#Backport of the Better End Mod for Forge 1.12.2

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stark crow
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Fixed

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Chorus plants now look amazing!

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At least those things started to glow...

hard sonnet
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would this suffice?

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I just layered the moss over the legacy obsidian textures

stark crow
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Ah, that's amazing!

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Thanks!

hard sonnet
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Could you see how it would look in game too, bit curious

stark crow
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Yeah, sure

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Also, hopefully this run will also fix the inflexia/flamalix spawns

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the pallidium covers just were not added to the ground types list

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and the world generator just didn't try to place any plants there

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even if they could be placed there

hard sonnet
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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?

stark crow
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Perfect!

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Looks absolutely fine

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Great success!

fiery fox
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what else could be added, which are not present in original mode ?

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new end themed mobs maybe

hard sonnet
stark crow
stark crow
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By the way

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@hard sonnet, could you please check, if you have a betterendforge folder in your config folder?

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Or the configs are spread all over the config folder?

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Also, should we gate only tenanea and lucernia trees outer leaves by the config?

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Or should we also gate things like

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amarantia fur

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Or blue vines fur

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I think those things would look kind of naked without their fur

hard sonnet
hard sonnet
# stark crow

Probably? I think outer tree leaves should have a toggleability feature on, but fur, not so sure

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it adds onto the blocks and that is something betterfoliage cannot do because these arent leaves

stark crow
hard sonnet
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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

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I think the outer leaves have an underlying issue with lighting and performance which could be checked out in the future perhaps

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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

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are these toggleable features even functioning? I know fog is handled by nether api but can it change density?

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gen chance is pretty much the same as netherapi_weight

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so its a bit redundant

stark crow
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Added config options for the outer leaves

stark crow
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But actually

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I haven't changed any models at all

stark crow
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There are now those bulbs at the ends of the vines

stark crow
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And also, the configs will now get grouped together

hard sonnet
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The vines I believe don't emit light, only the bulbs do

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Same as lucernia vines as well with the flialux

hard sonnet
stark crow
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And also cleaned up the configs a little bit

hard sonnet
stark crow
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I fixed filalux before

hard sonnet
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ah ok, will test this new build later

hard sonnet
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just did a quick test run, lang keys havent been added for doors yet

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charcoal block has an " mark at the end of the name as well

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All the tools and weapons have their damages significantly increased as well

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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)

split musk
# hard sonnet

Hey can you tell me how did you achieve that glorious text design?

hard sonnet
split musk
stark crow
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and it lead to this

stark crow
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Well

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the spire's surface is determined by the surface of the biome

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For the tenanea biome itself, it's that pink moss

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But if a biome does not have the surface block...

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Like the vanilla end biome itself

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then...

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by default it's dirt...

olive crane
fading sky
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I have krita, so I could figure something out with my tablet. I mainly use the program for pixel art.

fading sky
fading sky
fading sky
olive crane
hard sonnet
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@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

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I find it so strange a client sided music mod and a dimension mod is somehow conflicting

fading sky
# stark crow So here is the 1.1.0 version of BetterEndForge Backport! https://limewire.com/d/...

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.

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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.

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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).

olive crane
fading sky
olive crane
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I see.

fading sky
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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.

fading sky
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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.

stark crow
olive crane
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Not seeing that folder...

stark crow
olive crane
stark crow
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Ah, yeah

stark crow
fiery fox
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ur doin lords work

stark crow
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Added the required-after nether-api dependency

stark crow
olive crane
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Good!

stark crow
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What looks better for you?
shade:true

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shade:false

stark crow
stark crow
nimble idol
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thallasium tools are fine for the most part, the only issue is the bow limb bonus damage is absolutely atrocious

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for reference, iron has 7

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compared to iron, it does also draw a quite a lot faster, and the range is also significantly higher

olive crane
stark crow
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I think that with the shading enabled it looks way more natural

stark crow
olive crane
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As a note, I changed the stats on the TConstruct stuff

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It's still a WIP

stark crow
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All the integrations will be in the update, going after this one

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So there's still plenty of time to think of the TConstruct stats

olive crane
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Hence why I won't budge past 5 bonus damage.

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And why the original value was low

nimble idol
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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

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that would keep it a lot more in line with tinkers' balancing

olive crane
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Done.

nimble idol
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oh right, also the tool mining levels are off by 1 because you assumed copper is a thing, should be diamond, obsidian, cobalt

olive crane
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Not budging, it's based on the numbers from the actual pickaxes - not what my game is telling me

nimble idol
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but that doesnt matter because i imagine it just reads the numbers

olive crane
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Yep

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It's based on the numbers

nimble idol
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it should display the correct name ingame

olive crane
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Yup

nimble idol
olive crane
nimble idol
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honestly it should have just always been numbers, why tie it to names anyways

olive crane
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Also gives you an idea of what materials can be mined.

nimble idol
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everything beyond iron is just ores anyways

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and obsidian i guess

olive crane
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In my modpack, there's more levels past Diamond/Obsidian/Cobalt

nimble idol
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same here

olive crane
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In mine it's Duranite, Valyrium, Vibranium, and Tartarite

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Due to TAIGA and Metallurgy 4: Reforged.

nimble idol
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not sure what mine are, i already switched to just numbers

olive crane
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Fair enough.

nimble idol
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but yeah i also have metallurgy 4 installed

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i believe tartarite was 7 for me

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huh, i guess copper was added inbetween somehow then, obsidian was replaced with something else

olive crane
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Tartarite is 8 for me

nimble idol
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idk, its weird

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yeah 0 to 7, just checked

olive crane
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What level is your Stone Sharpening Kit?

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Says Copper, or "1" for me.

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Then what level is a Slime Crystal Sharpening Kit? Says "Stone" or "0" for me.

olive crane
nimble idol
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oh i think we're good, yeah

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just loading into my modpack to check the levels

olive crane
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Oh okay

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I have a clipboard of Vanilla TConstruct/TCon Armory traits, if you'd like me to post that.

nimble idol
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oh that would be helpful

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thanks

olive crane
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I was digging in the data of the registry for Tinker's Construct using TConModMod.
Mainly to reassign unused traits to materials that exist.

nimble idol
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iron gives 2

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slime is 0

olive crane
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Iron is 2, but shows a level of "Diamond"

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Interesting.

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On my list, Iron is 2 with a level of "Iron"

nimble idol
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what are you using to display the levels btw?

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the hwyla addon or tool progression

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i havent used the first, the second shows the same values as tinkers though

olive crane
nimble idol
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hmm, i wonder if maybe that has something to do with it

olive crane
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Maybe. It's the same data, just named differently.

nimble idol
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regardless, we should probably get back to traits, this is a bit off topic

olive crane
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Indeed so.

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Glad I made this clipboard for a previous project, though.

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It's somewhat a copy-paste from TMM's optional output log

nimble idol
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terminite and aeternium should definitely have enderference

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thallasium could use alien to make it a lot more unique than just an iron downgrade

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id say its quite fitting too

stark crow
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It contains numerous bugfixes

olive crane
# nimble idol id say its quite fitting too

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.

fiery fox
nimble idol
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I hadnt finished picking them out

nimble idol
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Endstone has alien as a trait, why wouldn't thallasium, which is found in endstone, have it?

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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

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I do agree with cheap though

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I think unnatural fits both terminite and aeternium, but i agree with cold blooded and well established

stark crow
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We might try that

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Though I wonder if there is a 1.20.1 Modding Coalition...

wet plank
fiery fox
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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 šŸ˜‚

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9 more to go

stark crow
split musk
fiery fox
stark crow
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1.7.10->1.12.2 should be way easier then 1.16.5+ ->1.12.2

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But sometimes even 1.16.5+ -> 1.12.2 are worth it

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Like in the case of BetterEnd

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One day I might try doing even something really huge

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Like maybe Create porting to 1.12.2

fiery fox
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apart from big boys like create

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bro i was just writing it

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LOL

stark crow
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:3

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The biggest problem of Create mod is that it's using its own rendering library

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Though it's just a bit of optimization

fiery fox
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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+

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btw how are you THIS good at minecraft modding ?

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i mean all those different game versions, forge versions, java knowledge etc etc

stark crow
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I have been modding for 5 years already

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For 6+ hours per day

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Without weekends and holidays

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So yeah :3

fiery fox
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seems like the career for future mojang employee, like that mocreatures guy : )

stark crow
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And since I'm helping everybody around, I got the knowledge about many versions

stark crow
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However, on modrinth I see that it's under the GPL licence

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So probably, it's possible even without contacting Alex

fiery fox
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im concerned for the burden of that mob ai on 1.12.2 victorian child of a version

stark crow
fiery fox
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and its probably dependent on post 1.13 ocean gen

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since original dev already have an unfinished project for 1.12, iris is also out of the game i guess

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most of the worldgen mods is also dependant on increased height limit...

stark crow
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Yeah, shaders were always hard

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So probably we have Create and Alex's mobs on our list

fiery fox
nimble idol
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alex is against mobs being ported and a create port is already in progress

fiery fox
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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

stark crow
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However maybe one day it'll become similar to Create

nimble idol
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well, of course, it is wip, but its slowly but surely coming together

fiery fox
nimble idol
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all im saying is that maybe you could consider working with siepert instead of making your own separate port

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if you decided to work on a create port to begin with, that is

stark crow
fiery fox
fiery fox
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right ? its too simple yet no one even tried

stark crow
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Though as code it looks a bit larger

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Well, yeah

fiery fox
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theres flowergen, oregen for basalt and marble, some old fashioned CTM blocks, sword/armor upgrade items etc etc

stark crow
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And I haven't even got his permission to port the mod to 1.20.1 Fabric

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So probably no

fiery fox
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do modder lose any financal gians if someone ports their mods to older versions ? i mean what is the reasoning here xd

stark crow
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I don't think so

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However

fiery fox
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blocking copycats etc ?

stark crow
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As we discussed here earlier

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If somebody does a poor port of a mod

fiery fox
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oh yeah, that

stark crow
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All the bug reports will get to the original creator

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And the original creator will be burried by the reports of bugs he is no responsible for

fiery fox
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theres a reason why ported mods have a bigass red text in the front page xd

stark crow
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Some of them have

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and some are not

fiery fox
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dimdoors limbo but more chaotic

stark crow
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Interesting

slender plume
# stark crow It's half ARR

I have and Kotlin have gotten permission for backporting that mod. I’m unsure when that’ll occur, but Kotlin mentioned that it wouldn’t be to crazy to backport since all of its animations essentially are Citedal

slender plume
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If you beat us to the chase or do it, I’ll assist and probably Kotlin if not too busy

stark crow
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I might try to do that

slender plume
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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

fiery fox
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that'd be hell of a project tho

slender plume
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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

split musk
fiery fox
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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.

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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

fading sky
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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.

fiery fox
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and thats just a mid level mob, imagine the bosses

olive crane
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In general, though, I was trying to give all 3 material types "unique identities" in a survival environment.

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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.

olive crane
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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.]

slender plume
wet plank
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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.

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I'm very excited for it.

slender plume
slender plume
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or the whole package, I'm fine with either or. But it might be best to gain traction through multiple releases

slender plume
wet plank
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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.

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This would keep the initial scope smaller, allowing for a more polished initial launch, while allowing for us to expand.

slender plume
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Ignis, one of the end ones and maybe an overworld one. to hit all corners of the dimensions

wet plank
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That sounds like a solid plan.

slender plume
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the hardest part realistically for backporting is

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blocks that are not in 1.12

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now we do have a "unstable" nether backport mod and FutureMC

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but I'm not sure on stacking dependencies for stuff. I think all the end dunegons are fine (that don't use future blocks)

wet plank
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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. šŸ‘€

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So, we might need to make some block decisions.

slender plume
wet plank
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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.

nimble idol
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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

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Sort of like what village names does

wet plank
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Yup! I think that would be the right approach.

nimble idol
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Im not too familiar with l_enders cataclysm but i imagine that should be possible

wet plank
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Too bad Tenebris hasn't been added yet.

fiery fox
fiery fox
olive crane
stark crow
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Is it just missing the gems?

olive crane
split musk
stark crow
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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)

olive crane
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I can confirm, Quanta, Eterna, and Arcana don't exist on 1.12.2

stark crow
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Ah

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So on 1.12.2 it's just more than max level enchants?

olive crane
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Idk about the enchants, but without Quanta, Eterna, and Arcana - that becomes very difficult to accomplish.

split musk
stark crow
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Affix books?

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That's the first time I hear about those

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And why is it not possible on 1.12.2?

split musk
# stark crow 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

olive crane
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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"

stark crow
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And what prevents us from making those mobs with that gear dropping?

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And chests with this special gear as loot?

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Ah

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I see

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Well

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Maybe someone would use Apotheosis in a vanilla-like pack

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and then they would use that affixed armour

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even if it's diamond armour

split musk
stark crow
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I see

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Then

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Probably

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It's our next goal then :3

stark crow
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:3

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By the way

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I remember seing a forum thread about apotheosis

olive crane
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Yes

stark crow
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But now I can't find it

olive crane
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That was me

stark crow
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I think we should revive that thread

nimble idol
# olive crane Any thoughts on this? <@697789144201691177>

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?

olive crane
nimble idol
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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

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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

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If a tinkers compat doesnt have custom traits, or even if theyre simple, it can easily be created through crafttweaker and contenttweaker

olive crane
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Hmm.

olive crane
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You're shitting me.

olive crane
nimble idol
nimble idol
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Especially because endstone also has alien

olive crane
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Then maybe none of them should? lol

nimble idol
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I think thallasium makes sense because its naturally generated in endstone

olive crane
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But don't we gotta melt away the end stone to refine it in the furnace?

nimble idol
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Meanwhile terminite and aeternium are alloys, so they can have unnatural for the rods and extras

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And the rest i think anything works really

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I liked well established for enderman farming

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Probably for aeternium

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Cold blooded for terminite also works fine

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And thallasium can also have cheap for rods and extras

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Maybe aeternium should also have cold blooded because its a really endgame material, 2 traits seems fair

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There, thats a mix of both our ideas

olive crane
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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.

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That seem good?

olive crane
# nimble idol https://docs.blamejared.com/1.12/en/Mods/ContentTweaker/Tinkers_Construct/TraitB...

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.)

nimble idol
#

Now on to the armor... I should probably get home before i help with that because im less familiar with those

nimble idol
#

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

nimble idol
#

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

olive crane
nimble idol
#

Yeah, definitely

olive crane
hard sonnet
#

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

olive crane
#

@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.

stark crow
#

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

nimble idol
#

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

nimble idol
#

For a clint side mod which adds music customization, that seems a bit much

olive crane
#

The "Steady" is for when Endermites spawn from e-pearls

#

Sometimes they hit immediately.

nimble idol
#

Right, forgot about that

#

Guess thats it then

fading sky
#

@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.

stark crow
#

And good night :3

olive crane
#

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.

stark crow
hard sonnet
hard sonnet
fading sky
fading sky
#

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.

fading sky
#

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

GitHub

Better End MC Mod. Contribute to paulevsGitch/BetterEnd development by creating an account on GitHub.

#

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.

stark crow
#

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

hard sonnet
fading sky
#

@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.

pulsar gull
#

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

zenith rampart
#

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

sage vortex
fading sky
#

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.

olive crane
nimble idol
#

Yeah thats a bit concerning

pulsar gull
sage vortex
#

šŸ¤”

pulsar gull
#

this post is from april but the latest 1.12 version on curseforge is from february, so the issue is present in that version

sage vortex
pulsar gull
#

not sure whats going on there, is the latest version not on curseforge?

lilac yarrow
#

Nothing special is going on there, it's just going to be part of the large upcoming update 1.5.

summer wren
#

Aha, I see you are in cahoots with Icarus now šŸ˜

lilac yarrow
tall geyser
#

@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:

hard sonnet
#

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)

shell spruce
shell spruce
#

this coral

fading sky
lilac yarrow
hard sonnet
fading sky
hard sonnet
#

I'd say so yeah, up to goodbird whether when it will be added

shell spruce
#

Also, will be great to see bonemealing to new grass/moss-like end blocks

shell spruce
fading sky
sage vortex
shell spruce
wet plank
tall geyser
tall geyser
molten copper
#

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?

stark crow
stark crow
stark crow
fading sky
#

Does this mean one of you is working on implementing mountain terrain for painted mountains and crystal mountains?

tall geyser
# stark crow Yeah, sure, feel free to change anything, as long as you tell why (probably you ...

For now 3 things:

  • port the build script to the newest version of rfg and use some proper imports for nether api (so it doesn’t 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)
stark crow
# tall geyser For now 3 things: - port the build script to the newest version of rfg and use s...

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!

stark crow
tall geyser
hard sonnet
#

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

hard sonnet
#

cave gen has weird square borders

hard sonnet
#

through the hollow center of the menger sponge, you can see through blocks into the void if you look below

fading sky
summer wren
#

imagine if it had a little "tint" to it so it looks like a portal into entropy

twilit tinsel
#

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?

hard sonnet
#

one of the many missing content that wasn't ported

hard sonnet
#

@fading sky did you also post the missing items / content from the forge ver as well as the deleted recipes?

split musk
twilit tinsel
hard sonnet
#

Could the chance of music playing be increased? I think it may be a Nether API issue, but music feels extremely rare to hear

fading sky
fading sky
stark crow
#

I'll take a look at it

tiny surge
#

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?

fading sky
#

Maybe @stark crow can share how he fixed it.

stark crow
sage vortex
#

i didn’t see the ghost ray memory leak mentioned specifically in the changelog but im assuming it’s part of it

lilac yarrow
sage vortex
#

awesome work as always

lilac yarrow
#

We appreciate it! jinjaPray

hard sonnet
split musk
#

And pls add the elytras that better end provides

olive crane
#

Any luck with the TConstruct and such compatibility?

hard sonnet
split musk
#

I am talking about these

tall geyser
hard sonnet
split musk
hard sonnet
tall geyser
#

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, that’s still needs to be rewritten/reimplemented.

olive crane
#

Someone unironically tried the DM scam trick on me, regarding this mod...

That scammer is a total loser, goodbird is an amazing developer.

stark crow
#

I haven't seen them in a while

olive crane
amber lodge
olive crane
hollow wagon
#

thank u for persisting in porting

tiny surge
# amber lodge Are they still in the server?

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

amber lodge
tiny surge
amber lodge
#

Next time you get a sus message open a ticket so we can take a look at it

toxic portal
#

You can check who you have blocked at the bottom of the Content & Social section of your Discord settings

tiny surge
#

Fair enough

twilit tinsel
stark crow
stark crow
stark crow
#

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?

split musk
#

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

hard sonnet
#

Yeah, what is it they mean by biome temperature problems?

#

Is it compatibility with mods like simpledifficulty?

stark crow
#

Then I probably need to fix the ores and the pedestal crafting first

#

And then do the elytras

hard sonnet
# stark crow Yeah, exactly!

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?

hard sonnet
stark crow
#

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

hard sonnet
#

Yeah that is what I meant by the biomes

#

Is it mainly the structures that is the issue?

stark crow
#

Yeah

#

And the biomes themselves do exist

hard sonnet
#

Ah, do you know what is up with the structures?

stark crow
#

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

hard sonnet
#

Is the next update focusing on the ore gen and gem functionality?

#
  • bug fixes
stark crow
#

gem?

hard sonnet
#

The ore gen drops gems

#

or smelted however it works

stark crow
#

Ah, I see

hard sonnet
#
  • armor
stark crow
#

Yeah, probably

hard sonnet
#

I think it would be challenging to work around considering a lot of the recipes involve smithing tables

stark crow
#

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

hard sonnet
#

That sounds interesting, curious to see how that would work, sounds good

split musk
split musk
#

Noice

hard sonnet
split musk
stark crow
#

Hello-hello!

#

I'm back :3

#

And so are the crafting tables

#

And the fishies in the buckets

#

And some spawn eggs

fading sky
#

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.

stark crow
#

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

#

the trick didn't work

#

We need to join the textures 😭

sage vortex
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

stark crow
stark crow
#
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...

fading sky
nimble idol
#

im pretty sure you mean "jbredwards's changelog"

sage vortex
olive crane
#

Added this to my Modpack Config

split musk
stark crow
#

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}")
stark crow
#

Ladders

summer wren
#

Were they 3D in the original mod as well? O.o

stark crow
#

Yep

#

I changed nothing in the assets

stark crow
#

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
#

Voila!

#

Almost...

#

the items left

tall geyser
stark crow
#

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

tall geyser
#

Alright. dogeUp

stark crow
#

Much better particles

#

And the items now get removed

split musk
stark crow
#

Integrating it with the MineTweaker system

#

Or it might be CraftTweaker, since it's 1.12.2

split musk
split musk
stark crow
#

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)

tall geyser
#

add GroovyScript to that list, I can probably do that if you still accept PRs. ablobyes

stark crow
#

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

tall geyser
#

it's an alternative to crafttweaker

#

but allows you to access actual java classes of mods

stark crow
#

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...

tall geyser
stark crow
stark crow
#

Jellyfishies!

#

They are now not just blue cubes!

stark crow
#

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!

split musk
#

The development is going faster now damn

stark crow
#

Ugh, the built version does not want to start because of the updated mod template...

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@tall geyser, could you please tell me why the access transformers don't work?

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I enabled them in the gradle.properties file

stark crow
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@hard sonnet, would you like to test it when you have some time?

hard sonnet
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Yeah sure, I will later will test the features you added

hard sonnet
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Or alternatively crafttweaker / groovy script support for more configurability for what materials to smelt

stark crow
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Yeah, sure!

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The next update (after this one) will hopefully be the compatibility update

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JEI, CraftTweaker, GroovyScript, Waterlogged, TinkersConstruct, futuremc, optifine support

cobalt beacon
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I keep lurking this channel, it's super cool to see the progress in this mod

stark crow
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Yeah

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Everything should work now

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The problem was in some entries left from 1.16.5

tall geyser
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šŸ‘

shell spruce
# stark crow

How about integration with FutureMC? There's a netherite

hard sonnet
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different wood chests do not seem to be interacting well together

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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

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the ultimate chest chain

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ideally chest interactions should look somewhat like this

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as of now i assume that the other variants of cubozoa's are not added along with swimming is that correct?

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breaking end stone furnaces while lit emits error particles

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end stone smelter GUI should have these marked things here but may be a bit unnecessary for now

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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

stark crow
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Like upwards/downwards

stark crow
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while the recipe book will not

stark crow
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Thanks for testing, will fix all that soon!

hard sonnet
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Np, I still need to test pedestal crafting

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As you're starting on the functionality, are there any alternatives to a smithing table to craft some of the armor

stark crow
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But maybe in the next update

stark crow
hard sonnet
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Yeah it does

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But would it be necessary to make futuremc a required dependency?

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tbh i wouldnt mind just a quick terminite chestplate + aeternium ingot in a crafting table for now

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and bam aeternium chestplate for example

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it can be done with craft tweaker however

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I was wondering have all the infusion pedestal recipes been added?

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from the 1.16.5 forge ver to 1.12.2

stark crow
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Some of them were added in code

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Like all the enchanted books

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And they do remain on 1.12.2

hard sonnet
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Right, I must;ve done something wrong then

stark crow
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Let me send you a file

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Here are the infusion recipes

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Ah

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wrong file

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it's the one from 1.16.5

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here are the ones from 1.12.2

hard sonnet
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Will look at them now

hard sonnet
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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

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By looking at the code and the wiki i should've got it right

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Another thing to note is that the infusion pedestal seems to be bugged

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for example, the book would not rotate like the other items on the pedestals. It would be stationary

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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

stark crow
hard sonnet
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Yeah, I've tried to make other enchants

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I'll see now

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just to make sure

stark crow
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Ah

stark crow
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then it'll work

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else it won't see the outer pedestals

hard sonnet
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ugh, yeah I've done that, I've also made sure the direction is facing north as well

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this is for silk touch

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You've got it to work, so I'm going to try the recipe

stark crow
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North does not matter, definetely

stark crow
hard sonnet
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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

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this is the recipe for protection for fabric

stark crow
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Ah

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the turtle helmet does not exist on 1.12.2

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so it's an iron chestplate instead :3

hard sonnet
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oh wait, yes It's meant to be an iron chestplate but I think the orders are mixed up for some reason

stark crow
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On 1.12.2 order does not matter any more

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it's now shapeless

hard sonnet
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Ah I see

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I'll try it again

hard sonnet
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The only enchant working for me is the protection, I'm so confused lol

stark crow
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Let me check it

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The blaze rod thing worked for me

hard sonnet
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ok I must be defo doing something wrong then.

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wait

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is the order from that screenshot different?

stark crow
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Order should not matter

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but it probably does

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:C

hard sonnet
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ok yeah I can't get this to work

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Was there a specific order you put each pedestal at?

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I placed the pedestals around first

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then the middle one

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then filled the outer ones

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then filled the middle one with the book

stark crow
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Fixed that

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Was a tiny mistake with indexes

hard sonnet
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With the infusion pedestal recipes?

stark crow
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Let me try and fix the central last thing

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and I'll build another version for you

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Fixed

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Building

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Done

hard sonnet
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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

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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

stark crow
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Well, yeah...

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That's how it works

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The chest is based on vanilla chest

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and vanilla chests do it like that:

hard sonnet
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Wait I just realized this is a 1.12.2 issue im pretty sure

stark crow
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The chest looks on the left

hard sonnet
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you cant put vanilla chests side by side in 1,.12.2

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ah

stark crow
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and checks if there is a chest there

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if so, it delegates the noise to it

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So that two halves of a single chest would not make two noises

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In vanilla it works fine, since you can only stack chests up to 2

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but in betterend

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you can stack the chests of different types infinitely

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Soooo

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yeah...

hard sonnet
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massive success

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will test the others now

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There are a few problems though. All the enchants available for this ver are also impossible on 1.12.2

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Some of the items required e.g enchanted petal and eternal crystal require infusions beforehand

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And there are no recipes for them at the moment

stark crow
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enchanted petal should have the recipe

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Or I might have forgotten to add it...

hard sonnet
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This is how it is meant to be layed out

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Probably yeah

stark crow
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What else do we want?

hard sonnet
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eternal crystal, which requires 4 ender shards, 4 crysral shards and an end crystal in the middle

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Also, do you want to add the rest of the infusion recipes, which include the crystallite armor set and runed flavolite

stark crow
stark crow
hard sonnet
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polished flavolite in the mjddle surrounded by 4 crystal shards

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this creates runed flavolite

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they all use terminite armor sets with amber gems on top surrounded by crystal shards

stark crow
hard sonnet
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Awesome, that should be it for the ritual recipes according to the wiki

stark crow
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Also, what temporary recipes should we add?

hard sonnet
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Terminite armor set + 1 aeternium ingot for each armor set = aeternium armor set

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terminite helm + 1 aeternium ingot = aeternium helmet for example

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The thing is as well, these should be formed from the anvil recipe

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what should we do about those

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they are formed in the smithing table

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to form each corresponding tool / weapon

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4:40 of the video

stark crow
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We should probably leave those for now

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Or

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Make shaped recipes for them

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like in vanilla

hard sonnet
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Yeah I was thinking that

stark crow
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3 in a row = pick

hard sonnet
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yeah

stark crow
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1 = shovel

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3 in a corner = axe

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So, let's do that

hard sonnet
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Solid

stark crow
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Well

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Maybe we should wait with those...

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By the way

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Temporary

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So

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Hopefully, that's a version for the release

hard sonnet
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End crystal when put on the infusion pedestal doesnt show

stark crow
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Ah...

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It is supposed to render as a real crystal

hard sonnet
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Other than that, I think it's good for a next release unless if people find more bugs

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Every addition seems to be working fine

stark crow
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Done

stark crow
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Hmmm

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@tall geyser, could you please tell me

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Is it normal, that manifest only has an FMLAT entry inside?

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I just tried to launch the build betterend from a regular environment

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And it seems that mixins haven't launched there

stark crow
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And didn't crash from the first biome music

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Like I immediately got

hard sonnet
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Strange... This is my mod list

tall geyser
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Are you using something to load the mixins?

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Like a mod in your test instance?

stark crow
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I'm using mixinbootstrap in the real client

tall geyser
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Yeah that one is quite outdated

stark crow
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Yeah

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I should probably update it

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and also notify the people not to use this one

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Since I thought that it was the latest version

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Ah

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It's booter

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not bootstrap

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It worked! Thanks!

tall geyser
stark crow
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Publishing time!

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🄳

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The 1.2.3 release is here!!!

fading sky
# stark crow

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.

fading sky
tall geyser
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Could just add a fancy check if the ore duct for netherrite exists/contains an item and otherwise use a diamond.

split musk
tall geyser
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Same goes for the smithing table stuff. But that’s 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 it’s not just add the placeholder recipes.

spiral ingot
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hello

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custom workbench can't use

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in newset 1.2.3 šŸ™‚

stark crow
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I tested them before and they did work

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They stopped working :C

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Ah

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I lost a newly added mixin while merging with Enderman's modern mod template

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Will be fixed in the next update

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By the way

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I wonder if I should make a modrinth page for BetterEnd port

tall geyser
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too many projects

stark crow
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Everything is alright, it can wait

sage vortex
stark crow
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Yep

olive crane
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Any luck with the Tinker's Construct stuff from long-before?

stark crow
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The next update will probably be the compat update

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With TC compat, and many others

hard sonnet
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These don't crash but fixing them would just clean some issues up a bit

tall geyser
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Well if good bird didn’t touch these yet, I’ll probably have to PR a coremod as these mixins target vanilla classes which can’t be modified by simple mixins.

stark crow
stark crow
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I wonder though why some classes can't be modified by simple mixins

tall geyser
# stark crow 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 can’t target Minecraft and forge classes anymore as most of them are already loaded

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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.

stark crow
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Well, I thought it works a bit different

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In Java itself there are ClassLoaders

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And you can define your own ClassLoader

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And override its defineClass function

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It's the function where the classes are getting created

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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

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And Minecraft (Forge) defined a interesting dynamic classloader

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where all classes pass through a series of ClassTransformers

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Which can change the bytecode of a class, right before it is created

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And this technology is called ASM

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But it's quite hard to modify the bytecode properly

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So people created some kind of a wrapper, called Mixins

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That allows people to still modify the bytecode, but much more conveniently

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But I thought that it still applied just before the class itself is loaded

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On 1.7.10 it worked like that, definetely (I investigated how the minecraft launch process works)

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And coremods are just a thing which registers those ClassTransformers into the ClassLoader

toxic portal
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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

stark crow
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Ah, now I see

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Thanks!

hard sonnet
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oh dear, I don't remember this happening during playtesting

stark crow
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Ugh

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What is that...

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Maybe that happened after me trying to fix the breaking particles...

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we might need another bugfix update before the integrations...

hybrid fractal
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Would anyone know if the server hanging while traveling the End was fixed in the latest update?

stark crow