#Backport of the Better End Mod for Forge 1.12.2

1 messages · Page 5 of 1

hybrid fractal
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Alright, next time I test the update, I can provide video/logs if needed (and if it still happens).

stark crow
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That would be very nice!

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Since in order to fix a bug, I need a way to reproduce it

hard sonnet
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Yeah, along with that, the chests are also emitting error particles when broken or stepped on

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I'll make a list soon of blocks in betterend that have this issue and send it here because I've noticed that there are a good few. Also could the chests be added to the oredict chests and other relevant blocks if possible

stark crow
hard sonnet
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Yep, will do soon

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I've just noticed this critical error, the newest ver of better end doesn't have the obsidian spike pillars. I didn't actually notice them due to testing out the new functional features, that is my bad.

stark crow
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I just wonder why it happened...

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That's probably because of the new mod template

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And those loading stage things

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I just wonder why it is marked as late mixin loader then

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Since I never hooked any mixins into other mods on 1.12.2

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Since for a long time they were not working at all

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Maybe I should replace it with the Early loader then?

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nothing changed :C

tall geyser
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Early loader can only implemented in a core mod. I’ll pr that stuff tonight. Last days been super busy. #1069271324024901774

tall geyser
fading sky
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I've been slacking off too much with beta testing. I may need to check the GitHub Page for bugs already reported.

tall geyser
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Thanks for merging my PR (again)! Also small request, would you mind adding me as Contributor on the curseforge page? (no permissions needed, just so it shows up under my projects.)

tall geyser
stark crow
slender plume
#

Hello goodbird, I am trying to have Better End added in End expansion for compat

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I am getting a crash, wondering it this is mixin shenigans, as it keeps pointing to Music ticker enums that don't exist

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java.lang.IllegalArgumentException: No enum constant net.minecraft.client.audio.MusicTicker.MusicType.MUSIC_FOREST
at java.lang.Enum.valueOf(Enum.java:238)
at net.minecraft.client.audio.MusicTicker$MusicType.valueOf(MusicTicker.java:59)
at mod.beethoven92.betterendforge.common.world.biome.ExtendedBiome.getMusicType(ExtendedBiome.java:135)
at git.jbredwards.nether_api.mod.client.audio.TheEndMusicHandler.getMusicType(TheEndMusicHandler.java:43)
at git.jbredwards.nether_api.mod.common.world.WorldProviderTheEnd.getMusicType(WorldProviderTheEnd.java:120)
at net.minecraft.client.Minecraft.getAmbientMusicType(Minecraft.java:3061)
at net.minecraft.client.audio.MusicTicker.update(MusicTicker.java:27)
at net.minecraft.client.Minecraft.runTick(Minecraft.java:1857)
at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:1098)
at net.minecraft.client.Minecraft.run(Minecraft.java:398)
at net.minecraft.client.main.Main.main(Main.java:118)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraftforge.legacydev.Main.start(Main.java:91)
at net.minecraftforge.legacydev.MainClient.main(MainClient.java:29)

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I'm going to investigate this further and see if I can find the issue

tall geyser
slender plume
slender plume
stark crow
#

You are just missing mixin booter 10.5

stark crow
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@tall geyser, I just got to know that there are some really nasty things behind the author of MixinBooter, so many people won't use the mod just because it's dependant on that Booter mod.
So I'll probably migrate the mod either back to the plain forgegradle, or to another setup using FermiumBooter
Sorry

tall geyser
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It's not depended on that mod? you can use any mod that provides mixins

stark crow
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What other mixin mods can it use?

tall geyser
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you mean in dev setup or after building the mod?

stark crow
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after building

lilac spoke
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The current build on Github depends on MixinBooter, its just not set as a Forge dependency

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IEarlyMixinLoader and ILateMixinLoader, will crash without MixinBooter

tall geyser
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Yeah I figured

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build the mod from source and tested my changes + nether api + fermium booter in a new mmc instance

slender plume
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typically that works for mods with dependencies by just having them in the run folder but I know mixins can be different per say

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I'll try the other way around

slender plume
stark crow
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And it should hopefully work better

stark crow
spiral ingot
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i have an idea can both support mixinbooter and fermiumbooter

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need for take a look 🙂 ?

stark crow
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We can even insert the mixin loader right into the betterend mod

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So that nobody would need to install it and get confused with those mixinbootstraps, mixinbooters, fermiumbooters and others

summer wren
toxic portal
#

Yeah they are basically just standardized & modernized mixin loaders with built in compatibility stuff (+ mixin extras)

spiral ingot
#

got it 🙂

fading sky
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What's the final decision on the mixin because I haven't done any testing with the latest release yet?

stark crow
molten mirage
#

you dont need either fermiumbooter nor mixinbooter if its strictly vanilla mixins. having a booter wont protect you from mixin conflicts (like two redirects into the same call), using the conflict-free mixinextras injectors works way better for that. @stark crow id be willing to help with any mixinrelated stuff for betterend. working for rlcraft, i kinda want 2.10 out asap 😛

stark crow
stark crow
stark crow
molten mirage
# stark crow By the way, are there any conflicts found with BetterEnd's mixins?

i just checked them earlier, youre mainly doing injects which will never have direct conflicts. if other mods WOULD inject earlier and cancel then you would have a problem, but from what ive seen it should mostly be safe (like who injects into chorus flower). the @override's are slightly more risky, but since those are also in rarely mixin'd classes those should also be fine.

stark crow
molten mirage
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i cant speak for shiv. the main problem we found were the structures not generating but thats already adressed. more will prob found during 2.10 betas

stark crow
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I see

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Then I'll just build a version with fermiumbooter and mixin fixes soon and publish it
And then will work on the integration update

molten mirage
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high recommendation to ditch @redirect's for mixinextras injectors

stark crow
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Alright, I'll take a look at it

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And also will probably examine all the mixins to find out if there are some unnecessary ones

molten mirage
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the most eyebrow raising mixin i saw was the one into entity. i didnt fully inspect what its doing but i was wondering if it really needs to be all entities that get some kinda teleporting abilities (or whether it could be moved to living/livingbase or even specific entities. but again, i didnt check why its there)

another thing: if youre ever unsure what your mixin actually does, you can annotate your @Mixin with another @Debug(export=true) above to generate a class file in .mixin.out that shows how the code will look like after the mixin

stark crow
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Ah, that's very useful! Thanks!

stark crow
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So it'll probably be removed in the next update

molten mirage
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if you ever run into your mixins not doing anything at all, without the log complaining, its 90% of the time a remap issue. ive spent so many hours stumbling over this... fonny taught me a good rule to follow (in intellij): never set remap=false manually, wait for the compiler to complain.

then

  • if the remap warning is red, put the remap=false in the bigger bracket (in @Inject or whatever injector you use)
  • if the remap warning is yellow, put the remap=false in the target bracket at = @At(..., remap=false)

more specifically, you only need to remap vanilla methods+fields, not even forge ones. if both injector and at-target are vanilla, you dont put any remap=false. if they are both modded/forge, you just put remap=false in the injector bracket, nothing in the at bracket.

for the two cases where one of them is vanilla, the other isnt, its a bit weird. if youre injecting into a vanilla function (like moddedEntity.attackEntityFrom()) and have a modded target (this.doSomethingModded()), you put the remap=false in the @At bracket. if its the other way around, you put it in the injector bracket.

its kinda weird, since in one case the injector remap=false counts for both inside+outside bracket, in the other case it doesnt. but yea, if youre unsure you can always just follow fonnys rule

stark crow
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Ah, I see

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Thanks!

tall geyser
stark crow
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Actually, when I first saw those MixinExtras, I thought of trying to add new elytras

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There are a couple of nasty checks like
player.getChestplate()==Items.elytra;

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And I'd like to try the WrapOperation on those checks

stark crow
tall geyser
#

Like the music manager I added in the last PR? 😅

molten mirage
molten mirage
#

and return Items.elytra if it is one of the other elytras that should also be valid

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modifyexpressionvalue and wrapoperation can do similar things but they come from opposite ends. wrapoperation wraps the whole call and gives you the option to not even run it (for example: if its expensive performance wise), while modifyexpressionvalue allows you to grab the output of the call and modify it

stark crow
#

I see

molten mirage
#

they are both replacements for @Redirect which just does a different call instead

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ofc in order to not create mixin conflicts

stark crow
#

Slowly but surely demixinifying the mod

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Since why would we need a bonemeal mixin, when there is a bonemeal event

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As promised

stark crow
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Also fixed End Veil - an enchant allowing you to watch into endermen's eyes without getting attacked

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Also started to mark mixins

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So that one could easily understand why they exist

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A bit less mixins now

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the blue ones are the ones I marked with info and which are necessary

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The white ones are the ones I still need to inspect more

stark crow
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Continueing demixinifying the mod

tall geyser
stark crow
stark crow
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Great success!

tall geyser
hardy iron
#

Yeah!

stark crow
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It worked fine for me...

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And the smelter looks fine too

hard sonnet
#

That's good if its fixed then

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Additionally, I made a build from the github repo and the end spikes on the main island are back as well

hard sonnet
#

hey goodbird this was my vanilla oredict entries for woodtypes in betterendforge. Should there be other modded oredicts to be added such as pedestals? There are multiple variants of pedestals so I would think it would be neat to have them all grouped up

hard sonnet
#

forgot that fenced gates dont exist in betterend

stark crow
#

Hello-hello!
Thanks!

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Not sure if pedestals need to have an ordict

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Since oredict won't help other things to work as pedestals

split musk
stark crow
hard sonnet
tall geyser
hard sonnet
#

What PR's are you planning to do?

tall geyser
#

Whatever good bird didn’t got to (yet) and keeping feature parity with crafttweaker compat for GroovyScript.

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I also promised a config overhaul. So it actually uses the forge config system and so on.

stark crow
solid lagoon
stark crow
#

That's an interesting idea!

fading sky
#

I look forward to continued work on the Better End mod this Summer.

stark crow
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Yeah, sure

molten copper
#

Hey Goodbird did you ever have any luck debugging those crystal mountains?

stark crow
#

And maybe then I'll make another attempt to do the structures (they don't work well even on 1.16.5 itself)

molten copper
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Makes sense

olive crane
#

@stark crow How has things been? Are you alright?

stark crow
#

Hello-hello!

#

Yeah, I'm alright, just very busy with IRL stuff

olive crane
#

I see, thought I'd check in.

split musk
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I also checking in

fading sky
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I am hoping for an update on the project since it's been two months since the last update. I can understand if there's IRL obligations getting in the way of any progress since I've been working at a new job as of June that hasn't given me as much time to help with any modding projects.

tall geyser
molten mirage
#

kotlin wanted to pick up helping with development soon

stark crow
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I'll be back very soon

stark crow
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Hello-hello :3

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I'm getting back!

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Let's talk about what we want next

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We wanted integrations

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Optifine with shaders (not sure if I'm able to do that but I'll try)

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JEI - for pedestals? Or what else?

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CraftTweaker - again, for pedestals, or what else?

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Hopefully fixed the shaders!

hard sonnet
stark crow
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I remember there was something wrong with it

hardy iron
#

Yes

hard sonnet
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according to v3.0.0 yeah

hardy iron
#

But you need to use the 3.0.0+ version exclusively on modrinth

stark crow
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And we want it as an optional dependancy

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Right?

hardy iron
#

It still has a performance impact, so yes

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Oceanic Expanse already has optional compat if you're looking for an example

hard sonnet
#

if fluidloggedapi were an optional dependency, should the underwater plants still be present even if the mod isn't present? Would that be a toggleable feature perhaps?

stark crow
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That might be an option

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although I'm not sure if adding/removing blocks via a config is a great idea

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maybe just disabling the worldgen feature itself

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while still allowing the blocks

hard sonnet
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I mean the generation of the underwater plants not removing them entirely

stark crow
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Something weird happened with Fluidlogged API

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Whenever I add
compileOnly rfg.deobf('com.github.jbredwards:fluidlogged-api:1.12.2-Latest-SNAPSHOT')
to the dependencies.gradle file, reobfuscation task goes wrong

shell spruce
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It would be nice to add the option to disable biomes/blocks/items. For example, decorative blocks such as signs and stairs.

stark crow
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After I build the mod, I see

shell spruce
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Also adding at least wood to Oredict will be good

stark crow
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that some of the methods (even the same one) got obfuscated, some of them not

stark crow
stark crow
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I think biomes can be disabled via config now

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And disabling blocks/items via config - not sure, honestly

shell spruce
stark crow
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And how Quark does that?

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@hard sonnet, and what CraftTweaker and JEI integrations do we want?

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Just pedestals?

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Ah, and we have an alloying thing

split musk
split musk
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The anvils of this mod i think also can get crafttweaker support

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Cause they work different right

stark crow
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Hmmm

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Not sure

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I don't see any anvil recipes in the mod right now

hard sonnet
stark crow
stark crow
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I tried doing this

molten mirage
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why rfg?

stark crow
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and this

molten mirage
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isnt it just fg.deobf

stark crow
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Well, the line above told me that it's rfg deobf

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nether api works perfectly fine

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But let's try

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I think it's retro futura gradle or something like that

molten mirage
#

any special reason to use a weird template? i could just set it up with fermium template if you want rq

stark crow
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Ah, another template switch

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Well

molten mirage
#

kek

stark crow
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Let's try

molten mirage
#

well idk sometimes ppl use special gradle stuff then ofc you need special gradle file

stark crow
molten mirage
#

ill try

stark crow
#

I used very old basic 1.12.2 setup

stark crow
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that's how I got that template

molten mirage
#

kek

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well surely mine will be better 💀

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fonnys i mean

molten mirage
#

i get it up to here

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did you ever had that issue @stark crow

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seems to involve the (i assume) not yet touched stuff from /generated folder

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alright, compiles and works for me, did a pull request

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for some reason the cleanroomAfterReload gradle task held steadily even though it was fully removed. didnt really stop the building, was just annoying every time gradle was reloaded. removed it by fully deleting the project from my system and redownloading into a differently named folder

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invalidating caches wasnt enough for some reason

stark crow
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And the task thing hides here

molten mirage
#

i had deleted that

stark crow
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runClient and runServer tasks from forgegradle runs tab are not gone

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I ran genIntelliJ Runs and it generated nothing

molten mirage
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i kinda doubt that cleanroom has a fix for that

stark crow
#

the previous template ran the client perfectly fine :C

molten mirage
#

with jei? bruh

stark crow
#

Yep

stark crow
#

I should stop aggreeing to mod template changes...

molten mirage
#

i hoped you would test before merge

#

everyone has diff workflows

stark crow
#

Yeah...

molten mirage
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i can check if i can fix the jei hing tho

stark crow
molten mirage
#

oh i copied a template without them accidentally, easy fix. will not run though bc jei has weird reobf issues in runclient

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not the same ones that you experienced, constant ones

stark crow
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And what do I need to run crafttweaker in a real client?

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I'm getting this weird error

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with the latest CraftTweaker from curse

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nevermind

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I somehow got a corrupt one

molten mirage
#

wait

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you were adding crafttweaker dependency?

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bc that one has a weird obf issue as well

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so that might have been your original issue

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you cant reobf crafttweaker

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idk why

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can only add it without deobf

stark crow
#

Ooooh

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I see...

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And Fluidlogged too?

molten mirage
#

ah no fluidlogged says your pic

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idk never tried

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yea no runclient doesnt like other mods with access wideners

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idk how/whether cleanroom prevents that

stark crow
hardy iron
#

That would be foxed by migrating to the template I use!
/s

lilac spoke
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there isn't really an issue with using RFG, it doesnt really affect the built jar, its just overcomplicated for most mods needs

slender plume
#

I do love that Better End's vines and stuff will affect structures. Helps add a bit to structures that I add to the end

stark crow
#

Meanwhile

#
import mods.betterendforge.Alloying;

Alloying.addRecipe(
    "diamond_from_coal", 
    <minecraft:diamond> * 3, 
    <minecraft:coal_block>, 
    <minecraft:coal_block>,
    10.0,
    1000
);

Alloying.removeRecipe(<minecraft:gold_ingot> * 3);
#
import mods.betterendforge.Infusion;

Infusion.removeRecipe(<betterendforge:eternal_crystal>);

Infusion.addRecipe(
    "nether_star_infusion", 
    <minecraft:nether_star>, 
    <minecraft:dragon_egg>, 
    [<minecraft:diamond_block>, <minecraft:emerald_block>, <minecraft:gold_block>, <minecraft:iron_block>, null, null, null, null],
    1000
);

#

So craft tweaker integration is done

split musk
# stark crow

Man this thing would be damn cool is there any stone version of this alloy smelter too or no

stark crow
#

The smelter exists only in one variant

split musk
#

I know there are alloy mods but those are not good

stark crow
#

Temp version for testing!

#

Contains Optifine, NEI and CraftTweaker integrations!

molten mirage
#

soon

#

just gotta fix the last issues with it

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requested another pull 🙂

stark crow
#

Thanks!

molten mirage
#

will add to commit in a sec

#

welp will add a new PR 😛

#

done

stark crow
#

Meanwhile, for groovyscript fans

import mods.betterend as be

be.alloying.addRecipe("emerald_from_diamond_and_cactus", item('minecraft:emerald'), item('minecraft:diamond'), item('minecraft:cactus'), 1.0f, 400)
be.alloying.removeRecipe(item('minecraft:iron_ingot')*3)

be.infusion.addRecipe("dragon_egg_from_obsidian", item('minecraft:dragon_egg'), item('minecraft:end_crystal'), [item('minecraft:obsidian'), item('minecraft:obsidian'), item('minecraft:obsidian'), item('minecraft:obsidian'), null, null, null, null ], 100)
be.infusion.removeRecipe(item('betterendforge:enchanted_petal'))
#

Well, good old

#

I fix this thing like this

#

It works!!

stark crow
stark crow
#

Done

#

Buuuuut

#

We lost the trapdoors, doors, crafting tables and such

#

So

#

no
plankWood for planks

stark crow
#

Do you know any mod that adds TConstruct materials?

#

I need an example

olive crane
stark crow
#

Great success!

split musk
stark crow
#

For those who want to test

#

This is a release candidate, meaning that many important things have been done and it's probably worth to release it if there are no major bugs

hard sonnet
#

Will test when I get back home

olive crane
sage vortex
hard sonnet
#

With this fluidloggedapi support, im just wondering what the approach is for the compat? I have fluidloggedapi and betterend enabled but I am yet to see any underwater plants in any of the biomes (unless you disabled it beforehand already) and I cannot place any underwater plants in this pool here as seen in the foggy mushroomland for example. All underwater blocks / plants are either not fluidloggable by default or cannot be placed.

hardy iron
hard sonnet
#

I'm not sure where the blindness resistance come from as the 1.16.5 versions of both fabric and forge don't have blindness resistance attribute for the helmet. Probably best to remove that attribute for now

hard sonnet
# stark crow

in this build, oredict entries haven't been implemented for some reason (I just saw the message with the wood types issue, however the materials oredicts are not present)

#

A bit of a weird issue. Whenever you attempt an infusion and get all the ingredients on the pedestal, the infusion doesn't occur immediately and all the materials still remain there. The infusion only gets activated when the player right clicks the infusion pedestal, which isn't a feature in 1.16.5 which it automatically occurs.

#

A lot of the infusion recipes have the wrong tick rates / order for example the image to the right is the correct order / tick for the infusion of the crystallite helmet

#

https://better-end-mod.fandom.com/wiki/Infusion_Pedestal The betterend wiki has all the infusion recipes in screenshots so I would compare them here. Though I do get that the infusions at the moment aren't in any particular order, I think organizing it would be beneficial for JEI and the future

Better End mod Wiki

The Infusion Pedestal is a block added by the Better End mod. Crafting the Infusion Pedestal can be done on any standard Crafting Bench. It requires two Obsidian, two Ender Pearls and one Eye of...

olive crane
hard sonnet
cobalt beacon
hard sonnet
#

Some more chest issues, placing a vanilla chest next to a betterend chest would cause the same issues found way earlier, it would just go invisible

#

Probably better to make the chests in betterend abide by the 1.12 behaviours of not being next to each other if possible

#

chests would also emit these particles when broken + their sound effects are stone, not wood.

hard sonnet
#

All vines, neon cactus, wood types (planks, stairs, slabs, signs, fences, pressure plates, trapdoors, doors, ladders, bookshelves, chests), menger sponges have the wrong sound types and are all "stone" sounding. Some blocks added by betterend in 1.12.2 have the stone sound type by default which are also wrong, however since they have sound types in 1.16.5 that don't exist in 1.12.2 I chose not to name them for now. Perhaps in the future it would be best to give them a sound type that fits in with them the most.

#

Lumecorns are unharvestable and would drop nothing when broken. Also they emit error particles when broken too. When breaking the glowing lumecorns, they should have chances to drop between 0 lumecorn rods - x amount of lumecorn rods depending on the size of the lumecorns itself (obviously not exceeding the amount). Additionally, broken lumecorns should have the chance to drop a lumecorn seed

#

bonemealing lumecorns in 1.12.2 for some reason takes A LOT MORE bonemeal to fully grow a lumecorn compared to 1.16.5

#

all bulb lanterns emit error particles when broken as well

#

Small amarnita mushrooms are actually used to grow into the large mushroom trees in the dragon graveyards when formed in a 2x2 like dark oak saplings. The 1.12.2 seems to lack the functionality to do so.

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Also bonemealing one amarnita mushroom one its own should grow into these large amarnita mushroom sprouts

#

Though I don't know if those should be implemented in the next update as stated that the update is integration / bugs and this would technically fall under functionality but I thought it would be good to mention for the future

#

TBH, it would probably be easier to list all the bug reports in the github issue tracker that way it can be monitored better instead of a large conglomeration of text to scroll past each time

#

at the moment, custom alloy recipes and infusion recipes via GS and CT, JEI support, and shader support seem to be working fine which is good. I'll probably report future bugs and issues unrelated to testing bugs I find to the issue tracker next time

stark crow
stark crow
#

Try checking logs or such

stark crow
stark crow
#

Discord chat is way better

stark crow
hard sonnet
stark crow
#

I'm using /mt hand

hard sonnet
#

yeah, just tried it, still nothing. is your build different by perchance?

stark crow
#

Let me rebuild it and test in a real client

#

By the way, you are testing the release candidate, right?

stark crow
hard sonnet
#

"BetterEndForge-Unofficial-GBPort-1.12.2-1.3.1-release-candidate" from the google drive link yeah

stark crow
#

Ah, yeah, for some reason it stopped building correct mods...

#

so release candidate is without TC and OreDict

hard sonnet
#

Oh yeah, regarding TC, im not too well versed in it so I'm entirely unsure what to test in it, if anyone's down to test it that would be good

#

Additionally, the hardness values of all wood types in betterend are higher than the vanilla counterparts, it would take longer to mine a lacugrove plank for example than an oak plank with an axe

stark crow
#

@molten mirage, could you please tell me, why your mod template stopped building the correct jars? It's building only THIN ones now

molten mirage
#

check at end of build.gradle

#

copypaste error

stark crow
hard sonnet
stark crow
#

One with fermium inside

molten mirage
#

yea thats intended

stark crow
#

and one THIN

molten mirage
#

both shouldnt have fermium

stark crow
#

And now it's building only THIN ones

molten mirage
#

huh

#

the idea was to not have either dependency on mixinbooter or fermiumbooter cause you dont have mixins into other mods

#

so i did what is intended by mixins, which is shadowing mixins into the mod itself

#

then you get a reobfJar and a reobfShadowJar

#

i explained that in the PR

stark crow
#

But now

#

it's building only THIN ones

#

without mixins inside

#

and without shadowing

molten mirage
#

ah fuck i removed shadow during testing how to make runclient work

#

and forgot to put it back

#

time to do another PR

stark crow
molten mirage
#

caching go brr

stark crow
#

Yep

molten mirage
#

@stark crow PR sent

stark crow
#

and it's not a release candidate - should fix all the bugs first

hard sonnet
#

yep the bugs so far which includes the oredict entries, infusion recipes, wood sounds / hardness values, chests have been fixed

stark crow
#

@molten mirage, another day - another problem...

#

It stopped launching :C

molten mirage
#

it loaded the thin one

stark crow
#

but why?

molten mirage
#

can you show successful steps

stark crow
molten mirage
stark crow
#

Yeah

molten mirage
#

you can do it explicitly wait

#

try putting this at end of build.gradle

afterEvaluate {
    tasks.matching { it.name.startsWith("runClient") }.configureEach {
        dependsOn("reobfShadowJar")
    }
}
stark crow
#

It still runs the THIN one

#

and something weird happens with debug now

stark crow
molten mirage
#

ill test around in my local env

#

alright so kinda hacky but iirc its a common solution. add

#

implementation fg.deobf("curse.maven:mixinbootstrap-357178:3437402")

#

to dependencies

#

and set your minVersion of the mixin json to 0.8

stark crow
#

Works like a charm!

#

Thanks :3

split musk
#

Woah the fixing is going fast damn

hard sonnet
#

i'll quickly test the new bug fixes now and i'll do more later

#

for the infusion recipe for enchanted petals, ticks needed to complete the infusion is not 300, but 75

#

neon cacti sounds still aren't right (probably should've clarified), they should all have the wool sound yupe (or cloth)

hard sonnet
#

Glowing pillars (left) should drop the glowing pillar luminophor and should drop at least one glowing pillar seed when broken. The giant lancaleafs (right) should also drop at least 2 lancaleaf seeds when harvested. Both are currently unharvestable

#

yeah, didn't know how i didnt notice this earlier, but helix tree leaves work exactly like vanilla leaves, they dont drop anything when broken by hand (drops leaves when used with silk touch) and has a chance to drop saplings, in this case helix tree saplings. In the current builds, everytime you break the leaves, it gives you full blocks

#

additionally, the umbrella tree membranes should also have a chance to drop umbrella tree saplings and they should also have the slime sound effect when broken or stepped on. They also drop full blocks everytime when broken too, so that's fine

#

I think the fluidloggedapi support could do with generating underwater flora in each biome?

#

foggy mushroomlands glowing mushroom caps (left) should not be insta mineable and shold have the same hardness values as a wooden log (not sure exactly) and is mineable via an axe. mossy glowshroom hymenophores (right) act as the leaves of the mushroom trees and would have a chance to drop the mossy glowshroom sapling. They also drop whole blocks in addition as well

#

These blue vines here when broken should drop at least 2 blue vine seeds per blue vine broken and should drop the blue vine lanterns (top part of the plant) as well. Currently, they are unharvestable

stark crow
hard sonnet
#

forgot to report this issue a while ago, but you cannot place dense snow next to each other or on top of each other weird

#

All saplings currently have the stone sound type, should be grass

#

additionally, 1.12.2 seems to lack the functionality to bonemeal the umbralith and each bone meal used on the umbralith will gradually build to the full pallidium cover

#

A weird feature betterend adds is that if you bone meal these inflexia (Grass) and flammalix (flowers) it would duplicate it for each bone meal, 1.12.2 does not have this functionality yet

#

additionally at long distances, all slime variants would render like this weirdly

#

chorus forests should have chorus plants generating in it, though it has been reported before, could be implemented in the future

#

So far all the bug fixes and functionality implementations seem to be working fine now, which is good

stark crow
# hard sonnet yeah, didn't know how i didnt notice this earlier, but helix tree leaves work ex...
GitHub

Contribute to Beethoven92/BetterEndForge development by creating an account on GitHub.

hard sonnet
#

Ill see if it occurs on fabric 1.16.5 just to make sure when i get back

#

Perhaps a workaround could be implemented that gives it a chance to drop saplings?

stark crow
#

Added saplings to helix trees

stark crow
hard sonnet
#

I was just wondering if config options could be added to each biome to enable or disable fog as well?

stark crow
#

To each biome

#

let me see

#

Another release candidate

#

We're getting closer to a new release!

hard sonnet
#

Will test when i get back

summer wren
#

Damn, efficient af

fading sky
#

Welcome back, Goodbird!

split musk
#

After the integrations and bug fixes obviously

stark crow
#

What about crafting recipes - there were not that many recipes at all in the original BetterEndForge

stark crow
#

Yeah, elytras would be nice

split musk
stark crow
#

I remember that, yeah

split musk
#

@stark crow

stark crow
#

Yep, I found that

split musk
stark crow
#

The only question is how to make a new elytra-like thing

#

I think a couple of mixins should do the trick

split musk
stark crow
#

Alright, will try rn

hard sonnet
stark crow
#

Great success!

#

Now I just need to find some more info about those two specific elytras

stark crow
stark crow
# stark crow

feathers instead of phantom membranes since surprisingly we don't have phantoms on 1.12.2

stark crow
#

although still need to find their wing texture

hard sonnet
#

Glowing pillars in amber lands still do not drop the glowing pillar seeds when dropped, only the top parts of the plant

#

Additionally, when loading in the game with the new build, the "biomes" json file does not get reloaded for the updated fog toggle option, there should probably be a disclaimer to reload config folders

stark crow
hard sonnet
#

Yeah, it doesn't drop the seeds in survival mode, only the blue vine lanterns in the foggy mushroomlands do

stark crow
#

Will fix that

hard sonnet
#

blue vine lanterns could probably do with a grass sound type instead of stone

stark crow
#

Great success!

hard sonnet
#

For some reason, I'm getting a memory leak when testing... I'm just hoping its not betterend

#

Ender, amber, aeternium block shouldn't probably have the stone sound type, but the same ones as the block of iron / diamond (not too sure the name of the sound type)

#

menger and wet sponges still have the stone sound type, should be grass

hard sonnet
#

neon cacti stairs still have the stone sound type

hard sonnet
#

All saplings still have stone sound type

hard sonnet
#

Every toolset and weapons in betterendforge still have the wrong stats as well

#

As stated before, vines on both umbrella jungle trees and mossy glowshroom could do with a little more density, though this can come later

hard sonnet
hollow wagon
#

crafttweaker integration with pedestals

#

wanna that so i won't add pedestalcrafting

hard sonnet
hollow wagon
#

Well that's awesome, but i wonder where can i get the example script

hard sonnet
#

If you scroll up, there should be an example script written somewhere

split musk
stark crow
#

That fog rendering config went wrong, probably

stark crow
#

That's how a new elytra implementation looks...

split musk
stark crow
#

You are welcome :3

split musk
# stark crow You are welcome :3

Ok now i did tested that on my main instance and a sperate instance for testing on my seperate instance it was working well but on my main instance the elytra model texture disappears
i dont know what mod is doing this but the regular elytra still shows fine

#

This is only a visual issue the elytras are working as intended

hard sonnet
#

small jellyshroom could do with a grass soundtype

hard sonnet
#

as reported previously, sometimes pockets of water generate inside of glowshroom trees, but a minor issue overall

split musk
hard sonnet
#

It works on its own ony my side, maybe try and pin point it down to a mod that's causing it

split musk
#

So yeah it will take time

hard sonnet
#

I'll try and see on my modpack then.

stark crow
#

Will try to fix that

#

Probably used not a very goot injection point for this one

hard sonnet
#

a minor issue i found is that when opening double chests in betterend, you can hear two chests opening at once like an overlapping audio, pretty strange

#

Another glaring issue that also has been reported before is the neon cacti with its functionality but not sure whether those should get fixed for the next release

#

Not sure if this is possible, considering this isn't even a feature of betterend in 1.16.5 or 1.20.1, infusions on enchanted items do not carry over to new infusion products such as enchanting a terminite chestplate with protection, it won't carry over the enchants to the crystalite chestplate. I feel like if the feature for enchants being carried over to new products is implemented, it could very well serve as a smithing table replacement as of sorts.

stark crow
#

Alright

#

I'm going to do that right now

stark crow
stark crow
stark crow
#

Great success!

hard sonnet
#

I reckon if this test build goes well, this could be the release

stark crow
#

New release candidate

#

@split musk, could you please test the new elytras in your modpack when you'll have some time

hard sonnet
#

It occured in my own modpack as well, I will see this as well

split musk
hard sonnet
#

It would probably be better to narrow it down to a mod as well just to be sure what could be causing it, but I'll test the other fixed features first

split musk
hard sonnet
#

dense snow (left) is currently unharvestable, in 1.16.5, you can mine it with you hand or shovel and still obtain the block. Ancient emerald ice (right) for some reason insta mines, while in 1.16.5 and above it actually has the same hardness as obsidian

hard sonnet
#

Forgot to note one more thing, End slimes do not spawn in amber lands and megalake groves

hard sonnet
#

Might be a betterendforge issue, in fabric 1.16.5 they do spawn

hard sonnet
#

Though chorus plants generate on chorus nylium, they cannot be placed/stacked on top of one and another

#

forgot to mention purple jellyshroom caps should also have the slime sound effect / type

#

For thallisium alloying, there should also be this recipe too

hard sonnet
#

for some reason, you cannot place 2 glowing pillar luminphors next to or on top of each other

#

large amaranita mushrooms are meant to be solid blocks, in the current builds you can walk right through them

#

murkweed should have grass/plant sound type

#

Currently, though you can catch cubozoa and end fish inside of water buckets, you cannot release them with right click

#

amaranita lantern could do with a grass/plant soundtype

#

Filalux lantern should have wood sound type

hard sonnet
#

All vines so far don't share the same properties as vanilla's vines where walking through them descreases player speed. Additionally, these vines are also climbable without support blocks like in modern versions. Could this similar climbing behavior be implemented as in 1.12.2, vines need to be supported by blocks to be climbable? At the very least I think it should decrease player speed when walking through them. Perhaps this may be something to be considered in the future.

stark crow
#

I guess, we're nowhere near release

split musk
hard sonnet
#

Yeah, but I guess the good news is, is that it is becoming even harder for me to find any bugs

hard sonnet
#

Placing Flamaea on water ponds will instead turn into lily pads, additionally, you cannot stand on them like lily pads

stark crow
stark crow
cobalt beacon
#

Jesus that's good

stark crow
#

And probably that slows down you while walking through them

stark crow
hard sonnet
#

For some reason, ancient emerald ice takes wayyy longer now to mine, even longer than obsidian

#

For some reason, cubozoas and end fish are still unreleasable on my end

#

hm, only the top parts of the amarnita mushrooms are solid, but the stalks should also be solid too

#

The vines at the moment do allow slower movement, but you cannot climb them. Aqua acrobatics specifically backports the feature that makes it so they are climbable without support blocks, therefore I don't think that needs to be fixed. Honestly a 1.12.2 moment

#

For some reason, shadow walkers don't do any damage (Should do 2 hearts of damage and inflict blindness for 3 seconds for each hit) and theres also the glaring elytra issue (I will try and track down the mod that may be affecting it

hard sonnet
#

Out of all the mods that I could think of, Aether Legacy seems to be causing the elytra issue. Though I can't determine exactly which end is conflicting somehow.

#

@split musk can you try and remove aether legacy and see if it works for you?

#

Additionally, the chestplate doesn't render properly on the crystalite elytras (this occurs on its own)

hard sonnet
#

Fully grown amber root seeds should also drop at least 1-2 amber root seeds as well. Should also drop more amber roots as well

#

Additionally, all crops for some reason take a lot more bonemeal to grow than the 1.16.5 ver (it took me half a stack of bonemeal to grow out one seed). Should take around 3-5 bone meal to grow one seed to a crop

hard sonnet
#

Like the amber root seeds, blossom berry seeds should drop at least 1-2 amber seeds as well. They do drop the blossom berries, however they only drop 1 for each break for some reason. Should be more.

#

Should've realized sooner that Chorus mushrooms dont generate for some reason in the chorus forests

hard sonnet
hard sonnet
#

Other than that, I don't really find anymore bugs (unless any other person tests them and find some that i dont) other than those reported way before and would require more extensive efforts into fixing like the structures, neon cacti, biome implementations and missing blocks

stark crow
#

missing blocks?

#

What missing blocks?

#

And what's wrong with cacti?

#

I think I fixed most of the bugs related to them

hard sonnet
#

unless you fixed them, doesnt seem to work for me yet

hard sonnet
hard sonnet
#

Should those blocks be added now? Or should we wait for a future update

stark crow
#

I guess we should wait for a future update, yeah

#

But still, having a list would be nice

hard sonnet
#

Yeah I will make a list of them

stark crow
#

So that I could know what's awaiting in the next update

hard sonnet
#

What is the scope of the next update as well?

stark crow
#

Well

#

The next update should probably bring us structures, I guess?

#

Since it's the only major thing left

hard sonnet
#

That would probably a big update on its own yeah

stark crow
hard sonnet
#

I meant the structures mainly

#

like in the painted mountains and the crystals in the crystal mountains

stark crow
#

Alright

#

Then yeah

hard sonnet
#

like those structures havent been implemented inthe biomes yet, poor wording

stark crow
#

Structures are the next goal

hard sonnet
#

Yeah, honestly as it stands, I think betterend at the moment is mostly bug free from my testing, the only bugs Im finding are very minor and it is getting a lot harder to detect any

#

I'll probably have to test more of the functionality

#

As always, great work goodbird

stark crow
#

I thought it's just infusion and alloying

hard sonnet
#

Not really I think? By funtaionlity, I just mean like crop drops and other stuff

stark crow
#

Ah, I see

hard sonnet
#

I honestly think actually I tested all the functionalities, but need to compare it with the fabric ver more, but I think if the bug fixes I mentioned are fixed, I think definitively that could very well be the next release

stark crow
#

I just wonder what's wrong with the fish buckets

#

I tested those again and they do work

#

let me test the built version

#

It works perfectly fine for me!

#

and it's a real client

hard sonnet
#

oh.. i'll quickly test it again

stark crow
#

I just remember implementing those buckets half a year ago

hard sonnet
#

It just worked for me, I think in my testing client there was an incompatibility

stark crow
#

Interesting

hard sonnet
#

It's fluidloggedapi, kind of expected it

stark crow
#

So no fluidlogged compat then...

hard sonnet
#

Yeah, I think it should be temporarily removed for the time being as it hasn't been fully implemented yet

#

Besides, if one day you do add the water plants, users themselves can add the water plants to the fluidlogged whitelists

#

there wouldn't necessarily need to be direct compat with it on load, though it would make things a tiny bit easier

stark crow
#

I see

#

although I think that for the underwater plant generation, I need to make fluidlogged a hard dependency

#

And I don't really want it

#

many people don't want fluidlogged

stark crow
hard sonnet
hard sonnet
stark crow
#

Well, I can

#

But it still would be a hard dependency

#

Since one of the block classes would be inherited from a fluidlogged class

hard sonnet
#

I see

stark crow
#

and the blocks shouldn't be disabled via configs, I guess

hard sonnet
#

Something to consider then in the future i suppose

#

I'm trying to think of workarounds but like you said earlier, some block classes depend on fluidlogging

stark crow
#

I can add an optional IFluidloggable interface for the plants (and I did)

#

But it didn't really help

hard sonnet
#

To make it an optional dependency, should making underwater plants generate only generate when fluidloggedapi is detected in the client?

stark crow
#

Well

#

In order for the plants to be underwater generatable, they need to extend the fluidlogged class

#

and you can't change the inheritance scheme dynmically

hard sonnet
#

Damn, is the only option then to make it a hard dependency at this rate?

#

if it were implemented, and you don't want it so

stark crow
#

I'm not sure

hard sonnet
#

bit of a tricky one

stark crow
#

I'll think of that

#

But probably in the next update

stark crow
#

the question is how hard it is

#

maybe it'll work fine just on its own, like JEI and Craftwteaker things do

#

maybe it'll require a bit of Reflection like TConstruct

#

And maybe it'll require complicated ASMs and dynamically generated/changed classes

lilac spoke
#

if the issue is class inheritance, iirc theres annotation handling for that for optional compat

#

I remember bauble mods using it

stark crow
#

This thing, right?

lilac spoke
#

yeah hm, I swear seeing it done with direct inheritance

#

what class needs to be inherited, a custom bucket?

stark crow
#

Actually

#

Now I looked a bit closer

#

And it seems that SirSquidly managed to put all that stuff in an interface

stark crow
#

but still, probably we'll leave it for the next update

#

since it's a lot of fixes and integrations already

lilac spoke
#

even if it isn't, if it comes down to it and its just something like "CustomBucket extends FluidLoggedBucket" or whatever, you can just do the brute force approach of wrapping classload access to two copies of the class, one with and one without fluidlogged

#

gross but works 🤷‍♂️

stark crow
cobalt beacon
#

[As I posted here earlier](#1232788010303619143 message), you have have blocks generate fluidlogged using a flag in the block placement

#

My mod has normal code for generating underwater stuff, and just sets the one flag, which tells Fluidlogged "Hey, this doesn't replace the liquid, fluidlog it"

fading sky
#

Looks like a lot of progress on the mod has happened this week. I hope I have some time to test out the updates this weekend.

split musk
molten mirage
#

i got no clue about betterend, was just making pictures of the biomes for artsy to make antiqueatlas biome tilesets for them and noticed that i couldnt find the following biomes

betterendforge:empty_aurora_cave
betterendforge:empty_end_cave
betterendforge:empty_smaragdant_cave
betterendforge:end_cave
betterendforge:jade_cave
betterendforge:lush_aurora_cave
betterendforge:lush_smaragdant_cave

is there a reason for it?

molten mirage
#

nvm they seem to also not exist in normal betterend

#

the crystal mountains seem to miss their crystals tho (pic from 1.19)

hard sonnet
hard sonnet
stark crow
#

However the biomes themselves - no, since in 1.12.2 there can be only one biome per block

fading sky
#

I have my new computer set up as of this week so I now have a machine that can safely run two instances of Minecraft at once. Once the next test build is available for this mod backport, I will begin looking for bugs that exist with regular gameplay. In the meantime, I might be able to test the build from August 25 to see if there are any unreported bugs that haven't been fixed.

split musk
#

@urban hull Here it is
It is still an unofficial release tho

urban hull
#

Thanks!

urban hull
#

So been testing with the 1.3.7 release candidate today and have found a couple issues(I tried to see if anyone had mentioned this earlier with some searching in discord.) I can test it with a more stripped down pack or just the mod but I am essentially using RLCraft+better end and some other mods.

Infusing enchanted books just gives blank enchanted books.

And then Silk Moth nests are calling what looks to be a 1.16.5 method but it is not available in 1.12.2? this error hard crashes the game/server

Caused by: java.lang.NoSuchMethodError: mod.beethoven92.betterendforge.common.entity.SilkMothEntity.func_70016_h(DDD)V at mod.beethoven92.betterendforge.common.block.SilkMothNestBlock.randomTick(SilkMothNestBlock.java:100) ~[SilkMothNestBlock.class:1.1.1]

I popped open the jar and the SilkMothNestBlock.class has
moth.func_70016_h(dir.func_82601_c() * 0.4D, 0.0D, dir.func_82599_e() * 0.4D);
Which could be replaced by I think to perform the same function in 1.12.2 of pushing the moth out of the nest on spawn.
moth.motionX = dir.func_82601_c() * 0.4D; moth.motionY = 0.0D; moth.motionZ = dir.func_82599_e() * 0.4D;

stark crow
#

Fixed

molten mirage
#

Had the same issue in a different mod before. So stupid that this is clientside only

stark crow
#

Yep

urban hull
# urban hull So been testing with the 1.3.7 release candidate today and have found a couple i...

I woke up and looked at the InfusionRecipes.class and is this trying to apply using an armor enchantment method?

private static ItemStack enchBook(Enchantment enchantment, int level) { ItemStack book = new ItemStack(Items.field_151134_bR); EnchantmentHelper.func_82782_a((Map)ImmutableMap.of(enchantment, Integer.valueOf(level)), book); return book; }

whereas

private static ItemStack enchBook(Enchantment enchantment, int level) { ItemStack book = new ItemStack(Items.field_151134_bR); ItemEnchantedBook.addEnchantment(book, new EnchantmentData(enchantment, level)); return book; }

uses the one specifically for books? This could be why it is not giving an enchantment correctly on the books during infusion.

stark crow
#

and I even though I've tested it

urban hull
#

I tested a bunch of books and they kept popping up without any enchantments. The other recipes worked so hopefully that does the trick

urban hull
#

Are the new anvils not implemented? I think they are required in order to repair the armor etc. from the mod. I found an anvil recipe in the ModRecipes.class as well as some anvil logic and repair materials listed in EndAnvilItem.class, AnvilSmithingRecipe.class, ModArmorMaterial.class, and EndAnvilBlock.class

Is it just as simple as registering the anvils as items/blocks here? Trying to track down where the logic stops working.

I did a little more digging and maybe it just needs this line
ModBlocks.registerBlockWithDefaultItem(this.anvil, name + "_anvil");
inside the MetalMaterial.class

It looks like all of the other metal block variations are registered this way.

#

I also never used better end in 1.16 or later so I am not 100% sure the intended use

stark crow
#

We'll do the anvils later

#

Right now the goal is to do a new release with all the things we have

urban hull
molten mirage
#

both

stark crow
urban hull
#

ok i see why you didnt wanna do anvils lol

#

looks like for the enchanted books though the nbt data was being overwritten. inside the InfusionRitual.class there is a section for the output of the ritual
line 135
{ IBlockState inputState = world.getBlockState(input.getPos()); ItemStack result = activeRecipe.output.copy(); result.setTagCompound(input.getStack().getTagCompound()); this.input.removeStack(world, inputState); this.input.setStack(result); for (PedestalTileEntity catalyst : catalysts) { catalyst.removeStack(world, world.getBlockState(catalyst.getPos())); } this.stop(); }

and this is causing the nbt of the newly applied enchantment to the book to be wiped, was able to test it with

` {
ItemStack result = activeRecipe.output.copy();

        ItemStack inputStack = input.getStack();
        NBTTagCompound inputTag = inputStack.getTagCompound();

        // Only merge if input has NBT and output is an enchanted book
        if (inputTag != null && result.getItem() == Items.ENCHANTED_BOOK) {
            NBTTagCompound resultTag = result.getTagCompound();
            if (resultTag == null) resultTag = new NBTTagCompound();

            for (String key : inputTag.getKeySet()) {
                if (!key.equals("StoredEnchantments")) {
                    resultTag.setTag(key, inputTag.getTag(key));
                }
            }

            result.setTagCompound(resultTag);
        }

        IBlockState inputState = world.getBlockState(input.getPos());
        this.input.removeStack(world, inputState);
        this.input.setStack(result);

        for (PedestalTileEntity catalyst : catalysts) {
            catalyst.removeStack(world, world.getBlockState(catalyst.getPos()));
        }

        this.stop();
    }`

Sorry if this isnt a good place to put this I haven't really helped anyone else in the past just made my own stuff

urban hull
#

ok i figured out how to fork on github lol i will try not to spam in here

hardy iron
#

ItemEnchantedBook.addEnchantment exists, by the way

Or, more generally, EnchantmentHelper.setEnchantments, which includes a special case for enchanted books

urban hull
hardy iron
#

It certainly doesn't hurt, but shouldn't be sufficient to fix, assuming EnchantmentHelper does its job properly

urban hull
#

yeah that is why i ended up adding taht other part to the infusion ritual class, it seems like it was storing the nbt from the empty book and then applying it to the enchanted book? im not 100% sure tbh but giving the exception to keep the new nbt from the recipe seems to have worked

hardy iron
#

I skimmed through the messages and falsely assumed you manually set the item's NBT (as opposed to using EnchantmentHelper)

urban hull
#

no worries i value feedback, self taught so far so who knows wht im doing that isnt normal and could be simpler lol

hardy iron
#

But wouldn't it be simpler to set the output item's tag to be a merge of output's tag and input's tag?

something like output.getTagCompound.merge(input.getTagCompound);
Of course, that's assuming non-nullity and all that, so null checks to be added, I assume

urban hull
hard sonnet
stark crow
#

I see

#

I'll test that

hard sonnet
#

https://better-end-mod.fandom.com/wiki/Gelatine Cubozoa should drop between 0-2 gelatine when killed and is used to create berry jellies as shown in the wiki linked here. The recipes for shadow berry jelly and blossom berry jelly are missing. Additionally, the lang key for the shadow berry jelly is called "shadow berry jell" ingame, should be jelly

Better End mod Wiki

Gelatine is a substance obtained from cubozoa and used in crafting various berry jellies. Gelatine is obtained by killing a cubozoa, the jellyfish-like mobs that spawn in bodies of water in the...

hard sonnet
#

When breaking these bulb vines, they are meant to break entirely, no matter where you start to break it off. Additionally, they should drop one glowing bulb and 1-2 bulb vine seeds.

hard sonnet
#

Silk moths should drop 0-1 silk fibers on death as well

hard sonnet
fading sky
#

Should I wait for more bug fixes and crafting mechanics to be completed before suggesting a boss dungeon idea to UnseenDontRun?

stark crow
#

Most of the mechanics are complete

stark crow
#

Or can he make it from his own mod?

shell spruce
#

btw, goodbird, are you planning to add raw ore version? Like thallasium, for example. So that I know whether to keep raw ore variations in my mod

split musk
stark crow
#

And on 1.16.5 and 1.12.2 it's ore->ingot

split musk
#

mods

molten mirage
#

can just add dynores compat

#

or doesnt dynores auto add compat to every ore anyway

split musk
#

I was talking about this compat too

molten mirage
#

why is there two mods for it 😭

shell spruce
split musk
shell spruce
split musk
cobalt beacon
#

Oh yeah sorry I haven't done the ore blocks in DynaOres yet

shell spruce
split musk
#

And ofcourse i checked now thallassium don't support better end

shell spruce
cobalt beacon
#

Ah, that kinda stuff would need to be passed up to Smileycorp, I just did textures on DynaOres

split musk
fading sky
molten copper
#

But otherwise Dyna Raw Ores is better imo because you can add in custom ores unless the other mod does that too?

#

Back on topic of Better End, whats the latest release for testing?

olive crane
#

Looking forward to updates on this 👍
[Also bumping this thread]

stark crow
#

Sure, soon I'll get back to it

#

Just got a tiny bit distracted

harsh lagoon
#

Hi, I'm aware this is probably not an issue with the mod itself, but I think I have a performance mod which is affecting some textures, has anyone faced any similar issues while using better end?

hard sonnet
#

I've just taken a look and it occurs with the mod by itself as well. It's because the end fish, cubozoa and slimes don't apply the emissive glow. I remember reporting this a while ago but seem to have forgotten about it

#

The base textures are right, but the _glow .png hasn't been applied to the mobs

#

For example as well, end slimes should have sprouts on top of their heads. this applies to all variants

#

Additionally, end fish do not suffocate to death when out of water as well

harsh lagoon
#

Ohh I wasn't aware that it was from the mod on its own

molten mirage
#

i guess one of the first real game kills of the ender dragon in better end backport 🙂

stark crow
#

I probably need to get back to BetterEndBackport

#

and at least publish some version

#

Since it's pretty good already

#

though there's always something to fix

split musk
stark crow
#

and where your new elytras exist

split musk
stark crow
#

we found out that it was Aether that was causing weird glitches

#

or something like that

split musk
#

Confirming that was Aether what happens after that revelation i dont remember

sharp cedar
#

I did a refight of the Enderdragon and it kinda fu'ed up the Obsidian Towers deleting the middle of the Older Towers

tiny surge
#

It shocks me that this thread is still alive

stark crow
tiny surge
stark crow
#

They probably found out that I never open github issues :c

tiny surge
#

Well as long as youre here, a few of the plants and blocks from better end would go great with a few dimensions I am working on for my pack and I wanted to know if there were any objections to making color variations of them

#

i.e flavolite or whatever it is would still be used in the end but thered be new color variations of it.

The plants some of them would be adapted for venus eg. aquatic kelp like plants that use color variations of some of the plant textures

#

If you want, I can give more examples of this once I get back to my PC

#

I dont remember the specific plant names off the top of my head and there were a few stone varieties I wanted to use elsewhere eg. the gas giants and the like

split musk
summer wren
#

I also personally love how this sort of activity creates niches and pockets of life within larger servers. It's fun to see all the movement

fading sky
#

Anything to report for this project in the past two weeks? I expect that the mod jam is the current priority at the moment so it may be a while before the next update.

tough sun
stark crow
#

Actually, most of the important stuff is fixed already

tough sun
stark crow
#

I now just need to publish the fixed version on Curse

#

Or do you want some speicific fixes?

tough sun
split musk
split musk
stark crow
#

Try this version

#

If it works fine for you, I'll publish it

split musk
stark crow
#

people told me that it's not a bad thing to publish updates frequently

#

so even if I publish it today and decide to fix it tomorrow, it's not that bad

split musk
#

@stark crow The elytra visual bug is still there

hard sonnet
#

A lot of the issues i reported way above are still present, but the current state is much more stable than the previous version on CF, so a release can be defo made

split musk
#

Yeah do agree on that

molten mirage
#

official update would be great. also great would be having actual crystal mountains too tho :3

stark crow
shell spruce
#

Almost everyone use Aether trollface

stark crow
#

I see

split musk
twilit tinsel
#

I leave sick to the hospital and a new version comes out oh my days 😭

molten mirage
tiny surge
urban hull
stark crow
urban hull
#

ok ty

summer wren
urban hull
#

lol ty

urban hull
tough sun
#

Aether is a staple mod at this point.

surreal yacht
#

also I'd recommend some sort of feathering/smoothing for biome skybox transitions. It's very sudden and jumpy atm

#

like take one step forward moving 1 block and the entire sky flashbangs you as it changes lol

stark crow
#

I see

tough sun
# surreal yacht also I'd recommend some sort of feathering/smoothing for biome skybox transition...

Personally I'd recommend just removing the transitions entirely and keeping just one of the sky boxes and fog colors. It's weird in a sky dimension to have so many transitions with so wildly different coloration of the atmosphere as the space between the biomes is just air. Feels super odd in my personal opinion. They are pretty but, I think just sticking with one basic style for whole dimension will make the whole dimension feel more cohesive.

#

It will also be easier probably.

fading sky
#

I'm just popping in to check up on the progress in the next update for the backport. I will wait patiently whenever Goodbird is ready.

grim sandal
#

bird

stark crow
#

Oooh

#

I'm forgetting things

#

Once again :c

#

sorry!

twilit tinsel
#

As long as Bird is having fun and taking it easy with the backport

grim sandal
#

Bird

stark crow
tiny surge
#

Any chance of the phantoms getting backported as an end only mob?

#

I know people hate them but I think most of that comes from where and why they spawn. They seem like they would be fine in an end game location. Maybe even restrict them to a particular biome in the end?

molten mirage
#

bro wants to turn betterend into worseend

tiny surge
#

At least in the end, you should be prepared to deal with them

#

And the phantom membranes are useful as a potion ingredient

fading sky
#

I'm wondering if they'd work in End Expansion biomes or if the phantoms would unbalance combat in those biomes.

tiny surge
cobalt beacon
tiny surge
#

That said, I dont know how much you actually want this to be added on to like that. Its fair if you guys would rather not

tiny surge
summer wren
tiny surge
# summer wren > Tbf in my pack, you dont really fall into the void so much as fall to the end ...

Well it was the solution to how the player could reach the surface world equivalents of the sky islands. eg. The end surface from the end, the overworld from the overworld sky islands and so on.

Flying high enough teleports you to the sky islands variant of the surface world you are in or if you are in a sky islands world, to the next sky islands world in the loop.

Falling down below y=0 teleports you to the surface world variant of the sky islands you are in.

The way the pack is designed, the only way to die to the void is to break the bedrock of surface worlds [which isn't done on accident] and fall to the void.

It sounds scary as hell if you don't know about it but you can't actually die from the void itself.

fading sky
#

I want to check in again on the progress of this mod backport. @stark crow let me know if there's any way I can help or if you want more mod developers to help.

fading sky
#

For the continued maintenance of this project, I'm strongly considering inviting other mod developers to help with final bug fixes before attempting to backport the remaining features. If there's anyone inside (or even outside) the coalition who's interested, please let me know.

tiny surge
#

Good luck with that because every dev I know in the coalition that takes on projects like this is swamped

molten mirage
#

@wet plank

stark crow
#

Slowly but surely

#

So it would be not that great if somebody would take the mod from me :c

tiny surge
#

Now I am curious what all was in the original mod that might be useful for the pack's terrain

#

The stuff that has already been ported here already ended up being part of Venus as underwater plants

#

And the end stone types

wet plank
# stark crow So it would be not that great if somebody would take the mod from me :c

Putting aside the idea of anyone actually taking the mod from you, would you still like assistance from the community? You've done an incredible job on the mod, but I'd love to simply assist on working through the backlog if you'd be open to having some assistance.

As a member of the RLCraft team, I truly want to see your work come to life - within RLCraft and RLCraft Dregora - and would love to help out in anyway I can to make that happen. shivaxiDragonPOG

stark crow
#

Although I wonder, what are the real bugs that need to be fixed right now

#

Since actually, in the latest version which is somewhere around here

#

we have already most of the nasty bugs fixed

#

the crashes

#

the shader/optifine incompat

#

There are mostly some really tiny ones (which I'll also fix at some point, but I guess they are almost infinite)

stark crow
#

The problem right now is more like...

#

uhhh

#

I have unlimited tiny bugs

#

aaaaand

#

even if I stomp like 10 more

#

20 more will be found

#

and then 40 more

#

and etc

#

and like...

#

what's the point of fixing

#

Something like that

#

and not really understanding what really should be done for it to come to life

wet plank
# stark crow As a member of the RLCraft team, could you please tell me, what *you* would like...

Stability is the big thing. Even if it did fewer things, we'd still love it. The issue is simply around stability. In the eyes of Shivaxi and others, the backport isn't really in a state yet where we'd feel comfortable releasing it in either RLCraft or RLCraft Dregora. I think driving down these bug counts, while also identifying new bugs, is the big thing. I can request the assistance of RayquazaFallout to help identify bugs. But, I could help resolve these bugs. 🫡

stark crow
#

I guess Jeffn is already great at identifying bugs :3

#

Or maybe it's a great idea

#

Maybe if somebody from the team will see that it's not that bad

#

it'll be a proof that the mod is already great

#

I probably need to publish the latest fixed version on curseforge though

wet plank
#

The last time RayquazaFallout walked me through the bug list he was aware of, there was still a ton of big issues. I've heard you've addressed a bunch of those issues in recent updates though. But, Shivaxi and RayquazaFallout, I believe, tested more recently and still made the decision of not including Better End. So, I'd have to consult them again on the that matter.

molten mirage
#

Idk if they even had the latest build tho

stark crow
molten mirage
#

I sent shiv the latest that i myself compiled but he never responded to that so idk

wet plank
#

He visually showed me each of those issues as well. It felt like it was, at that time, still in a pretty rough shape bug-wise.

stark crow
#

Hmmmm

molten mirage
#

But yea goodbird you are the dev, you decide when its presentable

stark crow
#

Could you tell me like 1-2 you remember right now?

#

Like the worst ones

stark crow
#

I'd say the players decide it :3

#

For me it's kind of decent already

#

But

#

Since I don't play it myself

#

I might be terribly wrong

wet plank
#

I am trying to remember honestly, but can't remember. Mostly all visual bugs. That was several months ago now, like 3 or 4? Lemme check.

molten mirage
#

Anything can be iterated upon

stark crow
#

The only noticeable thing I remember is

molten mirage
#

There are mods that released in way worse shape (cough srp 1.10 cough)

stark crow
#

slabs not stacking

wet plank
#

I take that back. I think it was 7 months ago. Haha.

stark crow
#

:3

#

Sooooo

#

I might try and publish the latest version today or tomorrow

#

And you'll ask your guy to test

molten mirage
#

@spice lynx when did you last test betterend, from when is your build

wet plank
#

But, once that update is published, I will request further testing by @spice lynx shivaxiHeartDerg

#

Without knowing the current state, it's really hard to make a call on that.

stark crow
#

Yep

#

I thought that the state was pretty decent

#

So I shifted my focus to some other projects

#

and let me tell you, I have a lot of them :3

wet plank
#

But if it's still a bit rough, I'd love to help. Better End is a high priority for us.

stark crow
#

I see

#

Thanks :3

molten mirage
#

I think you never even released a compiled build of the latest latest state goodbird 😄

stark crow
#

Yep....

#

I publish those builds here

molten mirage
#

Like even here the latest one is a few commits behind