#Backport of the Better End Mod for Forge 1.12.2

1 messages · Page 3 of 1

hard sonnet
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I think that's the closest we get to looking like the water in the normal better end

stark crow
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but if you look at that boiome itself

hard sonnet
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yeah that looks nice

stark crow
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by the way

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there is some marine life

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If you look a bit closer

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You'll see those blue things

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those are cubzoas

hard sonnet
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could be an nether api issue but sometimes these blocks do not removed during cave generation

hard sonnet
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I think there were meant to be fish and jellyfish spawning in the ponds though

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as well

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i'll get an SS

stark crow
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But inactive ones for some reason

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and could you try and spawn a jellyfish on the land on 1.16.5?

hard sonnet
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Ah it's the cuboza

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cubozoa*

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that's what it looks like in the forge ver compared to the 1.16.5 ver

stark crow
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Yeah...

hard sonnet
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and the end fish as well don't spawn

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Would you consider adding block sounds in the CF release?

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I see that some blocks such as emerald ice and dense snow have its properties

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but they lack block sounds

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same with the mushroom caps as well, i think they're meant to have the slime block noise

stark crow
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Actually, i think that end fish are just...
drowned...

hard sonnet
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they drowned in the water when they spawned?

stark crow
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Yep

hard sonnet
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yeah i just spawned them in and they live on land

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but they die instantly in water

hard sonnet
stark crow
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No more drowning fish

hard sonnet
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do they swim? I havent seen any of the marine life swimming

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they more or less just stay on the bottom of bodies of water

stark crow
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No, they just stand still

hard sonnet
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not yet implemented yet i assume

stark crow
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Yeah

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I was focusing more on the worldgen itself

hard sonnet
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yeah i should too actually

stark crow
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And was even thinking to remove all those 100 workbenches and chests from different end woods

hard sonnet
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I think temporiarly it should be done

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before the functional blocks are added

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then they can be implemented back in

stark crow
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Yep

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And some of them may be even left removed

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like signs, for example

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I know that they have some commandblock-like issues

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Like you can enter some command into a sign and it will run it

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or something like that

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and it can be extremely bad for the servers

hard sonnet
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Also some biomes are not yet implemented or implemented properly which i also assume are in WIP, for example with the megalake, painted mountains, crystal mountains

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Once they're done would you do the first CF release, assuming that current issues are fixed

stark crow
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And I even thought of releasing without them

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Since those structures are quite buggy for some reason

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By the way

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Do you know how pedestals work on 1.16.5?

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Pedestals are the only functional things I'd like to implement in the first release

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those are the only things that I see reasonable (who would ever make a furnace out of some type of end stone?)

summer wren
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Honestly, I think something like #7fffd4 would look way closer.

hard sonnet
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I think ice and fire 1.12.2 has something similar to that

slender plume
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i am testing that rn, i shall let you know

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i believe in the past i noticed it, but i could have been very well sleepy

stark crow
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Does not look very sulphurish

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But we can always test

stark crow
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This one

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probably like that

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not sure though

hard sonnet
stark crow
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Yeah

hard sonnet
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I'll see now

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like that sort of

stark crow
stark crow
hard sonnet
stark crow
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at least

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I managed to do something like that

slender plume
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okay, yes for the End cities that spawn in my biomes, the shulker spawns are duplicated

stark crow
slender plume
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also came across this neat pond with some ruins, btw how do you generate the islands ontop of the main end island. is that world generator structure thing or is that a noise generator with the actual chunk gen

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I'd like to do the same of more islands over the main floor for the barrend bogs

stark crow
slender plume
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yeah, are those static structures or are they random gend?

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via noise

stark crow
cobalt beacon
slender plume
stark crow
stark crow
cobalt beacon
stark crow
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So that you could check it yourself

cobalt beacon
hard sonnet
hard sonnet
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crystal shards shouldn't be solid

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something up here, Im still suspecting its the cave gen

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squares popping up and distribution of foliage looks a bit too uniform

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dont think cave entrances should be present in neon oasis + neon cacti basically explode whenever i go near them

hard sonnet
summer wren
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Looks like stuff is only generating in the middle of chunks, perhaps related to the system that prevents cascading worldgen.

slender plume
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i know there was stuff relating too spawning mobs in the past and I'm unsure if you've gotten that fixed

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but I've ran into a weird issue which could totally be my end on end expansion

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but the mobs in the barrend biome at specfic chunks like spam spawn

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to the point where it drive the game to 1fps, seeing a mob every single block and i have no clue yet if this is a nether-api issue

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just as a heads up

hard sonnet
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regarding the structure, it seems to be covered to prevent it from leaking out

stark crow
stark crow
stark crow
stark crow
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I just don't know yet why it happens

stark crow
stark crow
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Because the original water is dark blue, you can't really make it lighter

summer wren
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That's weird man

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I guess it is what it is

stark crow
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Yeah

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So we'll probably return back to the sulphur colored water

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Since it's at least logical

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In the sulphur biome the water is of sulphur color

summer wren
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fwiw orange might look better than brown

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Or at least a more saturated shade of the previous color

stark crow
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Interesting

summer wren
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Closer to this hue

stark crow
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if you give me the color, we might try it

summer wren
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Maybe this #db9f30

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Or this #d1b61d

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If neither of those two looks closer to real, then yeah, just the original you picked

stark crow
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Unfortnately, each change requires MC reload

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since it's a final field and a final getter method

summer wren
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Well that's tedious :/

stark crow
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(remember that it's combining water blue + your color)

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and blue+orange probably equals something like yellowish gray

summer wren
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I think that's kinda good

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Maybe with the next preview-release I'll check how it looks with a colorless texture

stark crow
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Now I just need to find out why

slender plume
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I think he'd be fine with that, as I'm sure for the first and second users to use nether-api he'd want to developer feedback and quick catches if he can get them

slender plume
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so this would make more sense as to why

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I think the ash wastelands though uses one of the other ambience systems but from the one that method that nether backport uses

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its probably that side

lilac spoke
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like most of the music is set to false, which it should be true unless theres a specific reason

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that could cause some issues

stark crow
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Ah, interesting

stark crow
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I'll try to change all of them to stream: true for now

lilac spoke
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Short stuff thats expected to possibly run multiple times at the same time like entity noises should be stream false

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But longer stuff like music should be true

stark crow
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Ah, I see

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Thanks for the explanation!

lilac spoke
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Its possible thats not the direct memory leak cause but its might be

stark crow
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Yeah

lilac spoke
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its been ages since I did much with sound performance but iirc that is then being caused by the larger ambient/music files not being set to stream

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loaded fully and saved in the buffer instead of being streamed

stark crow
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I see

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Thanks again for your help!

fading sky
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I tested this build last night and it appears that it may be incompatible with one or more optimization mods that @nimble idol recommended. I will spend some time determining which of these mods are preventing the game from booting, but I'm not sure if I should spend more time focusing on the base mod first before looking into compatibility issues.

nimble idol
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Did you make sure to configure them? They are by default incompatible with eachother actually

fading sky
nimble idol
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I should have really tested them with better end myself, sorry, ive been very busy with my own modpack the last few days

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I think ill try to load it up tonight and see if i run into issues

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And if i do, if i can work around them

nimble idol
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Stellarcore, vintagefix, nothirium and fermiumasm all have some conflicting features

stark crow
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Interesting

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By the way

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Hopefully, the sounds should not leak anymore, thanks to fonnymunkey!

nimble idol
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nether api is a dependency correct?

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well, the good news is i did manage to get the game to boot

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the bad news is it crashed on world creation and said it was due to the mod "unknown"...

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caused by vintagefix, no surprises there

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considering my pc is like 7 years old, id say this is pretty damn good performance wise

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stable 400ish fps on max graphics settings and 12 chunk render distance

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well ok, perhaps i spoke a bit too soon, 300ish fps, but thats still more than enough

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this biome tanks performance real bad

nimble idol
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uhh, so, about that config...

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what's the file called because i cant seem to find it

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also any apparent connections between the crash log and one of these options?

lilac spoke
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If its a NoClassDefFoundError you should upload the full latest.log file as the actual error is more likely posted earlier than the crash report

nimble idol
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i see, alright then

nimble idol
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...

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i just never learn my lesson do i

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i spent 20 minutes looking through configs, then thought "ok what if i tried it again with no changes and it just worked"

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well i tried it with no changes and it just worked

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hooray

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i love modded minecraft

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anyways, those damn pillagers appear to have also taken a bite out of this end island

nimble idol
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@fading sky if you want me to i can send you a copy of my configs

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or even an entire instance import

hard sonnet
# nimble idol ouch

Thats most likely due to light checks. Blossoming spires, lantern woods and the dark forest all have this issur at the moment

fading sky
hard sonnet
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Ill check out this new release tomorrow

nimble idol
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also, should have asked beforehand, but this is for censored asm + naughthirium

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unfortunately naughthirium doesnt work with fermium asm

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if you take issue with censored asm (which is completely reasonable), youd have to disable ondemandanimatedtextures in fermium asm's config

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if it crashes just try again and it might work

hard sonnet
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had to get a quick run, and look already

fading sky
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I'm confused now that you brought up Naughthirium, censored asm, and loli asm since none of these mods are in your original optimization mod list.

hard sonnet
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Alfheim is the main mod to be installed alongside at the moment

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see if it runs good on your system

nimble idol
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and naughthirium is a patch for nothirium to work with censored asm, but the patch currectly doesnt work with fermium asm

fading sky
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That makes more sense now.

nimble idol
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yeah, apologies for not being clearer on it, optimization mods can get a bit confusing at times

nimble idol
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which is why the 2 files i sent dont match up with the mods i mentioned

hard sonnet
split musk
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End now looking more alive than ever

fading sky
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@nimble idol I'm still getting a crash with your optimization mods and the config that you sent. I will try launching the game without the optimization mods for now until I can find a solution. By the way, would you like my latest crash report?

lilac spoke
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You're missing FermiumBooter

fading sky
fading sky
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It also appears that biomes are still generating over void areas as well as vanilla small platform islands where the 1.16.5 version of the mod keeps vanilla terrain generation.

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@nimble idol I'm not exactly crashing anymore, but the launcher still freezes before starting up the game, even with the FermiumBooter dependency installed.

lilac spoke
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You're missing RedCore

fading sky
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I ran the mod for a while again and it appears that there's at leased one glitched texture in the blossoming spires biome that makes everything behind it invisible.

fading sky
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Should I go ahead and begin testing crafting recipes or should I focus mainly on testing world generation right now?

split musk
fading sky
nimble idol
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Maybe i shouldn't have assumed youd be using a launcher which tells you the mod's dependencies and downalods them for you...

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I have school in a bit but i should be able to head up to my pc and just send you the entire mod list instead

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alright, here is every mod you need installed:
alfheim lighting engine
censored asm
config anytime
entity culling
fermium booter
mixin 07-08 compatibility
mixinbooter
mixinbootstrap
naughthirium
noisethreader
nothirium
paperfixes
particle culling
red core
render lib
stellar core
universal tweaks
vintage fix

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and dont forget to install nether api for better end itself

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Ive ran a modpack of 300ish mods using this setup (and also betterend last night ) so i really have no idea why it wouldn't work for you at this point

fading sky
nimble idol
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No its alright, i just hope it works out in the end

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Damn it, i wasnt even trying to make a pun there

nimble idol
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I guess... I guess i should have also specified to use the latest versions

fading sky
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I eventually changed those mods to the latest versions. I'm troubleshooting with StellarCore right now.

nimble idol
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Weird, i actually switched to stellar core to fix a crash with vintagefix, havent had problems with it ever

fading sky
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@nimble idol I finally got your optimization mod pack to work. I also got my first game freeze. It looks like I won't be able to run the mod in full screen for a while since I couldn't close the game in time to get the error message from the console window.

nimble idol
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Well im glad you got it working

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Not sure about the fullscreen part, i use atlauncher and its console stays open ofter minecraft crashes and saves all the data until i close it

fading sky
stark crow
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Right now I'm working on fixing the grid-like vegetation

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And then I'll take a closer look at how the caves could break the chunk height

fading sky
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I will be testing the mod further with the nature's compass mod to see if any other generation errors exist in the other biomes.

stark crow
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No more uniform distribution

hard sonnet
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I think this is a nether api issue as I've noticed this with end expansion itself. Whenever biome music starts playing, if you move to a different biome, the music will not fade out but will stop once the soundtrack ends

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bars do not connect to the walls

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these small jellyshrooms sometimes generate wrongly and their rotations are not against blocks. They are also not meant to be solid blocks

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floating foliage above pools

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also do these massive mushrooms spawn? I haven't seen any yet, or is it a structure

stark crow
hard sonnet
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In the first CF release, would you disable end cities from generating in the betterend biomes until they get fixed later on

stark crow
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so that it would never do duplicates

hard sonnet
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Also another difference between the 1.16.5 and 1.20.1 ver of better end is that the lucernia outer leaves in the 1.16.5 ver emits light, while in the 1.20.1 ver doesn't emit any light

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Would it be better if it were to not emit any light at all to possibly improve performance for now and see how it looks?

stark crow
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I should take a look at that

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but actually, I thought that lucernia does not emit light on 1.12.2

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I thought it was only the lantern woods trees which do that

hard sonnet
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yeah in the 1.12.2 ver it does emit light

stark crow
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interesting

hard sonnet
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in the 1.20.1 the filalux emits light only

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dont know if thats worth changing but I'd say it could benefit performance in the lantern woods

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1.16.5 compared to 1.20.1

fading sky
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For block and item identification, which fork of WAILA works best? I want to find out specifically which object in the Blossomy Spires biome has glitched textures.

stark crow
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then I'll disable the lighting for all the fur

fading sky
# hard sonnet floating foliage above pools

I noticed this same issue with the Megalakes biome. Goodbird has already said that this biome wasn't finished yet, but I just want to point out that this same glitch also appears in this other biome.

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When I did some further testing of the Better End backport this evening, the game crashed in a Megalake biome. I've saved the crash report in case anyone can understand what happened.

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In the sulphur springs biome, it appears that the entity data for Cubozoa is broken for Xaero's Minimap. They read as "entity.cubozoa.name". I have not tested other mobs from the Better End backport yet, so I don't know if this issue is found in other mobs as well.

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This following generation issue is not as critical as others, but I don't remember Jade blocks generating at ground level in the 1.16.5 version of the Better End mod. This may just be due to the way cave generation works in Nether API. I'd consider this a low priority issue.

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I encountered one End City that looked exploded while testing the mod this evening. Hopefully this is not caused by Nether API.

fading sky
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I will begin testing the remaining mobs for Xaero's Minimap compatibility later. Hopefully I don't get the same entity.mob.name glitch with the other mobs.

stark crow
stark crow
stark crow
stark crow
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In the next update the shulker bug will be fixed!

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p.s. @slender plume, here is a mixin for the fix of the shulker issue

@Mixin(StructureEndCityPieces.CityTemplate.class)
public abstract class EndCityStructureMixin
{
    @Inject(method = "handleDataMarker", at=@At("HEAD"), cancellable = true)
    protected void handleDataMarker(String function, BlockPos pos, World worldIn, Random rand, StructureBoundingBox sbb, CallbackInfo ci){
        if (function.startsWith("Sentry"))
        {
            if(!worldIn.getEntitiesWithinAABB(EntityShulker.class, new AxisAlignedBB(pos).expand(1, 1, 1)).isEmpty())
                ci.cancel();
        }
        else if (function.startsWith("Elytra"))
        {
            if(!worldIn.getEntitiesWithinAABB(EntityItemFrame.class, new AxisAlignedBB(pos).expand(1, 1, 1)).isEmpty())
                ci.cancel();
        }
    }
}
hard sonnet
hard sonnet
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dragon graveyard mushrooms should have lanterns + armarnita fur generating underneath the caps

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sometimes the mushroom caps for the blue plants are missing

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chorus forests should have chorus plants in the biome

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I'm pretty sure better end 1.16.5 has no cave entrances, but that may be due to the overhauled land masses, up to you if you want to keep it in or not

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these foggy mushroom land stems shouldn't be solid blocks, only the top part is

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these umbra valley hill formations should also contain the blocks generated from the ground

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more umbrella jungle trees should have vines stick down fom the membrane too

hard sonnet
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when you look down two umbrella tree membranes there is sort of an xray

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visibility through the tree membranes only shows some blocks, I cannot see foliage, other mushroom trees

stark crow
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Interesting

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I'll take a closer look at all of that

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For now I'm trying to find out what's causing the chunks to get higher or lower

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It's probably something breaking the height generator

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Since even if I disable all the block placing functions, it still breaks the chunks

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however if I disable all the decorators it will fix

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So it's something with the caves that breaks the height gen

zenith rampart
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I'm about to give this mod a test run

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Let's hope everything runs smoothly 😅

zenith rampart
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My game just froze

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The world stopped loading and mobs stopped spawning, so I tried to save and exit but my game client stopped working. I've had this happen before in a fork of Stygian End, and if I was using an elytra upon freezing I'd be stuck in a flying state whether on or off the ground, until I'd stop moving and look up or down, which would turn me into a limbless ghost that couldn't move on the X or Z axis anymore

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Last time this had happened in that fork of Stygian, the way I fixed it was by disabling Natura clouds and getting rid of any mob spawns in those two biomes that weren't from the mod itself.

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This was all I could document before the world stopped working

zenith rampart
stark crow
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Well...
I have no idea how to catch that bug with corrupted worldgen near the caves...

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I tried disabling all block blacement functions

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and it still was the same

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Meaning that something actually corrupted the way the original terrain generates

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but actually, when the chunk generates, it firstly generates that original terrain

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an only then does the decoration pass

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Meaning that the decoration can't really break the current chunk's original terrain

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But probably it somehow breaks the generation of another chunks

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Since if I fully disable the decoration, it will no longer break

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so probably something in the way decorations get calculated breaks the way the terrain for the next chunk is created...

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While the terrain creation seems to be very stable

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and independant from any other things

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So I ltterally have no ideas how to fix that bug

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(I've been working on it for three days already)

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Maybe we'll leave that one for now...

hard sonnet
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Could you temporarily disable the cave gen for now until a fix is found? Can nether api generate cave biomes. If you have a set date for the CF release it can probably be disabled for future updates perhaps

stark crow
stark crow
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since in the week before Christmas I need to do 1.21.1 NeoForge CNPC

stark crow
stark crow
stark crow
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And it adds even more charm to the biome!

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Now when only the vines glow it looks absolutely amazing!

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Fixed the shrooms

hard sonnet
hard sonnet
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i dont think the blossoming spires glowed in the first place

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These leaves are the tenanea leaves

stark crow
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Ah...

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those things also don't glow anymore

stark crow
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😭

hard sonnet
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oh crap that does not look good...

stark crow
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Yeah...

stark crow
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By the way, in the next update there will be a bit more lang files

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There will be a brazilian one

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and also italian, polish and russian

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If I'm not mistaken

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Ah, and also Korean

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the chinese one didn't want to convert, unfortunately

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Also hopefully fixed floating herbs above the lakes

hard sonnet
hard sonnet
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Will performance improvements involving light checks be done before CF release, or would you make postpone it for future updates. If you are postponing it, you could recommend lighting engines such as Alfheim to be installed alongside as an optional dependency

stark crow
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Actually, I thought not to touch the lighting problems

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Since that's the work for Alfheim, yeah

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I don't think I should reinvent Alfheim

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and make more conflicts with everything around

stark crow
hard sonnet
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With alfheim, it should overhaul completely how the light is checked right?

stark crow
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I noticed that those bugs occur mostly in the plain-ish biomes (ice starfields, dry shrublands, crystal_mountains (for now crystal plains))

hard sonnet
stark crow
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Ah, probably

hard sonnet
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I've noticed some biomes have these specific problems

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I took a few screenshots earlier

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ice starfield for example

stark crow
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Though the caves are similar in all BetterEnd biomes, actually

hard sonnet
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perhaps disable cave gen in those specific biomes????? I don't know honestly

stark crow
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Yeah, right now I want to try that

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It seems to be working!
Great success!

stark crow
stark crow
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Glowing grassland!

stark crow
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though there are still very few vines

hard sonnet
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Awesome, it's coming along really nicely

summer wren
# stark crow Glowing grassland!

Question. Do the surface blocks of this biome have their own ID? Thinking I might yoink the whole thing and use it for an Aether biome lol

stark crow
stark crow
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You might stumble uppon such things...

stark crow
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Also, @summer wren, attached the config to the mod, so that you could change the weights/disable some biomes

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there is now a
netherapi_weight
field for every biome

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By default it's 80

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but you can set it to 0 to disable the biome

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And here is a link to another test version

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And it might even be the one we publish to CurseForge

slender plume
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I guess if you’re going public soon I should start prepping compat with it

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Do you have the source public, or will that be when it’s public on cf?

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Also, thank you for that mixin

hard sonnet
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lowkey crystal plains looks really good as well, could be a seperate biome in the future lol

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hydrothermal vent could be fixed before CF release, doesnt have to be functional at all or disabled from world gen

hard sonnet
fading sky
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I've figured out which block in the Blossomy Spires biome has the glitched texture. It's the Silk Moth Nest.

fading sky
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Should I wait for Goodbird to ad JEI data before testing crafting recipes? I don't know if they've been added to the mod yet. Maybe I'm jumping too far ahead.

hard sonnet
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The CF release is only for biomes

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That will be for future updates

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Oh damn it i cant use optifine with better end ugh

fading sky
#

While Goodbird does further work on tweaking world generation, I've been testing how the blocks and items from the Better End mod display in the creative mode inventory. I've noticed the following issues:

  1. The following blocks are missing inventory textures and appear to be duplicates of other blocks that already have inventory textures:
    Menger Sponge
    Flavolite Brick Wall
    Violecite Brick Wall
    Sulfuric Rock Bricks Wall
    Virid Jadestone Brick Wall
    Azure Jadestone Brick Wall
    Sandy Jadestone Brick Wall
#
  1. The following blocks are both missing inventory textures and have broken block names displayed with the format "tile.betterendforge.block.name":
    a. Lit End Stone Furnace (tile.betterendforge.end_stone_furnace_lit.name) This shouldn't display in creative mode.
    b. Silver Thallasium Bulb Lantern (tile.betterendforge.thallasium_bulb_lantern_silver.name)
    c. Silver Terminite Bulb Lantern (tile.betterenforge.terminite_bulb_lantern_silver.name)
    d. Ender Ore (tile.betterendforge.terminite_ore.name)
    e. Silver Petal Block (tile.betterendforge.hydralux_petal_block_silver.name)
    f. Silver Iron Bulb Lantern (tile.betterendforge.iron_bulb_lantern_silver.name)
    g. Ender Ore (tile.betterendforge.terminite_ore.name)
#
  1. All Better End blocks and items display the category (in blue text) as "itemGroup.betterendforge" in creative instead of "Better End" or "Better End Forge".
#
  1. The following blocks and items seem to only have broken names in creative (usually with the format, tile.betterendforge.block.name) but no missing textures:
    a. The End for Dummies (displays a long string of magenta text at the bottom)
    b. Dragon Bone Block (tile.betterendforge.dragon_bone_block.name)
    c. Aeternium Block (tile.betterendforge.aeternium_block.name)
    d. Ender Block (tile.betterendforge.ender_block.name)
    e. Amber Block (tile.betterendforge.amber_block.name)
    f. Hydralux Petal Block (tile.betterendforge.hydralux_petal_block.name)
    g. Neon Cactus Block (tile.betterendforge.neon_cactus_block.name)
    h. Azure Jadestone Pressure Plate (tile.betterendforge.azure_jadestone_pressure_plate.name)
    i. Sandy Jadestone Pressure Plate (tile.betterendforge.sandy_jadestone_pressure_plate.name)
    j. Umbralith Pressure Plate (tile.betterendforge.umbralith_pressure_plate.name)
    k. Thallasium Block (tile.betterendforge.thallasium_block.name)
    l. Terminite Block (tile.betterendforge.terminite_block.name)
    m. Charcoal Block (tile.betterendforge.charcoal_block.name)
#
  1. There are four music discs with broken names that display with the following format:
    Music Disc
    itemGroup.betterendforge
    item.record.title.desc
    They should display with the following format instead:
    Music Disc
    Better End (Forge)
    Author - Title
    The discs have the following names:
    Strange and Alien
    Grasping at Stars
    Endseeker
    Eo Dracona
#

One block called "Sandy Jadestone Slab" seems to have the side texture being the wrong color. I'm not sure what could be causing this.

#

Obviously, the inventory display data will have to be a lower priority than world generation at the moment. I'm just doing what beta testing I can until world generation has been cleaned up.

fading sky
#

I might decide to go ahead and start testing blocks for breakability, bugs, missing textures and response to different tools over the next few days. I won't be testing crafting recipes until it's finally time for Goodbird to start working on them.

slender plume
#

HA NOW I CAN POST THIS CAUSE BETTER END IS LITERALLY ON 1.12

stark crow
#

:3

stark crow
stark crow
#

You need to add JEI compat only for some new recipe types

#

like endstone smelter recipes or infusion recipes

stark crow
stark crow
fading sky
# slender plume

I've gotta share this to the memes channel if you haven't already.

#

As you've already said yourself, the goal of the End Expansion was to add RPG mechanics and bosses to the End Dimension and not necessarily to add scenery.

fading sky
hard sonnet
#

Ill have a closer look lter but it messes up shadows and lighting + performance issues

#

I cant use it with alfheim at the same time its either one or the other

#

It's weird because i suspect optifine somehow overhauled alfheims lighting engine when around better end biomes

#

Its never the case whenever i combine them or unless im too stupid to realize that optifine isnt even compatible with alfheim in the first place

#

But im pretty sure they are fine together

hard sonnet
#

NVM, I had some other mods installed that might've made the biomes look like this, I'm not sure if its just optifine anymore, I'll look more into it

#

not so sure why the end islands are so dark as well

hard sonnet
#

I think its optifine causing lighting + performance issues but i think another mod is causing the brightness to somehow decrease like this

#

This was tested alongside alfheim

stark crow
hard sonnet
#

Oh yes, I somehow didn't notice them in the background crap

stark crow
#

They never looked like that for me

#

they were like 2-3 blocks higher then the ground

#

But not 100 blocks higher

#

I think I might disable the caves...

hard sonnet
#

I'll go back and get another screenshot

#

I haven't noticed this issue in the foggy mushroomlands, umbra valley, mushroom jungle though

stark crow
hard sonnet
#

ahh

stark crow
#

since I noticed that myself there

#

but I haven't touched mushroom biomes

hard sonnet
#

well there is this though

stark crow
#

That's it, yeah

#

it's a perfetly cut chunk

#

if you open f3, you'll see that

#

0 0 to 15 15

hard sonnet
#

yeah ive noticed as well

stark crow
#

Disabled the caves for now...

#

😭

#

Maybe one day the mod will find a hero, who could fix that issue

#

I might just do one last attempt

#

I can't believe it...

#

It worked?...

#

It seems to be working perfectly now!!!

#

the problem was just in the
.parallel() thing in the code

#

It seems that it made a parallel thread

#

and messed up all the generation

stark crow
stark crow
hard sonnet
stark crow
#

That looks amazing!

stark crow
#

And let's hope that it'll be fine

hard sonnet
#

Yep, I don't see anymore of those weird cave gen

summer wren
#

Wait, so you fixed the cut chunks and also managed to keep caves?

summer wren
#

awesome

wet plank
#

Wow! This is huge! Big W! 🙌

#

I'm so hyped for this. You've done an amazing job, @stark crow 🙇‍♂️

hard sonnet
#

What happened here?

#

i remember neon cacti being able to break from its base, was that removed? I remember when it was implemented, some started breaking out of nowhere. Was it disabled because of that?

#

mushroom stems missing caps still, also missing a few amaranite underneath the bigger mushroom

#

some rotation issues

#

some minor issues that can be fixed if needed, but other than that, I think the current state of the mod is good for a CF release if you agree so yourself, great job working on it goodbird and thanks to catullus16 for commissioning this mod

#

For the future updates, I would suggest adding functional blocks, structures, finishing off biomes, compat with other mods such as fluidloggedapi and optimizing light checks without the need of using alfheim or any other lighting engines (I still think that it would be beneficial, especially since Optifine is a hassle tbh). And possibly backporting some fabric features if its not too much of a hassle

nimble idol
#

the fluidlogged api compat should probably come after that mod's update, just in case it has any major changes to how its set up

#

from what i understand it should just be major performance optimizations but you never know

stark crow
stark crow
stark crow
#

Since it should have built the whole structure

stark crow
#

But chorus has some interesting rules

#

like if a chorus block has a branch on the side, it can't also have a block on top

#

else it'll immediatelly collapse

#

And for neon cacti that's not true

#

So if the cactus was using the chorus rule, it would have already collapsed

slender plume
slender plume
# stark crow And for neon cacti that's not true

I'm thinking for compat so far I'll have to add a biomes whitelist to every structure, as long as checks for the ground material as of currently the structures are set to make sure that it spawns on end stone and only end stone or ash

#

still find it crazy you've backported better end this quick

#

you good bird are quite literally built_different

stark crow
#

I fixed ~50 bugs in CNPC 1.20.1

#

I ported CNPCs to Fabric

#

And then to 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1 Fabric

#

So yeah...

#

It took most of the time, not BetterEnd

#

If I would focus on BetterEnd, it would probably took around a month

#

1.5-2 weeks for the source stabilisation

#

And the rest of the time for fixing

#

And right now I'm already porting CNPC to 1.21.1 NeoForge

#

Since I promised to do that in December

#

So right now I need to write a description for the mod

#

And other publishment things

fading sky
#

Should ore generation be lumped together with world terrain generation? I'm not sure what the spawn rates for the new ores added by the Better End mod are in the version for 1.16. I or someone else could ask someone from the original development team to confirm the ore generation rates and Y-levels once the time comes to begin adding ore generation.

stark crow
#

The code contains all the information about the rates and chances

fading sky
hard sonnet
spiral ingot
#

wow

#

niceeeeeee

split musk
spiral ingot
#

hmmm, yes

split musk
spiral ingot
#

oh ?

split musk
# spiral ingot oh ?

Can you gave the option to modify the base damage of the infinity sword for how much value we like

stark crow
#

Also, the first release is comming!

hard sonnet
#

is the source up to date with teh latest test build

#

or is it updated further

#

ah nvm i assume now its updated further

#

uhhh...

slender plume
#

fucking stellar job goodbird! Honestly crazy looking at it all ingame. really giving me ideas to use azurelib to make a small creature feature addon for betterend

stark crow
#

And what is that version?

hard sonnet
#

and built it and ran it

#

somehow it just ended up like that

slender plume
#

also, I did notice a lot of vines don't update if you break inbetween them. this could be from the github version but yes I also encountered missing textures via that one biome as well

#

if you want, you can use our vine rules for the vines from end expansion but prefererrebly use the ones from the nether backport (there more polished) besides climbing

stark crow
#

Yeah, sources might not work very well with the resources

#

If you want to make them work with recourses, you need

#

to find the resources folder in the build folder

#

and copy all of that

#

into classes folder

#

and it'll work

hard sonnet
#

ah, thank you

stark crow
#

p.s. @hard sonnet, I mentioned you in the mod description :3

hard sonnet
#

Thank you for the mention haha

stark crow
#

Slowly but surely getting a ton of projects :3

#

though VajraPro is not fully mine

#

Soon there will be two more

#

CNPC-Modern-GUI

#

And also CNPC-Graal-Scripting

summer wren
#

@sage vortex

fading sky
spiral ingot
#

nice

#

excellent

modest lintel
#

get how do i prove it'd

stark crow
#

@fading sky

hard sonnet
#

I've shared this on the BetterEnd server and this is what Paulevs had to say...

#

I'm guessing some of these issues on the 1.16.5 port could be fixed on the 1.12.2 version but he did say to also look on the official 1.16.5 build

#

I am a bit taken aback from that reaction i cant lie

stark crow
#

Well

#

We'll try to make the fixes if necessary

hard sonnet
#

I'll actually try and see if it works on servers, as he said there are reports on crashes

stark crow
#

But I still think our BetterEnd is gorgeous :3

#

Even if it's just 60% of the original one

hard sonnet
#

As he said 60%, is it possible to port some missing features from the 1.16.5 fabric ver to the 1.12.2 port?

#

Would that be a bit much?

summer wren
# hard sonnet I am a bit taken aback from that reaction i cant lie

He doesn't have the context of the thousands of messages and the exhaustive testing that has been done here. It's like he's assuming that no work was done on this port, while in reality it was brought to the point it is now. So while I don't blame him for the reaction, he hasn't seen anything yet.

hard sonnet
#

I've just realized there are 2600 comments in this thread lol

stark crow
#

Yep

stark crow
#

So if it is not necessary, I prefer not to even tell the original creator about that

#

The people who really need the port/branch - they'll get it

stark crow
#

Yeah

#

So no need to ask the creator for the permission to port

summer wren
#

I agree. Even when MIT, better not to stir the waters. Lest you say something wrong and kickstart unnecessary drama

hard sonnet
summer wren
#

If a mod is MIT on Github and CF? not at all. It's like they were saying "port it, don't ask me"

#

That's what licenses are for

stark crow
#

And some people still think that if it has "Geckolib" inside of the name or description - they should ask Gecko about it

stark crow
stark crow
#

While he is not responsible for the bugs in BetterEndForge

hard sonnet
#

So pretty accurate lol

stark crow
#

I should probably find an unused server from the hundred I have joined and join BetterEnd discord server

modest lintel
summer wren
stark crow
#

Actually

#

I read github issues once per several months...

#

If I remember that they do exist...

#

So I should probably make myself a discord server

#

Where I'll address all the issues from all of the mods I have

#

But yeah, that's a great idea

#

By the way, I wonder if I can attach a link to this very discord chat

hard sonnet
stark crow
#

I think I prefer to stay here, at least for now

nimble idol
#

there, of course, will still be people who dont read that and report issues in the wrong github, but it should stop at least 80-90% of people

stark crow
#

Yep

hybrid fractal
#

Congrats on the first release goodbird!

#

I know I don't type here much, but the speed at which you progressed was astounding

split musk
#

Congrats on this first release

hardy iron
west marsh
olive crane
#

Quite the Christmas Miracle, indeed!

fading sky
#

I spent about six hours this evening and another three hours another day doing beta testing of the first public release of the Better End backport. I mainly focused on block placement and plant behavior. I have about four pages of bugs that I need to organize. Hopefully I can have them ready by the end of the week.

#

I also want to confirm if leaf decay has been disabled for trees added by the Better End backport or if leaf decay has just not been implemented yet. Many of the trees added by the Better End mod (especially dragon trees) are larger than even vanilla jungle trees so I don't know what lag would result from leaf decay from trees this size. I'd solve more important bugs first before figuring out how to implement leaf decay without causing severe game lag.

stark crow
#

And I even think that it might be better

fading sky
#

Here's my bug report for release version 1.0.9 of the backport. Let me know if you need the file converted into rtf format. I'm not sure if Microsoft Word can read odt files. I will be posting as many images as I can find to show some of the bugs.

#

Slabs cannot stack

#

Stalactites Cannot stack

#

Dragon Tree Sapling not limited to Shadow Grass.

#

I just realised that I forgot to test the new wood types to make sure they burn when lit with a flint and steel.

stark crow
#

Thanks for the testing! I'll try to fix all those bugs soon!

dense plank
#

would recommend adding that thing that makes it so that when there's a missing dependency the game will tell you so then stop loading

stark crow
#

But it can't be done for Mixin system

#

since there are a lot of them

hard sonnet
stark crow
hard sonnet
#

Isnt this release solely meant to be world gen? Is there any point of reporting functional block bugs considering you can't really obtain these blocks in survival at the moment anyways

#

I guess it's good for future reference

#

Oh btw goodbird I actually checked out the 1.16.5 fabric ver and there is actually quite a difference with the forge ver, is it okay to look through the 1.16 fabric code as well for fixes, or is it easier staying on forge and fixing it?

#

I think the beethoven92 build has ported assets / models but they arent correctly implemented from what I gathered

stark crow
#

The things that are not meant to be working were just removed

#

Or were marked as WIP (endstone smelter and respawn obelisk)

#

So right now I need all the bug reports

stark crow
#

You might take a look at it, but I'm not sure if I'm ready to reimplement a lot of things

#

But if there are some minor changes - we can definetely do them

fading sky
hard sonnet
#

betterendforge:amber_land,#916c48,#916c48
betterendforge:blossoming_spires,#8390e6,#8390e6
betterendforge:chorus_forest,#491e49,#491e49
betterendforge:crystal_mountains,#2d9dbd,#2d9dbd
betterendforge:dragon_graveyards,#cb3ba7,#cb3ba7
betterendforge:dry_shrubland,#ed7a42,#ed7a42
betterendforge:dust_wastelands,#c0b483,#c0b483
betterendforge:foggy_mushroomland,#77e3fa,#77e3fa
betterendforge:glowing_grasslands,#5cfae6,#5cfae6
betterendforge:ice_starfield,#9fd6fc,#9fd6fc
betterendforge:lantern_woods,#abeae2,#abeae2
betterendforge:megalake,#60a3ff,#60a3ff
betterendforge:megalake_grove,#60a3ff,#60a3ff
betterendforge:sulphur_springs,#9ab88d,#9ab88d
betterendforge:neon_oasis,#6aeed7,#6aeed7
betterendforge:painted_mountains,#c0b483,#c0b483
betterendforge:shadow_forest,#2a2d50,#2a2d50
betterendforge:umbra_valley,#456886,#456886
betterendforge:umbrella_jungle,#77c6fd,#77c6fd if you have aqua acrobatics installed, these are the exact colours of the better end water from later versions, just put this in your config (2 or 3 of them are made up as they don't have custom water colours). Some colours are already in this release though

fading sky
#

I also noticed a major bug while playing. It seems that attempting to place a vanilla tool on a vanilla anvil in the end dimension with the Better End backport installed causes the game to crash. I will attempt to run the game again without other mods loaded to confirm that the culprit is actually the Better End backport.

#

There were also a few minor bugs that I caught this time that I didn't catch during my last bug report. Most of them can wait until later:

  • Both Thallasium and Terminite chandeliers do not emit light (not just the terminite chandeliers)
  • Neither Flammalix nor Inflexia spread in response to bone meal
  • Flammalix does not yet spawn in Umbra Valleys. I'm assuming it just hasn't been added yet.
  • Wood types added by the better end backport do not yet burn in response to fire. I'd wait to implement this until it comes time to add furnace smelting recipes.
fading sky
stark crow
#

But yeah, sometimes antiviruses can do false positives...

#

All in all, there is an open source code for the mod

#

So one can easily check it

stark crow
hard sonnet
#

Ah i forgot, will do later

hard sonnet
hard sonnet
hard sonnet
#

chorus plants have revamped models/flower tops, this is one issue the 1.16.5 forge version lacked + chorus plants should spawn in the chorus forest in the 1.12.2 version

#

I think in the repository, the assets are there but not implemented properly

#

end slimes in chorus forests should have these little sprouts coming from their head, nothing major

#

like mentioned earlier, some mushroom stems have no caps and also you're not meant to walk though these mushroom stems

#

these vine end tips are supposed to glow

#

this plant here is meant to have a light level of 11, not 14. (this was a 1.16.5 forge issue, depends if you want to change it or not)

#

these blue vine sprouts in the glowing grasslands should not be passable, they are solid

#

I believe the ice starfield doesn't actually generate any terrain. Could be a netherapi or 1.12.2 thing but the biome only consists of the stars

#

in lanternwoods, the filalux end tips are only meant to emit light. The vines themselves are not meant to emit any light. This was also a 1.16.5 forge issue

stark crow
#

Will fix that in the next update

#

And also will try to test the server compat myself

#

Soon I'll try to fix all the bugs

hard sonnet
# stark crow Yep

I think that's a relief because I think that repo is someoneelsewastaken
and some assets are actually imported correctly e.g the obsidian pillars in the end island. This ver was somewhat maintained

#

megalake biome should have this massive body of water, i assume NYI

#

same applies to megalake grove

#

Way too many polypores - the 1.16.5 forge version has this issue too

#

hydraulic vent structures / underwater cave biomes in the the sulphur springs are meant to have a casing of brimstone around it to prevent water from leaking

#

there should be longer and more umbrella jungle vines reaching down

#

these tiny mushrooms should not generate on mushroom caps + rotation issues mentioned earlier

#

Also, these tiny mushroom plants spawn too frequently, ( i believe this is a forge 1.16 issue, fabric doesn't have nearly as many

#

Though cave biomes shouldn't generate in the umbra valley formations, I think they look nice

#

So far that's bugs I've seen in biomes, I wont comment on the painted mountains or the crystal mountains as those aren NYI. Performance tanks at the lantern woods and blossoming spires biomes especially, even with Alfheim installed. I'll also look at items next

stark crow
#

And even on 1.16.5 they have a lot of generation issues

#

Like cut borders

#

And things like that

hard sonnet
#

What about the crystal mountains, does that have any structures?

stark crow
#

That's why in our 1.12.2 version there are no crystals in that biome

hard sonnet
fading sky
fading sky
fading sky
# hard sonnet

Not as critical as the game crashing when certain blocks are currently placed down, but it's definitely something I'd like to see fixed in future updates.

hard sonnet
#

placing these blocks (That are meant to be placed to the side of blocks) on a block facing upwards will cause your game to crash, this is a reoccuring bug since the testing days when I first found out about it. There are more blocks, it's just mainly those that are stuck onto trees such as moss. These blocks regardless shouldn't be facing up

#

@fading sky could you see whether placing these foliage facing up would crash your game?

fading sky
hard sonnet
#

Sorry I meant it like placing the foliage on top of another block like that

#

Underside could actually be an issue too actually

hollow wagon
stark crow
#

Yeah, I'll fix that in the next update

hard sonnet
#

when leaf parts are placed on leaves, shadows form which should not happen. - i think its because they are still "full blocks" because i can even place torches on top of leaf parts

stark crow
#

Fixed the colored lanterns

stark crow
#

Also fixed the chains

stark crow
stark crow
#

Fixed server compatibility and anvil crashes

stark crow
stark crow
#

Though there are still not that many of them

#

but there are a lot of them on the bottom of the island

stark crow
#

@fading sky, what is raw bolus mushroom?

#

Didn't find it in creative

#

What about that

#

You can't strip bark (it's like a log without a center)

#

You can strip only logs (a full log, with a center inside, and that center is what's left after stripping)

stark crow
#

And what should they drop?

fading sky
#

I'd expect they at least drop Blue Vine Seeds when broken. I'll do some comparison with later versions of the Better End mod to confirm exactly what Blue Vines are supposed to drop when broken in survival mode.

fading sky
stark crow
fading sky
# stark crow What about that

I'd ask @cobalt beacon about this since Coconut palm wood added by the Oceanic Expanse mod has Coconut Wood bark blocks that can be stripped if I'm not mistaken.

stark crow
#

Interesting

fading sky
stark crow
#

Alright, thanks!

cobalt beacon
hard sonnet
#

same goes with that pie you were on about earlier @fading sky

#

need to probably confirm

fading sky
#

I've booted up the backport of Better end and I've confirmed that Raw Bolux Mushroom and Cooked Bolux Mushroom have not yet been added in the backport. Otherwise, I would have an in-game screenshot right now.

fading sky
# stark crow And what should they drop?

I've installed an instance of the Better End mod for 1.19.2 and I've confirmed that Blue Vines are supposed to drop Blue Vine Seeds and Blue Vine Lanterns when they are broken in survival mode. Both items already exist in the current state of the black port, but the Blue Vine lanterns will have to be fixed so that they don't crash the game when they are placed down.

hard sonnet
#

I think you should mainly focus on the 1.16.5 version

#

The future versions have slight differences to them

#

Ah wait

hard sonnet
#

that is fabric exclusive

#

Most likely due to the "poor port" stated by Paulevs

#

The fabric 1.16.5 ver has bolux mushroom foods

#

Something tells me there will be serious differences / issues between functional blocks, recipes in betterend forge

#

in the future

#

I'm fine with the current state though tbh

fiery fox
#

mod looks ABSOLUTELY stunning on oled + hdr1000

#

immense contrast ! especially with this one, each red part is like a micro 10000 lumen flashlights held at my eyes. beautiful...

stark crow
#

Absolutely amazing!

#

So it seems that mod even works with Optifine and shaders?

hard sonnet
#

One issue when installing optifine is the leaf parts that I said earlier, shadows form on the leaf parts of the tenanea and lucernia leaves

#

Without optifine, there is a slight shadow, but with optifine installed it is way more pronounced and looks dodgy

stark crow
#

Yeah, I see

hard sonnet
#

you can place torches on top of leaf parts for example. I think some of the weird shadow is caused by them being technically "blocks" and lighting around them just bugs out a bit

sage vortex
#

would make for more consistency overall

stark crow
#

I might try and make a config property for it

#

So that you could disable the fur

#

and instead use something else

stark crow
#

Right now got back to BetterEnd

#

@fading sky, Hydralux will not work properly for now, since it's an underwater plant
And the shrooms does not respond to bonemeal on 1.16.5 too

hard sonnet
#

What is the current scope of the next update?

stark crow
#

Probably fixing all the bugs people reported

#

Fixing the bugs Catullus16 reported

stark crow
#

Fixing the github issues bugs

#

Fixing the bugs rayquazafallout reported

hard sonnet
#

Ah I see, would test builds be released here like usual before CF release, or would you make a CF release first?

stark crow
#

and then the next day (if everything goes well) I'll make a CF release

#

By the way

stark crow
#

Maybe you have some ideas what's wrong with the axes?

summer wren
#

I'm pretty sure it means that the speed should be the damage and the damage the speed. As I don't think the axe should do 4 damage at 12 speed 🤣

#

Anything above 3 speed is crazy

hard sonnet
#

14 attack speed lol

#

I'll look and see if any weapons stats are muddled up right now

stark crow
#

I'm just a person who always played on 1.7.10

hard sonnet
#

good ol times

stark crow
#

Yeah

hard sonnet
#

im trying to compare weapon stats from later versions and this hoe for some reason does -0.5 damage lol

#

It's not present on the 1.12.2 ver so dw

#

Ok it seems to be the axes that has this issue

#

Also, is knockback resistance in 1.12.2?

#

I think it was introduced in 1.16 when netherite came out

#

right?

nimble idol
#

Its always existed, it was just... Wonky, from what i understand at least

#

There are multiple mods which backport it i believe

hard sonnet
#

i see, in that case, all the aeternium armor set should have +2 knockback resistance

#

terminite set should have +0.5 knockback resistance

#

terminite smith hammer shouldn't have knockback resistance

#

actually, all the smith hammers have knockback resistance

#

It's meant to give + attack knockback attribute instead

#

Again don't even know if that is also in 1.12.2 minecraft

nimble idol
#

Im not actually 100% sure if this is the case but unseen's nether backport has netherite armor, which should also have knockback resistance

#

If there are any issues with implementing it for betterend, perhaps you could look into how its done there

stark crow
#

Finally fixed the shrooms

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and the smaller ones too

hard sonnet
#

ground plants/foliage should break when the base block is broken (applies to all ground plants)

hard sonnet
stark crow
stark crow
#

Silk moth nest

zenith rampart
olive crane
#

@stark crow Will there be cross-mod compat for Tinker's Construct out-of-the-box for Better End?

nimble idol
#

I don't believe betterend ever had it

#

Because its a fabric mod and tinkers is a forge mod

olive crane
#

Hence why I'm asking...

nimble idol
#

I imagine that would be out of the scope of the backport and compat would have to be added by an addon, but it would be nice to have

olive crane
#

I agree it would be nice to have.

#

I could just use Pewter and engineer my own materials, but when there's either an addon or out of the box compat:

stark crow
olive crane
stark crow
#

I know what TC is, and I'd like to know what type of compat would you like to see

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Just so that Thallasium, Aeternium and Terminite could be used as TC materials?

stark crow
#

Then I'd like to know the stats, yeah

nimble idol
#

Probably also traits, not custom ones but defaults

#

Id be happy to give ideas for those

olive crane
nimble idol
#

Mhm, i just gotta find the time...

#

Either way, id say this is rather low on the priority list since its a form of new content which isnt in the original mod, even if its quite easy to implement

#

Still, ill try to find some time in the next week

olive crane
stark crow
#

For wood it's not using the OreDict since else we would loose the custom door, slab, workbench, chest, etc types

olive crane
#

They have OreDictionary stuff - and yet I can make the wood-unique stuff.

#

@lilac yarrow Any insights into this?

stark crow
#

Interesting

#

I might take a look at that

hardy iron
#

You add the ItemStacks to the oreDictionary, but make the crafts require ItemStacks. Am I getting this right?

stark crow
#

I just wonder if the crafts won't clash with each other

#

Like MC can see that using 2*2 of ore dict wood you can do a vanilla workbench, and using 2*2 of tenanea wood you can make a tenanea workbench

#

and tenanea wood is also ore dict wood

#

would it prefer the exact recipe to the ore dict one?

hardy iron
#

Fair point

fading sky
stark crow
#

I suppose it already has some JEI support

#

All workbench recipes automatically show in JEI

#

Only some custom ones (endstone smelter and infusion) need special JEI support

stark crow
#

Chorus

stark crow
#

Just found out that there is no terminite ore

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and that it's an alloy

#

Ender ore will drop ender shards

#

But thallasium ore is just thallasium

#

So I don't think it should also drop ender shards

#

by the way, even 1.16.5 has a lot of structure gen problem

#

Yeah, definetely

#

And I also saw lakes with cut ends and other things like that

#

Interesting

#

1.16.5 version can do multilayered islands!

stark crow
#

Never saw such thing

#

Haven't found it on 1.16.5 neither for BetterEnd grass/moss types, nor for the vanilla grass and dirt

#

So that might be left for the future

olive crane
#

Added the mod into my modpack right now, so I'm doing some examination right now.

olive crane
olive crane
#

Ore Dictionary Suggestions:
ingotAeternium for <betterendforge:aeternium_ingot>
blockAeternium for <betterendforge:aeternium_block>

oreThallasium for <betterendforge:thallasium_ore>
nuggetThallasium for <betterendforge:thallasium_nugget>
ingotThallasium for <betterendforge:thallasium_ingot>
blockThallasium for <betterendforge:thallasium_block>

nuggetTerminite for <betterendforge:terminite_nugget>
ingotTerminite for <betterendforge:terminite_ingot>
blockTerminite for <betterendforge:terminite_block>
If you keep the ore:
oreTerminite for <betterendforge:terminite_ore>

bookshelf and bookshelfGlowshroom for <betterendforge:mossy_glowshroom_bookshelf>
bookshelf and bookshelfEndLotus for <betterendforge:end_lotus_bookshelf>
bookshelf and bookshelfLacugrove for <betterendforge:lacugrove_bookshelf>
bookshelf and bookshelfPythadendron for <betterendforge:pythadendron_bookshelf>
bookshelf and bookshelfDragonTree for <betterendforge:dragon_tree_bookshelf>
bookshelf and bookshelfTenanea for <betterendforge:tenanea_bookshelf>
bookshelf and bookshelfHelixTree for <betterendforge:helix_tree_bookshelf>
bookshelf and bookshelfUmbrellaTree for <betterendforge:umbrella_tree_bookshelf>
bookshelf and bookshelfJellyshroom for <betterendforge:jellyshroom_bookshelf>
bookshelf and bookshelfLucernia for <betterendforge:lucernia_bookshelf>

#

I'd recommend the TConstruct Materials have the ids:

betterend_terminite
betterend_aeternium
betterend_thallasium

To avoid crashes with any obscure mods that may already be using Terminite, Aeternium, or Thallasium to register with TConstruct.

Thallasium

Armour (Construct's Armory):
Core:
Defense: 13
Durability: 5

Plates:
Modifier: 0.5
Durability: 10
Toughness: 0

Trim:
Durability: 3

Tools (Tinker's Construct):
Head:
Durability: 200
Attack: 5
Mining Level: 2 (Iron)
Mining Speed: 5

Bow:
Drawspeed: 1.20
Range Multiplier: 2.0
Bonus Damage: 5.0

Handle:
Durability: 37
Modifier: 1.0

Extra:
Durability: 37

Terminite

Armour (Construct's Armory):
Core:
Defense: 18
Durability: 45

Plates:
Modifier: 1.0
Durability: 13
Toughness: 1

Trim:
Durability: 10

Tools (Tinker's Construct):
Head:
Durability: 600
Attack: 7
Mining Level: 3 (Diamond)
Mining Speed: 7

Bow:
Drawspeed: 0.6
Range Multiplier: 0.7
Bonus Damage: 7.0

Handle:
Durability: 150
Modifier: 1.25

Extra:
Durability: 100

Aeternium

Armour (Construct's Armory):
Core:
Defense: 24
Durability: 90

Plates:
Modifier: 1.5
Durability: 15
Toughness: 2

Trim:
Durability: 20

Tools (Tinker's Construct):
Head:
Durability: 1300
Attack: 9
Mining Level: 5 (Duranite)
Mining Speed: 9

Bow:
Drawspeed: 1.0
Range Multiplier: 1.0
Bonus Damage: 9.0

Handle:
Durability: 112
Modifier: 1.5

Extra:
Durability: 112

olive crane
#

@nimble idol How's that look for Tool/Armour stats?

nimble idol
#

i think so, give me a sec

#

27 def for terminite seems a bit high, although i dont have the mod to compare

olive crane
#

I could be wrong.

#

But compared to some of the other stuff that you can get in the Overworld in my modpack, this is in a median.

nimble idol
#

cobalt has i think 15 though

#

manyllyn has 19 or so

olive crane
#

I could check, but I gotta set some configurations first...

#

Where's the configuration file?

#

I sorta forgot if/where the configuration files are for BetterEnd.

nimble idol
#

i believe they used to not be included with the mod install, but then they were added, i think

#

so youd probably need to install the latest version from curseforge

#

but if youve already done that, then uhh, idk

olive crane
#

What is the file name?

nimble idol
#

yeah ok there isnt one

#

anyways, i watched a quick showcase of the 1.20.1 version, which could include changes, idk, but it described thallasium as a bit weaker than iron, terminite as slightly weaker than diamond (cobalt i guess?) but with some armor toughness, and thallasium should be better than manuyllyn by quite a bit, and should have even more armor toughness

#

huh... hold on

#

nevermind cobalt just sucks for armor i guess

#

its the same as iron

nimble idol
#

manyllyun has 20 def and a modifier of 1 and a full set gives you exactly full armor

#

so id say terminite should have 18 def

#

or 19 and 0.9 modifier

#

aeternium might be a bit low at 22

#

oh wait 2x multiplier

#

thats uhh quite a lot

olive crane
#

I brought that down from 29...
[The defense]

nimble idol
#

hmm, well, if manyllyun is diamond level, then we have a level above that (netherite) and then another above that one, so maybe 25ish is fine

#

and the multiplier should go down because 2x is ridiculous

olive crane
nimble idol
#

the highest in base tinkers is ardite at 1.4

olive crane
#

But how far down?

#

So 1.5?

nimble idol
#

yeah that seems fine

olive crane
#

Is 24 Defense high enough?

nimble idol
#

yeah

#

i think so

#

the highest you can get in base tinkers is ardite plating and manyullyn core which is 28 def

olive crane
nimble idol
#

i meant level as in stats

olive crane
#

Alright

nimble idol
#

as for mining levels, unless youre using some tweaks mod, i dont believe copper is a mining level

olive crane
#

I don't set the names. I'm telling you what Waila is showing me.

#

There's a mining level scale of 1 to 8

nimble idol
#

yeah but with what mods

olive crane
#

A lot.

#

But still, there's Mining Levels 0 to 8, no matter their names, and I matched the pickaxe levels to what the actual tools can mine.

#

I tested it in-game.

nimble idol
#

yeah but again, thats not the case in vanilla, there is no copper mining level, it just doesnt exist

#

it goes from stone to iron

olive crane
#

Okay, but in TConstruct there's a Harvest Level called "Copper"

nimble idol
#

there isnt

olive crane
#

Want me to get a screenshot?

nimble idol
#

copper doesnt even exist in tinkers

olive crane
#

Bruh.

nimble idol
#

the orange is magma slime

olive crane
#

Copper existed in Tinkers for a very long time, and it still has code in it's compat to support it.

#

They stopped adding it themselves because everyone and their mother had a copper ore

nimble idol
#

but how does that change anything?

#

we're making compat for betterend

#

or rather, tinkers with better end

olive crane
#

Yeah. I don't get why you're arguing with me over a mining level that isn't in use by my stat write up, lol.

#

None of the 3 materials I listed are Copper tier.

nimble idol
#

i wasnt arguing about it, just saying it doesnt exist

olive crane
#

And I'm saying it does exist.

#

Not sure what Mining Level 2 shows up for you, though. 🤷‍♂️

nimble idol
#

i can go and use tool progression and add poop mining level if i wanted to

#

and add extra levels until 999

olive crane
#

I'm not using a Tweaks or Tool Progression mod to modify stuff, this is just what I'm running into out-of-the-box

nimble idol
#

well i have no idea then, but something is definitely changing it

#

because for me its just stone, iron, diamond, obsidian, cobalt

olive crane
nimble idol
#

huh

olive crane
#

Obsidian shows up as Cobalt Mining Level

nimble idol
#

weird

#

yeah i guess thats it then

#

anyways, i gotta go for now, but i think we're pretty much done

olive crane
#

The stats look good?

nimble idol
#

i should look at the tool ones but the armor is fine

#

and we need traits

olive crane
#

Welp, lmk when you look over the tool stats.

#

I have a clipboard of all default TConstruct and Construct's Armory traits on-hand from another project, so we can look over the list and decide the best picks from there.

stark crow
stark crow
#

I'll try to implement that soon

hard sonnet
hard sonnet
#

oh well it doesn't really matter that much considering both versions have this issue

#

That's probably why the betterend dev team decided to revamp it for later versions?

#

Could it be fixed in the 1.12 version?

#

right clicking shovels on end moss, should turn them into paths to their respective blocks

#

More inflexia grass should be spawning on pallidium blocks in the umbra valley biome. Also, there should be flammalix (orange-red plants) spawning on the pallidium blocks - this was also a forge 1.16.5 issue

#

Flammalix are also meant to have a light level of 12 which isn't present on the 1.12.2 ver

stark crow
stark crow
#

By the way

#

Are there anybody, who knows how to work with photoshop/any image editing programm?

#

I recieved a complaint that the mossy obsidian block uses the new obsidian texture

#

Could anybody make an old-styled mossy obsidian texture?