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Yipiii... another batch of recipes #1228

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EnderProyects
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@EnderProyects EnderProyects commented Mar 31, 2025

Add recipes for all terracota in furnace, add recipes for stripped logs in the extruder as talked in git-dev, add recipes for obtaing some sapplings and wither rose
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@Nockyx
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Nockyx commented Mar 31, 2025

In my opinion should:

Change the Glass Recipe to use amethyst shard, and use oredict so the gt one works.

Change the Warped plant recipe, it's overly complicated

Not make the magrove need botania flowers, no reason to gate a vanilla tree on magic

@EnderProyects
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The plants you can get by exploration, and once you get one you can get a ton, by farming or by using TGS, just added recipes so people that plays in old world generation or customs runs can get them

@EnderProyects
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changed recipes

@Dream-Master Dream-Master requested a review from a team April 1, 2025 11:25
@Dream-Master Dream-Master added the 🚧 Testing on Zeta Do not merge yet, testing this PR on Zeta label Apr 1, 2025
@EnderProyects
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EnderProyects commented Apr 3, 2025

Added recipes for decorative amethyst and tuff
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@ReignOfFROZE
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Centrifuging a rock doesn't really make a whole lot of sense for the tuff centrifuging... why not use (or add if it doesn't exist already) the dust to be in line with every other rock dust centrifuging

@ReignOfFROZE
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Also, what are those liquids in the amethyst autoclave recipes?

@YannickMG
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If it's not related to progression, it's probably better to re-use existing fluids (or avoid them altogether if they're just there to add flavor) so players don't have to juggle yet another line.

In the case of the autoclave is there any reason not to use the regular autoclave fluids?

As for this recipe to make Tuff.. I'm having some trouble understanding the point of it.

        GTValues.RA.stdBuilder()
                .itemInputs(
                        getModItem(BiomesOPlenty.ID, "ash", 1, 0, missing),
                        getModItem(Botania.ID, "stone", 1, 1, missing),
                        GTOreDictUnificator.get(OrePrefixes.dust, Materials.Netherrack, 64L),
                        GTUtility.copyAmount(0, GTOreDictUnificator.get(OrePrefixes.lens, Materials.NetherStar, 1)))
                .fluidInputs(new FluidStack(FluidRegistry.getFluid("ic2pahoehoelava"), 3000))
                .itemOutputs(getModItem(EtFuturumRequiem.ID, "tuff", 1, 0, missing)).duration(20 * SECONDS)
                .eut(TierEU.RECIPE_LV).addTo(laserEngraverRecipes);

For one thing, the laser engraver has no business making soils/stones. Then it requires Biomes of Plenty Ash, Botania stone only obtainable through Magic or through Blue Ice for some reason in the Block Breaker and Pahoehoe Lava from the output of a Thermal Boiler..... All that to make a single block of Tuff which you can find unlimited amounts of in the overworld?

I get that this makes for a "fun looking" line of recipes in order to get to a final product, but this final product is incredibly ordinary and in no way deserves this level of complexity to be craftable.

All this to say not every block needs to have a recipe. If the intent here is that you didn't want players to be able to loop Tuff infinitely from the materials it's made of you could simply forego having a recipe altogether.

Also yes as mentioned let's give Tuff a dust and use that if we want to centrifuge it. It's hard enough to be mined with a pickaxe after all.

All that being said, you obviously have your reasons for why you like making recipes these ways. It might be good to discuss the guiding principles you are using for recipe design in the EFR AOI and might help you align your work with what's more likely to be accepted.

GTOreDictUnificator.get(OrePrefixes.dust, Materials.Amethyst, 13L),
GTOreDictUnificator.get(OrePrefixes.gem, Materials.Amethyst, 1L))
.itemOutputs(getModItem(EtFuturumRequiem.ID, "amethyst_cluster_2", 1, 6, missing))
.fluidInputs(Materials.VibrantAlloy.getMolten(576L)).duration(2 * MINUTES).eut(TierEU.RECIPE_HV)
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Don't use a reasonably expensive materials for such a "useless" block, use just distilled water to not overcomplite or add any more depth to blocks just for the feel of it.

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If you check there are two recipes for that block, the one you are saying uses a direct conversion, then there is recipes that go trought all the growing phases

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yes, but the recipe that skips shouldn't use a resaonably expensive material for a decoration block

@Caedis
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Caedis commented Apr 4, 2025

Also, try not to use any IC2 items/fluids as we are trying to drop IC2

@EnderProyects
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EnderProyects commented Apr 4, 2025

Also, what are those liquids in the amethyst autoclave recipes?

1 to 1 mineral water, amethyst to big chunk vibrant alloy

@EnderProyects
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The reason is fortune applies to shards, also I whanted to add something in line with real shards growing, mineral water suits in there instead of just water

@seventh-june
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Tuff's recipe is a bit too overdone/expensive for just a naturally-occurring building block IMO- tuff is mostly just compressed volcanic ash and glass so i feel like the byproducts/crafting of it should just be dark ashes and maybe obsidian dust/basaltic mineral sand, then again I also don't know what you have it made of right now

@EnderProyects
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Tuff recipe is already removed on my end, a meteor will be added

@ReignOfFROZE
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Tuff recipe is already removed on my end, a meteor will be added

I don't really see the need for a meteor? Is tuff something that's going to be required en masse for crafting (such as a singularity or something)? We don't have meteors dedicated to being methods of producing granite or other basic stones so I don't see why tuff is an outlier. Also, it's a naturally generating stone, and if it's anything like vanilla world gen, you're going to have way more of it than you want from mining anyways

@LazyFleshWasTaken
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Tuff recipe is already removed on my end, a meteor will be added

I don't really see the need for a meteor? Is tuff something that's going to be required en masse for crafting (such as a singularity or something)? We don't have meteors dedicated to being methods of producing granite or other basic stones so I don't see why tuff is an outlier. Also, it's a naturally generating stone, and if it's anything like vanilla world gen, you're going to have way more of it than you want from mining anyways

tuff only generates around geodes, so its not all that bountiful. Having some process of creating it yourself is far more convenient. Compressing ash seems fine imo.

@EnderProyects
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Tuff recipe is already removed on my end, a meteor will be added

I don't really see the need for a meteor? Is tuff something that's going to be required en masse for crafting (such as a singularity or something)? We don't have meteors dedicated to being methods of producing granite or other basic stones so I don't see why tuff is an outlier. Also, it's a naturally generating stone, and if it's anything like vanilla world gen, you're going to have way more of it than you want from mining anyways

We have meteors for all granites, what are you saying lmao, there are meteors for many decorative blocks and stuff

@ReignOfFROZE
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Tuff recipe is already removed on my end, a meteor will be added

I don't really see the need for a meteor? Is tuff something that's going to be required en masse for crafting (such as a singularity or something)? We don't have meteors dedicated to being methods of producing granite or other basic stones so I don't see why tuff is an outlier. Also, it's a naturally generating stone, and if it's anything like vanilla world gen, you're going to have way more of it than you want from mining anyways

We have meteors for all granites, what are you saying lmao, there are meteors for many decorative blocks and stuff

My bad, there is a meteor for all of the granites, I missed that. I still think a meteor is overkill, though. LazyFlesh's suggestion seems more reasonable

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Little much for budding amethyst

Why was this not posted in the desc?

@@ -623,6 +869,17 @@ public void loadRecipes() {
new Object[] { "AAA", "ABA", "AAA", 'A',
GTModHandler.getModItem(EtFuturumRequiem.ID, "moss_block", 1L, 0), 'B',
new ItemStack(Blocks.sapling, 1) });
GTModHandler.addCraftingRecipe(
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These two recipes that are (natural item) + (botania petals) = (new natural item) should go in petal apothecary :P
That's the whole point of that block

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9 participants