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[Personal use, do not merge] English quest translation + Beeyonds Home dual-mode - #249

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[Personal use, do not merge] English quest translation + Beeyonds Home dual-mode#249
AlvaroMartinezSilva wants to merge 1 commit into
CallmeSHaobe:mainfrom
AlvaroMartinezSilva:gtnh-2.9-beta2

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What's in here

Quest translation - the whole 123Tech questline (titles, descriptions, the questline blurb itself) was zh_CN only. Translated everything to en_US, kept formatting codes/item ids/line breaks as-is, kept the mod's own made-up terms (like "Beeyonds") instead of "fixing" them into real words. Also added a proper bilingual (EN/中文) quest entry for the Beeyonds Home controller itself, driven by lang keys instead of hardcoded text so both languages stay in sync going forward.

Beeyonds Home - my own personal take on the controller, which had been sitting in the tree as an empty shell (structure only, no recipe or tick logic - the quest description literally said "not yet complete"). Added two modes, switchable from a mode-cycle button in its own GUI (also settable from the parameter panel):

  • Production: works like an alveary. Queen slot count scales with the highest energy tier plugged into the multiblock (4 queens per named GT tier). Each queen ages and produces on its own simple cycle instead of going through Forestry's IBeekeepingLogic, so the machine never plants real flowers or triggers bee special effects in the world - meant to be a clean, self-contained production line.
  • Breed: drop two parent bees into an input bus, pick the target species and every trait from the panel. Same-species pairs breed as a pure line even with no registered mutation; a pairing with no valid mutation holds the parents instead of ejecting them every tick. 20 second cycle, output is either a mated queen or up to 64 drones at 3x yield, always homozygous/pristine on the chosen alleles.

Custom GUI: the status line plus either the queen grid or the two parent slots + species picker live inside GT5's own terminal status box (as an extra row in its scrollable list), instead of a separate panel that would need the window itself to grow.

Also fixes a structure offset bug (hologram rendered away from the real controller), a bee-duplication bug in the input-pulling logic, and an output-void bug where a produced comb/queen could be lost if the output bus was full.

Status

Personal use only - do not merge. This is my own experimental change for my own beta2 install, not a submission meant for upstream. Compiles clean (gradlew build). Structure, GUI and both modes have been exercised in a local client; a full uninterrupted play session (a full production cycle, ~27.5s) is still the main thing left to stress-test:

  • tier -> slot count uses the single highest-voltage energy hatch present, not the summed hatch voltage - double check behaviour right at tier boundaries if you add more hatches
  • breeding tracker / species discovery is bypassed on purpose (species pairing is the only requirement)
  • no dedicated GUI slots for queens beyond a fixed 4x8 preview grid - higher tiers with more than 32 queens still work, they're just not all individually pictured

The controller has been sitting in the tree as an empty shell (structure
only, no recipe or tick logic, quest even said "not yet finished"). This
gives it an actual job, split into two modes picked from a mode-cycle
button in the custom GUI (also settable from the parameter panel):

- Production: Alveary-style. Slot count scales with the highest energy
  tier plugged in (4 queens per named GT tier). Each queen ages and
  produces on its own simple cycle instead of going through Forestry's
  IBeekeepingLogic, so the machine never plants real flowers or triggers
  bee special effects in the world - it's meant to be a clean, self-
  contained production line.
- Breed: drop two parent bees in an input bus, pick the target species
  and every trait from the panel. Same-species pairs breed as a pure line
  even with no registered mutation; a pairing with no valid mutation
  holds the parents instead of ejecting them every tick. 20s cycle,
  output is either a mated queen or a batch of up to 64 drones at 3x
  yield, always homozygous on the chosen alleles.

GUI: a status line plus either the queen grid or the two parent slots +
species picker live inside GT5's own terminal status box (as an extra
row in its scrollable list), instead of a separate panel that would need
the window itself to grow - keeps the layout in line with how every
other multiblock in the pack sizes its own GUI.

Also fixes a structure offset bug (hologram rendered away from the real
controller), a bee-duplication bug in the input-pulling logic, an output
void when a produced comb/queen couldn't fit because the output bus was
full, and translates the questline (including a new bilingual quest
entry for this multiblock) to English.
@AlvaroMartinezSilva
AlvaroMartinezSilva marked this pull request as draft September 1, 2026 22:04
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