Some Tetra Levels are Unobtainable
Hotgandalf2 opened this issue ยท 11 comments
**Enigmatica 6 1.16.5 **
In the tetra modpack there is a max hammer tier of 7, whilst exploring the materials on the tetra Akashi tome I've noticed that Gaia ingots and alfsteel ingots require tier 9 to infuse into any piece of a tool when I tried putting them together on the bench and, those tiers don't exist. I even checked the material hammer tiers in the tome saying a tier 6 is only needed for Gaia and alfsteel which is contradictory. Please let me know if this is a bug in the mod pack.
Tier 6: Alfsteel Handle parts. (Single and Double Headed)
Tier 6: Alfsteel Heads (except Hammer) parts. (Single and Double Headed)
Tier 6: Alfsteel Blades, Wide Guards, Forefinger Rings, Counterweights, Grip Loops, Hilts. (Blades)
Tier 6: Alfsteel Shield Plates and Basic Grip. (Shield)
Tier 6: Alfsteel Riser parts (except Limb Adjuster). (Bow)
Tier 7: Alfsteel Spike and Boss. (Shield)
Tier 8: Alfsteel Straight Stave. (Bow)
Tier 9: Alfsteel Long Stave and Recurve Stave. (Bow)
Tier 7 is reachable with the Forge hammer (base of 5 + 2 from upgrades). Tier 8 and 9 doesn't seem to be achieveable but I might be wrong.
So yeah seems like it's just the bow staves that needs adjustments, unless there's a way to reach tier 8 and 9.
I alerted the dev of this ages ago, it's caused by bows adding to the tier specified :/
Which modpack version are you actually using? Cause Alfsteel is set to require hammer level 4 in the current config.
@NillerMedDild Im currrently on version 36.1.0 As Im playing on a modded server with some friends I did some digging and found someone who needed to changes values in the files to fix this solution but since this is on a modded server Im not sure how to do it. I could ask the owner since hes well versed in coding so yea any help is appreciated,
@BlueAgent Tiers 8 and 9 or not achievable in my mod pack version I'm 100 sure its weird tier coding mix up.
Although using GDLauncher so it may not have updated properly.
Seems like it's currently using hammer tier 6 for alfsteel (latest develop branch on github)?
https://github.com/NillerMedDild/Enigmatica6/blob/346a08a1929cc36018db986385af51f00f88b7d5/kubejs/server_scripts/enigmatica/kubejs/base/recipetypes/tetra/materials/metal.js#L527-L528
I don't think the Tetra Dev is actively accepting code contributions though so seems like lowering the base hammer level for now is the only solution (other than submitting and issue and waiting for a fix ofc). I have PR that fixes an NPE when using Pneumaticraft Block Tracker with Tetra Containers but there's only code for 1.15.2 on the Github, so it seems like 1.16.5 code is closed source for now. It used to be MIT but alas ;-;.
No need to ping, we're subscribed to the issue :)
I don't know where the Alfsteel material is coming from, the one Enigmatica adds is Tool level 4 :s
Neither Tetra or Tetranomicon seem to add it.
Botania does not add Alfsteel as a Tetra material, it's coming from somewhere else. Unless they're adding it some other way than through datapack.
I don't know where the Alfsteel material is coming from, the one Enigmatica adds is Tool level 4 :s
I think the toolLevel
is the harvest level of the material.
Changing Alfsteel's requiredTools: { hammer: 6 }
to requiredTools: { hammer: 4 }
fixes the bow parts required hammer level for me (unfortunately it also makes it easier to make the other parts...).
Now that I think about it, materials added in the scripts with requiredTools: { hammer: X }
where X
is greater then 4
(terrasteel, gaia, alfsteel, iesnium
) won't be able to be turned into bow staves. If only you could configure the requirements for each part, or perhaps remove the hammer requirement increases for the parts...
Then again I'm not 100% sure that hammer level higher than 7 is unobtainable, anyone with more experience with tetra know what the max is for sure?
I suppose another way would be to add more hammer materials so that the higher requirements can be met. Not quite sure how to do that though.
Edit: Okay, so I found out where the requirement increase comes from. You can find it in: data/tetra/schematics/bow/stave/long_stave.json
{
"replace": true,
"slots": ["bow/stave"],
"materialSlotCount": 1,
"displayType": "major",
"glyph": { "textureX": 144, "textureY": 32 },
"outcomes": [
{
"material": { "item": "minecraft:stick", "count": 4 },
"moduleKey": "bow/long_stave",
"moduleVariant": "long_stave/stick"
},
{
"materials": ["tetra:wood/"],
"countFactor": 2,
"toolOffset": 1,
"moduleKey": "bow/long_stave",
"moduleVariant": "long_stave/"
},
{
"materials": ["tetra:metal/"],
"countFactor": 3,
"toolOffset": 3,
"moduleKey": "bow/long_stave",
"moduleVariant": "long_stave/"
}
]
}
Or more generally: data/tetra/schematics/<tool_type>/<slot>/<part_type>.json
The "toolOffset": 3,
determines the requirements increase.
Anways. I'm curious if you'll go with adjusting the requirements increases or with adding higher hammer tiers. You can reach tier 7 currently either with the forge hammer, or with a netherite hammer (which if you hone durability 3 times you can hone hammer tier increase to get to a tier 7 hammer).
If you're going with the former then the parts that have custom toolOffset
are:
data\tetra\schematics\bow\stave\long_stave.json (wood 1, metal 3)
data\tetra\schematics\bow\stave\recurve_stave.json (wood 1, metal 3)
data\tetra\schematics\bow\stave\straight_stave.json (metal 2)
data\tetra\schematics\bow\string\basic_string.json (skin 1)
data\tetra\schematics\crossbow\stave\basic_stave.json (metal 2)
data\tetra\schematics\crossbow\stock\basic_stock.json (metal 2)
data\tetra\schematics\crossbow\string\basic_string.json (skin 1)
data\tetra\schematics\shield\spike.json (metal & bone 1)
data\tetra\schematics\shield\sturdy_boss.json (metal 1)
data\tetra\schematics\shield\grip\straps.json (skin 1)
Thanks for the thorough investigation, excellent work ๐ I think we'll be going with adding additional Hammer possibilities, as it'll change Tetra the least and be the least amount of work.