#Backport of the Better End Mod for Forge 1.12.2
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Could you see how it would look in game too, bit curious
Yeah, sure
Also, hopefully this run will also fix the inflexia/flamalix spawns
the pallidium covers just were not added to the ground types list
and the world generator just didn't try to place any plants there
even if they could be placed there
This actually also applies for all the end moss textures, which uses the newer end stone textures as the base, should that be done too?
what else could be added, which are not present in original mode ?
new end themed mobs maybe
Unseen said that he might make a seperate addon for that yeah
Actually, I didn't think of adding something not existing in the original mod
All such things can be made as addons, yeah
By the way
@hard sonnet, could you please check, if you have a betterendforge folder in your config folder?
Or the configs are spread all over the config folder?
Also, should we gate only tenanea and lucernia trees outer leaves by the config?
Or should we also gate things like
amarantia fur
Or blue vines fur
I think those things would look kind of naked without their fur
Nope, it's spread out the config folder
Probably? I think outer tree leaves should have a toggleability feature on, but fur, not so sure
it adds onto the blocks and that is something betterfoliage cannot do because these arent leaves
Weird
Maybe I had already fixed that in the later version...
There aren't any lighting issues for fur AFAIK so I think it's fine to leave on, I've also made a fork of better end with it already disabled and the lucernia and blossoming spires outer leaves* had a massive performance boost from just removing it
I think the outer leaves have an underlying issue with lighting and performance which could be checked out in the future perhaps
I think also in the configs, remove some of the non functioning features such as "changing end island" gen as its non functional and could confuse people in the future
are these toggleable features even functioning? I know fog is handled by nether api but can it change density?
gen chance is pretty much the same as netherapi_weight
so its a bit redundant
Added config options for the outer leaves
Yeah, the outer leaves have some problem with shading, probably
But actually
I haven't changed any models at all
And by the way
There are now those bulbs at the ends of the vines
Yeah, that would be nice, since half of the config is not working at all...
And also, the configs will now get grouped together
I actually never noticed that issue, do they emit light? it seems from the screenshot the vines do, but not the bulbs
The vines I believe don't emit light, only the bulbs do
Same as lucernia vines as well with the flialux
strange...
Interesting
Fixed
And also cleaned up the configs a little bit
So here is the 1.1.0 version of BetterEndForge Backport!
https://limewire.com/d/b2d87842-7ef2-4316-a06e-b19f78745112#G2s1jq8m1N0kcJkcls53xit3VR9VMdH7cQSGYH633fQ
Is it both the filalux and the bulb vines?
I fixed filalux before
ah ok, will test this new build later
just did a quick test run, lang keys havent been added for doors yet
charcoal block has an " mark at the end of the name as well
All the tools and weapons have their damages significantly increased as well
this blossoming spire formation has dirt around it, not sure if its intentional + I don't see revamped models yet for the chorus plants (caused by something else probably a mod or texture pack)
Hey can you tell me how did you achieve that glorious text design?
Ahh thanks for this
Well, I balanced the material damage, to match the values from 1.16.5 on axes
and it lead to this
what about the dirt...
Well
the spire's surface is determined by the surface of the biome
For the tenanea biome itself, it's that pink moss
But if a biome does not have the surface block...
Like the vanilla end biome itself
then...
by default it's dirt...
I might have to double-check the stats for Tinker's Construct I gave you, when this is fixed.
I have krita, so I could figure something out with my tablet. I mainly use the program for pixel art.
Never mind. Thanks for getting to it already.
@slender plume is working on allowing some of the mobs added by the End Expansion mod to spawn in Better End biomes.
I'll go ahead and start testing as soon as possible.
Where are the configurations, btw?
@stark crow for some reason, the "Musify!" mod somehow messes up the revamped model of the end chorus plants, could you see if that happens on your end? Really weird
I find it so strange a client sided music mod and a dimension mod is somehow conflicting
I've just now spent a little while testing this update for the 1.12.2 Better End backport and I'm noticing the following bugs:
- The item names for the doors added by the Better End mod seem to have been corrupted when the block textures were added. They read as item.betterendforge.wood_door.name in the creative block slelection and the player inventory. HWYLA also seems to misidentify all the doors as plain oak doors.
- Both empty umbrella tree clusters and regular "full" umbrella tree clusters yield umbrella tree juice when right-clicked while holding a glass bottle. Only regular glowing "full" umbrella tree clusters should yield umbrella tree juice.
- Both cubozoa and end fish buckets do not yet work when right-clicked over a body of water.
- There is an apostrophe immediately following the name of the Charcoal Block type added by the Better End mod. Is this to prevent overlap with the Charcoal Block type added by Quark? Another option might be to add compatibility with Quark during a later state of development to prevent block types from overlapping. Possibly disable one of the charcoal block types from either of the two mods when both mods are installed.
- The block break particle texture for the respawn obelisk does not seem to be added yet. This can wait until full functionality is added to the respawn obelisk.
Other issues are not an immediate concern until I can compare block drop data and crafting recipes with the last stable fabric release of the Better End mod for version 1.16.5 of Minecraft.
By the way, I'd like to know if anyone has a reasonably powerful computer that can run both the 1.12.2 better end backport and the 1.16.5 fabric version of the Better End mod at the same time. This might make it easier to compare in-game block hardness values with the values entered in the code in case they do not match due to an accidental syntax error or some other interference. It might also save time in determining which crafting recipes still need to be added before full functionality is added to end stone furnaces, end metal anvils, and end stone smelters.
In the meantime, I will be using graph paper to write out the crafting recipes from the 1.16.5 fabric version and then adding any missing crafting recipes from the 1.12.2 backport to one or more craft tweaker .zs files (not including the furnace, anvil, or smelter recipes).
Well... I have a Ryzen 9 5900X with 32 GB of RAM, it's just that Curseforge won't allow me to launch more than one instance at once.
Interesting. I don't get that same problem with MultiMC, but it's not as easy to install large bundles of Curseforge mods with it as it is with the native Curseforge launcher.
I see.
I had one case where I accidentally ran two instances of 1.12.2 Minecraft at once in MultiMC and I was wondering the whole time why my computer was running so slowly.
I would normally just check the crafting recipe and block break data in the .jar file for 1.16.5, but there's a strong possibility that there are some recipes in the .jar file that are not fully implemented in-game yet. This happened to me when I was looking up recipes in FutureMC and in the End Reborn mods. In the meantime, I'll be setting aside multiple sessions to compare crafting recipes and block break states between the fabric 1.16.5 version and the 1.12.2 forge backport.
In the config/betterendforge folder
Not seeing that folder...
weird
Fixed all those issues, except the buckets. For now the buckets are just a decoration
Also fixed that
ur doin lords work
Added the required-after nether-api dependency
Fixed
Good!
p.s. that's the original look of the model
And that's me trying to fix it somehow
thallasium tools are fine for the most part, the only issue is the bow limb bonus damage is absolutely atrocious
for reference, iron has 7
compared to iron, it does also draw a quite a lot faster, and the range is also significantly higher
There, changed to 5, 7, and 9 respectively.
That is the maximium I'm going to recommend, and not a point more.
I think that with the shading enabled it looks way more natural
yeah that should be fine
and what do you think about it?
I agree
As a note, I changed the stats on the TConstruct stuff
It's still a WIP
All the integrations will be in the update, going after this one
So there's still plenty of time to think of the TConstruct stats
That was kind of the point. A trade off.
Hence why I won't budge past 5 bonus damage.
And why the original value was low
terminite tools's attack should go up to maybe 7 or so, while aeternium's should be 9, i also noticed a trend with the durability on all the tools, i think the head part durability should be doubled, while the extra and handle should be halved
that would keep it a lot more in line with tinkers' balancing
Done.
oh right, also the tool mining levels are off by 1 because you assumed copper is a thing, should be diamond, obsidian, cobalt
Not budging, it's based on the numbers from the actual pickaxes - not what my game is telling me
but that doesnt matter because i imagine it just reads the numbers
it should display the correct name ingame
Yup
This is correct on my game as well
honestly it should have just always been numbers, why tie it to names anyways
Because it can. shrug
Also gives you an idea of what materials can be mined.
In my modpack, there's more levels past Diamond/Obsidian/Cobalt
same here
In mine it's Duranite, Valyrium, Vibranium, and Tartarite
Due to TAIGA and Metallurgy 4: Reforged.
not sure what mine are, i already switched to just numbers
Fair enough.
but yeah i also have metallurgy 4 installed
i believe tartarite was 7 for me
huh, i guess copper was added inbetween somehow then, obsidian was replaced with something else
Tartarite is 8 for me
What level is your Stone Sharpening Kit?
Says Copper, or "1" for me.
Then what level is a Slime Crystal Sharpening Kit? Says "Stone" or "0" for me.
Any more changes needed, or are we good? [For the stats]
Oh okay
I have a clipboard of Vanilla TConstruct/TCon Armory traits, if you'd like me to post that.
I was digging in the data of the registry for Tinker's Construct using TConModMod.
Mainly to reassign unused traits to materials that exist.
Iron is 2, but shows a level of "Diamond"
Interesting.
On my list, Iron is 2 with a level of "Iron"
what are you using to display the levels btw?
the hwyla addon or tool progression
i havent used the first, the second shows the same values as tinkers though
WAILA Harvestability
hmm, i wonder if maybe that has something to do with it
Maybe. It's the same data, just named differently.
regardless, we should probably get back to traits, this is a bit off topic
Indeed so.
Glad I made this clipboard for a previous project, though.
It's somewhat a copy-paste from TMM's optional output log
terminite and aeternium should definitely have enderference
thallasium could use alien to make it a lot more unique than just an iron downgrade
id say its quite fitting too
https://www.curseforge.com/minecraft/mc-mods/betterendforge-backport/files/6055565
Here is the second released version of BetterEndForge Backport!
It contains numerous bugfixes
What armor traits should they have?
Also, as a note, parts can have more than one trait...
For Thallasium:
I'm also going to argue against giving Thallasium "Alien". I'd like to give it "Freezing" and "Cheap".
Freezing is a slowness debuff, and Cheap makes repairs cost less.
Only the "head" part should have Cheap.
For Terminite:
Going to argue against giving Terminite "Enderference". I'd like to give it "Alien", "Cold Blooded", and "Unnatural"
We all know what Alien does. Cold Blooded makes the first strike on a target hurt the worst. Unnatural is just a mining buff I threw on because it's an unnatural alloy.
However, assuming a unique scenario, this might make for great mass-production of these tools in an End Survival environment.
Only the "head" part should have Alien and Cold Blooded.
For Aeternium:
Going to agree with giving Aeternium "Enderference". I'd also like to include "Well Established".
Only the "head" part should have Well Established.
Makes this tool part a great Enderman farming blade, as it also gives bonus EXP.
someone that is not banned on reddit gotta spread the news https://www.reddit.com/r/feedthebeast/
Im aware they can have more than 1 trait, something came up irl and i had to go
I hadnt finished picking them out
Considering thallasium is naturally found as an ore, while terminite and aeternium are alloys from it, i dont understand why the highly processed version of the base material would gain alien
Endstone has alien as a trait, why wouldn't thallasium, which is found in endstone, have it?
Also considering you have to smelt the raw thallasium to make ingots, i dont understand how freezing would make sense, unless its not used with its literal meaning
I do agree with cheap though
I think unnatural fits both terminite and aeternium, but i agree with cold blooded and well established
What news? Porting AstralSorcery to 1.20.1? :3
We might try that
Though I wonder if there is a 1.20.1 Modding Coalition...
Hype! You're truly a goodbird. ā¤ļø
Seriously, time to time i gather a list of 10 mods in my mind that i would choose for a full fledged 1.12 version if a lamp genie allowed me to do so and Better End would be either the first or second one š
9 more to go
If you have some other ideas, I could try and port those too
Do have a suggestion those recepies that requires a smithing table make it a an anvil recepie
do you favor 1.7 -> 1.12 or 1.16+ -> 1.12
1.7.10->1.12.2 should be way easier then 1.16.5+ ->1.12.2
But sometimes even 1.16.5+ -> 1.12.2 are worth it
Like in the case of BetterEnd
One day I might try doing even something really huge
Like maybe Create porting to 1.12.2
:3
The biggest problem of Create mod is that it's using its own rendering library
Though it's just a bit of optimization
again, apart from mods like iris, create(lol), terralith or alex's mobs i could come up with a few, both for 1.7 and 1.16+
btw how are you THIS good at minecraft modding ?
i mean all those different game versions, forge versions, java knowledge etc etc
I have been modding for 5 years already
For 6+ hours per day
Without weekends and holidays
So yeah :3
seems like the career for future mojang employee, like that mocreatures guy : )
And since I'm helping everybody around, I got the knowledge about many versions
I'd like to port alex's mobs, but I've heard that Alex himself would not really like it
However, on modrinth I see that it's under the GPL licence
So probably, it's possible even without contacting Alex
im concerned for the burden of that mob ai on 1.12.2 victorian child of a version
https://www.curseforge.com/minecraft/mc-mods/ob-aquamirae maybe, license might be a problem tho
I think that it shouldn't be that bad
ARR
Yeah
and its probably dependent on post 1.13 ocean gen
since original dev already have an unfinished project for 1.12, iris is also out of the game i guess
most of the worldgen mods is also dependant on increased height limit...
Yeah, shaders were always hard
So probably we have Create and Alex's mobs on our list
alex is against mobs being ported and a create port is already in progress
https://www.curseforge.com/minecraft/mc-mods/create-legacy it was even updated today
for 1.7.10, i hate that we dont have a properly done ExtrabiomesXL, like traverse, pvj, Auxbiomes and Environs++ all attempted to carry the legacy yet they all failed to deliver 1:1. one either lacks worldgen, content or stability
There is MorebiomesXL but its heavily broken on 1.12 https://www.curseforge.com/minecraft/mc-mods/morebiomesxl
Honestly, last time I launched this mod, it was waaaay far from the Create itself
However maybe one day it'll become similar to Create
well, of course, it is wip, but its slowly but surely coming together
all im saying is that maybe you could consider working with siepert instead of making your own separate port
if you decided to work on a create port to begin with, that is
I'm not sure about it, since I actually prefer to use my own porting techniques
https://github.com/AKA-Syenite/Artifice its crime that this doesnt have 1.12.2 version
Just a couple of blocks?
right ? its too simple yet no one even tried
theres flowergen, oregen for basalt and marble, some old fashioned CTM blocks, sword/armor upgrade items etc etc
It's half ARR
And I haven't even got his permission to port the mod to 1.20.1 Fabric
So probably no
do modder lose any financal gians if someone ports their mods to older versions ? i mean what is the reasoning here xd
blocking copycats etc ?
oh yeah, that
All the bug reports will get to the original creator
And the original creator will be burried by the reports of bugs he is no responsible for
theres a reason why ported mods have a bigass red text in the front page xd
Interesting
I have and Kotlin have gotten permission for backporting that mod. Iām unsure when thatāll occur, but Kotlin mentioned that it wouldnāt be to crazy to backport since all of its animations essentially are Citedal
Ah, interesting
If you beat us to the chase or do it, Iāll assist and probably Kotlin if not too busy
I might try to do that
Yeah, I think the hardest things about it would be the structure world gen since I imagine there structures use a lot of blocks not in 1.12.2 i think
that'd be hell of a project tho
well we already have parts of Bosses of Mass Destruction backported, and my personal only other mod I'd like seen backported is L_Enders
Ahh i will see the rivalry between Ignis and KOBF now
oh looks like it got a major update recently https://www.youtube.com/watch?v=H5b8R353sgE
Mod showcase of L_Ender's Cataclysm for 1.20.1 Forge. Mod owned by mcl_ender.
āŗ 1.20.1 Cataclysm showcase:
https://www.youtube.com/watch?v=f-yN19ZQmVk
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lmao a random elite draugr has more advanched ai than a battletower golem
I see you're talking about future backport projects after the Better End backport. I'm definitely interested in seeing what solutions there are to allow vertical biome mods from future versions of Minecraft. This would definitely help the devs of the Deeper Dark mod in adding ancient cities and the deep dark to version 1.12.2 of Minecraft. It would also help with other cave biomes in the future.
and thats just a mid level mob, imagine the bosses
Was basing it on the idea of the ingot being "Alien and Unnatural".
Another idea is that maybe the alloy is a bit unstable, thus it's changing stats.
Yes, I was using Freezing outside of a literal context.
In general, though, I was trying to give all 3 material types "unique identities" in a survival environment.
Thallasium as the "Hit and Run" survival ore.
Terminite as the "Alien and Unnatural" alloy, possibly can be mass-produced.
Aeternium as the "Enderman Hunting" material, since they do spawn everywhere.
Mostly, though, I was coming up with this all incredibly early in the morning.
If I may ask... how interested are you in modern versions of Apotheosis?
I've been thinking about commissioning a backport of the more-modern Apotheosis to 1.12.2, since the version we do have in 1.12.2 is... well... unfinished.
[I use "unfinished" as a nice way to describe it.]
The license on the mod is MIT.
You also mentioned that 1.7.10 -> 1.12.2 is easier, to which I do have a couple mods in mind from the 1.7.10 era...
[But I am very excited about an Apotheosis backport.]
lmao I honestly don't know if KoBF could defeat Ignis. Ignis is pretty strong in terms but the KOBF has a lot of tricks to help stay in the fight such as healing potions, and blocking attacks
Yeah. Since the animations pretty much match up to LLibrary calls, my plan for it is to wrap LLibrary with a Citadel Wrapper that can handle the Citadel APIs - to make the backport more seamless.
I've had my hands full with RLCraft Dregora's launch, and I still have some stuff to finish on the Ice & Fire: RLCraft front, but I definitely intend to work alongside Unseen and any others interested, to make the Cataclysm backport happen.
I'm very excited for it.
yeah I'm trying to be wary with some of my projects to not add bosses/dungeons to areas that L_Enders adds them
what do you think would be the best approach for backporting? like releasing an initial release with maybe 2-3 of the dungeons complete
or the whole package, I'm fine with either or. But it might be best to gain traction through multiple releases
as if something L_Enders is added to RLCraft, I think it would be a huge huge huge draw of people to the 1.12.2 community
The Cataclysm backport will be huge, both in terms of effort but also in terms of value. The high quality bosses included within the mod will fit into so many of the existing modpacks for 1.12.2.
In terms of strategy, I definitely think it would be wise for us to select 1 - 3 bosses and dungeons for the initial launch. This would include presumably Ignis and one or two others.
This would keep the initial scope smaller, allowing for a more polished initial launch, while allowing for us to expand.
Ignis, one of the end ones and maybe an overworld one. to hit all corners of the dimensions
That sounds like a solid plan.
the hardest part realistically for backporting is
blocks that are not in 1.12
now we do have a "unstable" nether backport mod and FutureMC
but I'm not sure on stacking dependencies for stuff. I think all the end dunegons are fine (that don't use future blocks)
Yeah. A lot of modpacks don't have these mods as dependencies, so we wouldn't want to depend on them. However, when we get to say - the Netherite Monstrosity - it might be fine if that boss depended on Netherite existing. š
So, we might need to make some block decisions.
defo, its decorations stuff we can do with what I did with the Lich Tower and just make our blocks that suite the theme
Also, the Cursed Pyramid takes full advantage of Archaeology. Which, doesn't exist in 1.12.2. So, we will need to make some decisions for the Ancient Remnant.
Perhaps you could substitute blocks you dont have access to without future mc / backport mods with vanilla alternatives, which look worse but still allow the structure to generate
Sort of like what village names does
Yup! I think that would be the right approach.
Im not too familiar with l_enders cataclysm but i imagine that should be possible
Too bad Tenebris hasn't been added yet.
++++
Y'all gonna make it unfeasable for people to play recent versions after this point š
Do you guys have contact with futuremc's dev(s)?
Any thoughts on this? @nimble idol
Yeah, apotheosis is an interesting mod
Is it just missing the gems?
It's missing basically everything...
Why does it looks like it comes striaght from sekiro?
I should probably take a closer look at it
Since for me, Apotheosis is three things
more than max level enchants (probably exists on 1.12.2)
quanta, eterna, arcana system (probably exists on 1.12.2)
gem system (does not exist)
I can confirm, Quanta, Eterna, and Arcana don't exist on 1.12.2
Idk about the enchants, but without Quanta, Eterna, and Arcana - that becomes very difficult to accomplish.
Gem System Alongside with other items that supports those enchants and affix books which lets you upgrade your own gear with affixes which is not possible in 1.12.2
Affix books?
That's the first time I hear about those
And why is it not possible on 1.12.2?
Cause only the gear that you get from the mobs can have these affixes and they are mostly the vanilla armor sets which people dont use in modded playthroughts that have most modded armors as end game armors
To put it shortly, the affix system is limited to what drops from mobs, or is found in chests, and it seems to just be Vanilla tools and gear.
There is no "Salvage Loot to make your own"
And what prevents us from making those mobs with that gear dropping?
And chests with this special gear as loot?
Ah
I see
Well
Maybe someone would use Apotheosis in a vanilla-like pack
and then they would use that affixed armour
even if it's diamond armour
Apotheosis is basically in every future version modpack
Yes
But now I can't find it
That was me
Could you please find it and ping me there?
I think we should revive that thread
I feel like thats kind of unnecessary considering tinkers already allows you to switch out parts and customize your tools for such purposes
If making a tool out of the same material was optimal, then doesnt that sort of defeats the purpose?
I guess that's fair. I was thinking on the grounds people would be using the different heads of the tools, though - or possibly using End Stone as a part (which already has Alien for it's core/head).
But if you really like the idea then im fine with that, i can easily change the traits in my modpack to whatever im looking for
Having any compat is good enough because it covers the people who just want to play tinkers and better end together and not worry about tweaking anything
If a tinkers compat doesnt have custom traits, or even if theyre simple, it can easily be created through crafttweaker and contenttweaker
Hmm.
I can make custom traits?!?!?!
You're shitting me.
I mean, in reality, we can just give all 3 cores "Alien" if that really floats your boat - lol.
I will be basing my picks for the armour traits on the traits we pick for the tools.
That would be a bit boring though
Especially because endstone also has alien
Then maybe none of them should? lol
I think thallasium makes sense because its naturally generated in endstone
But don't we gotta melt away the end stone to refine it in the furnace?
Meanwhile terminite and aeternium are alloys, so they can have unnatural for the rods and extras
And the rest i think anything works really
I liked well established for enderman farming
Probably for aeternium
Cold blooded for terminite also works fine
And thallasium can also have cheap for rods and extras
Maybe aeternium should also have cold blooded because its a really endgame material, 2 traits seems fair
There, thats a mix of both our ideas
So here's what I'm thinking:
For Thallasium:
"Alien" and "Cheap".
Only the "head" part should have Cheap.
For Terminite:
"Cold Blooded", and "Unnatural"
Only the "head" part should have Cold Blooded.
For Aeternium:
"Enderference", "Unnatural", and "Well Established".
Only the "head" part should have Well Established and Unnatural.
That seem good?
The documentation is helpful, but my head is spinning trying to understand what I'm reading... sorry :/
I'm trying to make traits which either apply a status effect to a mob when they get hit, or a buff to a player when attacking.
Also want to make a "Reverse King Dice" trait with the description "Throw the Dice of Fate?", which applies a random potion effect to the player when they hit something [instead of the normal "King Dice" effect of giving the mob the random effect].
(Yes, it's a reference to Binding of Isaac. I know, I know.)
Yup, seems perfect
Now on to the armor... I should probably get home before i help with that because im less familiar with those
Oh i havent worked with craft tweaker enough to know for sure, but those dont sound that complicated to me
They should be possible
I wonder if you could backport the modern copper trait, which increases mining speed at lower y levels
Ill definitely have to experiment with it when i get the chance
Also no idea how well its implemented for armor, but i find altitude and dimension to be incredibly interesting factors for trait functionality
Hopefully im able to take advantage of those
I think I already have a trait in my modpack that does this. It's not base TConstruct.
Yeah, definitely
I am pretty familiar with the armor traits
Is anyone else having this weird issue where installing musify alongside betterend is reverting the revamped chorus fruit model/textures to the default ones? Genuinely confused
@nimble idol Here's my ideas for armour traits:
For Thallasium:
alien_armor and cheap_armor.
Only the "core" part should have cheap_armor.
For Terminite:
vengeful_armor, and dense_armor
Only the "core" part should have vengeful_armor.
For Aeternium:
enderport_armor, steady_armor, and ambitious_armor.
Only the "core" part should have ambitious_armor and steady_armor.
Thallasium is Copy and Paste.
Terminite continues on the "Cold Blooded and Vengeful" theme. I also gave it "Dense" because it's an alloy.
Aeternium continues on it's Enderman-farming theme. Enderport for making e-pearls hurt less, Steady for taking less knockback, and Ambitious to double-up on the "Well Established" trait.
I just opened Musify...
And it seems that for some weird reason it has full minecraft inside of it
All MC libraries
Full MC code
All MC assets
Including the default chorus model&texture
And since it's Musify
It goes after the BetterEndForge
So it overrides everything to the default vanilla textures and models
Kinda wish aeternium could also have dense because its an alloy of an alloy, but i understand that would make the material overloaded, and the other traits make a lot of sense as well
Maybe steady could go, since endermen dont really take advantage of knockback that much?
Although it makes the armor feel "heavy", which also makes sense as an alloy
Its your call on this one, im perfectly fine with what youve chosen right now
Holy shit the curseforge file is 85 mb, thats just 1 less than the entire betterend backport
For a clint side mod which adds music customization, that seems a bit much
I'm sticking with my guns on this one.
The "Steady" is for when Endermites spawn from e-pearls
Sometimes they hit immediately.
@stark crow I will soon be posting the list of missing recipes in the 1.12.2 back port that don't require smithing tables, anvils, end stone smelters, or infusion pedestals. First, however, I will need to post another bug report since I noticed a few issues when testing blocks and plants for drop tables. The bug report and missing recipe list will likely be ready in about two days. Right now I need some sleep.
Alright, thanks!
And good night :3
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
TOOL TRAITS:
For Thallasium:
alien and cheap.
Only the "head" part should have cheap.
For Terminite:
coldblooded, and unnatural
Only the "head" part should have Cold Blooded.
For Aeternium:
enderference, unnatural, and established.
Only the "head" part should have established and unnatural.
ARMOUR TRAITS:
For Thallasium:
alien_armor and cheap_armor.
Only the "core" part should have cheap_armor.
For Terminite:
vengeful_armor, and dense_armor
Only the "core" part should have vengeful_armor.
For Aeternium:
enderport_armor, steady_armor, and ambitious_armor.
Only the "core" part should have ambitious_armor and steady_armor.
@stark crow Here's what I have written down for the TConstruct stats and traits.
Alright, I'll take a look at how to implement all of that
Ill report this to the issue tracker later and see what can be done on their end
Just a heads up, also test it on the fabric ver of 1.16.5 because Paulevs did state that recipes were mixed / wrong in the forge ver i cant test for a bit because im a bit busy
Thanks for the reminder. I have indeed been testing using the fabric version of the mod (specifically version 0.9.8.5-pre-1.16.5).
I had trouble finding the XP and drop values for Amber, Thallasium, and Ender ore, so I'm gonna have to boot up the game and find out manually. Hopefully I get some consistent results.
I finally found the XP drop rates for the Better End ores, but I had to test them directly in fabric version 0.9.8.5-pre-1.16.5 and in 2.1.7 [1.19.2] for the later implemented raw thallasium ore. Unfortunately, I could only calculate the average XP drop rates which do not always equal an integer.
@stark crow See if you can understand the source code for the behavior of silk moth hives. The behavior will eventually have to be implemented for both naturally generated silk moth nests and crafted silk moth hives (when this block is implemented). I can't understand from it how the hives and natural nests are supposed to be replenished with silk fiber or silk moth matrix randomly. I'm assuming the rate at which the hive is replenished is based on silk moths entering and exiting the hive, but I can't be sure since I don't understand the code.
https://github.com/paulevsGitch/BetterEnd/blob/master/src/main/java/ru/betterend/blocks/SilkMothHiveBlock.java
Another thing I remember about silk moths from later versions of the Better End mod is that they behave similarly to bees from vanilla Minecraft versions 1.15 and later and that the silk moths can be bred with blossom berry plants collected with shears or silk touch.
Actually, those silk moth hives work just like the regular bee hives
And the code of filling the hive is just inside of the Moth Entity
So yeah, each time a moth enters a hive, the hive gets +1 fullness
and when the fullness is at 3, you can shear the hive
to get 8-16 silk fiber
and with a chance of 1 in 4 you get silk moth matrix
i just saw your other message in the server, apologies for not responding i am currently a bit busy but good that you found it
@stark crow I finally have the bug reports ready and some .zs files with the missing or incorrect crafting recipes. I couldn't remember how crafttweaker coding works so I used the in-game GUI. This also means that I could not get the Shadow Berry Jelly recipe to leave behind an empty bottle or bucket behind on the crafting table after crafting Shadow Berry jelly (This is how the recipe is supposed to work in the mod). The recipes for Terminite Bulb Lanterns and Thallasium Bulb lanterns will also have to be modified from their current recipes. They use iron bars instead of their respective metal chains.
I also forgot to mention in my report that once end metal anvils are implemented, the Terminite and Thallasium armor sets will have to be modified to use forged plates instead of ingots.
I also noticed a few minor worldgen issues while testing. There still seem to be some minor chunk discontinuities and harsh lines between biomes, but they're not nearly as bad as they were in the pre-release versions.
I'm not sure what's wrong with the silk moths in the last image. Maybe entity culling is causing this behavior.
Interesting
Do you have Fish's Undead Rising installed by any chance? Turns out ghost ray causes a memory issue. I fixed the freezing by disabling ghost ray
Nope. It'll be a while before I can try it again, but I haven't played with that mod since March of last year
how bad is the memory issue? is it present on the latest version of the mod
A while ago somebody posted a phantom mob backport. I forgot to mention that there are a few recipes for elytra upgrades in the Better End mod that require Phantom Membranes. It unfortunately looks like that phantom backport project has been put on hold for a while.
I also am curious about this.
Yeah thats a bit concerning
the memory consumption would steadily go up until the game froze, so it's pretty bad
š¤
this post is from april but the latest 1.12 version on curseforge is from february, so the issue is present in that version
@summer wren might be worth considering
not sure whats going on there, is the latest version not on curseforge?
Nothing special is going on there, it's just going to be part of the large upcoming update 1.5.
Aha, I see you are in cahoots with Icarus now š
You're right, but already since 2023. š
@stark crow Greetings again. Thanks for patching a few issues I reported the last time. There are two more things I would like to point out:
- having "Options" hardcoded to
truewithout implementing proper configs to change them makes it impossible to tweak the mod without writing mixins. (Example: https://github.com/Goodbird-git/BetterEndForge-1.12.2/blob/main/src/main/java/mod/beethoven92/betterendforge/common/world/generator/GeneratorOptions.java) - instead of writing gigantic mixins, please just mixin in a call to your method you want to call (Example: https://github.com/Goodbird-git/BetterEndForge-1.12.2/blob/main/src/main/java/mod/beethoven92/betterendforge/mixin/EndSpikeFeatureMixin.java) if I want to change a single value in a function I have to redo your whole function as another mixin, as you can't really target mixins with mixins.
when walking through vine blocks such as this, your movement is resisted a bit like normal vines and you can climb up them (I think that is the newer versions' climbing behaviour)
I had a crash when I put the coral block from Better End in the water, before that, rendering errors started appearing in the chat room
this coral
will the ghost rays be fixed?
I have yet to test blocks that have waterlogging mechanics in this mod. Have you tested this with charnia, flamalix, pond anemones, end lotus stems, or tube worms?
Yes, already done for the update as far as I'm aware!
Not yet, but I'll check it
There's no waterlogging, it's 1.12.2, unless fluidloggedapi compat is added
The blocks have waterlogging in later versions of the mod. My assumption is that compatibility with fluidlogged API will eventually be added once the latest update is made to fluidlogged API.
I'd say so yeah, up to goodbird whether when it will be added
Pond anemone just breaks, end lotus works, but it's not fluidlogged
Also, will be great to see bonemealing to new grass/moss-like end blocks
When I tried to place flamaea it placed waterlily instead
what about hydralux?
@summer wren im creamy
can't found(
I find it amusing to see an Enderman testing Better End. š¤£
Sorry, but I had to comment on that. š
I mean if anyone is certified for testing an end themed mod, itās me. /s 
Also @stark crow in regard to my message before, would you accept pull requests to your repo? And if so anything Iām not allowed to touch?
Installed to test with a chunky pack. So far so good with no crashes. Did notice jade blocks spawn in every biome. Is that normal?
Hello-hello!
Actually, I removed a lot of config properties just because they were not working (not used in the code)
On 1.16.5 BetterEnd uses its own terrain generator, while on 1.12.2 it uses the regular one
So even if you write the mixin into those config props, it won't change anything
What about not writing gigantic mixins - yeah, I undestand your idea, so I won't do that
Yeah, sure, feel free to change anything, as long as you tell why (probably you should first tell your idea here, so that I could explain why you should or should not change that)
Does this mean one of you is working on implementing mountain terrain for painted mountains and crystal mountains?
For now 3 things:
- port the build script to the newest version of rfg and use some proper imports for nether api (so it doesnāt rely on a file in your lib folder, took me a hot minute to figure that out, when trying to setup a workspace)
- port the config files to the default forge config system, while also checking on the hardcoded true ones (like that one config in your DragonFightManager mixin >:3 I encountered.)
- refactor a few mixins (to only hook into the methods they need to, but move the actual functionality to a separate class)
Porting script to RFG - that would be amazing! Probably will even use that buildscript in my other 1.12.2 related mods/ports/addons
Porting config files to the default forge system - also great idea, however before adding new entries, make sure that the system itself works (like I'm not sure, if that DragonFightManager even works). I do porting in a very specific manner - I stabilize the source first, trying to fix all the compile issues, replacing all non-existant methods and fields with something that seems reasonable. And only if that there are too many things that don't have a replacement, I remove the class or comment it. And then I launch it many-many times, until it actually works, fixing all the bugs found. And since nobody even tried using that dragon fight config option (it did exist before the latest update) I haven't even checked if that DragonFightManager works. It might be just a bunch of compiling useless functions.
And refactoring mixins - yeah, that would also be amazing!
I'm not working on that right now, it's just what was implemented in the 1.16.5 version
But maybe one day I'll work on it
Alright guess Iāll setup a proper dev space then. Also like I said before the dragon fight option currently is hardcoded to true, so even if it doesnāt work it still runs that code.
Musch like with the outer leaves, some foliage have some shading problems, when blocks are placed near it
some blocks such as the lumecorn rod when stepped on or broken, has the error texture particles
foggy mushroomland mushroom trees should have more vines
creeping moss light level should be 11 not 15
through the hollow center of the menger sponge, you can see through blocks into the void if you look below
kind of a cool accident tbh
There was a similar bug with the silk moth nests before Goodbird fixed it.
This lowkey fits really well
imagine if it had a little "tint" to it so it looks like a portal into entropy
A minor thing since I didn't want to interrupt the convo in here, is there anyway to make the Elytra featured in the mod compatible with the Baubles mod for convenience?
The forge ver of BetterEnd didn't port the elytras over
one of the many missing content that wasn't ported
as cool as it may be, it does pose a massive x ray exploit : (
@fading sky did you also post the missing items / content from the forge ver as well as the deleted recipes?
More elytras of the better end would be pretty cool they should add that too
I thought they were getting added further down the line instead
A man can dream
Could the chance of music playing be increased? I think it may be a Nether API issue, but music feels extremely rare to hear
I do believe so. I listed broken or missing recipes and blocks included in the 1.16.5 Fabric version of the mod.
Maybe at a rate closer to the Aether mod for 1.12.
I'll take a look at it
Wasnt there a bug at one point that did something like this? (This is greenery but I am told this was also an issue here as well) was it figured out why this happened?
Yes, the trees were spawning in a grid pattern in some of the biomes.
Maybe @stark crow can share how he fixed it.
The problem was that I accidently passed in-chunk coordinates (0-15) to the generator instead of the full ones
just saw the new update, looks huge
i didnāt see the ghost ray memory leak mentioned specifically in the changelog but im assuming itās part of it
It's fixed, there was just so much to list for them. 
awesome work as always
We appreciate it! 
I've submitted an issue on the github of netherapi of the issues found while testing betterendforge. Are there more issues to be stated? https://github.com/jbredwards/Nether-API/issues/20
And pls add the elytras that better end provides
Any luck with the TConstruct and such compatibility?
what do you mean by that?
I mean the armored and crystallized elytra that better end adds
I am talking about these
No priority yet afaik
That has nothing to do with netherapi, it is betterend that does that
I know i am just telling to add these elytra upgrades to at least we can make use of them
I see, that would be up to goodbird to port them from the fabric version if he wants in due time
Before any new content is added, the current content should be made (mostly) bug free, so we have a base to add new content to. After looking through the codebase, there is a bunch of untouched/commented out stuff, thatās still needs to be rewritten/reimplemented.
Someone unironically tried the DM scam trick on me, regarding this mod...
That scammer is a total loser, goodbird is an amazing developer.
Ah, discord scammers are back?
I haven't seen them in a while
Yup
Are they still in the server?
One is, for sure
thank u for persisting in porting
Yep. Thats why I dont post in here anymore. I just go with people I know within the community because there have been a lot of shady or clueless "devs" that have reached out in response to posts here
If they arent well known here, I dont really trust them
Especially when they start talking about mods of other games that theyve worked on instead of minecraft
Like I meant could you tell me their username lol
I dont remember. I just blocked them
Next time you get a sus message open a ticket so we can take a look at it
You can check who you have blocked at the bottom of the Content & Social section of your Discord settings
Fair enough
dennymhiz for one they had tried approaching to do a comm and when I asked what mods they had I could look at they avoided the question and only asked about money but they haven't been active for a while
Hello-hello!
Could you please tell me more about these?
That will be fixed in the next update
I tried to fix that several times, and it still emits light on 15...
I'll take another look at that thing
By the way, @hard sonnet, I was told that there are some problems with end biome temperature
Do you have any ideas on what temperature should be in the End?
Yeah these elytras are a direct upgrade to the next elytra and can be crafted using some ritual like recepies
Like these
You need like these alter blocks to made it
I think armor can be crafted like this too
And the armored one can be made using a smithing table only tho you can shift this to an anvil one or have the aternium workstation for this to put this recepie
You need to do a lot of recepie changes for this one
But yeah it would be possible if you implemented it
Yeah, what is it they mean by biome temperature problems?
Is it compatibility with mods like simpledifficulty?
Yeah, exactly!
Then I probably need to fix the ores and the pedestal crafting first
And then do the elytras
Well, what i've just reproduced is that every biome in betterend is registered as hot biomes so the temperature of the player will keep going up until they reach hyperthermia
The problem is, simpledifficulty I believe has config options to adjust temperatures by blocks
Was that the issue with the biome temperatures?
If the temperatures are changed within the blocktemperature json file I think the issue can be resolved - I changed the temperatures of the blocks and it worked for me
the mod author for simpledifficulty makes compat for other mods so if someone requests it I guess it can be added?
Will the rest of the biomes be implemented as well?
Interesting
And what do you mean by the rest of the biomes?
All the biomes that were in the original BetterEnd are now on 1.12.2
The only thing is that some of them are missing the structures...
Like crystal mountains don't have the mountains
and megalakes don't have the megalakes
Yeah that is what I meant by the biomes
Is it mainly the structures that is the issue?
Ah, do you know what is up with the structures?
I even almost fixed them at some point...
but they were working quite weird
And I promised to publish the mod on Christmas
So the structures were disabled for now
gem?
Ah, I see
By functionality I mean this
- armor
Yeah, probably
I think it would be challenging to work around considering a lot of the recipes involve smithing tables
Well
We can add our own smithing table...
Retexture it a tiny bit
GIve it a end-like recipe
And it's good to go
That sounds interesting, curious to see how that would work, sounds good
You mean the alter crafting
It's a functional feature that's what I meant
Ok and yeah i think this alter crafting is possible i mean abyssal craft did it
Hello-hello!
I'm back :3
And so are the crafting tables
And the fishies in the buckets
And some spawn eggs
I was about to ask since a lot of universities in the US are having spring break this month. I'm assuming some other college students in the modding coalition should be available to help if they want to and have time.
Started working on chests
And they almost do work
though the double chests do have one problem
the textures did change
on 1.12.2 a double chest has one texture
128x64
While on 1.16.5 it consists of two
I might try and do some tricks to make it work
however I'm not sure if it'll work
and we might need to join those textures into one
and do so for like 10 chests
Ugh
the trick didn't work
We need to join the textures š
@amber smelt 
lol, i know this pain
i was trying to backport chest textures and then found the unholy abomination that is the difference between modern and 1.12 chest texture layouts
Decided to make a chest-merging script
from PIL import Image
def combine_images(regions):
result = Image.new("RGBA", (128, 64))
for cropped, dst_pos in regions:
result.paste(cropped, dst_pos)
return result
def preprocess(l, t, w, h):
return (l, t, l+w, t+h)
base = "umbrella_tree_chest_"
image1 = Image.open(base+"left.png").convert("RGBA")
image2 = Image.open(base+"right.png").convert("RGBA")
double = Image.open("normal_double.png").convert("RGBA")
regions = [
(image1.crop(preprocess(14, 0, 15, 14)), (59, 0)),
(image1.crop(preprocess(29, 0, 15, 14)), (29, 0)),
(image1.crop(preprocess(14, 14, 44, 5)), (29, 14)),
(image1.crop(preprocess(14, 19, 15, 14)), (59, 19)),
(image1.crop(preprocess(29, 19, 15, 14)), (29, 19)),
(image1.crop(preprocess(14, 33, 44, 10)), (29, 33)),
(image2.crop(preprocess(14, 0, 15, 14)), (44, 0)),
(image2.crop(preprocess(29, 0, 15, 14)), (14, 0)),
(image2.crop(preprocess(0, 14, 29, 5)), (0, 14)),
(image2.crop(preprocess(43, 14, 15, 5)), (73, 14)),
(image2.crop(preprocess(14, 19, 15, 14)), (44, 19)),
(image2.crop(preprocess(29, 19, 15, 14)), (14, 19)),
(image2.crop(preprocess(0, 33, 29, 10)), (0, 33)),
(image2.crop(preprocess(43, 33, 15, 10)), (73, 33)),
(double.crop((0, 0, 6, 5)), (0, 0)),
]
result = combine_images(regions)
p1 = result.crop(preprocess(14, 33, 30, 10))
p2 = result.crop(preprocess(58, 33, 30, 10)).transpose(Image.FLIP_TOP_BOTTOM)
p3 = result.crop(preprocess(14, 14, 30, 5))
p4 = result.crop(preprocess(58, 14, 30, 5)).transpose(Image.FLIP_TOP_BOTTOM)
result.paste(p1, (58, 33))
result.paste(p2, (14, 33))
result.paste(p3, (58, 14))
result.paste(p4, (14, 14))
output_path = base+"double.png"
result.save(output_path)
print(f"Image saved at {output_path}")
Takes two halves of a chest
and a lock from a normal double chest
cuts and pastes all the things
flips some parts
and voila - we get 10 fixed chest textures
Almost there
Great success!
Ah, and the tiny chests need a shift too...
Looks like teksturepako recently posted his most recent changelog for Fluidlogged API under #mods-discussion . This is one step closer to integrating fluid logging into the Better End backport.
https://modrinth.com/mod/fluidlogged-api/version/3.0.0
im pretty sure you mean "jbredwards's changelog"
jbredwards is the dev, not texturepako lol
Added this to my Modpack Config
Bro brainstorming for a chest damn
The normal chests are now fixed!
And fixed hand chest renderer
p.s. a script for fixing the single chest texture
from PIL import Image
def preprocess(l, t, w, h):
return (l, t, l+w, t+h)
base = "umbrella_tree_chest"
result = Image.open(base+".png").convert("RGBA")
p1 = result.crop(preprocess(14, 0, 14, 14))
p2 = result.crop(preprocess(28, 0, 14, 14))
p3 = result.crop(preprocess(14, 19, 14, 14))
p4 = result.crop(preprocess(28, 19, 14, 14))
result.paste(p1, (28, 0))
result.paste(p2, (14, 0))
result.paste(p3, (28, 19))
result.paste(p4, (14, 19))
p1 = result.crop(preprocess(14, 14, 14, 5))
p2 = result.crop(preprocess(42, 14, 14, 5)).transpose(Image.FLIP_TOP_BOTTOM)
p3 = result.crop(preprocess(14, 33, 14, 10))
p4 = result.crop(preprocess(42, 33, 14, 10)).transpose(Image.FLIP_TOP_BOTTOM)
result.paste(p1, (42, 14))
result.paste(p2, (14, 14))
result.paste(p3, (42, 33))
result.paste(p4, (14, 33))
output_path = base+"_.png"
result.save(output_path)
print(f"Image saved at {output_path}")
Ladders
Were they 3D in the original mod as well? O.o
Furnaces
RIght now reviving the pedestal system
I'll probably try and do this thing like shapeless
Since I remember there were a lot of problems with it requiring you to have the recipe facing north
Or something like that
@stark crow if you need some reference. I basically re-made a mod that is just the pedestal crafting https://github.com/Ender-Development/PedestalCrafting-Patched
Thanks!
But actually, I know quite a lot about such things
Made a similar system on 1.7.10 before
For my friend's server
A huge crafting system with pedestals, absorbing mana (botania), life essence (bloodmagic) and vis (thaumcraft)
All of that integrated with minetweaker
So I have quite a lot of experience in that :3
Alright. 
Can we integrate our own recipes of we want to??
That would be the next step
Integrating it with the MineTweaker system
Or it might be CraftTweaker, since it's 1.12.2
Noice
Crafttweaker i guess
For now I want to take a look at the smelter
and at the ore gen
And that would be the update
The tile entity update
And the next one will probably be the integration update
JEI, CT (CraftTweaker), TC (TinkersConstruct)
add GroovyScript to that list, I can probably do that if you still accept PRs. 
GroovyScript? It's the first time I hear about it
I know that groovy is a language Gradle uses for its configs
But I haven't heard about it being used in MC
it's an alternative to crafttweaker
but allows you to access actual java classes of mods
Ah, just like CNPC scripting system!
Very interesting
I just looked at it
And I want it in CNPC...
after doing this update, I'm going to my unofficial port of CNPC to 1.20.1 and integrating it with groovyscript...
Oh I just remembered the mod I mentioned before comes with GroovyScript support if you want to take a look at how to set it up. Otherwise I can pr most of it once you finish the first round of machines.
The ores are here!
Endstone smelter is now here!
yeah, since there is no netherite on 1.12.2, aethernium is made like this
These ponds finally look alive!
The development is going faster now damn
Test version is here!
https://limewire.com/d/1eb7e872-0942-457c-a2ab-87a21e39f1fb#S5YzMUZ_g1fOtzcHqouOZutlBUBLWLp1GDJEyFM_DcU
Ugh, the built version does not want to start because of the updated mod template...
@tall geyser, could you please tell me why the access transformers don't work?
I enabled them in the gradle.properties file
https://limewire.com/d/3a96b2f2-6ba4-441d-9eeb-513c14bc77e5#vjDMfbdX9Z1W1rTClmNuU0dd8cRkdZWvV7wsd4ThyWc
Probably fixed
@hard sonnet, would you like to test it when you have some time?
Yeah sure, I will later will test the features you added
Perhaps in the future, compat could be made to UNB and futuremc for aeternium stone smelter recipe?
Or alternatively crafttweaker / groovy script support for more configurability for what materials to smelt
Yeah, sure!
The next update (after this one) will hopefully be the compatibility update
JEI, CraftTweaker, GroovyScript, Waterlogged, TinkersConstruct, futuremc, optifine support
I keep lurking this channel, it's super cool to see the progress in this mod
Got it figured out yet?
š
How about integration with FutureMC? There's a netherite
Yeah, that's in the todo list
different wood chests do not seem to be interacting well together
This only happens for example if you place "lacugrove chests" then place a "tenanea chest" right next to it, it starts glitching out. Sometimes it goes invisible and you can see the hitbox above
the ultimate chest chain
https://streamable.com/1xoej6 placing two different wood variant chests next to each other will also make a double chest but the left side would be more "dominant" which just overrides the right chest to form a double chest if that makes sense
ideally chest interactions should look somewhat like this
as of now i assume that the other variants of cubozoa's are not added along with swimming is that correct?
breaking end stone furnaces while lit emits error particles
end stone smelter GUI should have these marked things here but may be a bit unnecessary for now
As of now, making an aeternium ingot in survival mode is impossible because one of the core ingredients ender dust requires to be made from crushing ender shards with a smith hammer
Interesting
They can swim a bit
Like upwards/downwards
Interesting
Ah, the names will be added
while the recipe book will not
I see
Thanks for testing, will fix all that soon!
Np, I still need to test pedestal crafting
As you're starting on the functionality, are there any alternatives to a smithing table to craft some of the armor
For now there are not
But maybe in the next update
Maybe futuremc adds a smithing table
Yeah it does
But would it be necessary to make futuremc a required dependency?
tbh i wouldnt mind just a quick terminite chestplate + aeternium ingot in a crafting table for now
and bam aeternium chestplate for example
it can be done with craft tweaker however
I was wondering have all the infusion pedestal recipes been added?
from the 1.16.5 forge ver to 1.12.2
Most of them
Some of them were added in code
Like all the enchanted books
And they do remain on 1.12.2
Right, I must;ve done something wrong then
Let me send you a file
Here are the infusion recipes
Ah
wrong file
it's the one from 1.16.5
here are the ones from 1.12.2
Will look at them now
Done
Hmmm, I wasn't able to get an enchanted book (bane of athropods 1) using the pedestals. I did it on forge/fabric 1.16.5 but the 1.12.2 ver would not budge
By looking at the code and the wiki i should've got it right
Another thing to note is that the infusion pedestal seems to be bugged
for example, the book would not rotate like the other items on the pedestals. It would be stationary
and I cannot right click the book to get rid of it, instead I have to break the infusion pedestal to get rid of the book
Is it the only thing you tried to craft?
Ah
It seems that the central pedestal should be placed last
then it'll work
else it won't see the outer pedestals
ugh, yeah I've done that, I've also made sure the direction is facing north as well
this is for silk touch
You've got it to work, so I'm going to try the recipe
North does not matter, definetely
Is the petal enchanted?
Could you try the protection?
Iron chestplate, ench. petal, 4 lapis
Ok, I've just saw the screenshot that you sent and I realized the ported recipe for forge 1.16.5 had it completely mixed up
this is the recipe for protection for fabric
Ah
the turtle helmet does not exist on 1.12.2
so it's an iron chestplate instead :3
oh wait, yes It's meant to be an iron chestplate but I think the orders are mixed up for some reason
Fixed
The only enchant working for me is the protection, I'm so confused lol
Added the variants
THat's a bug then, probably
Let me check it
The blaze rod thing worked for me
ok I must be defo doing something wrong then.
wait
is the order from that screenshot different?
ok yeah I can't get this to work
Was there a specific order you put each pedestal at?
I placed the pedestals around first
then the middle one
then filled the outer ones
then filled the middle one with the book
With the infusion pedestal recipes?
Let me try and fix the central last thing
and I'll build another version for you
Fixed
Building
Done
very weird issue, on the left side, when opening the chests, it plays the chest opening noise, meanwhile when opening the chests to the right side it doesn't make any noise whatsoever. There seems to be some sort of prioirity going on. This only occurs when chests are placed right next to each other
As all these chests are placed side by side, only the furthermost left chest makes the chest opening noise, while all the other chests do not make any
Well, yeah...
That's how it works
The chest is based on vanilla chest
and vanilla chests do it like that:
Wait I just realized this is a 1.12.2 issue im pretty sure
The chest looks on the left
and checks if there is a chest there
if so, it delegates the noise to it
So that two halves of a single chest would not make two noises
In vanilla it works fine, since you can only stack chests up to 2
but in betterend
you can stack the chests of different types infinitely
Soooo
yeah...
massive success
will test the others now
There are a few problems though. All the enchants available for this ver are also impossible on 1.12.2
Some of the items required e.g enchanted petal and eternal crystal require infusions beforehand
And there are no recipes for them at the moment
eternal crystal, which requires 4 ender shards, 4 crysral shards and an end crystal in the middle
Also, do you want to add the rest of the infusion recipes, which include the crystallite armor set and runed flavolite
Ah, those are not ender shards
Fixed
Added
Yeah, we could try and do that
polished flavolite in the mjddle surrounded by 4 crystal shards
this creates runed flavolite
they all use terminite armor sets with amber gems on top surrounded by crystal shards
Done
Awesome, that should be it for the ritual recipes according to the wiki
Also, what temporary recipes should we add?
Terminite armor set + 1 aeternium ingot for each armor set = aeternium armor set
terminite helm + 1 aeternium ingot = aeternium helmet for example
The thing is as well, these should be formed from the anvil recipe
what should we do about those
they are formed in the smithing table
to form each corresponding tool / weapon
4:40 of the video
Oooh
We should probably leave those for now
Or
Make shaped recipes for them
like in vanilla
Yeah I was thinking that
3 in a row = pick
yeah
Solid
The only problem, we'll lock the nuggets
Well
Maybe we should wait with those...
By the way
Temporary
So
Hopefully, that's a version for the release
End crystal when put on the infusion pedestal doesnt show
Other than that, I think it's good for a next release unless if people find more bugs
Every addition seems to be working fine
Hmmm
@tall geyser, could you please tell me
Is it normal, that manifest only has an FMLAT entry inside?
I just tried to launch the build betterend from a regular environment
And it seems that mixins haven't launched there
I wonder how you managed to launch it
And didn't crash from the first biome music
Like I immediately got
Strange... This is my mod list
I'm using mixinbootstrap in the real client
Yeah that one is quite outdated
Yeah
I should probably update it
and also notify the people not to use this one
Since I thought that it was the latest version
Yeah
Hmmm
Ah
It's booter
not bootstrap
It worked! Thanks!

Players can always replace the recipe with one that uses netherite ore from FMC or Unseen's Nether Backport using Craft Tweaker if they really want to. It's probably a good idea that you've included this recipe.
My brother has spring break this week so I should have more time to help testing for bugs.
Could just add a fancy check if the ore duct for netherrite exists/contains an item and otherwise use a diamond.
Yeah that Would be a great idea
Same goes for the smithing table stuff. But thatās for the compat module. Check if future mc is loaded and the config that enables the tables is true, add all recipes to it. If itās not just add the placeholder recipes.
That's weird
I tested them before and they did work
They stopped working :C
Ah
I lost a newly added mixin while merging with Enderman's modern mod template
Will be fixed in the next update
By the way
I wonder if I should make a modrinth page for BetterEnd port
that's reminds me I still haven't gotten to the mixin refactor I've talked before.
too many projects
Everything is alright, it can wait
couldnāt hurt right?
Yep
Any luck with the Tinker's Construct stuff from long-before?
https://mclo.gs/NMuNWh0 When launching better end on its own, there are some errors in the logs that could get fixed in the next update. Models, blockstates, textures and some mixin issues from the looks of it
These don't crash but fixing them would just clean some issues up a bit
Well if good bird didnāt touch these yet, Iāll probably have to PR a coremod as these mixins target vanilla classes which canāt be modified by simple mixins.
Yeah, I might take a look at the models/blockstates issues
Interesting
I wonder though why some classes can't be modified by simple mixins
You have to differentiate between Minecraft/forge mixins (early mixins)
And mod mixins (late mixins).
If you want to modify forge and Minecraft classes the mixins have to be executed via a coremod, otherwise they will be executed right before mods getting loaded at which point you canāt target Minecraft and forge classes anymore as most of them are already loaded
And core mods load even before Minecraft and most other forge classes are loaded, which makes it possible for early mixins to target these classes.
Well, I thought it works a bit different
In Java itself there are ClassLoaders
And you can define your own ClassLoader
And override its defineClass function
It's the function where the classes are getting created
So yeah class, after being read from a .class file, passes through this function, and then goes into the native Java function, which actually creates the class inside of a JVM
And Minecraft (Forge) defined a interesting dynamic classloader
where all classes pass through a series of ClassTransformers
Which can change the bytecode of a class, right before it is created
And this technology is called ASM
But it's quite hard to modify the bytecode properly
So people created some kind of a wrapper, called Mixins
That allows people to still modify the bytecode, but much more conveniently
But I thought that it still applied just before the class itself is loaded
On 1.7.10 it worked like that, definetely (I investigated how the minecraft launch process works)
And coremods are just a thing which registers those ClassTransformers into the ClassLoader
The bytecode transformation happens as the class is loaded, but with mixins it depends on when they get loaded. For a mixin to be queued it needs to target a class resource that can be found, but the issue is there being 2 different times when mod jars are scanned and added to the classpath.
The first scan is during coremod discovery which is before vanilla classes are loaded, but the second scan is during normal mod discovery and happens after vanilla classes have been loaded
oh dear, I don't remember this happening during playtesting
Ugh
What is that...
Maybe that happened after me trying to fix the breaking particles...
we might need another bugfix update before the integrations...
Would anyone know if the server hanging while traveling the End was fixed in the latest update?
I didn't manage to hang my server by traveling through the End