#ImmersiveFirmaCraft Beta?
421 messages · Page 1 of 1 (latest)
this is the aluminum process im working on
you can then use a blast furnace to convert that into real aluminum
actually to be truer to real life, im thinking I add a blast furnace recipe with bauxite dust, using salt as a flux to make the chlorinated aluminum, then having the acid directly produce aluminum powder
i also believe im completely removing the multiblock miner from ie, it just doesnt fit with tfc at all
you can double ores via the crusher, so that should be good enough for tfc purposes
got the pre arc furnace bauxite-aluminum done
im thinking i make engineering blocks require an aluminum ingot, somehow.
youd make the arc furnace first since you get an 8x yield of aluminum allowing you to build the other multiblocks
(also skips the chlorination/amalgam processing completely)
jesus christ
thats definitely an endgame item
nah
i found a unofficial port
god when im done this modpack its gonna be a blast
also quick question ank
you said to just remove recipes in tfc by making a blank file, will that cause issues? im noticing my latest log errors on that file for each item i made
like if i remove 100+ items like that will it lag?
well it would make loading in take longer then right
second put this as the blank file
{
"conditions": [
{
"type": "forge:false"
}
]
}
no its negligible
what does that do?
it will still load the file but it means nothing its essentially empty
itll overwrite the one thats originally in that filepath
yeah but what are you overriding rn
im removing your alumina metal items, and using it as a precursor to metallic aluminum
yeah exactly like that
ok good, was wondering if i did it wrong
gotta go through the rest
ah wait its not nvm
every alumina item is successfully removed except for alumina powder :)
if the recipes just use the tag #forge:ingot/aluminum it should work with mine already since theyre already tagged
yeah ik
i just want to remove the ugly double use and hide the recipes
like, i want it to have one possible input rather than having both
oh right
purely for cosmetic reasons, i never want to see immersives aluminum ingot
you can overwrite the tag so it only has my ingot and not tfc ies
actually good idea, that can be done way faster
just throw that in my datapack tags right
yeah just copy the tag file and turn overwrite on
i think its at the bottom of the tag file
tag file?
the file for the tag in this case forge/ingot/aluminum
you just change replace to true
wheres that at
i think im in the wrong place
im in your mod rn
ah nvm i clicked blocks instead of items
then i just overwrite that in the datapack, ty
ive done it, but i still see the ie ingot by default
and its included in the tag
your datapack loads before ies datapack
i think
way to make it load first is by changing the first thing to an a i think
or a !
something like that, its sorted in alphabetical order
same thing
i put a ! in front of my "recipes" datapack
figured it out with kubejs
i just manually removed the tag from aluminum ingots
ill do the same for the rods
Can you get me link to immersive petroleum? I can't find 1.20.1 version
one sec
theres no link i just have a floating jar file
i have no idea wheres its from
someone posted it in someones modpack content thread
Ok, thanks
To-do
•Replace aluminum ingots in recipes with dfc ingots done
*integrate IE aluminum items better, make them recyclable in a forge, and remove duplicate entries. done
•fully fix immersive petroleum to use tfc ingots, and remove op/unused recipes done
•Rebalance immersive engineering multiblocks, to better fit tfc progression done (every multiblock now requires one aluminum ingot in its redstone control hatch)
•remove excavator multiblock (put on hold. Mod owner made it very difficult, instead remove all the ore veins.)
•add an improved support out of steel to better facilitate the multimine drill from immersive engineering without instantly collapsing a cave
•remove garden cloche done
•rebalance immersive fertilizerslategame coral can produce a bunch of fertilizer. Theres also no satisfying way to make semi passive fertilizer.
•remove unused jei arc furnace recipes
•Change up ore generation to make certain ores rarer, and figure out if i want to keep native aluminum ore from dfc.
•Add the ability to use coke in the blast furnace
•utilise leaded glass from dfc in some recipes using normal glass.
•remove alumina+aluminum items from jeidone
*fix the steel situation. Remove ie steel, and add an arc furnace recipe for iron ore-> steel, to better facilitate late game IE
also remove ie blast furnace (custom sponge iron recipe in blast furnace using coal coke?? :o)
*add more efficient recipes using steel instead of wrought iron
*fix aluminum dupe glitch in arc furnace
*fix the crusher recipes dear god why does it have so many errors
*normalize aluminum heating recipes to 680 C (leave native aluminum at brilliant white)
*remove alloy kiln (make sure to transfer any recipes get moved to arc furnace/charcoal forge)
*clean up metal press recipes (tons of vanilla ingot recipes)
*fix up loophopes for vanilla blocks (crusher for vanilla gravel/sand)
*iron plates might need changing, no way around them. (perhaps change all iron plates out for steel plates...?)
*go through immersive itself to make sure there arent any vanilla items in use, like the lantern using vanilla glowstone. (probably just remove that one)
*add asbestos to lava boat recipe in petro
*dear god all the item sizes are wrong. Fix that.
*figure out how to configure immersive containers to not accept large items like logs
*remove blast brick and reinforced blast brick
*implement artisanal
*edit the engineers manual to remove everything ive removed
Tbh I'd recommend storing this on a Google doc or smth
Or Obsidian
Don't use Google
yeah i was thinking about that, but i tab a bunch into discord so its more convienent if i have it here, so i wont have to have google open
if it gets any longer i might move it
since i sometimes have to open google to figure out how to do something in kjs
Btw, Artisanal just added a petroleum refining system, though I'm not sure how useful that'll be to you
has it?
ill take a look rq
i havent included your mod in my pack, let me check it out.
it might make my game more interesting
Well, crude oil, anyway. I used to call it petroleum but I'm not act sure if that's correct anymore, so went w crude oil. Same concept tho
whats the process in artisan?
i was planning to do an entire custom line where i liquefact coal into diesel
if i can just slot your mod in, and use that with petroleum thatd be amazing
- The crude oil fluid naturally spawns in the world, either sour crude or sweet crude.
- Pick it up like in a bucket or smth
- Distill sour crude to get sweet crude
- Distill sweet crude to get kerosene and bitumen
oh it adds pockets that spawn? oo thats really cool
wait i can add those liquids to the bedrock fluids too!
then the pumpjack can pump them up
ie petroleum has a pumpjack, and invisible fluid veins
im also reading all the other features of the mod, canning would probably go really well with the early industrial vibe of immersive
and i can add a can recipe to the metal press....
im getting so many ideas
your mod has a primitive distillery???????
oml
im adding it
i can do so much with that
metal drums too, this mod is amazing
this like perfectly bridges a bunch of gaps in ie/tfc
jei work for alumina is complete, above is before below is after
i dont know how to get rid of that liquid, so it can stay
just learned how to make custom multiblock recipes via datapack
What’s sponge iron
its the intermediary for modern steel making
you reduce iron ore in a blast furnace then use an arc furnace to turn it into steel
Direct reduced iron (DRI), also called sponge iron, is produced from the direct reduction of iron ore (in the form of lumps, pellets, or fines) into iron by a reducing gas which contains elemental carbon (produced from natural gas or coal) and/or hydrogen. When hydrogen is used as the reducing gas no carbon dioxide is produced. Many ores are su...
You should make it more in depth and maybe add plastic molding for black steel..
And asphalt too
asphalt would be a cool roads+roofs addon
I wanna add vinyl panels but adding oil refining is a bit out of scope for dfc..
ie petreoleum already has ethylene, which chemically can be made into vinyl
although thats for this pack, not really dfc
you could also do a compat with artisinal that adds a vinyl recipe, they have a distillery
Oh I thought it was a immersive engineering thing
ye, it really should be an ie thing but its not
so im gonna probably add it, since currently you are stuck with hammering every steel ingot via tfc
but i want to keep the tfc blast furnace, so this method is the best of both worlds
If mrht makes it more in depth I’ll think about it..
I think simplifying the process too much wouldn’t be good..
well its more complicated
Maybe you should be able to run pig iron through a arc furnace to avoid the hammering but you still have to run the blast furnace
you have a second step to do, it just saves the hammering in an anvil
yeah i guess that makes more sense, and saves me work on a blast furnace recipe
i did some research and pig iron is used for steel making in an arc furnace, which is the reason i wanted to do sponge iron anyway
i think ill make you have to get pig iron powder, though.
that way its not as simple as throwing it into an arc furnace, you have to quern the ingot first.
ill compensate by having the arc furnace process alot of steel at once, 10-20 ingots
Blast furnace recipes are dead easy
my main concern is how i would differentiate the two iron recipes, sponge iron and pig iron
Actually pretty much all one off recipes are super easy
I think this is a case of gameplay over realism
Where they’re both intermediary steel products and it’s easier to simplify it
I thought dfc added that
luckily theres so many dust textures in this pack i can pick a suitable brown one
nah, you added one for every main ore, not any of the intermediary steels
Oh
I think I didn’t add it for any of the metals that don’t have parts
ye
Like unknown and those random intermediaries
pig iron has no uses other than making steel
way easier to edit multiblocks than i thought
goodbye blast furnaces
at some point i must have broken coke ovens.
they wont form no matter what i do,wierd
ill try without my datapack to see if its a me issue or if tfc ie compat stops it forming
yep its a my datapack issue
time to dig up what happened
ok so now i cant join any world with my datapack, it gives me invalid player data...?
its probably because the world contained a blast furnace that i disabled
had an error message saying blast furnace didnt exist, then it quits. removing it fixed it
so i cant edit multiblocks like that.. wierd
got a good chunk of this worked on today, i think thats it for now
updated todo list push
To-do
•Replace aluminum ingots in recipes with dfc ingots done
*integrate IE aluminum items better, make them recyclable in a forge, and remove duplicate entries. done
•fully fix immersive petroleum to use tfc ingots, and remove op/unused recipes done
•Rebalance immersive engineering multiblocks, to better fit tfc progression done (every multiblock now requires one aluminum ingot in its redstone control hatch)
•remove excavator multiblock (put on hold. Mod owner made it very difficult, instead remove all the ore veins.)
•add an improved support out of steel to better facilitate the multimine drill from immersive engineering without instantly collapsing a cave
•remove garden cloche done
•rebalance immersive fertilizerslategame coral can produce a bunch of fertilizer. Theres also no satisfying way to make semi passive fertilizer.
•remove unused jei arc furnace recipes mostly done, need to figure out the grit recipes later
•Change up ore generation to make certain ores rarer, and figure out if i want to keep native aluminum ore from dfc.
•Add the ability to use coke in the blast furnaceno petcoke because its alot more impure than normal coal coke
•utilise leaded glass from dfc in some recipes using normal glass. used reinforced glass instead, fits better
•remove alumina+aluminum items from jeidone
*fix the steel situation. Remove ie steel, and add an arc furnace recipe for iron ore steel, to better facilitate late game IE also remove ie blast furnace removed, steel consolidated, now everything uses tfc steel. Pig iron is also directly transmutable in arc furnace with a good deal of energy over 20 seconds.
*add more efficient recipes using steel instead of wrought iron, half done, still need to check rods. done
*fix aluminum dupe glitch in arc furnace did it accidentally on my arc furnace pass
*fix the crusher recipes dear god why does it have so many errors removed all the vanilla recipes, still need to do the dusts though in my ingot pass
*normalize aluminum heating recipes to 680 C (leave native aluminum at brilliant white)
*remove alloy kiln (make sure to transfer any recipes get moved to arc furnace/charcoal forge) ill remove the bricks later
*clean up metal press recipes (tons of vanilla ingot recipes)
*rework the basic mechanisms to use brass mechanisms (mwaheheh) :)
*fix up loophopes for vanilla blocks (crusher for vanilla gravel/sand)
*iron plates might need changing, no way around them. (perhaps change all iron plates out for steel plates...?) solution found by just making a way for higher efficiency iron plates using steel
*go through immersive itself to make sure there arent any vanilla items in use, like the lantern using vanilla glowstone. (probably just remove that one)
*add asbestos to lava boat recipe in petro (find an alternative ideally, so i dont have to make asbestos ore spawn for one item)
*dear god all the item sizes are wrong. Fix that.
*figure out how to configure immersive containers to not accept large items like logs
*remove blast brick and reinforced blast brick
*wtf why is bauxite here get rid of it gross
*brain wave: add crusher byproducts to crushing ore that give other elements (like silver from galena, iron from tetrahedrite, etc!) tetrahedrite is now the god of all ores. I had to remove iron because it broke the gui...
*fix the other ingots added by ie to use tfc ingots when applicable
*implement artisanal
*implement immersives grit, probably just replace it with powder in recipes from dfc, im unsure.
*edit the engineers manual to remove everything ive removed
*change bullet casings to use brass
Where did you get asbestos from
Imma be real I love ur confidence. Also I think Rosia(?) adds metal supports? And it also is a mod I'd recommend adding regardless
Like I say this as the person who spent multiple months datapacking before doing any modding. So much of this is modding stuff that I wouldn't be able to just casually do so it's really cool to see you committing to learning this much with such confidence
your modpack has asbestos ore in it and an asbestos item (unused i think)
Ive been having fun doing it, i was actually looking at rosia earlier, but if i added it id disable everything except the supports and a few other things, so im iffy on adding a mod just for one item yknow
speaking of that, back to it.
the more work i do the more excited i am to play it
what to do with wrought iron
been putting it off for so long
basically every ie recipe uses wrought iron that uses vanilla iron, I think im gonna replace it all with steel
im also not sure i like arc furnace making the end game tfc materials, i think im gonna limit those to only the crucible (which can be electrically heated anyway thanks to the tfc compat, so ill just make more crucibles if i need scaled production)
im gonna make ore deposits better™
quartz in gold veins, gonna have to research what to add in other ones, if any
this is what im doing for my research
im too deep
i found out that the rock type cryolite spawns in sometimes has magnetite, so ill just put a 1% chance for magnetite in cryolite deposits, to make them easier to spot in diorite.
got steel consolidated, now i can start making mid-ie progression a bit better by replacing all this GROSS wrought iron with COOL steel :)
i do want to keep steel plates for later recipes, so ill make a way to convert steel ingots directly into iron plates.
maybe i rename plates to "low strength" and "high strength"
so theres less confusion
Steel plates?
yeah from ie
doin some mork work, made a tag so immersive engineering recipes could use either wrought iron/steel for the lower tier recipes, since steel is easier to make in bulk later in tfc
Is that crushed amethyst?
diamond powder, and sapphire, ie corundum
can be mined near volcanos/springs
or panned from chalk
im debating on removing all vanilla minecraft items from jei...
its always bothered me in tfc how all these unused items just clutter it up
much more fitting
gotta add the anvil recipe and a metal press recipe for both mechanisms i think, so you can save your fingers from forging
or maybe not
in_biome tag
configured_feature file
placed_feature file
these are all the files i need right?
im not sure what im doing wrong
The current issue im facing is no ore generates at all
You're tag should be tfc:vein/asbestos
launching to test
ore is back!
let me see if my ore exists
ty
lets go!!!!!!
now i need to put it in the proper geology
ty ank for adding serpentine XD
I intended for it to only spawn in serpentine and later peridotite btw
yeee
i might make it spawn in gabbro too, just so its not too rare, although the main use will be the steel boat from ie which works on lava, so maybe its fine being pretty rare
i also need to add the collapse recipe
Collapse recipes are pretty annoying just copy the ones for single density ores like saltpeter and change saltpeter for asbestos
good idea
speaking of lava boats
why cant i find this type of generation playing survival?
that blue ceiling with the lava cavern is amazingly pretty
like
This is the PERFECT greenhouse spot. Aquifers for irrigation.
lava for lighting
with no temp mod this is the golden spot to set up a giant farm
anyway back to making the modpack
yeah, ive been mostly getting by trial and error, with worldgen theres just so much that goes wrong
im gonna work on adding byproducts to the ore crusher, like lead from uranium, etc etc. just to make it a bit more fun to grind ores in the crusher
with how many ores are just straight up half sulfur, im probably gonna make tfc sulfur grind into 8 sulfur instead of 4
like how i meant to deal with tetrahedrite?
its entire identity is substitutions
im removing iron from it
curse me for realism im saving this poor gui
it cant handle the raw power of lore accurate tetrehedrite
Isn’t this a bit op
the way i see it, you are getting silver and lead from this, as a byproduct
i removed iron for the opness of it
you get 5x as much silver/lead from mining their respective ores, as per rich ore you have a 1/4 chance to get half of the dust back
the sulfur im still thinking about
what do you think i should do
This seems really simple way to separate ores.... Maybe you could add step to get rid of sulphur first?
Or a different way which gives it
hmm
that id have to think about
i dont have any easy method to do that currently, i originally thought barrel recipes, but those dont accept multiple outputs
afaik
currently the process is crush ore into powder ->arc furnace 20 powder for one ingot
From what I know they don't:(
Soo Basic ie
yeerp
bulk processing is probably easier with crucibles, due to the electrical crucible heater and casting table automation
mhmm
the biggest issue is the crusher, you are incentivised to use it since it gives twice as much ore powder as a quern. but the powder is unusable except for the ore furnace
so you have to put alot more resources into processing it if you go the crusher route
Anke them meltable?
I think I did something similar in my pack
Or at least I will lol
thatd make that too easy i feel, since ore doubling is already pretty op in tfc
dirty?
like from the crusher?
hmm
let me look over my resources here to see what i could use for that step
there are convienent metal powders for every single metal added by dfc that i can use
im just unsure what machine i could use for the
wait
Cool
There is
powder
Or something?
ye
crusher->tfc powder->mixer+liquid->metal powder->melt it however you want
Geology is neat :> and I am to lazy to work on my pack
except for aluminum
aluminum stays arc furnace, since theres a pre smelting way to get purified aluminum
now what to wash the ores with, probably just water
You could make them create some dirty water which could be used to get those extra ores? Fluids don't need graphics :>
ohh i see
the mixer outputs fluids not items
it is really easy to just spam custom fluids for that reason yeah
how do i process them into powders though
that takes items input only
theres already the base tfc way
grab ores, smelt them
the ie stuff comes post-stainless steel
Yeah, but next one requires 5 machines...
you get a vat to make pure aluminum, which allows you to start making the multiblocks
Why ore processing has to be soo complicated....
you were the one who suggested this XD
the b4 process was two steps, crusher>arc furnace
But that would be too uncomplicated
you also need the power generation for the arc furnace, and the infrastructure for all of it
Ok, I will leave rest of the puzzle to you lol have fun working with kube
ty ty
to-do bump
To-do
•Replace aluminum ingots in recipes with dfc ingots done
*integrate IE aluminum items better, make them recyclable in a forge, and remove duplicate entries. done
•fully fix immersive petroleum to use tfc ingots, and remove op/unused recipes done
•Rebalance immersive engineering multiblocks, to better fit tfc progression done (every multiblock now requires one aluminum ingot in its redstone control hatch)
•remove excavator multiblock (put on hold. Mod owner made it very difficult, instead remove all the ore veins.)
•add an improved support out of steel to better facilitate the multimine drill from immersive engineering without instantly collapsing a cave
•remove garden cloche done
•rebalance immersive fertilizerslategame coral can produce a bunch of fertilizer. Theres also no satisfying way to make semi passive fertilizer.
•remove unused jei arc furnace recipes mostly done, need to figure out the grit recipes later
•Change up ore generation to make certain ores rarer, and figure out if i want to keep native aluminum ore from dfc.
•Add the ability to use coke in the blast furnaceno petcoke because its alot more impure than normal coal coke
•utilise leaded glass from dfc in some recipes using normal glass. used reinforced glass instead, fits better
•remove alumina+aluminum items from jeidone
*fix the steel situation. Remove ie steel, and add an arc furnace recipe for iron ore steel, to better facilitate late game IE also remove ie blast furnace removed, steel consolidated, now everything uses tfc steel. Pig iron is also directly transmutable in arc furnace with a good deal of energy over 20 seconds.
*add more efficient recipes using steel instead of wrought iron, half done, still need to check rods. done
*fix aluminum dupe glitch in arc furnace did it accidentally on my arc furnace pass
*fix the crusher recipes dear god why does it have so many errors removed all the vanilla recipes, still need to do the dusts though in my ingot pass
*normalize aluminum heating recipes to 680 C (leave native aluminum at brilliant white)
*remove alloy kiln (make sure to transfer any recipes get moved to arc furnace/charcoal forge) ill remove the bricks later
*clean up metal press recipes (tons of vanilla ingot recipes)
*rework the basic mechanisms to use brass mechanisms (mwaheheh) :)
*fix up loophopes for vanilla blocks (crusher for vanilla gravel/sand)
*iron plates might need changing, no way around them. (perhaps change all iron plates out for steel plates...?) solution found by just making a way for higher efficiency iron plates using steel
*go through immersive itself to make sure there arent any vanilla items in use, like the lantern using vanilla glowstone. (probably just remove that one) as far as im aware, no more infinite lights aside from powered lanterns, hopefully...
*add asbestos to lava boat recipe in petro (find an alternative ideally, so i dont have to make asbestos ore spawn for one item)
*dear god all the item sizes are wrong. Fix that. everything that holds fluid in inventory is huge to incentivise pipes. all tools are now very heavy/very large. Drill is huge to make mining an endeavor, but worth it
*figure out how to configure immersive containers to not accept large items like logs
*remove blast brick and reinforced blast brick
*wtf why is bauxite here get rid of it gross, lead too!!! ew!!!
*brain wave: add crusher byproducts to crushing ore that give other elements (like silver from galena, iron from tetrahedrite, etc!) tetrahedrite is now the god of all ores. I had to remove iron because it broke the gui...
*fix the other ingots added by ie to use tfc ingots when applicable
*implement artisanal
*implement immersives grit, probably just replace it with powder in recipes from dfc, im unsure.
*edit the engineers manual to remove everything ive removed
*change bullet casings to use brass
hmmm
i want to add immersive engineering shaders just for funsies, i dont know how to implement them
im thinking you can craft the shader grabbags, maybe using gemstones?
like, all pyrite for the common. mix of rarer and rarer gems the higher up, culminating in all ruby for the epic
i kinda dont want it to just be a normal crafting recipe though, that seems too easy...
i was thinking sewing recipe, but those dont accept items
these seem like reasonable crafts.
im thinking a custom "prismatic"
series.
that gets more colorful the higher tier it is
got the items all drawn and ingame
i really dont like how tier 4 looks but im not gonna try too much harder
tier 5 looks the best imo
just realising i reversed lapis/pyrite in the recipe. gotta fix that
got the recipe working, gonna be alot of redstone acid for each chance, but you have an increased chance to get what you dont have already when you pull, plus its purely cosmetic
all are working, and a week for the masterwork bag seems fair, comparing it to aged alcohol
hmmm
should i make the drill very heavy and huge
so you are overburdened with it, making it a tradeoff from normal mining?
i kinda like that idea tbh
im doing my cosmetic passes now, then i fix up the final bit of ore gen and im basically done
the biggest thing left to do is make immersive containers obey item sizes
Ummmm, you would need Dyson sphere to power this thing
....
Challenge accepted/j I am not going to wait a month next to excavator to get 1 cobble you won
real
im pretty sure its actually impossible to use it because putting too much power in a wire destroys it right
Soo IT IS possible
i also set the depletion to 1 and the mining speed to 0.001 per tick
10 is the base iirc
You really hate excavator
look you get an op 5x5 drill
i just need to add that better support
so you dont instant collapse when you use it
Excavator is bigger and looks better this it is superrior
big machine scary
Big machine cool
perhaps
And can eat people !
youve got the crusher for that :)
*looks at crusher
this pack actually has a way to get the shaders too
unlike 90% of every pack ever
all ive got left to do on my list is to
add upgraded support
replace grit with powder
and edit the engineer manual
then i should be done, with everything i wanted to set out to do
i might get done that 2day or tmrw, ill just post it here for feedback while i play it myself
How do you want the supports to look
If you just want stronger base tfc supports you can clone them, retexture them, then in the json file that determines how effective they are as supports increase their support distance
how would i go about cloning them?
ImmersiveFirmaCraft Beta?
ill post this curseforge profile here
tldr for the mod:
it combines the tfc ie addon, immersive petroleum, and immersive engineering and uses tfc for the base of the tech.
ill be playtesting it for a while, if you wanna try it out go ahead and let me know if you find something bad, or have a suggestion.
99% of it is just changing recipes to combine tfc and ie better
important note is excavator is DISABLED.
although you can still build it, its nearly unusable
playing it a bit, im probably gonna add xaeros minimap, and a couple other qol
nifty ships but not firmaciv?
Isn't Nifty Ships just "FirmaCiv but for non-TFC contexts"?
i see
Used to be the other way around
its definitely a tfc pack, thats for sure.
12 hours in and i havent gotten close to starting Immersive engineering stuff yet
add:
-xaeros minimap
-alekis nifty ships
-inv tweaks
- recipe for clinker bricks
@lethal mauve since you are online, i checked out rosia and it seems their supports are bugged and dont actually work to support a larger range.
how would i clone tfcs supports and add a new type?
(with larger range)
i can probably model a simple steel texture for them
I'll check out the code, give me a minute
You register new blocks with the same class as tfc supports
I dont know how to do any of that is the issue
Can’t you do that with kubejs
like i understand tags but class is a foreign concept to me
maybe? idk
I could add a single block that supports, but i want to copy tfcs supports
like, the non horizontal ones do nothing
plus i want a higher range, too
Classes are Java files and when registering new blocks they reference a class to determine that blocks functionality
hmm
From what I can see the support behaviour actually depends on JSON, specifically /data/[addon name]/tfc/supports/[your json file here]. You can check out horizontal_support_beam.json from TFC as a base "template", just make sure adjust the support ranges appropriately
I see
i think i knew that from before, My issue is how do i make the supports connect like normal tfc supports
i want them to be basically identical besides the model and the support range/recipe
Since you have Rosia, you could just assign their metal supports your desired support ranges and potentially adjust the recipes. Otherwise you'd have to add a new block based on the TFC classes as Ank explained