#Backport of the Better End Mod for Forge 1.12.2
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but if you look at that boiome itself
yeah that looks nice
by the way
there is some marine life
If you look a bit closer
You'll see those blue things
those are cubzoas
could be an nether api issue but sometimes these blocks do not removed during cave generation
ahh yeah i was wondering what that was
I think there were meant to be fish and jellyfish spawning in the ponds though
as well
i'll get an SS
Interesting
I think those are the jellyfish
But inactive ones for some reason
and could you try and spawn a jellyfish on the land on 1.16.5?
Ah it's the cuboza
cubozoa*
that's what it looks like in the forge ver compared to the 1.16.5 ver
Yeah...
and the end fish as well don't spawn
Would you consider adding block sounds in the CF release?
I see that some blocks such as emerald ice and dense snow have its properties
but they lack block sounds
same with the mushroom caps as well, i think they're meant to have the slime block noise
Actually, i think that end fish are just...
drowned...
they drowned in the water when they spawned?
Yep
some more images of cabe generation gone slightly wrong
No more drowning fish
Interesting
do they swim? I havent seen any of the marine life swimming
they more or less just stay on the bottom of bodies of water
No, they just stand still
not yet implemented yet i assume
yeah i should too actually
And was even thinking to remove all those 100 workbenches and chests from different end woods
I think temporiarly it should be done
before the functional blocks are added
then they can be implemented back in
Yep
And some of them may be even left removed
like signs, for example
I know that they have some commandblock-like issues
Like you can enter some command into a sign and it will run it
or something like that
and it can be extremely bad for the servers
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
Once they're done would you do the first CF release, assuming that current issues are fixed
Ah, yeah, that's true
And I even thought of releasing without them
Since those structures are quite buggy for some reason
By the way
Do you know how pedestals work on 1.16.5?
Pedestals are the only functional things I'd like to implement in the first release
those are the only things that I see reasonable (who would ever make a furnace out of some type of end stone?)
Honestly, I think something like #7fffd4 would look way closer.
You just place an item above it and it displays it right?
I think ice and fire 1.12.2 has something similar to that
i am testing that rn, i shall let you know
i believe in the past i noticed it, but i could have been very well sleepy
You think the water should be of that color?
Does not look very sulphurish
But we can always test
the pedestals should have several shapes
This one
probably like that
not sure though
ah you're talking about the model
Yeah
So that's the only pedestal model?
Hmmm, yeah, I see
Yeah i spawned a couple they have the same model shape it seems
okay, yes for the End cities that spawn in my biomes, the shulker spawns are duplicated
That's a NetherAPI issue
And actually, the worst thing is that the Elytra is also duplicates
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
I'd like to do the same of more islands over the main floor for the barrend bogs
You mean the spires in the blossoming spire biome?
Those are generated via SDF and randoms
Technically, that's a vanilla feature of normal sign functions, though you shouldn't be able to set them up in Survival, unless the original mod fucked that up
interesting
I know that even with vanilla signs and books there are a ton of problems on large servers
Soon I'll publish the source of the ported mod on Github
Feel free to peep the horror of my own Fish code, most of it is adapted from Guardian Code
So that you could check it yourself
Those issues are entirely separate from that type of exploit, and more come down to the limits of chunk storage data size
https://filetransfer.io/data-package/lcZsrSv3#link heap dump of the earlier builds with ambience and music not sure if it helps or if I done it correctly with spark
crystal shards shouldn't be solid
something up here, Im still suspecting its the cave gen
squares popping up and distribution of foliage looks a bit too uniform
dont think cave entrances should be present in neon oasis + neon cacti basically explode whenever i go near them
also present with neon oasis and looks uniform as well
Looks like stuff is only generating in the middle of chunks, perhaps related to the system that prevents cascading worldgen.
i know there was stuff relating too spawning mobs in the past and I'm unsure if you've gotten that fixed
but I've ran into a weird issue which could totally be my end on end expansion
but the mobs in the barrend biome at specfic chunks like spam spawn
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
just as a heads up
regarding the structure, it seems to be covered to prevent it from leaking out
Each time I make some changes to entity spawning system, hoping not to see 10000 dragonflies in one chunk
Interesting
I'll take a closer look at that
Yeah, it's probably cave gen
I just don't know yet why it happens
Thanks!
Do you think we should both inject a mixin into the end city structure, in order to prevent that from happening?
Unfortunately
Because the original water is dark blue, you can't really make it lighter
Yeah
So we'll probably return back to the sulphur colored water
Since it's at least logical
In the sulphur biome the water is of sulphur color
fwiw orange might look better than brown
Or at least a more saturated shade of the previous color
Interesting
Closer to this hue
if you give me the color, we might try it
Maybe this #db9f30
Or this #d1b61d
If neither of those two looks closer to real, then yeah, just the original you picked
Unfortnately, each change requires MC reload
since it's a final field and a final getter method
Well that's tedious :/
(remember that it's combining water blue + your color)
and blue+orange probably equals something like yellowish gray
I think that's kinda good
Maybe with the next preview-release I'll check how it looks with a colorless texture
Yeah, memory analyzer told that the sound system is leaking
Now I just need to find out why
yeah probaby, or just submit prs to him about it
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
on our server with the nether backport mod we would get what would seem like a client side memory leak for those that stayed in the nether too long in the biomes
so this would make more sense as to why
I think the ash wastelands though uses one of the other ambience systems but from the one that method that nether backport uses
its probably that side
a lot of the audio in the sounds.json is set to stream: false
like most of the music is set to false, which it should be true unless theres a specific reason
that could cause some issues
Ah, interesting
Thanks!
I'll try to change all of them to stream: true for now
Short stuff thats expected to possibly run multiple times at the same time like entity noises should be stream false
But longer stuff like music should be true
Its possible thats not the direct memory leak cause but its might be
Yeah
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
loaded fully and saved in the buffer instead of being streamed
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.
Did you make sure to configure them? They are by default incompatible with eachother actually
I should've known that first. Sorry.
I should have really tested them with better end myself, sorry, ive been very busy with my own modpack the last few days
I think ill try to load it up tonight and see if i run into issues
And if i do, if i can work around them
Oh no its my fault really, i should have let you know before hand
Stellarcore, vintagefix, nothirium and fermiumasm all have some conflicting features
Interesting
By the way
New test version
https://filetransfer.io/data-package/bIywRjpj#link
Hopefully, the sounds should not leak anymore, thanks to fonnymunkey!
nether api is a dependency correct?
well, the good news is i did manage to get the game to boot
the bad news is it crashed on world creation and said it was due to the mod "unknown"...
caused by vintagefix, no surprises there
well
considering my pc is like 7 years old, id say this is pretty damn good performance wise
stable 400ish fps on max graphics settings and 12 chunk render distance
well ok, perhaps i spoke a bit too soon, 300ish fps, but thats still more than enough
ouch
this biome tanks performance real bad
wow
thank you
uhh, so, about that config...
what's the file called because i cant seem to find it
also any apparent connections between the crash log and one of these options?
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
i see, alright then
...
i just never learn my lesson do i
i spent 20 minutes looking through configs, then thought "ok what if i tried it again with no changes and it just worked"
well i tried it with no changes and it just worked
hooray
i love modded minecraft
anyways, those damn pillagers appear to have also taken a bite out of this end island
welp, i crashed
https://mclo.gs/z7uUZ5E
@fading sky if you want me to i can send you a copy of my configs
or even an entire instance import
Thats most likely due to light checks. Blossoming spires, lantern woods and the dark forest all have this issur at the moment
Sure! Would that be in DMs or on this thread? Either way is fine.
Ill check out this new release tomorrow
shouldnt be an issue to send them here i think
also, should have asked beforehand, but this is for censored asm + naughthirium
unfortunately naughthirium doesnt work with fermium asm
if you take issue with censored asm (which is completely reasonable), youd have to disable ondemandanimatedtextures in fermium asm's config
actually here's the config for that as well
if it crashes just try again and it might work
had to get a quick run, and look already
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.
Honestly, just try out Alfheim and Nothirium
Alfheim is the main mod to be installed alongside at the moment
see if it runs good on your system
basically, fermium asm is a fork of normal asm, which is a fork of censored asm (also referred to as loli asm)
and naughthirium is a patch for nothirium to work with censored asm, but the patch currectly doesnt work with fermium asm
That makes more sense now.
yeah, apologies for not being clearer on it, optimization mods can get a bit confusing at times
oh also:
fermium asm (mod) -> normal asm (config)
censored asm (mod) -> loli asm (config)
which is why the 2 files i sent dont match up with the mods i mentioned
End now looking more alive than ever
@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?
I'll go ahead and post the crash report.
You're missing FermiumBooter
Oops!
I'm currently noticing this same issue with the Dry Shrublands biome and Dragon Graveyards. Vegetation in these biomes generates in a hyper-regular grid.
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.
@nimble idol I'm not exactly crashing anymore, but the launcher still freezes before starting up the game, even with the FermiumBooter dependency installed.
You're missing RedCore
Let me know if I'm missing any other dependencies. I installed the mods in a hurry so I wasn't really paying that close attention.
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.
I'm noticing those same glitched chunks in the Dragon Graveyards biome as well as in the crystal mountains biome.
Should I go ahead and begin testing crafting recipes or should I focus mainly on testing world generation right now?
I think at least have the crafting receipe work done at least that aside
I'm hoping the issue is just another missing dependency mod this time. I installed Red Core and attempted to Run the Better End build with @nimble idol's optimization mods again and the game crashed again before booting.
Maybe i shouldn't have assumed youd be using a launcher which tells you the mod's dependencies and downalods them for you...
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
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
and dont forget to install nether api for better end itself
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
I apologize for my incompetence. I'll be installing the remaining mods in a few hours.
No its alright, i just hope it works out in the end
Damn it, i wasnt even trying to make a pun there
you have:
I guess... I guess i should have also specified to use the latest versions
I eventually changed those mods to the latest versions. I'm troubleshooting with StellarCore right now.
Weird, i actually switched to stellar core to fix a crash with vintagefix, havent had problems with it ever
@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.
Well im glad you got it working
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
Hopefully the grid-like vegetation and glitched chunks in the Dragon Graveyards, Dry Shrublands, and Crystal Mountains won't be too difficult to fix. I have no real idea how chunk generation works.
Right now I'm working on fixing the grid-like vegetation
And then I'll take a closer look at how the caves could break the chunk height
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.
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
bars do not connect to the walls
these small jellyshrooms sometimes generate wrongly and their rotations are not against blocks. They are also not meant to be solid blocks
floating foliage above pools
also do these massive mushrooms spawn? I haven't seen any yet, or is it a structure
That's a structure, yeah
Yeah, that's a netherapi issue
Interesting
In the first CF release, would you disable end cities from generating in the betterend biomes until they get fixed later on
I think I'll inject a mixin into the end city gen
so that it would never do duplicates
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
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?
I should take a look at that
but actually, I thought that lucernia does not emit light on 1.12.2
I thought it was only the lantern woods trees which do that
yeah in the 1.12.2 ver it does emit light
interesting
in the 1.20.1 the filalux emits light only
dont know if thats worth changing but I'd say it could benefit performance in the lantern woods
1.16.5 compared to 1.20.1
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.
Ah, I see
then I'll disable the lighting for all the fur
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.
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.
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.
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.
I encountered one End City that looked exploded while testing the mod this evening. Hopefully this is not caused by Nether API.
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.
I'll add the name keys to the lang file
That's probably Nether API issue
While this is not - the caves are not generated via netherapi
Yeah, I should fix that
In the next update the shulker bug will be fixed!
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();
}
}
}
That is so strange, I've never seen this. Is this caused by another mod somehow? Is it just performance mods you have on
dragon graveyard mushrooms should have lanterns + armarnita fur generating underneath the caps
sometimes the mushroom caps for the blue plants are missing
chorus forests should have chorus plants in the biome
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
these foggy mushroom land stems shouldn't be solid blocks, only the top part is
these umbra valley hill formations should also contain the blocks generated from the ground
more umbrella jungle trees should have vines stick down fom the membrane too
when you look down two umbrella tree membranes there is sort of an xray
visibility through the tree membranes only shows some blocks, I cannot see foliage, other mushroom trees
Interesting
I'll take a closer look at all of that
For now I'm trying to find out what's causing the chunks to get higher or lower
It's probably something breaking the height generator
Since even if I disable all the block placing functions, it still breaks the chunks
however if I disable all the decorators it will fix
So it's something with the caves that breaks the height gen
My game just froze
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
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.
This was all I could document before the world stopped working
Bonus screenshots from last year regarding that Stygian fork
Well...
I have no idea how to catch that bug with corrupted worldgen near the caves...
I tried disabling all block blacement functions
and it still was the same
Meaning that something actually corrupted the way the original terrain generates
but actually, when the chunk generates, it firstly generates that original terrain
an only then does the decoration pass
Meaning that the decoration can't really break the current chunk's original terrain
But probably it somehow breaks the generation of another chunks
Since if I fully disable the decoration, it will no longer break
so probably something in the way decorations get calculated breaks the way the terrain for the next chunk is created...
While the terrain creation seems to be very stable
and independant from any other things
So I ltterally have no ideas how to fix that bug
(I've been working on it for three days already)
Maybe we'll leave that one for now...
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
Well, I could disable it, but I think if I should do that
The caves look amazing and the terraingen bug is not that significant...
I really hope to release before Christmas
since in the week before Christmas I need to do 1.21.1 NeoForge CNPC
fixed
Now the jellyshrooms are not solid blocks
Now lucernia leaves don't glow anymore
And it adds even more charm to the biome!
Now when only the vines glow it looks absolutely amazing!
Fixed the shrooms
ah wait, the lucerina leaves are from the lantern woods biome
this was the biome i was referring to about the glowing
i dont think the blossoming spires glowed in the first place
These leaves are the tenanea leaves
Maybe it is too significant
😭
oh crap that does not look good...
Yeah...
Fixed
By the way, in the next update there will be a bit more lang files
There will be a brazilian one
and also italian, polish and russian
If I'm not mistaken
Ah, and also Korean
the chinese one didn't want to convert, unfortunately
Also hopefully fixed floating herbs above the lakes
Lantern woods
tbh i like it more that way, like yousaid earlier, gives more charm to it
well some people can create PRs for the chinese lang
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
Actually, I thought not to touch the lighting problems
Since that's the work for Alfheim, yeah
I don't think I should reinvent Alfheim
and make more conflicts with everything around
By the way
With alfheim, it should overhaul completely how the light is checked right?
I noticed that those bugs occur mostly in the plain-ish biomes (ice starfields, dry shrublands, crystal_mountains (for now crystal plains))
I was gonna say that earlier actually.
Ah, probably
I've noticed some biomes have these specific problems
I took a few screenshots earlier
ice starfield for example
Though the caves are similar in all BetterEnd biomes, actually
perhaps disable cave gen in those specific biomes????? I don't know honestly
that'll hopefully be fixed in the next update (for all mobs)
Fixed
Glowing grassland!
Fixed
though there are still very few vines
Awesome, it's coming along really nicely
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
Unforuntately, it seems that it's a problem of all biomes, but it's just not that noticeable in some of the biomes
It's this block
But still
You might stumble uppon such things...
And here are the textures
Also, @summer wren, attached the config to the mod, so that you could change the weights/disable some biomes
there is now a
netherapi_weight
field for every biome
By default it's 80
but you can set it to 0 to disable the biome
And here is a link to another test version
And it might even be the one we publish to CurseForge
I guess if you’re going public soon I should start prepping compat with it
Do you have the source public, or will that be when it’s public on cf?
Also, thank you for that mixin
lowkey crystal plains looks really good as well, could be a seperate biome in the future lol
hydrothermal vent could be fixed before CF release, doesnt have to be functional at all or disabled from world gen
could config options be added to also enable/disable fog in biomes
I've figured out which block in the Blossomy Spires biome has the glitched texture. It's the Silk Moth Nest.
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.
The CF release is only for biomes
That will be for future updates
Oh damn it i cant use optifine with better end ugh
I've confirmed this bug and I've saved my crash report.
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:
- 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
- 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)
- 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".
- 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)
- 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.
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.
:3
Thanks for all those lists, I'll add all the names, textures and etc
Well, I thought that JEI will automatically get the information about all the recipes
You need to add JEI compat only for some new recipe types
like endstone smelter recipes or infusion recipes
Yeah, I'll fix that
Great idea
What? Why?
I thought to publish the source right before the CF release
But maybe I'll do that sooner, so that you could start preparing the compat
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.
Do you get a specific error message when loading?
Its the lighting i suspecr
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
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
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
Are those the broken chunks from caves?...
Oh yes, I somehow didn't notice them in the background crap
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...
I'll go back and get another screenshot
I haven't noticed this issue in the foggy mushroomlands, umbra valley, mushroom jungle though
I already disabled the caves in Umbra Valley
ahh
well there is this though
That's it, yeah
it's a perfetly cut chunk
if you open f3, you'll see that
0 0 to 15 15
yeah ive noticed as well
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
All the lang and texture problems were fixed!
except this, but that's not a major issue, I think
holy, this is big nice catch
That looks amazing!
I'll pack another version right now
And let's hope that it'll be fine
Yep, I don't see anymore of those weird cave gen
Wait, so you fixed the cut chunks and also managed to keep caves?
awesome
Wow! This is huge! Big W! 🙌
I'm so hyped for this. You've done an amazing job, @stark crow 🙇♂️
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
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
Yeah, exactly
I tried to fix those, but for some reason it didn't work
Interesting
I have no idea
Since it should have built the whole structure
At first I implemented the breaking mechanics as it was for chorus fruit
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
yeah, its a rpg focus but its themes are more aimed at a darker isolated feel of the end. the quote of "you aren't needed here, nobody needs saving. You are just doing this out of pure selfishness" is kind of the main theme
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 
:3
Actually, it took way too longer, then I expected, because I did a lot of other stuff in that period
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
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.
I'll just port the ore generation, when the time comes
The code contains all the information about the rates and chances
That helps a lot.
I want to confirm if anyone else is getting a crash error from an unknown mod after testing this build of the mod. Otherwise, I'll test to see what could be causing the crash.
What is the crash report saying?
Hey is your avaritia 1.1x port is still active?
hmmm, yes
I do have a suggestion if you accept it is based on config option
oh ?
Can you gave the option to modify the base damage of the infinity sword for how much value we like
Here is the source of the ported mod, finally published
https://github.com/Goodbird-git/BetterEndForge-1.12.2
Also, the first release is comming!
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...
sweet! thank you!
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
I downloaded the source from github
and built it and ran it
somehow it just ended up like that
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
Ah
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
here
into classes folder
and it'll work
ah, thank you
Thank you for the mention haha
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
@sage vortex
I'm not sure. The game ran just fine after restarting Minecraft and loading the world again.
get how do i prove it'd
It finally happened!!
https://legacy.curseforge.com/minecraft/mc-mods/betterendforge-backport
@fading sky
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
I'll actually try and see if it works on servers, as he said there are reports on crashes
But I still think our BetterEnd is gorgeous :3
Even if it's just 60% of the original one
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?
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.
Yeah I agree with that
I've just realized there are 2600 comments in this thread lol
Yep
Well, actually, many devs don't like the when people port their mods or make some kind of branches
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
It's MIT no?
I agree. Even when MIT, better not to stir the waters. Lest you say something wrong and kickstart unnecessary drama
Hm, would it be necessary to ask the creator even if it's MIT for example
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
Geckolib authors told me that they frequently get the questions about geckolib MCreator plugin, AzureLib and other things related to geckolib
And they can't answer these questions because it's not their mods/plugins
And some people still think that if it has "Geckolib" inside of the name or description - they should ask Gecko about it
And that's probably why some devs don't want those things to exist...
So paulevs probably also got a ton of messages like "Why XXX does not work on BetterEndForge"
While he is not responsible for the bugs in BetterEndForge
Yeah, that makes sense, right underneath the post I made, someone said this
So pretty accurate lol
I should probably find an unused server from the hundred I have joined and join BetterEnd discord server
afaik the Azurelib Blockbench plugin is owned/maintained by AzureDoomMC
Well, if you wanted to do Paulev a favor, put a big disclaimer on your backport page saying something like "PLEASE DO NOT REDIRECT ANY ISSUES TO THE ORIGINAL PROJECT. OPEN NEW ISSUES ON THIS MOD PAGE/GITHUB ONLY" or similar
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
Hm, for future updates, would you want to use your server for updates/testing or would you prefer to stay here
I think I prefer to stay here, at least for now
biggest font possible + red color
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
Congrats on the first release goodbird!
I know I don't type here much, but the speed at which you progressed was astounding
That's great you have done a really good job on this mod i liked every bit of it Merry Christmas and Happy New year
Congrats on this first release
That’s a nice Christmas gift
Now thats a Christmas miracle, this is something I've been quietly keeping an eye on. Even if its 60% or imperfect its still amazing to see it shape up Goodbird, phenomenal work!
Quite the Christmas Miracle, indeed!
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.
I just disabled the leaf decay because the leaves were decaying even before the trunk was chopped down
And I even think that it might be better
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.
Missing textures
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.
Thanks for the testing! I'll try to fix all those bugs soon!
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
Ah, yeah, I should do that for NetherAPI
But it can't be done for Mixin system
since there are a lot of them
Can you not stack stalictites on top of each other? You might want to check that again because you can.
and I don't think it's a great idea to make it dependant on some specific one
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
Well, release meant that I fixed all the things I knew to be buggy
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
That's interesting
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
Interesting. I'll check again, but I honestly couldn't stack stalactites when I tried. Do you have any screenshots?
is this what you meant by stacking? I just made this in my modpack - you just have to be pretty precise when placing them on top of each other because they have small hitboxes
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
@stark crow lol
https://www.virustotal.com/gui/file/5b08ed332450993276cc3a23873b0906f1ddbca4c678b94652eda8f368959fb8
VirusTotal
I did some more play-testing for a few hours and I was finally able to get the stalactite/stalagmite blocks to stack properly.
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.
By the way, what exactly are client-side vectors? Are they something that can easily be fixed to solve the multiplayer issues? I don't think the backport's ready for multiplayer testing yet though. I'm just asking for when it comes time to test for multiplayer compatibility.
Weird
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
By the way, did you manage to test the mod an a server?
Ah i forgot, will do later
https://mclo.gs/eRjy65Z this is when attempting to launch the server with the mod instaleld
@stark crow just to make sure you backported betterend from this repository right? https://github.com/Beethoven92/BetterEndForge
Contribute to Beethoven92/BetterEndForge development by creating an account on GitHub.
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
https://mclo.gs/l4MmONb in the foggymushroomland, placing this blue vine lantern on the ground will crash your game
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
Yep
Probably just a mixin registered on the wrong side
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
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
Those are structures, actually
And even on 1.16.5 they have a lot of generation issues
Like cut borders
And things like that
What about the crystal mountains, does that have any structures?
Those rainbow crystals themselves are structures
That's why in our 1.12.2 version there are no crystals in that biome
I had that crash as well. It doesn't just happen in the end dimension, it's just the anvil in generalhttps://mclo.gs/9ESsCbZ
I mentioned this in the bug report I made a few days ago.
I can confirm this same bug. I noticed it when testing the mod earlier this week.
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.
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?
I'm assuming you mean placing the blocks on the underside of another block. I'll go ahead and test this soon.
Sorry I meant it like placing the foliage on top of another block like that
Underside could actually be an issue too actually
it crashes when enchanting in anvil https://mclo.gs/cdF29XQ
Yeah, I'll fix that in the next update
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
Fixed the colored lanterns
Also fixed the chains
Right now going through the bug list
It seems that Neon Cacti and Jellyshrooms are supposed to be placed on different blocks (on 1.16.5 it works like that)
Fixed server compatibility and anvil crashes
Hopefully descreased the amount of polyropes in the shadow forest three times
tried to increase the vine amount
Though there are still not that many of them
but there are a lot of them on the bottom of the island
@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)
And what should they drop?
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.
That's a typo. I meant Raw Bolux Mushroom.
I haven't find that thing in creative
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.
Interesting
I'll send a screen shot if I can find it.
Alright, thanks!
Oh that was done in a really basic manner, just within the onBlockActivated method of the Palm Wood's class, really basic swaps it out. I wrote this code a long time ago, it has some really obvious places that can be improved
I think food items were added in later versions I believe
same goes with that pie you were on about earlier @fading sky
need to probably confirm
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.
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.
I think you should mainly focus on the 1.16.5 version
The future versions have slight differences to them
Ah wait
The forge 1.16.5 doesnt even have the bolux mushrooms
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
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...
Yes, apologies on my part. Optifine does work with better end, I had dynamic lights mod (not optifine) with alfheim and it messed up performance
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
Yeah, I see
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
tbh i think the leaves here could have some compat with betterfoliage/rlfoliage
would make for more consistency overall
I might try and make a config property for it
So that you could disable the fur
and instead use something else
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
What is the current scope of the next update?
A ton of bugfixes
Probably fixing all the bugs people reported
Fixing the bugs Catullus16 reported
Fixing the bugs you reported
Fixing the github issues bugs
Fixing the bugs rayquazafallout reported
Ah I see, would test builds be released here like usual before CF release, or would you make a CF release first?
I'll probably publish it here first
and then the next day (if everything goes well) I'll make a CF release
By the way
What do you think about that bug report?
Maybe you have some ideas what's wrong with the axes?
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
Ah
Yeah, probably
Yeah axes should not have these stats
14 attack speed lol
I'll look and see if any weapons stats are muddled up right now
I'm just a person who always played on 1.7.10
good ol times
Yeah
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?
Its always existed, it was just... Wonky, from what i understand at least
There are multiple mods which backport it i believe
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
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
ground plants/foliage should break when the base block is broken (applies to all ground plants)
Also, would enabling/disabling biome fog config options come in future updates??
Yeah, that will be fixed in the next version
@stark crow Will there be cross-mod compat for Tinker's Construct out-of-the-box for Better End?
I don't believe betterend ever had it
Because its a fabric mod and tinkers is a forge mod
Hence why I'm asking...
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
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:
If you describe how it should work, I could add it in the future updates
What type of description are you looking for? Is it the stats?
I know what TC is, and I'd like to know what type of compat would you like to see
Just so that Thallasium, Aeternium and Terminite could be used as TC materials?
Yep
Then I'd like to know the stats, yeah
Probably also traits, not custom ones but defaults
Id be happy to give ideas for those
If you want to help with the traits and stats, I'd be okay with that.
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
Are OreDictionary entries already in the mod, or did the original not have Tags?
And what OreDictionaries would you like to see in the mod?
For wood it's not using the OreDict since else we would loose the custom door, slab, workbench, chest, etc types
That's strange... how do mods like Quark and Natura maintain their unique recipes like that?
They have OreDictionary stuff - and yet I can make the wood-unique stuff.
@lilac yarrow Any insights into this?
You add the ItemStacks to the oreDictionary, but make the crafts require ItemStacks. Am I getting this right?
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?
Fair point
Does this mean it's already time to add JEI and JER support?
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
Chorus
Just found out that there is no terminite ore
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!
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
Do you have any estimations on what the conversion rate for TConstruct Tools/Armour would be?
Added the mod into my modpack right now, so I'm doing some examination right now.
There is Terminite Ore though? [Currently in the backport]
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
@nimble idol How's that look for Tool/Armour stats?
i think so, give me a sec
27 def for terminite seems a bit high, although i dont have the mod to compare
27 Defense is pretty normal when the upper limit is like 50.
I think each point of TCon defense is 0.5 defense or something like that.
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.
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.
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
What is the file name?
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
its 1:1
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
I brought that down from 29...
[The defense]
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
I've seen many tool handles and armor plates do far worse.
the highest in base tinkers is ardite at 1.4
yeah that seems fine
Is 24 Defense high enough?
yeah
i think so
the highest you can get in base tinkers is ardite plating and manyullyn core which is 28 def
From what I have seen, the mining levels go as such:
Stone = 0
Copper = 1
Iron = 2
Diamond = 3
Cobalt = 4
Duranite = 5
Valyrium = 6
Vibranium = 7
Tartarite = 8
i meant level as in stats
Alright
as for mining levels, unless youre using some tweaks mod, i dont believe copper is a mining level
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
yeah but with what mods
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.
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
Okay, but in TConstruct there's a Harvest Level called "Copper"
there isnt
Want me to get a screenshot?
copper doesnt even exist in tinkers
Bruh.
the orange is magma slime
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
but how does that change anything?
we're making compat for betterend
or rather, tinkers with better end
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.
i wasnt arguing about it, just saying it doesnt exist
And I'm saying it does exist.
Not sure what Mining Level 2 shows up for you, though. 🤷♂️
i can go and use tool progression and add poop mining level if i wanted to
and add extra levels until 999
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
well i have no idea then, but something is definitely changing it
because for me its just stone, iron, diamond, obsidian, cobalt
I don't seem to have an Obsidian mining level, so mystery solved.
huh
Obsidian shows up as Cobalt Mining Level
weird
yeah i guess thats it then
anyways, i gotta go for now, but i think we're pretty much done
The stats look good?
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.
Yeah, so it will be removed in the next update
Ah, thanks!
I'll try to implement that soon
Is that the forge or fabric ver?
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
Forge
I see
Maybe in the next updates we'll think about that
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?

