go with "Walking Stick" I think
I kinda want to do like a DST cane
DST?
Don't Starve Together
This is the important bit
It increases the character's movement speed by 25% while equipped.
Douno about that fast but I do think a flat movement speed boost would be cool
Just more interesting with the boots in the mix already
Could even have different bonuses depending on the hand
Better bonus in main hand but obviously your main hand is being used now
Soo am I gonna be stepping on toes doing this or
not really, as said my canes just stop you from being slowed so
Alrighty. This might even be something I can texture to an acceptable level lol
Want some quick and easy content to justify the massive breaking changes to some stuff
Does the frame pack work with the stack size? It is set to 64 but items are only stacking to 32 inside it
Ah, yeah so the frame pack respects the standard stack sizes
All my config is stamped out generically so that seems to have slipped my mind
Think that setting is ignored outright
I wanted stuff like that grass there to only stack to it's standard stack size
So like a standard container
The way this stuff works there isn't really a way to have it do both, best you can really do is min or max the two values
Min is vanilla behavior, max would be strange since a slot cap of 1 would still allow stacks of 64 if that was their max stack size
ahh ok then, I was just a bit confused as it why they didn't stack, but that makes sense
would you be able to change the tooltip to say like "default stack size" or something?
Yeah I'll make things clearer or just change it
Decided to just change it. They'll respect the config like everything else
Should snow shoes have the same config as boots?
I kinda want to have them slow you down a little bit, 5% all the time but fully negate the snow slowdown of 40% (so a gain of 35% movement speed)
They'll have curios support so can be worn with hiking boots, even just the normal ones would fully negate that
To me that makes sense. Maybe have 2 tiers of snow shoes with different negation. Good ones full negation, primitive ones that are basically sticks + string maybe?
Hmm, mayhaps
Maybe you could also add some skis which would give speed buff but only on snow?
Conditional movement speed bonus sounds like a headache
Does have me thinking about how I could make it slippery though
ice skates when 
Maybe. I did look into both things and it seems like it should be pretty easy
Pretty much do what soul speed does which isn't too hard
Like always I can't texture for shit
Ah yeah if anyone is interested in doing textures do tell me lol
Haven't asked aleki but she's still rather busy irl so I doubt she'll have time
The basic snowshoes are gonna use TFCs jute net and the fancier ones are gonna use a new Reinforced Net (made of my Reinforced Fiber)
I'll try my hand at it eventually I think but it's just tough lol
Will probably have a release out before the assets are done for the couple of issues I've been neglecting
Curios, some quiver jank and tweaks to internals
I got the horseshoes in hand, they just need the metal palettes
other than that I'm not in a place where I can make time for more projects
Tennis bats on feet
If it bothers me enough having stuff in dev I can just toss together an awful dev texture and call it a day
I've got most of a tool belt in dev and the snow shoes should be basically done tbh
Think it's just recipes for those
I'll probably get around to doing block versions of my stuff after the bug fix release
Should come with the snowshoes and whatever else I put in there
I'm finding more and more that I'm really not that interested in doing features but more so systems stuff
I have the most fun writing a system to solve some issue I have, not making new content
hey quick ques, how do you get custom containers/items to respect stack sizes? the most i could find was an old 1.12 mod that added that compat. couldnt find any info on the github docs
ye
like im making an ie modpack and i want the crates to only accept medium or lower
size
and the toolbox to only accept very large
Ah, yeah you'll have to find that mod that jankily does it
It's a thing you do in code
i see
i might just use your mod instead, then. Just configure the recipes a bit to be more endgame
It's not at all practical to make it work with everything. It's just inherently an "opt in" type of system
It's not exactly difficult, I handle the size restriction here https://github.com/Traister101/Sacks-and-Such/blob/1.20/src%2Fmain%2Fjava%2Fmod%2Ftraister101%2Fsns%2Fcommon%2Fcapability%2FContainerItemHandler.java#L80-L85
Vanilla containers are basically the same but I don't have a good example as I haven't used them
gotcha, id need to make a java mod to apply this to the crates and change it for my values?
Immersive probably uses an ItemHandler, most mods do so you'd just do basically what I've got
Yeah, or use the janky addon that just tosses items
I don't know what the 1.20 version is called off the top of my head
im terribly inept at reading code or understanding how it works, would i just need whats highlighted from the github, or would i need to redo the entire crate script
from ie
Douno
I'd have to look at immersive to tell you the easiest way to go about it
Also varies on how you want things to behave
Absolute easiest thing to do conceptually is copy all the crate stuff and just modify the one spot. Remove the IE create recipes and whatever and use yours instead
What I'd recommend depends on how it's handled internally tbh
Course coming at this with a pack mod means you could just Overwrite stuff with mixin and call it a day even
i think this is it?
it might also be cratemenu or crateblock
That's probably the screen or menu
yeah
Ah they use vanilla containers for their crates
so would it work to just opt in vanilla containers?
Oh there's some sort of callback even
This might be very simple gimme a sec
Heck, this is trivial enough the IE compat mod should probably do it
yeah 100%
Oh wait that's you huh
i was so iffed when it didnt
no the tfc_ie_addon isnt me
its missed alot of stuff ive had to fix..
like ie lanterns needing vanilla glowstone dust
Ah no your the modpack guy
ye
Well if your in their thread or whatever link them to that
This is a trivial mixin and makes a lot of sense to me
kk
Very very strange for IE to do it like this though
I expected like some way to register stuff to it
ie does some strange things
It do
like their multiblock system is wierd
you cant disable them you have to add an nbt tag to the hammer to stop it forming
if you try and override the file it crashes your game
Ha, yeah I'm rather familiar with their internals
Was looking at a bunch of multiblock having mods for the Nifty Ships multiblock system rewrite
Only heard about the most useful example after I was finished 🙄
yikes
btw, id just redownload the ie mod with that file and replace it with my current version?
Ah, mixin is a thing mods can do
You'd have to write a mod to mixin that
I'd try see if the TFC compat dev will do it for ya though
kk
just to make sure i understand it, that just makes the ie containers act like tfc chests?
ie, nothing bigger than large
iirc
It would if you did that in the mixin yeah
Them using vanilla containers makes it pretty straightforward luckily
thats good
tad worried since their last commit was 8 months ago
and they dont have a discord afaik
Ah do they not?
Oh my
Their repo is interesting
It's technically a Firmalife fork
@celest crag says your the maintainer of the TFC IE compat on curse, you interested in mixing into here to handle TFCs size restrictions?
Could also mixin into the actual Crate container instead but for whatever reason they have that werid call into the api for no useful reason
Genuinely seems pointless
It's not multi loader or anything it's really quite strange
it has already been implemented iirc
Ah yeah that looks like it should be working
@crude vine did you not check if this works? Lol
It's certainly in the git repo
Would be easiest for you to download the mod and see if it works
this is the first time im ever making a modpack, so i dont really know how any of this works and am learning as i go
ye i have the ie crossover mod currently, but crates accept logs which is why i was looking into it
Check your config then
Might default to being large or whatever
Man this thread got off topic fast
yeah XD
sorry
tfc ie addon doesnt seem to have any configs, i might download the github version and see if its different from mine
Server configs are found in your save
ohhh i see it, tysm
So each boot type is getting it's own stepsPerDamage config. The old global one was 500 per damage, I'm thinking of just going nutty with it and having it be 500 for the standard boots, 750 for steel, 1,000 for black steel and 1,500 for red/blue
If anybody has opinions on what the defaults should be fire away, imo even the 500 steps is quite a lot, that's 25 seconds of walking per durability
reminds me of soul speed in vanilla, and ive always found that a fun mechanic (without mending)
extra speed for a small resource cost
Red/Blue gives you over a min at 1,500
Oh, you know that's a good point lets get a comparison
Hmm it's per block for soul speed
Also random chance
Also thinking about it more boots are always active so longer time between durability is probably a good thing
This is the table the wiki has
Wiki says you run at ~5 blocks/s so with my system that's roughly 125 blocks per durability for the base boots
Or 52,500 blocks for their entire lifetime
Seems pretty reasonable for TFC
That's lowballing btw
id say that you travel less in tfc due to the insane speed you can get on some lategame vanilla highways, so yeah that sounds good
i guess youd walk more, but travel less
are the boots forged or just crafted
322,500 blocks for the Blue Steel boots
130k
This isn't taking into account the movement bonus and as such is lowballing actual distance in practice
i wish i had my old tfc survival world, to see my total steps taken
or blocks travelled
i might get my old pc out to check
Wiki says you sprint at 5.6 blocks/s and the high end boots come with a 20% speed bonus
Actually wiki should say
Doesn't look like it
I wonder how this'll stack with aged alcohol's speed buffs lol
and roads n roofs lol
Yeah multiplacative
I use the bottom one
Could expose that with config I guess
One of you pack devs tell me if that's worth the hassle. I expect just tweaking the values to be fine in practice
Bit of both
They are crafted but inherit the forging bonus of the buckle
Huh, TFC's mixin is a bit silly
I don't really mind either way, I suspect the defaults will be fine ¯\_(ツ)_/¯
It should, not gonna do the math for that sorry lol
it depends on if its counting as an armor, which im guessing it does.
iirc forging bonus counts as unbreaking I at perfectly forged, which cuts the chance to lose dura in half? (for tools)
for armor its like, 20% or something, for unbreaking I. Idk vanilla stuff
Well the comment of TFC's mixin being a bit silly is it bypasses vanillas system so it being armor is irrelevant
Does it not?
nope
It should work, just exactly the same as the tools
the last time i played i swear it didnt
let me check ingame
gotta actually forge something one sec
maybe you did too much hits on it for it to have bonus?
No they just don't have bonuses
Oh yeah I've had this idea floating around in my head for awhile but would damaged item textures be strange or a cool thing to have?
I personally really like it and from experience I know it's pretty trivial to setup using vanilla systems
ive used them before and they are both good to look at and a nice way to implement a durability bar in a immersive way
I'd only be doing them for my stuff that actually gets damaged, boots, horseshoes and the eventual snowshoes
Might do opening/full textures for the containers but that's more effort so idk
Alright finally fixed some stuff, no new content here sides some config changes https://github.com/Traister101/Sacks-and-Such/releases/tag/v1.2.4
Curse and Modrinth will be up when they up
pog
I also migrated to using Mod Dev Gradle Legacy because yes
(That's the fancy new mod dev gradle plugin we are using for 1.21 Neo)
Honestly no good reason for me to do that I just kinda did it
I also wrote some fairly silly util classes for streaming through ItemHandlers or even Containers in a generic fashion (simplifies most of my curios support)
Fairly good example screenshot
That's my new code that handles finding a TFC javelin in a Quiver from both the curios slots or standard inventory
Old code is similar but with duplicate handling for both the curios and non curios case (curios case is pictured here)
IE I had lots of copy past throughout the code base whenever I needed to do Curios & general inventory stuff in the same spot
It's quite pleasant now. I really do enjoy these sorts of things more than making content
So snow shoes are gonna give you a speed boost when on snow (in addition to removing the slowdown) and a speed penalty when not on snow
While doing this I found out that Soul Speed is apparently a flat bonus, not a percentage boost
0.03 * (1 + soulSpeedLv * 0.35)
Sorta weird
I'm just gonna do multipliers still, feels a lot more intuitive to me
Actually I'm going to make it configurable for all the attrabutes
Thinking about it I realized it's actually pretty simple, especially with my own wrapper config value like I've been doing for most of the other stuff
I'm sure nobody will use it like my other config but hey, who cares lol
Ah yeah and there was a fork forever ago, for some weird Russian server that changed the weight calculation of my containers, is that at all interesting to any pack devs?
The recent refractor did make that very simple to setup but it's exactly the same behavior as before
Tbf having things be configurable is super nice
The Russian fork has "fixedWeight" which makes the container very heavy when at least one item is inside the container, otherwise it's very light
I have it dynamically change depending on how full it is. In practice this only matters for the frame pack since it's the only Huge container
Ah wait quivers too now
Anyway the important bit is that for over burdened to happen it needs to be Huge and also very Heavy
The idea is to keep people from doing any funny business with a bunch of filled frame packs
1.21 this'll just be components and work so much nicer
Wooden crate that act like large single item storage and are sized at very large and very heavy..
Yeah I'll do crates eventually here
I'd always kinda planned to let you place most of the stuff down, just haven't gotten around to it
Crates and other block storage seems interesting too
There is the classic time management thing I've got to worry about though
Maybe shelves and cabinets with doors..
Or a metal cabinet
I can provide assets for new block storage..
Shelves and cabinets seems more like a decor thing
Course whatever theme I sort of have isn't a hard rule
I do wanna have like some sort of sharpening mechanic
Can we sharpen the backpack?
No it'd be metal stuff
I am the type to carry around sharpening tools if it's beneficial so it'll probably be one of the better systems if I get around to it
Well tools in particular
working on a crate model rn ill change out the oak planks for something better later but i think the 3d look is kinda cool
ill see how it looks in game if i just make it a flat cube instead of the semi 3d model..
i think it should be part of the mechanical system personally
I'm being purposely a bit vague
maybe split off part of the forging bonus so you can sharpen your tool for a one time bonus at a cost of durability or something
I have a pretty solid idea of what I want to do but ¯\_(ツ)_/¯
At some point I’ll have to take another crack at the hiking boot model. I want to add at least a small visual indication between tiers and maybe see if I can figure out the nightmare that is the sizing of the boots. Might also look into making some antique snowshoes if I’m feeling not angry enough at Java’s model constraints.
Armor models can feel a little restrictive at times.
Too big and the UV gives you flack. To small and skin layers clip through. Though I’m hoping I can change my perspective on that with time and a different approach.
Armor can be a pain yeah
I'm a lot more open to doing some nasty mixin shit to avoid issues though
Heck actually I think there's a good event to do what I'd want anyhow
MH sharpening system?
That would be neat
5o continually retain an edge on blades weapons and tools
MH?
will hiking boots be curios compatible (maybe as a setting in config)?
Ah, I've not played any of the Monster Hunters
Sharpening there is needed to keep a weapon usable (dealing standard damage)
I do believe that for this mod a bonus for doing it would be better than a penalty for not doing so
Again guys I have a pretty solid idea of what I wanna do
I don't want anybody lugging around some shit cause that's the "most optimal way"
There's gonna be give and take to whatever system I'd release, I want people to make decisions that are meaningful to how they play but not really that important
I like where my containers are by and large since each one has strengths and weaknesses depending on what your doing
There's very obvious good uses like the ore sack or seed sack but they aren't good for anything else
I like the hiking boots taking the boots slot, do you wear hiking boots for the bonuses or your standard armor boots? The steel toe boots are both an upgrade to the bonuses and a removal of the armor concern as they have the same values
Snow shoes are going to give you a minor slowdown when outside of snow but a meaningful boost while in snow
Very meaningful accounting for the normal snow slowdown
I play on peaceful so I never make armor, making the hiking boots an immutable slot choice once I get to colored steel
You can first make them at Iron
Finally doing a highlight for the selected slot, is that a good green or should some other color be used?
This is the hex color if anybody wants to look at it in a color picker #1bab42
Heck, I can make this configurable
I know, I just don't see the point in making the basic hiking boots when the colored steel ones are so much better. I also don't want to make multiple versions because of how expensive the end game items were in my previous world. Primarily the jute cost. It's like 300-350 pieces of jute to make the frame pack, lunch box and one pair of hiking boots
I also didn't get much of chance to play around with them in my previous world since I was practically done with everything I wanted to do by the time I found the mod
I don't even know what happens when the boots break lol
I assume they just disappear like normal tools and armor
They break like normal yeah
I think it'd be cool if they worked similar to the water flasks from Water Flasks where you get a broken item returned and you can repair it instead of having to make entirely new ones
Just because you can repair/resole a good pair of boots once they wear out
Not like it ultimately matters though
Wiki says you run at ~5 blocks/s so with my system that's roughly 125 blocks per durability for the base boots
Or 52,500 blocks for their entire lifetime
Seems pretty reasonable for TFC
That's lowballing btw
322,500 blocks for Blue/Red Steel boots
130k for standard steel
This isn't taking into account the movement bonus and as such is lowballing actual distance in practice
This is with the new damage values I recently shipped
I think it should be a border around the selected item instead of highlighting
Hmm
Sure, that sounds like a lot but I would've chewed through 5 regular hiking boots, 2 steel toed boots or 80% of a set of red/blue steel ones. And I haven't quite made it to red/blue steel yet lol
But those number of hypothetical boots aren't actually bad though
Using only 80% of a set of red steel hiking boots if I had them from the moment I spawned in? Talk about craftsmanship
Ehh, a repair thing is fair
I sorta wish I went about this a different way at this point but it's too much hassle to change it for 1.20
1.21 makes what I want easier thanks to components as well
I'm only getting 188 jute?
Oh nvm Im doing math wrong
Isn't it 58 reinforced fiber to make all the bound leather strips and reinforced fabric plus the fiber for the boots?
It's 5 fiber for the boots (2 fiber strings, 3 bound strips using 1 fiber each), 4 bound strips for the frame pack, 1 for the lunch box for another 5 fiber. And then 48 to make the 3 sheets for the lunch box and frame back
There's 3 bound leather strips for the boots and 2 additional reinforced fiber at 6 jute a piece for 30 jute total
The frame pack has 4 bound leather strips and 2 reinforced fabric consisting of 16 fiber at again 6 jute a piece for 192 jute for the fabric or 216 jute total including the 4 bound leather
The lunchbox has 1 bound leather strip and 1 reinforced fabric for a total of 102 jute
All together that's 348 Jute
Yep, 348 jute is what I got too
Or a bit under 5 and a half stacks
Which maybe I just grow way the fuck too much jute but that's like a harvest
On lithic I had like 15 barrels running all the time to process our cane and jute
I did a harvest of 32 jute crop and only got 250 jute so I need to do another planting
Jute has very little use in base TFC so I mostly got by just collecting wild jute
Honestly seeing the breakdown like this I'm pretty happy with the cost
Sacks n Such adds way more uses and recipe costs and therefore makes growing jute important
Lunchbox is a bit stupid with the iron requirements though
Forgot TFC sheets are 2 ingots
Yeah, 7 ingots for something that maybe beats out a small vessel for preservation boost (I don't know the numbers for that) but loses in terms of total storage is kind of weird
But I also only ever eat the exact same food item (perfect match sandwich or soup ingredients) until I need to make another batch of food so the vessel allowing me to shove 64 sandwiches into it is better
@unkempt minnow
Could maybe change the recipe to include a 'lunch box body' item smithed from a double sheet on an anvil instead of using a shaped recipe with 3 single sheets?
That'd drop the cost from 7 ingots (3 sheets + 2 rods) to 5 ingots (smithed double sheet + 2 rods)
Yeah probably do something like that
oh does the lunchbox only hold 1 soup in one spot?
Nah those just have different expiration dates
All food stacks to 4 in there, should probably bump it up to match vessels
This is 2 pixels thick
i mean could bumb it up to 8 then it's equal to a vessel(8 slots with 8 items is 64, and vessel have 4 slots of 16)
1 pixel thick looks better imo
I like the 2px border more but if it's configurable then oh well. If it's not, then still oh well, as long as it's readable
I'll make it configurable yeah
Sweet, I can be lazy and use this same function to handle the solid color too
Maybe more contrasting
I can’t remember where you see the item border in vanilla but I’m sure it’s a thing in bedrock when selecting an item on console
Yeah it’s good I just think it’s hard to read at a glance
Well that's why there's the hud element
Just wanted the same info in the tooltip icon
Ah yeah, as always there's a lot of "I can't texture for shit" going on with my decisions though I did just plain old think it was cheaper than it actually is
I think it's been brought up before and then was forgotten again
I'll add a new item for it today or tomorrow or something
It's definitely too expensive iron wise as is
The iron cost could be pretty well balanced if it held more food than it currently does or if the preservation bonus it gives is much better than small vessels. But like I said, I don't know what the multiplier for food is
I don't recall off the top of my head
It's configurable same as the TFC stuff
Could crank it up I guess that's a fair point
Looks like it's 0.6, I think small vessel is like 0.9?
It should be a bit worse than the vessels iirc
I don't really want people making lunch boxes for food preservation
Like having a bunch of vessels with food in them makes thematic sense, a bunch of lunchboxs is strange
Hmmm, nothing specifically for small vessel but the 'Preserved' trait grants 0.5 multiplier
Obviously lunchboxes are more expensive but the Greg people exist and I know they'll be stupid with it
Don't balance your stuff around a weird kitchen sink modpack that already threw TFC's balance out the window to use their own proprietary balance ideals lol
It's more so that I don't think that's a fun way to play so I want it to be not worth the effort
Also, the point of the lunchbox should be to replace the small vessel for carrying food with you, not storing food at your base. That's what large vessels, Firmalife's cellars or Rosia's refrigerators are for
Indeed, that's why it's much more convenient than the vessel
Eat directly out of it, can switch between foods if you are the optimizing type
In my near vanilla playthroughs often times i dont even use portable vessels for food storage, since i almost always eat the food before it rots
Basically the only time i use them is for pitkilning and transporting items between bases
So if they're equal, people aren't gonna go out of their way to spend 5 or 7 wrought iron ingots to make a lunchbox to store food when large vessels are so much cheaper and easier to access the inventory of
Yeah, exactly
portable vessels are hardly even needed, tbh.
a lunchbox for easy eating would be nice to have however.
and anyone who stores food in portable vessels at home is a psycho anyway
Well as stated they are currently too expensive, I forgot TFC sheets are 2 ingots
Just haven't done anything about that yet
They're too expensive for the "limited" benefit they provide but if you just tweak the cost a bit, maybe bump the preservation bonus to .55 so only 5% "worse" than a small vessel and bump the total capacity to 48 instead of 64, I feel it'd be pretty well balanced
people are gonna play in suboptimal ways all the time, just making sure that the way thats most fun is also the most optimal way is usually enough.
(ive seen people stuff 9 vessels into a large vessel instead of just. making another vessel for a ninth the cost...)
I'm mainly gonna use the lunchbox over the small vessel for the aesthetics and tangible/visible tech progression instead of just because it's flatout better in every way
Guys you don't have to convince me I'm in agreement it needs tweaking
I resent this, you can always use more portable vessels for something but large vessels are very much a single use thing. So there's a time between when you have half a dozen vessels and when you want to consolidate into large vessels.
Using clay jars and pots to store food when I have specialized tool steel is just weird to me
Ah i thought the lunchbox would have some autoeat functionality?
Nah, their main draw is the ability to eat directly from the inventory of it instead of having to pull food items out
I don't know if an auto eat function could work in minecraft but I'm not a mod creator
i dont use the portable vessels because i never need the space and I hate going through uis
auto eat is a thing that gets implemented pretty easily
being able to eat without inv management is nice
the way i play i have two modes, base mode and explore mode
base mod i keep nothing on me and just make soups when im hungry.
explore mode I just take like 15 soups with me, and then scavenge food if i run out
or a stack of sandwiches
(usually a combo of both)
if its a really long journey, ill take the ingredients instead to convert them, and thats the use case i have for the vessel
(and by extension the lunchbox)
since you get that bonus, itd definitely be an upgrade for my way of exploration prep
Anyways, I'm not trying to convince you to tweak/buff it (you already agreed to two of the ideas I put out for it lol), I'm just trying to tell you that you got really close to making it pretty well balanced
Just one tweak in any direction and it'll be sitting pretty
It's somewhat trivial but I think inappropriate for TFCs food system
I feel like it could cause some pretty frustrating issues with how TFC calculates and tracks nutrition. Imaging trying to max out your nutrition for the advancement and having your magical auto-eat item eat the wrong food item and force you to start the diet rotation over again
Well I'd wanna have it do the math to pick the right food
Tis why I think it doesn't fit with TFCs food system
The whole point is you have to think about it a bit
I agree. Was only responding to them on whether it's simple to implement or not.
Lunchbox makes it easy to do that sort of optimization thanks to the different slots & being able to scroll through them
I don't like the idea of it just doing all of that for you
Folks who don't care like myself will just fill it with whatever and call it a day like I do normally
If you want my current thoughts it's 3-4 iron total, more space, maybe extra slots maybe bump up from 4-6 per slot douno
we already have our own lunchboxes, dw about us
I'm not balancing around TFG lol
good lol that's our job
It was just a good group to finger point at
Last I heard you guys don't use me anyway
we just added you actually
Oh?
as of 0.10.12
Oh wow I can see the bump
I love how deleted projects still show up in the stats thanks Curse
Anywa that's the graph, right there on the right there's a "smol" bump
209 to 1,729 at the peak
we removed your lunch box and mob net (already have carry on configured), and also changed a few recipes to use the sewing table and be accessible earlier, + also added flax as a colder weather plant to get fibers/burlap
Sheesh
Kept Sophisticated?
yeah, but pushed it back a bit so it needs bronze rods now
so your stuff gets a bit more use
Also good god Firmaciv and Nifty are popular compared to me lol
I think we also tweaked the configs a bit but I can't remember, gamestar did all this
🤔
Actually I can't seem to see the Firmaciv and Nifty stats at all hmm
we are slowly working on a modrinth release of tfg
Anyway that's what I'm looking at from Modrinth, the pay for this stuff is seriously pathetic lol
Idk how some people actually do this full time
sponsorships I guess
From curse I get about $2-5 a month from Sacks N Such
or making create addon slop lmao
Nifty does 12
Iirc Aleki said we have a 50/50 split
So that's ~20 smackeroons for almost half a million downloads
Kinda awful
It's probably the sponsorships I'd imagine but this stuff does add up eventually
Some people just crank stuff out like this fella https://www.curseforge.com/members/tfarecnim/projects
(He does commisons but still good lord)
From what I understand cost of living is really low where he lives and even then it's not much
Anyway back to Celeste
I've almost got C-sides unlocked 🙂
dang
BAM less go
i got through all the b sides and then attempted farewell and i couldnt figure out how to wavedash or whatever it tries to teach you halfway through
tried for 20 minutes then gave up
I had to stop at the c side for summit since I might have injured my finger from the I think it was 5 hours of attempts at the last section.
If I were to try Celeste again I might try to play with controller instead of keyboard/arrow keys.
Only reason I learned how to competently use a controller was Hollow Knight which I bought for the same birthday money as Celeste and I played it roughly concurrently but sucked so bad I mostly played Celeste at the time.
Yeah I had to do some buffing to try and get people to actually use them. Biggest one was making the ore sack go from 1-9 slots, mainly because most ore veins have 3 ore types and rich, normal, poor versions.
Mainly added flax so people who want to live in cold places can make burlap/the sacks
You might want to take a look at the sewing table recipes I made for burlap sack and seed pouch. The cost as far as cloths/string goes is basically the same, plus the sewing table needs more love
The one thing I might add that you definitely don’t is some curios hiking boot, like shoe spikes or something. Mainly because on the mars there are plenty of double tall plants but you still need a space suit
I don't disagree about the sewing table, but I don't agree about the curio boots. There's reasons why it's the way it is, which was explained relatively recently
Yeah curios hiking boots is just a no from me. 1.21 I'll probably make all of this component driven and function as "attachments"
I'm not completely happy with the seperate boot items but I'm kinda just committed to it, really annoying to change it now
I've thought about TFC sewing recipes for my stuff, haven't messed with it much
What's with the name tag for the ore sack btw? That seems super strange
Oh and the frame pack
Ayy your getting a lot of use out of the whitelist tags that's good, well just the ore sack one but hey
I like the straw knapping, not worth the single recipe for me to do though
gates it a little for how powerful it is (our backpacks have it too), but we also have a way to get paper from wood, so
I mean that's how paper is actually made so I'd expect as much from Greg
nah it's something we added ourself
it's like a 5-6 step process if you do it in the copper age, specifically to balance out the tfc papyrus/vellum methods
something like... find hardwood, cut it into strips, grind it in a quern, cook it with lye, flatten it in an anvil/stoming press, then dry it in a drying mat
maybe another step I'm forgetting
it's based on a real historical way of paper making from china iirc
You mean the sift method?
Afaik it can be used to make most cellulose fibers into paper like products
Someone even made grass "paper"
I can't remember, it was added early this year
Oh I mean for normal tfc I 100% agree on the curios. Since to be on mars you need a space suit, and we have tfc style grass and stuff
Yeah that’s fair lol. I wanted a way to make it without a crafting table and knapping seemed fun
One change we did make was have them not use shears to craft the sewing table, so then it’s technically not behind getting an anvil
Yeah I’m tempted to have the seed pouch be more of a general plant/leaf little kinda thing. But idk yet
A thought I’ve had about the sewing table, and this would require touching the base code, is adding leather as a “cloth” type. A lot of the leather knapping recipes would probably make more sense as you sewing together leather.
I also just really like the sewing table “mini game” lol
I've not really not even used it yet
Messed with it a bit but only in creative
I kinda wanted to do my own sewing table thing like that sewing mod Lithic used if your familiar, just I haven't thought of anything to make it not the same exact microcrafting block
In base tfc I think the only use is armor trims
🤷♂️
I think it's both yeah
wondering about an interaction combination. You eat directly from the lunchbox, what if you have a soup? Is the bowl returned? What if you add in artisanal, will it properly return the dirty bowl?
It should
There were some issues initially but I fire an event now so it should just handle all TFC cases
Should cover artisanal as well
Wait, you guys don’t just eat the bowl?
only the wood bowls. I have standards.
if there were ceramic bowls and not just clay I would also consider it.
Well, the clay bowl is called ceramic bowl
well yes but it's not the kind I mean
i would rather eat the ceramic bowl ☮️
It's good for you
i mean you can compost them with tumbler
plants eat them then you eat the plant
yum
Porcelain. That's what I meant. Not ceramic.
why is there a peace sign 
I think I might have sent that drunk, lol
Everybody messaging drunk in #1029821338904440903 lately huh
This is funny asf
I don't suppose there's a way to make the horseshoe slot conditional on the mob? this guy subclasses AbstractHorse but doesn't have any hooves
hydrodynamic horseshoes 
or at least, prevent it from being inserted -- I can't use any of the horse armors on it, only this mob-specific one
it's not a big deal, just kinda funny lol
Well it's a really invasive mixin so I knew it'd have issues with something. Was just hoping being a TFC addon would mean it'd never crop up
yeah no worries then!
I can probably fix it but honestly idk if anymore 1.20 stuff will come out from me
People are really itching for FirmaCiv and I'd really really like to wrap up a rework before that starts up
yeah that's totally more important than this, and honestly it's fine if this doesn't get fixed either
it's more just funny than anything lol
no idea if the movement speed thing even applies underwater
...actually, how hard would it be for us to make our own "horseshoes" (flippers or something) that we could put in this slot? do we just subclass something? 🤔

what!
I think using it on europa would be cool!
Your just making more work for us💀
this would be a lot less effort than a whole submarine thing
feels more tfc too :p
...imagine making it a high-pressure deep diving armor too 🤔
I mean you wanted to make the surfer tfcified, just do a more in depth remake and have no problem with exclusive items
I guessssss
You'd just register your own HorseshoesItem
Should probably be able to do it from Kube even
cool thanks!
Oh do note I only handle the 3 attributes my horseshoes provide
If you want to add extra attrabutes (might needed for swimming speed?) I believe you'd have to extend it and override my getter
Yep, that'd do the job. Just checked if my Lombok getters are final and they aren't
It'd automatically show up on the tooltip too so that's all you'd have to do
32746 - it doesn't work!!
Pretty much yeah
Wow, discord actually embedded the entire thing
What in the nine hells is that?
an aquatic dinosaur
Nessie?
A dinosaur? In TFG? Okay I have to play this pack again at some point, it’s getting nuts.
it's for mars lol
Nuts
No
You just did it wrong
Lots of people don't seem to know that you can hover over the icons and it'll tell you what you need to do
some icons dont follow the typical left to right order, seems thats one of them
so people don't read 
i mean it is insanely annoying when every recipe except one or two dont follow the same rules
typically you need not even look to know what steps to take
It's not like I chose to make it stupid.
"rules": [
"bend_third_last",
"bend_second_last",
"upset_last"
]```
Just the wrong order is all, one I find quite unintuitive
yeah the "correct" order for the rules is last first
iirc
since new actions scroll in from left to right as they happen, the last one will be on the left, in the first slot
Reverse order yes
I'm not convinced this is a sns issue though, they were doing some similar stuff with pizzas and crafting tables yesterday
though the different sns stack sizes does make it a lot easier lol
Hmmm
Glorious bugs lol
I remember specifically fixing this one
Hmm, doesn't seem I did
Looking at what I suspect to be the problematic code
The code that mysteriously unfixes itself.
Second only to the code that makes no sense but somehow works.
third only to the code that does absolutly nothing but something unrelated breaks unless its put back in
I'm a bit hobby worked out so I started playing PO3 Mythic mode again
Just so ya'll know
Peak pack btw
Was actually my first time playing with tech mods, first proper like big mod I played with was TFC
Nearly beat normal mode and like 6 months back or something I felt like playing through it again on Mythic
how exactly is item voiding enabled?
i tried right-clicking on a slot and it did nothing. i tried ctrl-clicking on a slot and it made a noise but didn't do anything (the slot didn't visually change in any way, the item's tooltip still said item voiding disabled)
oh huh it works now
i think there's some sort of visual bug going on
i think whatever indicator is supposed to tell you what slots have voiding enabled is broken
wait what the hell
when i open a sack, the purple glowing vfx on the bag to show that it has voiding enabled completely disappears until i open a chest
Hmm
That's strange
Not syncing properly apparently
I'm definitely sending a packet and the handler looks fine
could it be a specific video setting I have disabled that causes it to behave this way?
Probably not, it's just going through the vanilla enchant glint stuff
oh i meant the slots not indicating
the enchantment glint seems to work most of the time
I've no idea why that's messed up
how exactly is it meant to look like when it's working?
The slot has a enchant glint overlay
oh huh
this is in TFG so idk if it's their fault or SnS's fault but there's no overlay being added or removed when i ctrl-click
how does the auto-voiding even work? is it only items that are the same as the item in the slot that's being voided?
as an example of what i'm seeing: this straw basket is supposed to have auto-voiding enabled but none of the slots are overlaying anything
Oh, yeah I don't think the hover slots have an overlay
I forget if I finished that or not
The way it works is it fills the slot like normal and then just voids any extra
So if you take some of the rocks out it'll refill but only back up to 32
So can the burlap backpack actually be worn or is it just an inventory item?
All wearing of my items is reliant on Curios being installed
Why do people make issues like this
I am unsure what they're even saying. Are they asking if you change item sizes, or saying... something about mineral size?
Yeah I douno
I made ru_ru translation but I don't sure how I should fix text format bcs... (3-4 screenshots with GUI size 2(I guess these ones are tfc formatting problem))
You can try restructure the book to better suit Russian but patchouli just kinda be like that
I can't really help at all, it's kind of an issue in English even
I don't speak Russian or really care too much if the literal meaning of stuff is conveyed 100% accurately
Some stuff in the book (what tags I use and the like) are largly there cause I don't want to write a wiki lol
I guess I shouldn't bother with these breaking text bcs I probably couldn't fix it without fixing whole patchouli and this problem occurs only with small GUI size. As for the text that is spilling out of the fields, I'll try to think about it and rename it somehow so it fits.
ah, mod creator left the server
I wonder if this mod could still work in 1.21
probably not
He didn't leave, he got banned for being argumentative with people in #content-dev
More than likely none of the mods made for 1.20.1 will work for 1.21 due to the change in modloaders and all the backend changes that come with that
Traister will likely update to 1.21 when he has the time to. Their mods are still being worked on.
I'll be infrequently keeping an eye on this thread to forward any information, so if you need something from him, let me know!
https://github.com/TerraFirmaGreg-Team/Modpack-Modern/issues/2939
what tag do the boots check for slowdowns?
https://github.com/Traister101/Sacks-and-Such/blob/1.20/src/main/java/mod/traister101/sns/common/items/HikingBootsItem.java I’m not certain it uses one. I may be blind here though. It’s hard to read on my phone.
is there any plans for this mod to be updated for 1.21.1
the creator of this mod is currently banned from the discord
They’re working on it… I hope.
dunno about 1.21.1 but they've published a few bugfix updates of sns
They said that yeah
That’s how development is. I still got a bunch of stuff I need to do that’s stuck in the eternal backlog.
We will appreciate if you just update it to 1.21.1 nothing more and it seems u are doing it I just can't wait for it
What did traister do? Or is he just banned from discord in general
he kept getting in arguments with people
big ego, rude a lot
we tried fixing one of his bugs and then he just insulted our team instead of admitting that there was even a bug
(he did eventually fix it)
Eh a good mod gone to void due to the guys ego what a shame
Not really, it's still getting updates and I believe someone here is forwarding bug reports and suggestions from this thread to him?
It's gotten 3 updates since he was banned
They’re set to be unbanned sometime near the end of this year. They’ll either come back or they won’t.
Thx