LNF Plans

Because i watched a video 3 years ago and then have imagined conversations I've had with Sean over the past 3 years and I know those conversations have translated into development shifts in accordance with my expectations, I am so looking forward to the LNF release, where I will run a cocaine empire, complex factory, logistics, and crime ring. This game is going to be fire.

reddit.com
u/ForeverWasteland — 2 days ago
▲ 58 r/GTNH

I'm a one modpack Man. Until yesterday and lasting all but 24 hours. I'm back to my baby.

I started modded minecraft a few years back with GTNH as my 1st experience with both modded minecraft and minecraft.
I decided I would give Monifactory a try. What a dog crap piece of turd EMI it uses. I have been spoiled by GregTechNH, its superior sibling. GTNH is like having an uncle with a Ferrari as daily driver while your Aunt Moni is riding the bus. A short bus too.

I am sure Monifactory itself is great, the quest book seems nice. The progression looks interesting. But did they forget about QoL and all things that are good?

A disaster. Back to 2.9

reddit.com
u/ForeverWasteland — 5 days ago

A Mistake

As much as I love NMS and Hello Games, like most things in life, extremes fail. NMS failed public approval initially due to an overly ambitious marketing campaign. I'm sure that plays into LNFs current non existent marketing campaign. But both are extremes. Now we have people that are so confident in what this game is, has, and will be, that disappointment is sure to set in when it's not, despite LNF probably being a decent game. I played NMS on PC day 1 and felt it was a good game, I enjoyed it very much, but I hadn't seen the hype.

Now I've seen hype, but worse than NMS, that hype is 100% fanbase generated and changes daily with the latest meme.

Sean, don't screw yourself, set expectations before they are set for you, if they aren't already.

reddit.com
u/ForeverWasteland — 10 days ago
▲ 63 r/GTNH

GTNH Power Monitor Mod - RELEASED - Early Access

https://preview.redd.it/ugo2zixuibeh1.png?width=1920&format=png&auto=webp&s=1d40e12e61a89648fe6b2b362c3ac6d2cd8a651a

https://preview.redd.it/7fw7awiikbeh1.png?width=1161&format=png&auto=webp&s=07a245ecfca06aead4fd05c2bbe4512ae31eafa1

https://preview.redd.it/u04nuxdmkbeh1.png?width=3462&format=png&auto=webp&s=70d62631774b945520b99b7d19889df93a019d6a

Find the mod on my repo - Releases · GotNukesGit/Power-Network-Monitor

Video of the Mod at - GTNH Power Monitor Mod

Mod also includes a Guide-NH addition for GT Electrical - WIP

This mod is tailored for newer players in Early Game LV/MV - as I progress further in my own playthrough in 2.9, I will continue to add features. Hope you enjoy. Be kind!

reddit.com
u/ForeverWasteland — 1 month ago
▲ 340 r/GTNH

Power Network Monitor for Early Game and New Players to Help Better Understand Their Network

As i move through 2.9 Beta 2 - and going through LV/MV and preparing for HV - as a relatively new player, and certainly still having to teach myself concepts, I have thought how much information is not readily available about your power network.

I know in later game, there are options, but early game - there isn't much. So i created a Cable Cover that provides realtime info on the network. Nothing is cheating - all this info can be calc'd - the cover's are tiered and require circuits of that tier to make. But the point is it give a new player an ability to see why their network may be failing, or a future failure, and how to prevent them.

I am still working through it, but please take a look at the poster and offer any suggestions. Of note, the sampling for data is tick based so there are fluctuations, but I added some hysteresis and deadbands to try and smooth things out. Anyways, thanks for looking at it.

u/ForeverWasteland — 1 month ago
▲ 51 r/GTNH

GTNH Thaumcraft Mod - Thaumonomicon Enhancement

A Thaumcraft mod that tells you what you can research right now, and what's standing between you and the thing you want to make

The Thaumonomicon is a good book. It's a terrible index.

Everything you need is in there — one tab, one page, one tooltip at a time. It has no answer at all for the two questions you actually have: what can I research right now, and what stands between me and the thing I want to make.

So I built a map.

Video: GTNH Thaumcraft Mod - Thaumonomicon Enhancement

Download: Releases · GotNukesGit/Thaumcraft---New-Thaumonomicon-Interface

Items

Every craftable thing in Thaumcraft — 1,422 of them in GTNH — coloured by how far away it is.

  • Green — make it now
  • Yellow — one research away
  • Red — several researches away
  • Violet — research alone won't get you there. Something has to be discovered first.

That last colour is the whole point. NEI will happily show you the recipe for a Primordial Pearl and never mention that no amount of grinding unlocks it. Six research in the pack are true walls — Eldritch Epiphany, Eldritch Revelation, The Crimson Cult, Purifying Bath Salts, Creation, Crimson Philosophy — and if one of them is on your path, "3 researches away" is a lie that costs you an evening.

Route

Click anything and you get the full research chain, in an order you can follow, minus what you've already done, plus the warp it'll cost you on the way.

Map

The dependency graph, with the same fog the book gives you. Hidden research stays hidden. It won't spoil you.

Keys

  • B — opens Thaumcraft's own book on the exact node. Real page, real research button, real note. I didn't reimplement anything.
  • R — hands the item to NEI.
  • D — shows what the mod resolved against your Thaumcraft.
  • F3 — dumps the entire live research graph to JSON.

It ships no research data

The graph, your progress, warp costs, recipes and triggers are all read from the running game — so it tracks whatever pack, version and addons you actually have. It should work on any Thaumcraft 4 pack, not just GTNH.

Client-side. No ASM, no mixins, no coremod, no packets. It reads, and it draws.

Accuracy, or: the ways I was wrong

Thaumcraft 4 is closed-source and its data model is a minefield. I fell into most of it before I stopped guessing and started dumping the live graph:

  • isConcealed is set on 833 of 1,243 research. It means nothing useful.
  • isHidden is set on Thaumium — a first-hour research.
  • Addons register mirror research (TB.INFUSION, TXINFUSION) and virtual copies of other mods' research under the same key — so a naive loader silently keeps the wrong one. Gadomancy quietly owned half of Artifice.
  • A research's icon is very often not the thing it makes. Seasonal Magicks wears the Boots of the Traveller sprite and crafts no such boots.

Reading those wrong made an earlier build claim 1,049 of 1,439 items were unreachable — including boots you could research immediately.

So, honestly: 1,377 of 1,422 items are mapped from a real recipe output. The other 45 are matched by the research's icon, and the mod says so rather than presenting a guess as a fact. The six-wall list is pinned in CI, because that number has been wrong three times.

If it's wrong on your pack, press F3 and open an issue with the dump. That turns a week of guessing into ten minutes.

Requires 1.7.10 / Forge / Thaumcraft 4. Tested on GTNH 2.9. MIT. Thaumcraft by Azanor.

youtu.be
u/ForeverWasteland — 1 month ago
▲ 82 r/GTNH

Tired of squinting at the aspect tree during Thaumcraft research, so I built a hover-to-highlight helper for GTNH

If you play Thaumcraft, you know the research minigame: you've got aspects to connect across the hex grid, and every link has to be between two aspects that share a component. The problem is you're expected to remember which aspect connect — otherwise you're hovering things one at a time.

So I built a small helper for it (a fork of GTNH's thaumcraft-research-tweaks). What it does:

Hover any aspect and it highlights everything that can connect to it. It works both directions — hover a placed node in the grid to see which of your side-pallet aspects you could drop next, or hover a pallet aspect to see which nodes it can attach to. The highlight is driven by the actual aspect tree, so it's always correct.

Other bits:

  • Two tiers of highlight: aspects you can use right now glow bright; aspects that would connect but you've drained (need to combine more) glow dim, so you still know they're relevant.
  • Fully configurable in-game (Mods → Config): toggle it on/off, glow intensity slider, and named color choices for the highlight — no config-file editing.
  • It doesn't need Research Expertise or any progression to work. Normally the game only shows you an aspect's components after you've researched Expertise; this works from a fresh character.
  • Client-side only, built for GTNH 2.9 / Thaumcraft 4.2.3.5.

Basically it turns the "do I have anything that connects here?" guesswork into a glance. Happy to answer questions about it.

Note: I am new to all of this, so please be kind. I tried to follow the MIT license for the original mod and forked it properly - if I didn't, please let me know and I will fix it.

u/ForeverWasteland — 1 month ago
▲ 27 r/GTNH

Journey Map - See Biome Tags on Journey Map + Retain All Biome Info for Previous Visited Biomes

No longer lose the biome info for previously visited chunks that are no longer in chunk loading range. Also - see the Biome Tags for each Biome visited to assist with CropsNH. I have another mod that shows current biome tags below the mini map if that floats your boat more. Hope you enjoy! Note - you have to have visited - AutoMap portions that you never chunkloaded at any point will remain blank. But once you've been, it stays with you.

Releases · GotNukesGit/journeymap-biome-reveal

- UPDATE - It now loads old save game data at startup so you don't have to revisit biomes.

u/ForeverWasteland — 1 month ago
▲ 48 r/GTNH

GTNH Biome Tags Mod

For those messing with CropsNH and trying to find the ideal biome(s) to start your base, I created a very small and simple mod that allows you too see the Biome Tags. By default they appear under/near/on top of your mini map. The in-game mod configuration allows you to move around to where you desire.

This mod does 1 thing - prevents need to jump to wiki to see the biome tags fulfilled in your current biome. Hope it helps.

Release GTNH Biome Tags · GotNukesGit/GTNH-Biome-Tags

u/ForeverWasteland — 1 month ago

Status Update - Starting Week 6

Starting Weight - 275

Current Weight - 251.5

Current Dosage - 6mg

Side Effects - none until week 4-5 - then had pretty bad digestive issues but it has since settled and doing weel.

Biggest Change - inflammation weight drastically reduced. No longer do I have big o'le sock lines on my ankles for 3 hours after taking off socks. Fat weight is now starting to come off, though much slower, which is fine.

The Future - As soon as I drop <1 lb per week - I will start by cardio to put a shock on the system again.

Pharmacy - Greenwich - no issues - Tirz w/B12

Mental Changes - Food Noise pretty much disappears until Saturday/Sunday (I dose on Monday) - I think this more has to do with free time those days then actual science.

reddit.com
u/ForeverWasteland — 2 months ago
▲ 0 r/GTNH

Crops-NH Guide Has Returned

Disclaimer - This guide was produced with Claude AI. I can't code. I didn't steal anyone's job by using Claude. I have iterated on the guide for about 20 hours and tried to remove AI's tendancy to use old IC2 crops data, despite telling it not to. I have read through the guide and don't find any glaring errors. I am happy to take feedback and incorporate into the guide. If you don't like AI and think it should be banned from all things GTNH - I am sorry.

There will be errors. I am not a GTNH God, but I have leveled crops 3x since 2.9 release to help fine tune the guide and try to understand the code and keep Claude from going off on tangents.

All that said - The guide is back: CropsNH — GTNH 2.9

What's in it:

Mutation Calculator — pick two parents, see every possible result with exact probabilities, average time, and median wait. Shows whether a result is a deterministic recipe or a pool roll. Soil filtering: a toggle to hide results that can't land because your current soil blocks them (e.g. breeding Corium × Corium and filtering out everything that needs farmland until all you see is Corpseplant). Pool-only crops like Carrot and Potato correctly show up as breedable results, not just "starter crops" — same-species breeding still rolls the pool-mutation breed path, not just self-clones.

Target Mode — type in any crop, get every breeding path from starters to that crop with exact step-by-step recipes. For crops with no deterministic recipe, it shows the real pool paths and odds.

Biome Browser — pick any of the 199 real GTNH biomes (verified against the actual biome table, not vanilla Forge defaults — they're mostly different) and see every crop ranked by its tag-match bonus there. +28 crops first, then +14, then humidity-only, then nothing. Shows which specific tags matched and which didn't.

Production Calculator — yields per hour for 61 crops across 199 real biomes. Biome tags and rainfall are accurate to GTNH's actual world generation.

Breeding Guide — covers the actual mechanics from source: growth rate formula, nutrient scoring (biome tag bonus and humidity bonus are a max(), not additive), the real passesResistanceCheck() roll that determines whether a crop goes dormant or sick from low nutrients, the weedsWipePlants default that means weeds can destroy crops outright not just sicken them, the real Spade/Reinforced Spade seed-return mechanics (the Spade isn't a bonus — it calls the same resistance-weighted roll as normal harvesting, the Reinforced Spade is genuinely different: guaranteed floor(Resistance/10) seeds plus a remainder chance).

Leveling guide — computed optimal biome locations based on scoring every crop's liked tags against every real biome. Canyon + Fungi Forest covers 152 of 176 crops, Crag closes the DEAD/SPOOKY cluster, FrozenOcean closes the COLD/SNOWY stragglers. Starting crop: if you have Natura, Maloberry is 4× faster to breedable maturity than Potato (200 growth points vs 800) and bridges both the food and flower pool clusters. If you can find a BoP berry bush, BoP Berry does the same job via aRed → Poppy instead of aYellow → Dandelion.

reddit.com
u/ForeverWasteland — 2 months ago
▲ 55 r/GTNH

CropsNH Guide + Mutation Calculator for 2.9

CropsNH Guide + Mutation Calculator for 2.9

Been spending a lot of time figuring out how CropsNH actually works under the hood since there's no wiki yet. Built a guide and calculator that pulls directly from the mod source code.

What it does:

  • Shows all possible mutations for any two parent crops with probability in minutes (not just % per tick)
  • Finds the full breeding path to any target crop from scratch
  • Shows pool mutation paths — useful when you don't have the deterministic recipe parents but share a pool
  • Accounts for soil type filtering (e.g. Corium+Corium on graveyard soil only produces Corpseplant)

here is the link - https://cropsnh.netlify.app All mechanics verified against TileEntityCropSticks.java and MutationLoader.java. Happy to answer questions.

reddit.com
u/ForeverWasteland — 2 months ago

3 weeks complete - 16 lbs

Started off at 6'3"275lbs broad shoulder man. 3 weeks in - down 16 lbs. My eating habits immediately changed after day 1. Curbed snacking almost immediately. By day 3 or 4 - curbed normal appetite as well to be satisfied with smaller meals. After 2 weeks - increased dosage - no abnormal side effect - just took my 4th dose. I take my dose on Monday mornings.

Typical food for the day -

Morning - Eggs

Mid Morning - Fairlight Protein Drink

Late Lunch - Chicken Sausage Link (COSTCO) or something similar in size and high in protein.

Dinner - sometimes I just have another fairlight if I am not hungry - to ensure i get more protein - otherwise just a small portion of whatever we are having for dinner.

Dessert - Organic Frozen Fruit stick - think otterpops 😄 but healthy.

Water - 64 -128 ounces a day. 64 minimum by noon.

Concerns that I had that were unfounded but addressed by the community:

  1. Temperature of meds on arrival - my ice pack was 90deg when it arrived - i was worried the doses were ruined. Pharmacist ensured they were fine. They were - as long as they are free from cloudiness and particles - carry on.
  2. Quantity was not enough - having never taken a drug administered with a needle - I was unsure about the quantity within the vial. The vial said 2ml, however, it was only about 33% full. I believed the vial saying 2ml meant that the capacity of the vial was 2ml. After a phone call to the pharmacist - he ensured me the vial was 10ml and he said the label may have been wrong. I think he was confused by what I was asking or I misunderstood. A few redditors corrected me and told me I was stupid. I was. But you don't need to say it.
  3. Red Tint - I expected a clear liquid based on the pictures I had seen. This was easily cleared up with a google search - The B12 additive gives it a red tint. B12 btw give me a little flushed feeling - like the same after taking a 5 hour energy drink - for a few hours the first day - then nothing noticed for the remaining week.

Hope that helps anyone. My pharmacy was Greenwich, out of Texas. People say they are illegitimate - they aren't. They are licensed in my State, they answer phone calls, address concerns. This is my experience - I understand experience may vary.

reddit.com
u/ForeverWasteland — 2 months ago

Is Compounding with B-12 in jeopardy as well?

I got my order a couple weeks ago - on dose 3 now. Everything is great. When I read the subreddit, it appears the supply is diminishing - does that apply to compounded with B12 as well? Will i need to find another source in July when my next dose is due?

reddit.com
u/ForeverWasteland — 3 months ago

3rd dose started - 7.5 lbs down - will i be screwed for my next batch in 2.5 months?

I got a 3 month supply. I am happy with the progress so far. Just worried that when this batch is over I won't be able to receive another dosage? Mine came from a pharmacy in Texas, none of the ones frequently mentioned in this reddit. My compounded Tarazepide comes with B12 additive - are these at risk for going extinct as well?

reddit.com
u/ForeverWasteland — 3 months ago