#0.13 Dev Builds Issue Tracking
1 messages · Page 3 of 1
this is what i get from gh action build
That's a hell of a bug
That's a hell of a bug
That's a hell of a bug
That is most certainly a bug all right.
That's a hell of a bug
@me from the future: figure out what this means
I have a Solid Hunch what the bug is but I have IRL things that I need to handle now so this is my memo to self to what I need to get back to
gtm#4141
Checked for existing issues
- [x] I have checked for existing issues, and have found none.
Tested latest version...
?
difficulty is locked on hard, this intended?
@old beacon @gentle osprey probably your shenanigans
Pulling 16A ZPM from this reactor lmao
ncn moment
i.e. putting a converter on a reactor port creates as much power as converter can provide, idk if its ncn bug or gtm
Is that single player or dedi server?
Im fairly confident it has to be what xefyr did
Having troubles with porting to build 105
Got this error in the server console:
[15:04:58] [main/ERROR] [KubeJS Server/]: java.lang.ArrayIndexOutOfBoundsException: Index 0 out of bounds for length 0```
actually let me post the full log
anyway this stops kubejs recipes from working
Give me 5-10 min, I can take a look once I get to my pc
Full breakdown of what i did:
- Downloaded the builds
- Manually copied the hardmode config overrides into the config folder (bc ive been having issues with the pack switcher, separate problem)
- Added additional mods, the only one on the server that isnt originally supported is Rechiseled
- Made a new instance on puffer panel, installed this build on it together with the original .12 world
- Launched it and got this error
I'm playing on a server but ill check if singleplayer also has this issue
Are you sure all hardmode configs were copied over properly?
Because that stands out to me as something that could cause errors if done wrong
Pretty sure, I just copied all the files in config_overrides/hardmode and copied them over into configs
This worked for the previous version, its how i originally switched the versions in .12
but i can try again
I think that should work? Make sure you are overwriting any files that already exist
yeah i did that
I would kinda like to get the packmode switcher working tho to be sure
If you want you should be able to download the pack-mode-switcher.sh from github, it should do the same thing
with the .bat or .sh?
Have you tried the new pack mode switcher?
The monilabs jar one?
Take a look at the readme for mode switching, its been updated since 0.13
#monifactory message
why did pack mode switcher just make a file called "New" on my desktop
[[Jump to Message]](#monifactory message)
where'd you run the pack mode switcher?
the main folder
the .minecraft folder of the server?
yeah
Yeah that should be right. The .sh and .bat files are kinda goofed and hard to maintain, we are migrating to a java version
Pls do this
yeah lemme do this
how interesting
i havent seen that .13 section for servers
luckily pack switcher worked on my server
I thought we ironed out all the issues with them by now but ig not
no errors in singleplayer
The new .jar packmode switcher works on both servers and clients
Also allows you to do it without touching the terminal, as it can be done in the main menu or in game with /packmode i think
I havent tested that part
oh i see
Keep in mind the server does restart immediately after running it
Or stop ig
I think you have to start it manually*
I love those thats great
ehuhehehhehehehe
Ok im at my PC I should be more of a help
I've already deleted that instance on pufferpanel, making a new one, will be bale to see how it goes in like 20-25 minutes
my partner is up (it's their server) and since they have a better connection than me it is literally quicker for me to send them the pack over google drive and then have them send it over sftp
oh very interesting
so im realizing xef closed his pr w/o merging, so it probably cannot be what he did
pufferpanel? pelican panel? what's next? frog panel?
lol
shoot i always mess up the order
what's next? fish panel?
yeah pufferpanel is what we use to manage our servers
puffer is a fish, i say that counts
yeah
i used pterodactyl previously, migrated to pelican recently
ig not
Singleplayer
what pack mode?
Normal
alright
At least now at iv its so easy to do some greenhouses + the feeding upgrade + mega torches
So its not that big of an issue for now

I'm kinda wondering if thats a result of https://github.com/ThePansmith/Monifactory/blob/main/config-overrides/normal/difficultylock.json5
everything is set to false, so not sure if it goes down the line or something and somehow hard gets turned on. I wonder if we can just delete the file
Im gonna do some testing on my end and get back to you
Ok
difficulty lock wasnt working for me either tbh in .12 and .13
The issue is tho it is automatically locked at hard mode

yeah thats weird
ok so not new problem. we did mess with some things last night so wanted to make sure it wasnt that
every time you start the world?
It remains locked
have u tried changing difficulty via cheats?
🤷
I cannot seem to reproduce this.
there is however a lock button that seems like it would do that. any chance youve clicked that before?
Not that i know of
well i have no idea what it would be otherwise
sounds like you can use NBTExplorer
to edit it tho
NBTExplorer is a low-level graphical NBT data editor originally based on NBTedit. The key difference is NBTExplorer's full support for Minecraft .mcr/.mca re...
Could you send over the config and config-overrides folders in your .Minecraft folder?
Also, have you ever switched to HM/EM?
"shouldLockDifficulty" is set to true in the HM config, and "shouldChangeDifficultyWhenAlreadyLocked" to false.
If one were to have a world on NM with difficulty set to hard, and switched to HM, i think it would lock the difficulty, without changing it to peaceful.
Just tested it. creating a world on NM with difficulty hard, switching to HM, and reloading the world results in a locked peaceful mode
so i have no idea how that happened unless they manually clicked the lock
finally uploaded the new instance
let me test it
yep same issue
@old beacon sorry to tag but have you had the chance to check my logs?
add a new issue on top
what
this happened to me when server and client were not both on hardmode

ohhh i see
Yeah thats a packmode issue
i took a look at the previous one, didnt really know, so i decided to wait till you had an update
made a new instance, didnt touch it at all, still the same issue
its on normal mode rn
47.4.0
i got these files straight from the zip file of the instance
damn
im using this build
https://github.com/ThePansmith/Monifactory/actions/runs/18892280330
105
yeah same
hmmmm
my install is just the server build unzipped
not sure how we are getting such different results
could it be the server manager causing issues?
java 17?
im on 21
well i had similar issues locally
ill boot the server on 17 and see if i get the issue
see my client is on java 17
i just switched to 17 and im booting now
and that has no issues so far
but who knows
if all keeps going wrong ill revert to a backup and wait for the stable release
no error on 17
fuck meeeeeeee
lemme reinstall my instance from scratch
what the hell did i do wrong
try to get as close to your install as possible
hmmmm what if its the additional mods?
maybe
let me try deleting them
that's gonna take another hour
its really that slow?
filezilla is super slow
in pelican panel you can unzip the file from the file explorer, can puffer do that?
i could ask for it but my partner (their server) is not home rn and is busy
ummm let me see
nope
not from what i can see
huh
yeah cuz i have an unarchive option
well anyways for me, a new mc server (java 17. forge 47.4.0) with just the server build from GH unzipped in the root dir works fine for me.
so i would think somewhere you differ from that, and that is most likely your issue
I added the world i guess? but the whole point is to add the world in
a .12 world
im gonna try without those additional mods rn and see if that makes a difference
if it doesnt im going back to a backup
Yeah i think the kjs loading is independent of the world, and the error happens before it starts loading the world so I dont think thats it
But could be the additional mods
yeah im testimng thst rn
Oki
which mods did you have?
quested and advancement plaques are for advancement plaques working with FTB quests
oh wait
apparently needed serverside, dunno why
oh?
lemme look
i feel like i remember smth tho
i dont see a GH issue, but i swear someone was talking abt it somewhere
here
found it
Should probably add a warning that compact machines currently causes such an error or smth
well we should probably just fix it
thats the better solution
but nobody answered celeste when they asked what to do abt it
yeah fair
files too big for discord
Not sure exactly what xef wants, but to me if you could send the config-overrides (that should be small enough to send) and config/difficultylock.json5 that would be helpful
as for the folder discord does not support sending whole folders
can you zip it then send it?
its probably not neccesary tho
the difficulty lock was the main thing i wanted, maybe xef can elaborate more
what about defaultoptions-common.toml in the same folder?
disc*rd
#2254 will fix it. once that gets merged you can readd the mod
mmmh i cant place an input and output at the same time
wait, did they remove drum auto output in this version or is that a bug?
nvm its with a mallet now
buh
Is it possible your past self just said "yeah i want the challenge" then set it to hard & locked it?
since you're on Normal Mode
I guess I would still like to know have you ever switched pack modes?
because if not there should be pretty much no way anything on the pack side would have changed anything
i would have been in an insane state of mind cause i completely do not remember it xd
yes because last version was bugged when run without changing mode to the same mode
but you never went to hard, just switched to normal?
anyways same thing for simulation supercomputer
and do you know if the lock is new or existed in the past?
Bug in 0.13, will be fixed in next build
regardless of the cause, i think you could fix it by setting config/difficultylock.json5 to:
{
// Sets the world game mode to hardcode mode and ignores the other difficulty settings when enabled.
"forceHardcoreMode": false,
// Whether Creative Mode should not be possible to select in the world creation screen.
"disableCreativeModeSelection": false,
// Priority 1: Sets the difficulty in any world to peaceful when enabled.
"forcePeaceful": true,
// Priority 2: Sets the difficulty in any world to easy when enabled.
"forceEasy": false,
// Priority 3: Sets the difficulty in any world to normal when enabled.
"forceNormal": false,
// Priority 4: Sets the difficulty in any world to hard when enabled.
"forceHard": false,
// Whether the cheats option should be forced to be disabled on the initial world creation screen.
"forceCheatsDisabled": false,
// When enabled, locks the difficulty in any world so it cannot be changed.
"shouldLockDifficulty": false,
// When enabled, also sets the difficulty in worlds where it has already been locked.
"shouldChangeDifficultyWhenAlreadyLocked": true
}
then relaunching the game will (i think) set your game to peaceful
i downloaded last version, noticed ae2 was broken, asked here and got answered to change mode, i changed mode and after a while i noticed hard mode was on
like did you change mode (packmode, not difficulty) to hardmode then back to normal, or just set it to normal?
i set it to normal, but i dont remember which mode was active when i just downloaded the last version
wait so you:
downloaded 0.13
Made a new world
noticed AE2 was broken
changed mode to hard
realized that that wasn't want you wanted
changed mode to Normal
in that order?
nah
i downloaded 0.13
imported my world from the other 0.13
noticed ae2 was broken
changed mode to normal
noticed after a while the world is locked on hard mode
yeah i do not see how the difficulty could have been set or locked without you doing it
OK, that makes no sense.
I think this is just mojank in action creating yet another once-and-never-again bug
or that
do you know if the lock is new or existed in the past?
like before switching 0.13 builds
the lock's always existed
i hope that, cause i dont want to see a doctor xd
no as in was it locked before switching, not did the feature exist
i never locked a difficulty in moni
#1404887584559337684 message
ok well i think we just write it off as a one-off thing
aight
this should fix the issue tho if you want to fix it
#1404887584559337684 message
aight thanks
yeah the only other thing I can think of is if the world was set to Hard but not locked before it was ported (or the porting process was messed up somehow to turn the world to hard) and then the instance was set to HM or EM after the world was ported which caused it to be locked on the current difficulty (Hard) then the pack mode was switched back to NM
but that didn't happen
but even such, i tested that and it switches to peaceful before locking it
#1404887584559337684 message
i wish there would be a way to notice from a foto if its normal or hard mode
this is the moment i noticed ae2 was broken
weird.
Yeah I'm gonna chalk this up to mojank, it's only happened once so not worth looking deeper into it.
the hunger is going down tho mmmh
oh true
so probably on difficulty hard then. I dont think theres any info from the image to tell pack mode
I got locked in hard as well after loading in with the pack mode bug and switching to NM
very interesting
dev nightmare 
oh wait i have idea
i might know
what does the difficulty lock mod do if no config is provided?
because it might just lock difficulty in place wherever it is
and loading into that broken build where ae2 broke had no config provided
so therefore locked the difficulty

i think that might be it
nothing we can do abt it atp
just anyone who loaded that dev build has locked difficulty now
any ways i can fix it myself or nah? cause this is inconvenient as i would need to replace all supercomputers
good thing i changed power source just on time but hnn is still my main source for materials and im not sure how much my base can handle that
#2245 is the pr that fixed it
<t:1761704398:D>
<t:1761714646:R>
Closed
you can apply the changes that it made to your files
just update kubejs/startup_scripts/registry/multiblock_registry.js
thanks
EMI no longer highlights ingredients used in the current craft in inventories added by sophisticated storage
it still conts them, but doesnt highlight
actually wait i think it counts them as being part of your inventory?
imagine 💔
What's that a recipe for?
looks like an attempt at an iv quad input hatch
any tier quad/nonu input/output hatch
are you saying they dont work?
yeah
yes but my idea is basically like skipping the input hatch recipe part
ah
That's a suggestion not an issue.
fair
Using a memory card to link pattern p2p tunnels causes the game to crash if it's the first time a given frequency was used (not including its creation)
After a recent upgrade
Also numis are broken, won't consume diamonds, and will no longer accept them once I take them out
what version is this?
Latest commit of master
dont use latest commit unless you're doing active development
especially since the process to set up an instance is significantly different if youre working from source or from a build
by 'upgrade', do you mean updating from an old version of the pack? or from an outdated fork? or just upgrading your powergen?
also what are the items that are supposed to exist but don't
Got it, I'll stick to my last working backed up version. I was cloning the repo, npm install, node index.tx --buildall and using those two archives
im guessing the questbook update is already handling it, but jean gas is still listed as 81920eu/mb in the quest
this recipe seems improperly balanced?
as in like, its seriously not worth it to run this over anything else
the reason im saying this is because i think svat is cool and i was hoping to use it more
i think the point is its way faster in in the vat compared to the alternative, but has a lot more setup
both alternatives are 15 seconds at hv and can have par hatches put on them
brewery 15s per bucket HV, SV is 0.6s for 3b at HV
i suppose its more power efficient
but it does cost you more
the alternative is just more bio chaff
whilst sculk vat requires nearly 2 stacks of rotten flesh to put through the agar production process
does svat poc?
because its not 0.6s otherwise
i dont see why it wouldnt, i havent checked
usually things say if they poc
so i dont think so
at best it would be 2.5s for 3b
the advantage it has is saving on power and saving on time
they seem to push it pretty heavily in the qb
it also consumes the bacteria petri dish
meaning the speed and energy you would save by using svat is destroyed by all the machines required to even make the bacteria petri dish in the first place
1 agar is 30 seconds in an HV autoclave, so you wouldnt be able to run this at that speed
since 1 agar translates to 1 bacteria petri dish which does get consumed
well you would be using multi autoclave
you would also be using multi brewery
so in reality its 30s at hv for 2b from brewery and 30s for 3b from svat
do you see what i mean?
it feels very much not worth the effort to use svat
btw
i mean i get the concept, im not gonna do the math, im assuming that was done by devs
maybe bacteria dish is meant to be nc
if its used to "breed" more bacteria, id guess they are both supposed to be nc
i hope so
mustve been accidentally set to consumable
surely
double actually
to make the agar for bacteria petri dish in the first place requires 4 collagen
but you get 2 collagen in 80 seconds (there's an lcr recipe for collagen)
math this math that
turns out its 60 seconds for 3 buckets of bacteria from svat
all using hv (minimum required voltage for all of them) sterile cleaning room hatches for the petri dish
so you're actually producing less bacteria from svat vs brewery svat is slightly faster but at a greater cost
thats also ignoring the mechanic with SVAT where you have to have the hatch at 50% output for it to produce the full 3 buckets
so even then you'd only produce 3 buckets best case scenario (however im pretty sure a fluid regulator just resolves that but thats also more effort than just 1 brewery)
and if the petri dish is NC all of this is moot right?
I wasnt able to use a fluid regulator on its own, but we did the full SVAT bacteria process and it was working fine
didnt try the alternative
just needed fluid detector cover
making the petri dish nc would make the svat incredibly good for the recipe
currently its the opposite
aw
thought regulator could work
again, i want to use svat cuz it looks cool and its an interesting mechanic to figure out and deal with
just hoping this recipe gets fixed and turned NC for the petri dish or just gets rebalanced
fluid regulator works for inserting, but I couldnt figure out how to have it filter on extract
ah
if you can figure it out that would be great
as we'll need to make hadal sculk and deal with the reduced outputs
yeah i just did all those with redstone cards and fluid detectors
yeah thats my other thought
or using a storage bus on the output hatch to see the exact amount inside, then using a low throughput pipe, and using a machine controller on the output hatch to turn it off with an emitter when the storage bus sees X amount of output
yeah thats a lot of effort but would work lol
whats a little bit more effort if ur already going for the svat recipe over brewery
It doesn't.
I'll leave you with two hints because I love that you're actually trying.
- If you're smart about it, you don't need it to.
- This cover exists (emits redstone when a machine is running)
i get the idea
since it only checks output amount at the start of the recipe
so once its already running you can pull out a certain amount
my em run will be at SVAT in like 2 hours, so ill try it again there, but I cant imagine that solution will be simpler than this one
that is indeed a very simple solution
how effective was it tho
since ur using an import bus
it does lose some efficiency during ramp up
but we have huge threshold level emitters
so its a negligible loss
i see
using a huge output hatch 50% is a HUGE range
the thing about using a large output hatch means u also need to run it at unideal rates for longer
you have like dozens of buckets before it doesnt round to 50%
i mean not really
the hatch just sits there half full
so its only upon your initial placement
as long as its not like an MV hatch u will be fine
thats what i meant
the threshold stuff helps with XP fluid waste more
which will be relevant in EM
nm its trivial with HNN bullshit overpowered
yeah
thats why were on hm
once u get to wetware could you update me on if you found my findings true
this is the whole setup
its technically not perfectly efficient but..
288 is the optimal number
thats about as good as it gets at that speed
i just got cryo in the EM run so we will see
look into the stats and math for bacteria with brewery vs svat
i mean i believe what ur saying, i was leaning the brewery just for simplicity
after seeing the lcr recipe for collagen it does mean svat is faster but only by a little bit
@plush cradle if you saw the part up top about if the petri dish is meant to be NC or not
i didnt implement anything other than the SVAT redstone here, so it could have been a lot of poor choices, but our sculk island is pretty chalk full of BS, and thats using HNN products
the way it is, using svat for bacteria makes the end result of wetware boards require x3 times the amount of agar
which i would argue is half of the puzzle for growth medium
the other half being mutagen (which is where the svat vs brewery comes in)
Simple. Precise enough. Not sure it's 100% optimal, but it is 100% viable.
In fermented biomass yes in bacteria no
his stuff definitely works well enough for us with infinite resources, his complete refusal to make local lines and only use level emitters and export busses gives me anxiety
There's 2 variables to what determines the efficiency of a svat setup. Precision and downtime
My setup has perfect precision and 0.2 to 0.5s of downtime. It is, overkill LMAO.
so svat is just a lil bit faster than brewery for bacteria at the cost of more effort?
i can understand that
but ill go for the simpler route since i wont be losing too much value from it
as itll run fully passive anyways
Bacteria is mostly a low-cost recipe you can experiment with safely. Shit gets real once sculk and biosolder happen.
hey, so that first thing of europium fine wire is supposed to be 64 like the advanced solder recipe (and pre-build 106 in general), right?
Latest commit
Might be a visual bug
Restart
sorry i only just saw this but iirc it also only consumed the two things of 32 with the regular solder, but the advanced solder recipe was still the normal consumption
Weird
steam dynamos only generate 20 RF/t is that normal?

experience attuned compound turns into nothing when centrifuged
just tested on latest commit, and everything works as intended, with dynamos producing 40rf/t, and boilers & turbines producing 320rf/t (160rf/t each turbine)
can you confirm what build you are using?
its an issue with migrating old worlds to new updates, you have to move the configs over
read around here
yeah i forgot some configs are world-specific
I moved the configs yesterday, it worked
Game crashes when placing any ae2 cable or cable part on the I/O side of any Redstone Multi p2p Tunnel
[06/11/2025 11:08:04 AM] at stone.mae2.parts.p2p.multi.RedstoneMultiP2PTunnel$Part.onNeighborChanged(RedstoneMultiP2PTunnel.java:130) ~[mae2-2.0.0-beta.d.jar%23495!/:2.0.0-beta.d] {re:classloading}
[06/11/2025 11:08:04 AM] at appeng.parts.CableBusContainer.onNeighborChanged(CableBusContainer.java:657) ~[appliedenergistics2-forge-15.4.7.jar%23371!/:?] {re:classloading}
[06/11/2025 11:08:04 AM] at appeng.block.networking.CableBusBlock.onNeighborChange(CableBusBlock.java:325) ~[appliedenergistics2-forge-15.4.7.jar%23371!/:?] {re:classloading}
[06/11/2025 11:08:04 AM] at net.minecraftforge.common.extensions.IForgeBlockState.onNeighborChange(IForgeBlockState.java:382) ~[forge-1.20.1-47.4.0-universal.jar%23583!/:?] {re:computing_frames,re:mixin,re:classloading}```
Tested with linked, unlinked, and a bunch of different cables and parts
Only happens on 0.13, discovered this bug because I was trying to copy my 0.12.9 world to my 0.13 instance, and that world has a lot of redstone p2p
Cant even place an ae2 part adjacent to the redstone multi p2p
redstone non-multi p2ps are fine
@cyan condor this is a known issue IIRC?
Not known actually. Very curious it always happens though. I'd assume it'd only happen when the tunnel is unpowered.
if(crash) dont();
the humble try catch
restart fixed it, but still confused how it even happened in the first place
where do i download 0.13 dev build ? i want to do some issue testing
bottom of the latest moni monday; installation instructions are detailed in [Moni Monday 35](#moni-meowdays message)
by the way, why the embeddium++ is not updated?
i updated this to the newest version
old version in 0.12.9 is still this one
yes i know where to find the build and there is no direct messege about how to download it , should there be a button for it ,o r im just dumb ?
you must log in
once you log in the download button appears
you have a client build zip file
client_build.zip contains client.zip
Import client.zip into CF or Prism
ideally as a new instance
If you don't know how to do this I'm afraid I don't have the time to help you rn.
okey thanks for the fast response 🙂
Transcendental soul vials won't parallel in the sculk biocharger
It doesn't like more than one energy core inside
like the multiblock version?
idk if that recipe will with the nbt data (i should have considered when i wrote it)
sorry then, i made that recipe
Does it use .weakNBT() ?
that’s probably what i forgot
which is funny since i’ve used that before on other recipes so i knew it existed
Biocharger never worked.
We removed it. Use a couple dischargers and that should do it.
Oh right, that thing did never parlallel
Can you even use PARALLEL_HATCH (the recipe modifier) with non eu taking recipes
Am i missing something or is pattern p2p broken in latest build? Here is an example setup I tested in creative and it matched my survival setup's results. The p2p can send items through a linked pattern provider but is unable to recieve auto-exports from the machine
it appears a fair number of assembly line recipes that use liquid advanced soldering alloy as an alternative to regular liquid soldering alloy use twice as many of select components. this seems to also extend to recipes going from advanced to living as well. not certain if this is somehow intended.
what build is that on?
ahh apologies, think you can disregard all this. just checked in a fresh instance of the latest build linked in moni-mondays and the issue isn't there. i must have borked updating my instance somehow.
after some testing some start up scripts in kubeJS dont work on newest versions of greg tech releted mods , what versions of GTCEU gtmutils gtsteamaddons gtexolegs and ulvcovers should i have and wich versions fork yor yall
Wait what?
i mean i probably wasnt supposed to test never versions
Wait...
Did you try to update your mods on a 0.12.9 instance?
Because on 0.13 builds we use the latest version of every single one of those mods.
GTSteamAdd, GTmUtils, GTExoLegs are mods made by Moni devs, we keep GTCEu very up to date and ULVCovers is super small and also up to date.
you guys update ultility mods like embeddium++ right?
maybe this isn't new but NEI doesn't show perfect overclocks for the LCR
i believe thats in part because it kinda can't? their recipe type system DOES allow you to manually specify whether you're looking at normal versus perfect overclocks in the recipe window though
nothing by default shows poc
you have to shift right click the increase voltage button
yeah
If I try to view living solder in emi (hover over), in the showing of the fluid outside a recipe page it shows missing translation error, and if I hover over it in recipe page it crashes the recipe renderer
hey i wanted to play with my brother , downloaded latest build , updated gt mods and their required libs and this happened
okey i fixed the code of some registry things in kube js now i got it booting
for the proggress bar reconstruction in the single block registry i did this code : // GT Atomic Reconstructor recipe type
GTCEuStartupEvents.registry("gtceu:recipe_type", event => {
const progressBarTexture = MoniGuiTextures?.PROGRESS_BAR_RECONSTRUCTION;
const builder = event.create("atomic_reconstruction")
.category("reconstruction")
.setEUIO("in")
.setMaxIOSize(1, 1, 0, 0)
.setSlotOverlay(false, false, GuiTextures.ARROW_INPUT_OVERLAY)
.setSound(GTSoundEntries.ELECTROLYZER);
if (progressBarTexture) {
builder.setProgressBar(progressBarTexture, FillDirection.LEFT_TO_RIGHT);
} else {
console.warn("MoniGuiTextures.PROGRESS_BAR_RECONSTRUCTION is undefined. Skipping progress bar setup.");
}
})
What version of GTM did you update to?
7.2.1, or 7.2.2-SNAPSHOT?
why would you update anything? the right versions are in the manifest
Crash when checking the Multi p2p page in the AE guide
huh just crashed again
not showing me the log hold on
oh oh its not letting me join the server
difficulty switching instructions:
the capital "M" makes the tab key in bash not find the file 🙂
wire cutter power tools have the same mining speed as their non-power tool versions
the benefit of electric wire cutters is the unbreaking 10 effect when powered
the further tiers of wire cutters are just bigger power buffer
ooh this must stack with enchants giving you the equivalent of unbreaking 13?
wrenches have higher mining speed though
makes no sense for one to have that but not the other
that's a base gt idea thou, for my added tools I merely followed what they had
I can't exactly make my ev and mv wire cutters break away from that
can't change the others either without mixins
i see
hey im having the same issue, im confused as to what config i'm moving exactly?
i read it over multiple times. i'm seeing the systeams-server.toml in the build 100, and it is the exact same as the one in the lastest build 108.
unless it's something else???
]
so just literally everything in that build defaultconfigs has to be moved over, not just the systeams config?
idk if you read the thread or not but its the world config files, not your instance config
only if you want the configs to be correct
got it
Updating mods is time consuming as it requires careful review for every mod. New items that need recipes/nukelist, breaking changes, etc.
The active devs have been busy with packside bugfixing, balance and feature implementation, and we haven't had the time or energy to update mods in a while.
Any contributions are welcome if anyone wants to help by doing it now. Otherwise, this will have to wait until the last polishing phase of 0.13 development.
i see though and thanks for letting me know about it
Updating non content mods is also a lot more risky
more edge cases to worry about/need server testing too
Embeddium Chloride works well
no issue when i update it to the newest version
but never tested to the newest dev version (0.13)
have you tested on both sp and server with at least an 4hr observation window?
ik this might seem overkill, but performance mods kinda need it
so this doesnt apply
if only i can try it on my own but it will be risky for my current memory space
Content mods are simpler to test, as what they touch is usaly easy to see
Embeddium Chloride is Embeddium++ anyway
0.12.9 is like, 7 months of GT out of date, has a whole new fucking custom addon, and has had some mods updated. Data from 0.12.9 is effectively unusable to us.
performance mods not so much
Imo we'd need a few people testing on both sp and server to actually trust updates
maybe I'm being paranoid but they are risky
what's sp btw?
singleplayer
ic
best thing i can offer in the server is aternos lol 💀
fusion actually using the colors of the recipes
that's normal
or at least it's supposed to be, might have been bugged
in 1.6.4 they followed
7.x seemed to break it
seems it got fixed
honestly, i like this preference
just tested
feels more natural imo
fusion colors work in singleplayer
but not in multiplayer
same world copied over from my server, same mods
definitely has to do with server visual sync to the client side
Anyways, performance mods are scary to update as the edge cases are real
usually its like this
hey guys sorry if I misuse the chat, but I tried to get information for 0.13 or even play it myself and have not found anything
in the moni mondays channel there is a github link where you can download (have to be logged in) the client.zip, unzip that after download, then go into cf/prism launcher and click import near the top left, then choose the zip file that was in client.zip which you unzipped
pretty sure this should be circuit 5
Does either have a way to keep all your client settings and just update
your client settings are stored in a file, u can just transfer it to the new version
under .minecraft
I figured that out but emi settings aren't kept there
I just move the mods and kjs files
you're not gonna believe this
Not in there either I tried that
The actual layout is not retained if you move over emi.json
i just re-add the lookup history every time
thats the only thing the config doesnt transfer over for me
emi.css in config folder
I liked to change the side panes to yes lookup and crafting history and ultra dark mode
The Rocket quest is bugged, completes with just the launchpad
Not exatcly an issue, but I think this should also mention the new sterile cleaning maintenance hatch
thanki for the suggestion, highly needed imo
I'm having this same issue after updating (auto-exports anyother inventory fine) but won't export back into p2p
yeah I'm having the exact same issue, glad I'm not the only one
I'm using multi-p2p
ok cool ill try multi p2ps. i thought i tried them but might have linked them wrong
I haven’t figured it out yet either. I’m not sure why it’s broken now
Sorry I should have been more clear, pattern multi p2ps are also broke
good afternnon, I am trying to launch build 106 and I get this crash report
I had the same on build 107 and 108
I have three extra mods installed, redstonepen, computercraft and modular routers so maybe it is somehow related
have u tried launching without them
I'll try that now
just setting up the modpack on multimc because it is easy to just disable mods
I will not join my world if I don't have the mods or I risk corrupting stuff and deleting some blocks but I'll see if I launch at least to see if it is the issue
workableTieredHullModel looks to be in there so idk why it says it can't find the function
please I need help I need to play monifactory to feed my addiction
giga parallel hatch does not have connected textures (tested on multiple multis)
Yeah we know. Slated to fix Eventually™
thats a lot of parallels
@plush cradle 🙏🏿 SOS
Mobile rn so I can't see the report.
What did yall do to break an apperance block

This one is added via KJS lol
awesone recipe i call "whoopsies i ated that"
has anyone switched to 0.13 when he was already in LUV? it kinda broke everything, think makes hardly sense to continue^^
yeah it was generally recommended that you reconsider updating if ur at LUV
since the changes start at ev+
i'd say roll back to 12.9
or try to repair everything if u really want to
but itll be a bit of work
yeah... i try 2 more days to repair, if I think it is too much, I will roll back
anti matter doesnt display that it has ranged outputs
all of them are ranged apparently
wouldve been nice to know
server bug
It's a gtm bug
Bug is GTm side. Happens only if you log into a server without logging into a client before. Weird, and fixed in next GTm.
Question about Quantum Flux. First tier: moon dust and diamonds, that's fine. Second tier: mars dust and titanite. Titanite comes from Venus, which I can't get to yet, which makes the T2 craft kind of useless as once I get to Venus I can craft T3, which is venus dust and olivine. I'm in Hard Mode, so maybe there was supposed to be another way to get Titanite?
I still can't launch the pack
ok I finally made it work
is it intentional that gravity amplifier only has advanced solder as its recipe?
would be nice to be able to use living solder but i can understand leaving it like this
It's a bug due to the solder recipe generation system freaking out at the energy core in the base recipe (it has NBT)
ahh
Probably not NGL
rahhh do i have to add support for that too now
conflicting ethylbenzene recipe in lcr /duplicated circuit 1 and circuit 0 recipe
#monifactory message
we forgot to remove this recipe 😭
thought flare did with the pr
Smore 8 is not named EightSmore OctoS'mingot
also there's no tag for ores that can be electromagnetic separatored
that is a thing with gtm itself i believe
There is a tag for the base gt ores that can be thou
Not sure tbh about custom ores, but naq 100% has it
not seeing a second tag on pureified naq dust
Thats what i said.
The ore
still no electro separator tag
Whats a custom ore you think the tag would be used for?
Okay @flat hinge looking back at 1.6.4 the tag did exist. Now it doesnt
there's tags for crushed ores that can be washed via mercury, persulfate, or nitric acid, and a tag for purified ores that can be sifted, but no tag for purified dusts that can be elctromagnetically separated
just thought it was an odd inconsistency
So sorry
(correct me if this has already been fixed) data models do not collect data anymore (i updated from 0.12.9 so i still had some non self aware ones)
They start at self aware so the config is off
is there no way to convert old data models to self aware ones
could turn on the config to have them gain data
Name mismatch in the T7 miner
Damaged and stabilized referred to as dragon hunter, while normal is refered to as warden hunter
Server continues to generate invisible sugar cane entities when you build the beginner automatic sugar cane factory with Snad, a Redstone Clock and a Vacuum Chest on a not chunk loaded chunk which will take your server down after letting it "work" for a few hours.
We only played on moni monday #41 and #42 but it happens on both versions.
See: #1424789994404446370 message
why not just chunkload it
Mine was chunkloaded but the one of my frient wasn't and we wondered why our server suddenly broke down after connecting the first time a day
And not chunkloading it shouldn't crash the server anyways
lazy chunks, that's how minecraft works
my guess is that it is an issue with snad mod, which makes it grow sugarcane in lazy chunks
and when observer triggers piston, piston creates sugarcane item entities which are not ticked
That's a base Minecraft limitation as said by iluha. We can't fix that.
you can try to find a collecting method that works in lazy chunks
(vacuum chests dont work because they wait until items get close, but they dont move)
Yeah I'd guess this would have to be fixed in Snad to not grow in lazy chunks
unfortunately, snad hasn't been updated for over a year so i doubt that any issues will be resolved
the machine is 5x3x6 not 5x3x5
Report issues and/or missing features for GT Modern to the repo so they can be fixed.
Is it intentional that the quest book doesn't specify that HSS-E requires HSS-G coils, but instead waits until the next chapter to be a prereq for the HSS-S and Naquadah ingots?
the recipe needs purified ore not purified dust
there is no naquadah ore mission
Fuck. HM QB error.
Also why does the quest complete on trinium, naquadria, or enriched naquadah instead of and
Is it intentional that LuV and above pumps can't be made with styrene-butadiene rings?
yes, that's base gt
weird
assuming you're talking about the one that requires fluoroantimonic acid as well, that's because of the way ftbquests works - that was my workaround
I wonder why ftb quests hasnt fixed thier fluid system
Nor has made an ae2 integration
yeah. FTBQuests has an in world block you can pipe fluids in for quests that use consumed fluids, but aside from that it is very lackluster.
there's the TFG method of just making every fluid quest a checkbox
Worse than the annoyance of just grabinng the bucket for sure
SophStorage barrels steel tier and up don't auto populate properly in a pattern encoder or crafting table
:warning: Tag the_voices doesn't exist.
Did you mean: thevoices, voices, voices2?
%t thevoices
I've seen this problem before in other packs
Need to manually put in the recipe
I feel like it's some weird issue between soph and ae2 in particular because it's fine in a crafting table
Necro, but I just ran into this. Has this been fixed or looked at? While getting video for it to make a bug report, I noticed it onlyhappened when specifically the second cable is placed on the cable connected to the tunnel, but I can place stuff fine if two are placed before, then the tunnel is placed
it was the second cable placed 100% of the time
The quest for centrifuging rare earth still mentions using higher tier centrifuges for higher rates when that's disabled
Popped chorus fruit doesn't seem to have a purpose even thou it's part of a line that gives otherwise useless stuff.
Are we meant to just void it?
a u t o m a t e p u r p u r b r i c k s
Also the powered spawner question mentions a capture mode that does not exist in the current version of EIO
(or maybe that's an HM thing to force the shulker shell mm, idk)
Doesn't exist anymore HOW HAS THIS QUEST NOT BEEN UPDATED YET THIS IS A NOMI LEFTOVER 
amazing
interestingly, right click single block break does relocate to your inventory
What are properly langed sound subtitles supposed to look like anyways
microverse projector runs or something
ok i think machines jsut dont have subtitles
nvm i found some
"electrolyzer sparking" "chemical bubbling"
"Microverse Projects"
Niobium titanium, titanium carbide, and tungsten carbide are all on circuit 2/12 in the ABS, so they can get mixed together
request niobium titanium and tungsten carbide at the same time, may result in titanium carbide
But thats what blocking mode is for
and how do you think im integrating blocking mode to universal ac
Theres no storage bus involved so just the button
you do know how universal ac works, right?
Pattern provider -> interface -> drive
and the entire point of circuit selection is to not have conflicts in the first place
The entire point of abs circuits is that they are autogenned based on gas used
In any case
%t gtmi
Report issues and/or missing features for GT Modern to the repo so they can be fixed.
fix with kjs 
That's not what the issue at hand is. Nor should it require blocking. This is a legitimate recipe conflict, which is what Programed Circuits are supposed to prevent.
There being a conflict means that at least one of those three alloys has the wrong circuit.
funny thing is
Is that the mixer side of those alloys was fixed back in 1.6.4
guess it wasn't remembered to do the abs side
Perhaps not. But that can be investigated.
and ofc that's not the issue at hand, but that is smth that should be reported to gtm and as a band aid fix for now, blocking
Bug: GT Nether Quartz Ore has 2 smelting recipes, one for 2 and one for 4 nether quartz.
%t gtmi
Report issues and/or missing features for GT Modern to the repo so they can be fixed.
@shy tartan It wasn't fixed on the ABS side because those circuits are autogenerated, and C1 also conflicts.
Niobium Titanium is C1 in Mixer, but ABS C1 is Niobium Nitride.
So NbTi is on C2 alongside TiC, causing the conflict.
I can try to PR manually moving NbTi to C3, which removes that conflict.
However, doing so would create a new conflict within Moni, on Lithium Niobate (also on ABS C3). That can be resolved by moving Lithium Niobate to C4, but it means that both gtm and moni need to change to resolve this.
( @plush cradle or @flat hinge )
Isn't the autogenning supposed to handle that? Or is it not that complex?
... The autogen doesn't recognize the conflict so I need to override it for this
:thevoices:
I'm getting this is a GTM bug, but I'm regularly getting the parallel-hatch breaking my multiblock from processing (e.g. I have to put the parallel hatch at 1 then back up to max to get the machine running again) but only for my large wiremill.
Per the discussion here #moni-help message, there is a recipe conflict between Hydrofluoric Acid and Fluoroboric Acid.
Correct me if I'm wrong, but currently the only way to make the first batch of Fluoroboric Acid is by manually filtering all output hatches of the LCR you're crafting it in to only allow that fluid, due to a recipe conflict with Hydrofluoric Acid?
[[Jump to Message]](#moni-help message)
Not a recipe conflict.
A recipe conflict is when you cannot avoid satisfying the requirements for one recipe without satisfying the requirements for another.
The recent message from valarnin is one: You cannot make try to make Fluoroboric Acid without supplying the ingredients for Hydrofluoric Acid. This means that when you try to make Fluoroboric Acid, your machines decide whether or not to make Fluoroboric Acid/Hydrofluoric Acid based on some weird undefined behavior.
The NbTi/WC/TiC situation is not a recipe conflict because you can make each of these things in the ABS by simply doing them one at a time. This is where blocking mode comes in - it solves the problem quite handily. You may have to multiply your patterns to match the current throughput as a consequence.
On a related note, the Fluoroboric Acid recipe conflict is fixed for the next build.
Is the HCl in the platinum-palladium leachate line supposed to not loop?
8 ammonium chloride dust -> 1B palladium rich ammonia
1B palladium rich ammonia -> 1 raw palladium powder
1 raw palladium powder -> 1B HCl
4B HCl -> 8 ammoium chloride dust
I could've sworn it was 4 raw palladium powder at some point...
speaking of blocking mode
blocking mode doesnt work with a pattern provider -> interface -> storage bus setup
im writing this here since moni has a custom ae2 fork
have you turned on report inacessible?
and its github page doesnt have an issues page
in the storage bus
i was unaware that existed
sounds like its exactly what the "problem" is
thanks
ill delete these messages after verifying
With gt inputs you can't take out, so without this the inputs can not be seen
which means blocking mode doesn't work cause it doesnt know anything is there
ok that worked
i wont delete the messages (unless you want me to) in case anyone else gets confused about that
It seems like the large boiler in the 0.13 build is way more fuel efficient than it should be. For example, a single piece of sugar cane lasts 22.5 seconds. That's 450 ticks, which is 360,000 mB of steam at 800 mB/t, which is 720,000 RF when put through a steam turbine. In a stirling dynamo, you just get 3,000 RF from one sugar cane, so that's 240 times the energy output when using the large boiler. (With a steam boiler + steam turbine you would get about 12,000 RF from one sugar cane.)
typo in shatterD microverses quest
Sharted microverse
Already fixed for next build
Hey, I couldn't find this anywhere and I know it's questbook-related, but thought I'd raise it anyway.
It seems like since 0.12.x there was a change that made stibnite not exist on the overworld. I think the LV Power Storage quest in the Genesis section could use a note about it - it currently explicitly says that lithium can't be found on the overworld, but doesn't mention anything about stibnite (which is necessary for battery alloy)
Why does moni add an overworld stibnite vein
Base gt doesnt and seems like an odd choice
It was for easier earlygame copper, but has since been replaced with Azurite
Fair enough
extended pattern provider can be made with an illuminated panel
this recipe uses 15 for gas boosted and non gas boosted
also it has 8b of oxygen but it doesnt contribute to the yield, not sure if thats intentional or not
like its not included in the alloy
buh
Why does this exist
What material?
rhodium sulfate
default GTCEu material
dunno if it's possible to remove a material property to prevent the fluid from generating :V
kinda yea
I remember when Bromine was a thing 🧓
but yk
We're far worse here at Moni 
the whole Certus/Fluix thing in 0.13 was a result of me discovering .setIgnored & realizing it conveniently solved some niche issue where one of the mods in Moni hard-codes AE2 charged certus for something
oooh you got setIgnored to work in kjs?
there's a lot of things I got to work in KJS that most ppl on the GTM dev team would think I shouldn't have
and should have implemented in a coremod instead
fair
but setIgnored in kjs only seems to work with some mods
ae2 I've seen some sucess with (not my own tinkering)
ad astra refuses
wonder why
Interesting. Luckily we don't use Ostrum, Desh, or Calorite at all 
and tbh most of the things we could use it for would only cover half of the material set and would require changing the material color to not look like ass
w/ EnderIO falling in the first category and Thermal Expansion mats + Fluxed Electrum falling in the second
ermm
have you activated your almonds
Just found out that same problem arises between tantalum caribde, tungsten carbide, and tungstensteel
tungstensteel to C3 is probably safe
oxalic acid dihydrate dust can only be made in a large chemical reactor, locking it behind HV, but all of the other steps can be done in MV and the quest puts it after the MV chemical reactor
mind to ask why parallel hatches ignore bonus chances?
the more parallel recipes you do?
I sometimes make it 2 parallel recipe to maximize the bonus chance
One of the reasons chance boosting was removed
yeah. it's a shitty mechanic and shitty to implement
Also dies on subtick
I wonder if it still exists in the dev version
why do some quests ask for the whole multiblock while others only ask for the controller
not sure if this is just an oversight or just not implemented yet but a lot of quests in the HM questbook mention hnn as a source of material instead of actual sources which could confuse people
List?
home soon, ill send them
Neclear reactor quest should probably mention that it's being phased out eventually
i updated my client from 2a7ffe75 to c48f9fe0 and got this warning
quest has already been nuked in dev
test build coming later today
-# hopefully
If NCN is getting nuked is a recipe change for the T5MM coming sooner rather than later? I just made one and it was the first NCN thing I had to pattern for
Crafting co-processor units past the first one seem to be missing crafting recipes. (4x, 16x, 64x, 256x)
An interesting byproduct of NCN being phased out is it deals with a possible progression skip.
NCN lets you get amerecium without fusion, and since the only fusion product the T9 miner is made from is amerecium, you can just skip making duranium and darmstadtium fusion and go straight to using the T9 miner for them.
And in my current case I could do that entirely by just trading with a villager for amerecium
No. T9 mission requires duranium drill head.
T8.5 does not exist
Latest build?
was this already fixed?
playing on server so can't keep up with latest
I don't know. We dropped RC1 today so there's that.
i held an energetic alloy ingot and for some reason the vibrant alloy ingot quest was fulfilled
You might have already held a vibrant alloy ingot, completing that quest but never energetic alloy so when you did that it unlocked vibrant and both got completed
oh yea loot chests d'oh
Extended inscirber can't process wafer above phosphorus tier wafer. normal one do well.
dark soularium jetpack uses fluxed jetpack research?
Switch to stack processing?
yet confirmed, i'll do that
I am not sure if it has been reported yet, but the "Pattern Modifier" multiply feature doesn't work anymore. Looks like this problem was introduced with the last AE2 changes (previous dev build, 110)
why is dt after 3t circuit when it needs t4 circuit
That’s a change between normal and hard mode. Nm has it need hv circuit. Should be mentioned tho
Copper lacks the ingot -> nugget crafting table recipe in normal mode
Liquid ender air has 2 conflicting distillation tower recipes:
you are on that shit the new one was like just released
already fixed in 0.13
I've been playing the dev build and just happened to need to process end air for radon
In theory T2MM's Radon Salt should work as well?
...i just realized I only needed a hv laser engraver for the nand chip not ev.
pretty weird bug
you can't configure the conveyor when there's an item in the offhand slot
not a bug, this is how minecraft works, you are trying to place the torch
shouldn't the LV power quest be completed when you make either the LV steam generator or the LV energy converter and not require you to craft both?
I'm not sure if this is a side effect of upgrading versions locally or if there's a bug in the quest book but "The Fourth and Final Tier Five Circuits" refuses to notice that it's dependency on "Multi-layer ..." is actually satistfied.
Oh, wait, huh? That's weird. The blocker is "Crystal Processing Unit" which I have not done yet, but it's showing as completed here?
Clicking through other quests, the "dependencies" coloring seems to have a mind of its own. I'm guessing this is a "FTB Quests is jank" more than any issue with the quest book itself
Yeah I noticed that during my QB review.
the colors of the dependencies are the same color of the quest title, regardless of whether its completed or not iirc
Oh, I guess that makes sense.
shouldn't it still do the right hand right click if it's not possible to place the torch ?
I ran into this bug today: #1424789994404446370 message. I followed the QB's recommendation to use a void upgrade but after logging out of the server for a few hours the server still accumulated too much sugar cane and crashed
you can recycle laser pipes to turn rhodium into osmiridium (rc1)
@shy tartan you know how to fix this, don't you? We need a lightning quick PR.



