#Backport of the Better End Mod for Forge 1.12.2
1 messages · Page 5 of 1
Yeah, along with that, the chests are also emitting error particles when broken or stepped on
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
Yeah, probably
But then I need to know what are those oredicts
Yep, will do soon
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.
Yeah, that was reported as a bug on github already
I just wonder why it happened...
That's probably because of the new mod template
And those loading stage things
I just wonder why it is marked as late mixin loader then
Since I never hooked any mixins into other mods on 1.12.2
Since for a long time they were not working at all
Maybe I should replace it with the Early loader then?
nothing changed :C
Early loader can only implemented in a core mod. I’ll pr that stuff tonight. Last days been super busy. #1069271324024901774
@stark crow as promised: https://github.com/Goodbird-git/BetterEndForge-1.12.2/pull/26
Stuff I did in this pull request:
added IntelliJ Annotations to the build.gradle (I just found them to be the most stable)
fixed gradle.properties, fix root package name (shouldn't contain...
I've been slacking off too much with beta testing. I may need to check the GitHub Page for bugs already reported.
Thanks!
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.)
Ah, yeah, sure!
What is your CF login?
Done
Hello goodbird, I am trying to have Better End added in End expansion for compat
I am getting a crash, wondering it this is mixin shenigans, as it keeps pointing to Music ticker enums that don't exist
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)
I'm going to investigate this further and see if I can find the issue
Could you link your repo here? I’m gonna take a look.
End Expansion - The Lamented Islands Source. V 1.1 - Jboymercs/end_expansion_final
I'm unsure if maybe the implementation is wrong in the build file, as I don't see any usages for ExtendedBiome in better end's source
Hello-hello!
Ah
You are just missing mixin booter 10.5
@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
It's not depended on that mod? you can use any mod that provides mixins
It didn't work neither with mixin bootstrap, nor with FermiumBooter
What other mixin mods can it use?
you mean in dev setup or after building the mod?
after building
The current build on Github depends on MixinBooter, its just not set as a Forge dependency
IEarlyMixinLoader and ILateMixinLoader, will crash without MixinBooter
Yeah I figured
build the mod from source and tested my changes + nether api + fermium booter in a new mmc instance
does it need to be implemented in the build file, as I just put it in the run/mods folder and still getting that crash
typically that works for mods with dependencies by just having them in the run folder but I know mixins can be different per say
I'll try the other way around
Thanks!
huh, i guess it was a weird mixin thing
https://limewire.com/d/H4ja9#Hg9M1Qlsdf
Here is a dev version of the BetterEnd using FermiumBooter
implementation rfg.deobf("curse.maven:fermiumbooter-968474:5672830")
i have an idea can both support mixinbooter and fermiumbooter
need for take a look 🙂 ?
Why would we need mixinbooter?
We can even insert the mixin loader right into the betterend mod
So that nobody would need to install it and get confused with those mixinbootstraps, mixinbooters, fermiumbooters and others
Correct me if I'm wrong, but I thought the entire point of mixinbooter/fermiunbooter (which both can do the same and they can work with each other) was to avoid injecting mixins with the mod directly, so that different mods didn't override each other.
Yeah they are basically just standardized & modernized mixin loaders with built in compatibility stuff (+ mixin extras)
What's the final decision on the mixin because I haven't done any testing with the latest release yet?
The next release (and hopefully all the future releases) will use FermiumBooter as the mixin loader
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 😛
I know that fermium and mixin booters are for injecting mixins into mods
Right now BetterEnd doesn't use any mod injections, but since the next update is probably going to be the integration update, I might need the mod mixins
If I need any help, I'll tell you :3
Thanks!
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.
And also, if it's not a secret, are there any features required/wanted for the RLCraft?
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
I see
Then I'll just build a version with fermiumbooter and mixin fixes soon and publish it
And then will work on the integration update
Alright, I'll take a look at it
And also will probably examine all the mixins to find out if there are some unnecessary ones
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
Ah, that's very useful! Thanks!
I just took a closer look at that Entity mixin, and it seems that it's one of the unused mixins
So it'll probably be removed in the next update
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
I might PR them later if you want.
Actually, when I first saw those MixinExtras, I thought of trying to add new elytras
There are a couple of nasty checks like
player.getChestplate()==Items.elytra;
And I'd like to try the WrapOperation on those checks
But that would also be nice
However I'm going to take a closer look at all those mixins first, to see, if they are needed at all
Like the music manager I added in the last PR? 😅
you an rlcraft dev?
ish
i would prob @ModifyExpressionValue the getChestplate() for that
and return Items.elytra if it is one of the other elytras that should also be valid
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
I see
they are both replacements for @Redirect which just does a different call instead
ofc in order to not create mixin conflicts
Slowly but surely demixinifying the mod
Since why would we need a bonemeal mixin, when there is a bonemeal event
As promised
Also fixed End Veil - an enchant allowing you to watch into endermen's eyes without getting attacked
Also started to mark mixins
So that one could easily understand why they exist
A bit less mixins now
the blue ones are the ones I marked with info and which are necessary
The white ones are the ones I still need to inspect more
Continueing demixinifying the mod


Yeah!
Hm, perhaps that's from your latest build? I've just reproduced this with the latest CF release. Only mixinbooter, betterend and netherapi
That's good if its fixed then
Additionally, I made a build from the github repo and the end spikes on the main island are back as well
Maybe
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
forgot that fenced gates dont exist in betterend
Hello-hello!
Thanks!
Not sure if pedestals need to have an ordict
Since oredict won't help other things to work as pedestals
Hello Question can we able to make custom pedstal crafting recepies using crafttweaker??
Hello-hello!
In the next update (the integration update) I'll make such option
That's good to hear ngl
oh crap, forgot i sent the outdatted oredict. I forgot to add the leaves to the oredict
Any eta on the integration update? I may be able to sneak in another pr or two.
What PR's are you planning to do?
Whatever good bird didn’t got to (yet) and keeping feature parity with crafttweaker compat for GroovyScript.
I also promised a config overhaul. So it actually uses the forge config system and so on.
Not sure about that, but I'll try get to it soon
came to chip in a suggestion:
https://www.curseforge.com/minecraft/mc-mods/lumenized
it would be pretty nice if the emissives of your mod had compat with Lumenized, it would enable such crazy visuals if u ask me 👀
That's an interesting idea!
I look forward to continued work on the Better End mod this Summer.
Yeah, sure
Hey Goodbird did you ever have any luck debugging those crystal mountains?
I decided to leave that for now
First I'll make the integration update
And maybe then I'll make another attempt to do the structures (they don't work well even on 1.16.5 itself)
Makes sense
@stark crow How has things been? Are you alright?
I see, thought I'd check in.
I also checking in
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.
Goodbird stated that they are busy with IRL stuff.
kotlin wanted to pick up helping with development soon
I'll be back very soon
Hello-hello :3
I'm getting back!
Let's talk about what we want next
We wanted integrations
Optifine with shaders (not sure if I'm able to do that but I'll try)
JEI - for pedestals? Or what else?
CraftTweaker - again, for pedestals, or what else?
Hopefully fixed the shaders!
Fluidlogged API integration as well?
Was it updated/fixed/optimized?
I remember there was something wrong with it
Yes
according to v3.0.0 yeah
But you need to use the 3.0.0+ version exclusively on modrinth
It still has a performance impact, so yes
Oceanic Expanse already has optional compat if you're looking for an example
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?
Hmmm
That might be an option
although I'm not sure if adding/removing blocks via a config is a great idea
maybe just disabling the worldgen feature itself
while still allowing the blocks
I mean the generation of the underwater plants not removing them entirely
Something weird happened with Fluidlogged API
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
It would be nice to add the option to disable biomes/blocks/items. For example, decorative blocks such as signs and stairs.
After I build the mod, I see
Also adding at least wood to Oredict will be good
that some of the methods (even the same one) got obfuscated, some of them not
Will do that in a sec
Hmmm, that's an interesting idea
I think biomes can be disabled via config now
And disabling blocks/items via config - not sure, honestly
mb like in Quark?
And how Quark does that?
@hard sonnet, and what CraftTweaker and JEI integrations do we want?
Just pedestals?
Ah, and we have an alloying thing
Ahh the integration to that would be useful
The anvils of this mod i think also can get crafttweaker support
Cause they work different right
For JEI, the only ones at the moment are the end stone smelter and infusion pedestal recipes. Craft tweaker, not too sure but maybe custom end stone smelter and infusion pedestal recipes?
@tall geyser, could you please help me with the mod template you set up for BetterEnd? Whenever I add any new dependancy, I get broken reobf
What am I doing wrong?
I tried doing this
why rfg?
and this
isnt it just fg.deobf
Well, the line above told me that it's rfg deobf
nether api works perfectly fine
But let's try
Nope
I think it's retro futura gradle or something like that
any special reason to use a weird template? i could just set it up with fermium template if you want rq
kek
Let's try
well idk sometimes ppl use special gradle stuff then ofc you need special gradle file
ill try
I don't use any gradle stuff at all
I used very old basic 1.12.2 setup
Enderman told me the exact same thing
that's how I got that template
i get it up to here
did you ever had that issue @stark crow
seems to involve the (i assume) not yet touched stuff from /generated folder
alright, compiles and works for me, did a pull request
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
invalidating caches wasnt enough for some reason
Huge thanks!
And the task thing hides here
i had deleted that
And how do I run a client from IDE?
runClient and runServer tasks from forgegradle runs tab are not gone
I ran genIntelliJ Runs and it generated nothing
hmm they shouldnt be gone, but you can still not runclient bc of jei
i kinda doubt that cleanroom has a fix for that
the previous template ran the client perfectly fine :C
with jei? bruh
Yep
That was a screen from dev env
I should stop aggreeing to mod template changes...
Yeah...
i can check if i can fix the jei hing tho
And why all the run configs are gone?
oh i copied a template without them accidentally, easy fix. will not run though bc jei has weird reobf issues in runclient
not the same ones that you experienced, constant ones
And what do I need to run crafttweaker in a real client?
I'm getting this weird error
with the latest CraftTweaker from curse
nevermind
I somehow got a corrupt one
wait
you were adding crafttweaker dependency?
bc that one has a weird obf issue as well
so that might have been your original issue
you cant reobf crafttweaker
idk why
can only add it without deobf
ah no fluidlogged says your pic
idk never tried
yea no runclient doesnt like other mods with access wideners
idk how/whether cleanroom prevents that
But still, could you please tell me how to activate runClient?
That would be foxed by migrating to the template I use!
/s
I think fancygradle may patch that, dont remember, been forever since I used it
there isn't really an issue with using RFG, it doesnt really affect the built jar, its just overcomplicated for most mods needs
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
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
Man this thing would be damn cool is there any stone version of this alloy smelter too or no
The smelter exists only in one variant
Ahh knew it the end one i think an addon would be great to add the alloyer for overworld and nether maybe someday
I know there are alloy mods but those are not good
Temp version for testing!
Contains Optifine, NEI and CraftTweaker integrations!
oh shit you are right! @stark crow ill get you a runclient version
soon
just gotta fix the last issues with it
requested another pull 🙂
Thanks!
i even got a solution for the forceloadasmod now 🙂
will add to commit in a sec
welp will add a new PR 😛
done
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!!
Huge thanks :3
Done
Buuuuut
We lost the trapdoors, doors, crafting tables and such
So
no
plankWood for planks
👏
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
Will test when I get back home
🥳 🎉 👏
holy peak
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.
https://github.com/SirSquidly/Oceanic-Expanse/blob/master/src/main/resources/assets/oe/fluidlogged_api/whitelist.json This is how oceanic expanse adds compat with fluidlogged unless if I am missing something as well
There’s also code changes, as seeable in https://github.com/SirSquidly/Oceanic-Expanse/commit/391fca0b4e8059f2fcddd59dda932ee901ff18a6
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
Some errors highlighted in the logs about recipes, models and textures https://mclo.gs/JrKnNT8
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
Planks were intentionally removed from ore dictionary because it messed up being able to make stairs, trapdoors, etc.
ah I just saw the message above. Makes sense now. However, the materials such as aeternium and thallasium for example do not have any registered oredicts in the builds, unless they have also been causing any issues
Note the reason for this commit and how it works was explained by jbredwards themselves on Github here:
https://github.com/SirSquidly/Oceanic-Expanse/issues/123#issuecomment-2704003544
Ah, I see.
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.
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.
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
Oooh, and I added an optional interface on the waterloggable blocks
The planks are the only thing that will not have oredict
Try checking logs or such
Ah, I changed the logic a tiny bit
Hmmmm
Ah, no, I hate github issues
Discord chat is way better
Fixed (except the enchanted petal, didn't find any info on it)
Fixed
unfortunately, not oredict entires (including materials)
yeah, just tried it, still nothing. is your build different by perchance?
Let me rebuild it and test in a real client
By the way, you are testing the release candidate, right?
Fixed the sounds for wooden stuff
"BetterEndForge-Unofficial-GBPort-1.12.2-1.3.1-release-candidate" from the google drive link yeah
Ah, yeah, for some reason it stopped building correct mods...
so release candidate is without TC and OreDict
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
@molten mirage, could you please tell me, why your mod template stopped building the correct jars? It's building only THIN ones now
I think that's intended
woopsie
check at end of build.gradle
copypaste error
Yeah, I just tested it, the 1.16 ver is exactly the same hardness as the vanilla types
I believe yesterday it built me two jars
One with fermium inside
yea thats intended
and one THIN
both shouldnt have fermium
And now it's building only THIN ones
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
alright, fixed
ah fuck i removed shadow during testing how to make runclient work
and forgot to put it back
time to do another PR
the interesting thing that it worked perfectly fine for like half a day after the update
caching go brr
Yep
@stark crow PR sent
yep the bugs so far which includes the oredict entries, infusion recipes, wood sounds / hardness values, chests have been fixed
it loaded the thin one
but why?
can you show successful steps
so missing the shadowing
Yeah
you can do it explicitly wait
try putting this at end of build.gradle
afterEvaluate {
tasks.matching { it.name.startsWith("runClient") }.configureEach {
dependsOn("reobfShadowJar")
}
}
and still the same problem
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
also remove this again^
Fixed
Fixed
Fixed
Woah the fixing is going fast damn
Fixed the drops
Fixed particles
Fixed
DIdn't manage to fix particles for now :c
Testing the new release candidate :3
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)
Fixed
Fixed
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
That's for the next update, probably
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
Fixed
Checked in the BetterEndForge code
https://github.com/Beethoven92/BetterEndForge/blob/master/src/main/java/mod/beethoven92/betterendforge/common/block/HelixTreeLeavesBlock.java#L13
It seems that it's intended, they do not extend BlockLeaves
Fixed
Hm, thats probably an issue of betterendforge itself on the 1.16.5 forge ver, because on 1.20.1, they acted as leaves and was the only way to get saplings.
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?
Sure
Added saplings to helix trees
Fixed
Fixed
Fixed
Fixed
Fixed
Great success!
I was just wondering if config options could be added to each biome to enable or disable fog as well?
To each biome
let me see
Done
Another release candidate
We're getting closer to a new release!
Will test when i get back
Damn, efficient af
I was mainly focused on bug fixes and incomplete crafting recipes.
Welcome back, Goodbird!
Uhm hopefully you will add the stuff that i requested too the elytras that better end adds
After the integrations and bug fixes obviously
Well, together with jeffn we're stomping all the bugs
What about crafting recipes - there were not that many recipes at all in the original BetterEndForge
Ahhh, now I remember
Yeah, elytras would be nice
Yeah should i redirect to that chat that i mentioned those
I remember that, yeah
@stark crow
Yep, I found that
Oh okay
The only question is how to make a new elytra-like thing
I think a couple of mixins should do the trick
Yeah try that
Alright, will try rn
Into the maelstrom has its own elytra that is pretty much exactly like Betterend's one armored and can fly this could probably help https://github.com/barribob/MaelstromMod/blob/master/src/main/java/com/barribob/MaelstromMod/items/ItemModElytra.java
Great success!
Now I just need to find some more info about those two specific elytras
feathers instead of phantom membranes since surprisingly we don't have phantoms on 1.12.2
And they are actually flying already
although still need to find their wing texture
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
are you breaking its bottom in survival?
Interesting
Yeah, it doesn't drop the seeds in survival mode, only the blue vine lanterns in the foggy mushroomlands do
Will fix that
blue vine lanterns could probably do with a grass sound type instead of stone
Great success!
Fixed
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
@split musk
https://drive.google.com/file/d/1r6r3ecdpSWEIK9vmdJoCj97DXa1xiX38/view?usp=sharing
For you, elytras
neon cacti stairs still have the stone sound type
All saplings still have stone sound type
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
https://limewire.com/d/AlNs9#9uoCnkr7IU goodbird I did a heap dump, and seems something in the config is causing it
Theres already integration with CT
Well that's awesome, but i wonder where can i get the example script
If you scroll up, there should be an example script written somewhere
Woah man thanks for implementing the suggestion man i will test this whenever i am on my laptop
Ooooh
That fog rendering config went wrong, probably
That's how a new elytra implementation looks...
That's a lot but still thanks for implementing my suggestion
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
small jellyshroom could do with a grass soundtype
Are you testing this in a modpack?
as reported previously, sometimes pockets of water generate inside of glowshroom trees, but a minor issue overall
Yes my own instance
It works on its own ony my side, maybe try and pin point it down to a mod that's causing it
Yeah need to figure that out but there is too many i would find it whenever i remake my main instance
So yeah it will take time
I'll try and see on my modpack then.
I see
Will try to fix that
Probably used not a very goot injection point for this one
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.
https://mclo.gs/YZI409z I think if these log errors were to be resolved / cleaned up, it would be set a good baseline for a next release if possible
Fixed
Fixed
Fixed
Fixed
Done
Fixed
I tried fixing those things several time, no luck with that for now
Hopefully fixed that
No more lakes above y level 70
Hopefully fixed that one too
Almost forgot this one
Fixed
Great success!
I reckon if this test build goes well, this could be the release
New release candidate
@split musk, could you please test the new elytras in your modpack when you'll have some time
Ahh at least i am not alone
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
Yeah some mod is causing it but what one no idea
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
Forgot to note one more thing, End slimes do not spawn in amber lands and megalake groves
That's inherited from BetterEnd on 1.16.5
Might be a betterendforge issue, in fabric 1.16.5 they do spawn
Alright, fixed
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
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
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.
I guess, we're nowhere near release
Yeah congrats for that man
Yeah, but I guess the good news is, is that it is becoming even harder for me to find any bugs
Placing Flamaea on water ponds will instead turn into lily pads, additionally, you cannot stand on them like lily pads
Fixed
Fixed
Fixed
Fixed
Fixed
Fixed
Fixed
Jesus that's good
They are climbable now
And probably that slows down you while walking through them
Fixed
Fixed
Fixed
Managed to release the fish
and cubzoa too
New release candidate
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
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)
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
Okay i will try that
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
Regarding the basecropblocks including, shadow berry, blossom berry, amber root and chorus mushrooms, they all suffer from the same issue that being they don't drop seeds, and only drop 1 food at a time
Well, I set its hardness to 50
Weird
Fixed
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
missing blocks?
What missing blocks?
And what's wrong with cacti?
I think I fixed most of the bugs related to them
I mean in the neon oasis when they they dont break fully when brekaing the base blocks. has been an issue since the beginning im sure of
unless you fixed them, doesnt seem to work for me yet
I'll list them down in a bit, because it is a betterendforge issue and I was mainly focused on bug fixes and integration stuff
Fixed
Should those blocks be added now? Or should we wait for a future update
I guess we should wait for a future update, yeah
But still, having a list would be nice
Yeah I will make a list of them
So that I could know what's awaiting in the next update
What is the scope of the next update as well?
Well
The next update should probably bring us structures, I guess?
Since it's the only major thing left
That would probably a big update on its own yeah
And what about "biome implementations"?
I meant the structures mainly
like in the painted mountains and the crystals in the crystal mountains
like those structures havent been implemented inthe biomes yet, poor wording
Structures are the next goal
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
Does it have that much functionality?
I thought it's just infusion and alloying
Not really I think? By funtaionlity, I just mean like crop drops and other stuff
Ah, I see
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
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
oh.. i'll quickly test it again
I just remember implementing those buckets half a year ago
It just worked for me, I think in my testing client there was an incompatibility
Interesting
It's fluidloggedapi, kind of expected it
So no fluidlogged compat then...
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
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
since it's quite buggy still
https://github.com/jbredwards/Fluidlogged-API-Configs There's also this in jbredwards repo, a PR could be made to the configs and when it automatically detects betterendforge, it will generate the fluidlogged whitelist
As well, you could make it a toggleable option to generate underwater flora if possible (maybe defaulted off)
Well, I can
But it still would be a hard dependency
Since one of the block classes would be inherited from a fluidlogged class
I see
and the blocks shouldn't be disabled via configs, I guess
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
I can add an optional IFluidloggable interface for the plants (and I did)
But it didn't really help
To make it an optional dependency, should making underwater plants generate only generate when fluidloggedapi is detected in the client?
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
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
I'm not sure
bit of a tricky one
there is always a way
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
if the issue is class inheritance, iirc theres annotation handling for that for optional compat
I remember bauble mods using it
Not for class inheritance, but for interface implementation, I think
This thing, right?
yeah hm, I swear seeing it done with direct inheritance
what class needs to be inherited, a custom bucket?
Actually
Now I looked a bit closer
And it seems that SirSquidly managed to put all that stuff in an interface
So that thing might work for it
but still, probably we'll leave it for the next update
since it's a lot of fixes and integrations already
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 🤷♂️
Well, yeah...
[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"
Ah, I see
Thanks :3
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.
Yeah you were right Aether Legacy causes the issue i removed that and it work
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?
nvm they seem to also not exist in normal betterend
the crystal mountains seem to miss their crystals tho (pic from 1.19)
afaik, they are just toggles for cave biomes in the config. The biomes do exist in betterend though
Yeah, that's part of the structures in betterend, which have issues atm. The next update is gonna focus on structures Im pretty sure, along with painted mountains, megalake groves etc..
The contents of the biomes does generate
However the biomes themselves - no, since in 1.12.2 there can be only one biome per block
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.
@urban hull Here it is
It is still an unofficial release tho
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;
Ah, that's just a client-side method, my bad
Fixed
Had the same issue in a different mod before. So stupid that this is clientside only
Yep
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.
Alright, fixed that
Thanks!
nobody told me before that it's not giving valid ench books
and I even though I've tested it
I tested a bunch of books and they kept popping up without any enchantments. The other recipes worked so hopefully that does the trick
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
I think so
We'll do the anvils later
Right now the goal is to do a new release with all the things we have
is there a running github to test release builds from or you just upload here?
both
Running github
https://github.com/Goodbird-git/BetterEndForge-1.12.2
Latest build
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
ok i figured out how to fork on github lol i will try not to spam in here
ItemEnchantedBook.addEnchantment exists, by the way
Or, more generally, EnchantmentHelper.setEnchantments, which includes a special case for enchanted books
are you saying this was ok and didnt need to be changed?
It certainly doesn't hurt, but shouldn't be sufficient to fix, assuming EnchantmentHelper does its job properly
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
I skimmed through the messages and falsely assumed you manually set the item's NBT (as opposed to using EnchantmentHelper)
no worries i value feedback, self taught so far so who knows wht im doing that isnt normal and could be simpler lol
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
this actually works and lets you keep enchantments on the armor items you upgrade with the ritual
just tested it, yeah didn't realize that it just outputs an enchanted book with no enchants, pretty weird
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
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.
Silk moths should drop 0-1 silk fibers on death as well
Should I wait for more bug fixes and crafting mechanics to be completed before suggesting a boss dungeon idea to UnseenDontRun?
Most of the mechanics are complete
Would that require him to change BetterEndForge code?
Or can he make it from his own mod?
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
Propably he has too i guess cause.....
I'm not sure, I think that's more of a 1.19.2+ style
And on 1.16.5 and 1.12.2 it's ore->ingot
Yeah does makes sense on that way maybe you can make a compatibility with ore stone variants or raw ore on 1.12.2
mods
Yeah it does wait let me check
I was talking about this compat too
why is there two mods for it 😭
This one much better
Cause people use both
Ok, then I'll keep raw ore in my mod
Yeah do like the textures but i use dynamic raw ores but we will see if i able to change that
Oh yeah sorry I haven't done the ore blocks in DynaOres yet
And autosmelt support 😔
Also there are bug too with Ore Store variants Dense ores not dropping more than one ore
And ofcourse i checked now thallassium don't support better end
Have you tried raw thallasium from new fantasy additions?
Ah, that kinda stuff would need to be passed up to Smileycorp, I just did textures on DynaOres
Yes it does dropping the raw thallassium in your mod
I got back with him and it doesn't sound like he has any current plans for what I was suggesting.
Have the same issue. Been using Dropt to add them in manually as a work around
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?
Looking forward to updates on this 👍
[Also bumping this thread]
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?
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
Ohh I wasn't aware that it was from the mod on its own
i guess one of the first real game kills of the ender dragon in better end backport 🙂
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
Publish the version where mostly things got fixed
Yep
and where your new elytras exist
Yeah that also did the visual bug got fixed or not cause i forget what happened to that
we found out that it was Aether that was causing weird glitches
or something like that
Yeah we did found the issue
Confirming that was Aether what happens after that revelation i dont remember
I did a refight of the Enderdragon and it kinda fu'ed up the Obsidian Towers deleting the middle of the Older Towers
Uh
Will fix that
It shocks me that this thread is still alive
Why not? BetterEnd seems to be a great mod
Because I figured most of the chatter would have been on github lol
Ooooh
They probably found out that I never open github issues :c
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
That's why people suggest and bug report on this thread it's an issues and suggestions page on it's own
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
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.
Honestly, it's my very favorite end mod, no other one has the vibe it does. Having it all fixed up for 1.12.2 would be sooo amazing! Love your stuff! Thanks! :3
Thanks :3
Actually, most of the important stuff is fixed already
Off course! :3
I now just need to publish the fixed version on Curse
Or do you want some speicific fixes?
Ummm just the issues I came across personally where ones other people have mentioned here and on github. If the fully fixed version on curse was published that would be super awesome! 💚💚
Yeah also waiting for the official version release
The only fix i was hoping for is the elytra visual fix idk if it's fixed or not but i do want to see the beauty of those guys
Ok
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
Yeah that is true
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
Yeah do agree on that
official update would be great. also great would be having actual crystal mountains too tho :3
Are you using Aether again?
Almost everyone use Aether 
I see
Yes it's in my instance
I leave sick to the hospital and a new version comes out oh my days 😭
Its not shameful to have hotfixes for hotfixes trust. Still better than no content
A dev that notices problems and fixes them immediately is a good dev.
Does this match your latest git build?
I think so
ok ty
Nice hat
lol ty
you just reminded me i still have a halloween hat on and its almost christmas
When I tested it I tested it without the aether and had no issues. But it would be really important to have those two working together.
Aether is a staple mod at this point.
still has the slab bug, cant place 2 slabs on top of each other
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
I see
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.
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.
bird
I'll think about that
As long as Bird is having fun and taking it easy with the backport
Bird
🐣
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?
bro wants to turn betterend into worseend
Id rather they be an annoyance in the end or at least part of it than one in the overworld
At least in the end, you should be prepared to deal with them
And the phantom membranes are useful as a potion ingredient
I'm wondering if they'd work in End Expansion biomes or if the phantoms would unbalance combat in those biomes.
Simple solution: spawn toggle/biome control
Tbh I think they aren't a great idea for the end, since they specifically are a destabilizing mob.
Imagine void bridging when Phantoms spot you
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
Tbf in my pack, you dont really fall into the void so much as fall to the end surface.
Which is also why I suggested that they be specific to certain biomes if that is a concern
Tbf in my pack, you dont really fall into the void so much as fall to the end surface.
This is a terrifying concept. Especially if the only way to get there is indeed by falling from 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.
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.
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.
Good luck with that because every dev I know in the coalition that takes on projects like this is swamped
@wet plank
I'm working on the mod
Slowly but surely
So it would be not that great if somebody would take the mod from me :c
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
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. 
That's a much better idea :3
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)
As a member of the RLCraft team, could you please tell me, what you would like to see there? :3
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
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. 🫡
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
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.
Idk if they even had the latest build tho
Yeah, that might have been the case
I sent shiv the latest that i myself compiled but he never responded to that so idk
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.
Hmmmm
But yea goodbird you are the dev, you decide when its presentable
Welllllll
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
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.
Anything can be iterated upon
Hmmm, interesting
The only noticeable thing I remember is
There are mods that released in way worse shape (cough srp 1.10 cough)
slabs not stacking
I take that back. I think it was 7 months ago. Haha.
:3
Sooooo
I might try and publish the latest version today or tomorrow
And you'll ask your guy to test
@spice lynx when did you last test betterend, from when is your build
But, once that update is published, I will request further testing by @spice lynx 
Without knowing the current state, it's really hard to make a call on that.
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
But if it's still a bit rough, I'd love to help. Better End is a high priority for us.
I think you never even released a compiled build of the latest latest state goodbird 😄
Like even here the latest one is a few commits behind