May132013

Hotfixes 17 and 18 now here.

By Bioxx in General 3 Comments

The hotfix 18 issue sure was weird, sorry about that. This will be the final 76 bugfix patch. The 77 branch will soon be rolled into the master branch due to the difficulty of keeping both in working order (I know, I’m a total noob with git, w/e). Much is changing in the code for 77 so constantly tinkering in 76 is pointless in some areas. Hopefully this means that those of you who’ve been assisting me with these fixes can now go on to help with little things in 77. I’d certainly appreciate it.

 

Beta Build 76 Hotfix 18

Bug Fixes

  • Fixed a strange issue where no item textures where loading properly.

Beta Build 76 Hotfix 17

Bug Fixes

  • Forge Version changed to 7.7.2.679
  • Fixed Forge Dupe
  • Fixed some issues with small ore textures not appearing.
  • Fixed several shift click bugs.
  • Sluices now work like most other things in TFC and will continue to function even when unloaded.
  • The Propick should now properly display Lapis Lazuli when it is found.
  • Fixed Shift click issue with ceramic molds in the firepit.
  • Meals should once again only give half filling when cold and will show how much filling they provide on the hunger bar.
  • Bows should no longer attempt to stack or fit inside chests.
  • Bows can now be placed on tool racks.
  • Bloomeries should now properly give back a bloomery block when broken by a pickaxe.
  • Forges should no longer give a forge block when broken.
  • Querns should no longer accept and simultaneously use a stack of multiple handstones.

May102013

Launcher Updated

By Bioxx in General 5 Comments

Head on over to the Downloads Page to grab the latest version of the launcher. The latest version fixes some connection issues to the website that were giving Error 403 by using a different subdomain. It also fixes the issue with needing to Force Update every time that TFC updated due to the loadorder file being erroneously erased.

May092013

Hotfix 16 now live!

By Bioxx in General 1 Comment

Huge thanks to those of you who are contributing to TFC by submitting bug fixes for 76 while we work on 77.

Changelog

Bug Fixes

  • Fixed Firepit and forge flashing textures.
  • Fix crash when placing ingot pile on top of log pile or chiseled block.
  • Fix crash when placing plank on block with sign or sapling.
  • Should no longer lose planks when trying to place on top of grass or flowers.
  • Several texture fixes for various food items.
  • Sluices should now give a broader range of ore more consistently instead of only the first two roes found.
  • Fixed missing texture for firestarter and tin chisel head due to incorrectly capitalized file names.
  • Fix shift-clicking on anvil to put things in the right slots.
  • Fixed so that all plans shift-click into the plan slot in an anvil.
  • Fixed the problem where swapping an item with a finished one instantly cooks the new item.
  • Fixed water bottle drinking exploit.
  • Stack size will now display correctly in firepits.
  • Shift-click will work as it should in firepits.
  • You will not lose your cooked item if both output slots are not free in firepits.
  • Peat will only go into the fuel slot with shift-click now in firepits.
  • Ingot pile selection box now matches the collision box.

Notes

  • A lot of people have been reporting the inability to use written books in the scribing table as a bug, but this is not the case. We deliberately disabled this when we ported to 1.5 due to bugs and it was noted in the initial 76 changelog that apparently nobody bothers to read :p

May082013

Hotfix 15 has arrived

By Bioxx in General 9 Comments

A big thanks to Upthorn for continuing to add fixes to Build 76 while we work on 77.

Changelog

Bug Fixes

  • Selection boxes on anvils and food prep now correctly match their collision boxes
  • Fixed vertical alignment issue with metallurgy and scribing table guis.
  • Allowed knapping without a block targeted.
  • Fixed chopped trees incorrectly leaving leaves behind.

As usual, if you’re using the launcher and it behaves strangely instead of updating, be sure to tell it to force update. We’ll remedy this in time.

Apr292013

Launcher Updated

By Bioxx in General 5 Comments

A new version of the launcher is now available. You can grab it HERE.

A big thanks to Forkk for this update.

Changelog

  • The install directory for TFC can now be set in Options.
  • Minecraft now launches in a separate JVM instance. As a result, it is now possible to set the min/max RAM settings in the options of the launcher without the need for a bat file. This should make it easier to use the launcher for our technically challenged friends :)

Important Note: If you’re using the TFC launcher and it launches vanilla MC instead of downloading the newest update, click options and choose force update. This MAY remove other mods and will certainly remove any changes to vanilla files that you may have made such as to LWJGL.

Apr222013

Hotfix 13 and 14 available!

By Bioxx in General 7 Comments

Sorry about the silly anvil bug yesterday. I don’t know how that one got passed me. Hopefully this hotfix will solve NEI issues. Sure, I could test it out if I took like 10 minutes, but I’m sure you guys will let me know if it doesn’t :)

Important Note: If you’re using the TFC launcher and it launches vanilla MC instead of downloading the newest update, click options and choose force update. This MAY remove other mods and will certainly remove any changes to vanilla files that you may have made such as to LWJGL.

Hotfix 14 Changelog

Bug Fixes

  • Fixed TFC inventory not correctly overriding the vanilla inventory. Oops.

Hotfix 13 Changelog

Bug Fixes

  • Possible fix for NEI crashing in survival inventory (Not fixed :/)
  • Fixed anvil item drop bug due to mojang changing how the guis determine if you click inside the gui area.
  • Fixed ingot piles not visually removing the most recently removed ingot.

Apr212013

Hotfix 12 now live

By Bioxx in General 5 Comments

Hopefully this will fix a few outstanding issues and not create new ones :)

 

Changelog

Tweaks

  • Updated Cobblestone wall recipes to give 4 wall sections instead of 1. All others now give 3 instead of 1.
  • Long overdue collision fix for sluices. The lower section is no longer a full block in height. The player should no longer appear to be floating when walking over the lower section.

Bug Fixes

  • Hopefully fixed the bug where items would drop out of your inventory when you would attempt to place them in a slot.
  • Changed ContainerTFC’s mergeItemStack to be a bit smarter. Hopefully fixes some shift-click bugs.
  • Fixed Crash due to watercolorMultiplier incorrectly casting to TFCBiome in all instances.

Apr102013

Going Forward

By Bioxx in General 6 Comments

Hey guys. I wanted to use this post to introduce you to the upcoming armor/combat revamp. The current system, built around the vanilla MC mechanics is just plain broken as it doesn’t like the high armor ratings that TFC provides. As a result I’ve decided to completely bypass the vanilla armor calculations and instead create one specifically for TFC. At the end of this post will be a status update on TFC2. I’d also like to note that hotfixes for 76 will be ongoing as development on 77 progresses.

Please keep all discussion to THIS THREAD.

Intro

The very first thing that I want to put forth and get out of the way is that we will NOT be doing locational hit detection. I can offer many reasons why I feel that this isn’t right for MC but suffice to say, I do not believe it fits the engine that we are using. However, some form of locational damage WILL be implemented.

Before I get into the details of our planned system, I should explain to you the way that Minecraft handles damage. Currently, when you receive damage, minecraft gets the armor value of all the pieces of armor that you are wearing and adds the armor values together to get a Total Armor value. Then we get: Real Damage = (Incoming Damage * (25 – Total Armor)) / 25. The biggest problem with this system is that if your total armor rating exceeds 25 you can potentially be healed by the incoming damage i.e. Real Damage is a negative number. Obviously this is bad.

The current idea for what we will use is a Morrowind-esque system where each part of the body has a % chance of being the part that gets hit. These are just numbers off the top of my head but lets say: Chest – 60%, Legs – 20%, Feet – 10%, Head – 10%. When you hit another humanoid, the game will decide for you which location that you hit. As long as you actually did hit the creature, you will always HIT. It won’t just randomly decide that you did not hit. Unless we decide that Glancing Blows are acceptable. More on that later.

Once that location is determined, we get the armor rating of w/e armor is in that slot and reduce the incoming damage.

Damage Types

This will certainly be an area that I believe some of you will be excited to know that we are venturing towards. The current thought is for weapon damages to be one of Crushing/Slashing/Piercing. Of course, along with this comes new armor types as well. I won’t be going into those at this time however.

Skills

Now comes a potentially controversial section. For a long time it has been put forth that I would much rather have the player develop actual skills to be able to do something than to have some magic number that determines your skill level. I’ve now had over a year to ponder on the merits of this stance and I find myself in a very gray area. On the one hand, my initial stance is as valid today as it was the day that I decided to follow that route. However in any game it is impossible to provide all of the feedback to a player that you can experiance in real life as you get better at something.

For example: Working a piece of iron on an anvil in real life gives you many visual and tactile responses as the hammer strikes the metal. You can feel the hunk of iron give way as you slowly mold it into the desired shape and the color begins to fade as it solidifies and cools off. Over time you begin to appreciate the subtle nuances of striking in a certain manner and with differing amounts of strength.

The above example I hope conveys the spirit of the issue at hand. Given unlimited development time in a day and some absolute burning desire to make the greatest smithing simulator ever, I’m sure that I could come up with more ways to expand upon the current smithing system. However, I have neither of these things. As a result, we must find another way to convey subtleties of learning the ins and outs of a chosen profession. Skills are I believe the only viable way to accomplish this.

However, I want to be very clear that I still believe that our original stance is the preferable one when applicable.

A skill system does however open us for content down the road with temporary buffs related to your skills etc. It would also provide a very good reason to be afraid of death, which is something that I am always on the lookout for as I still don’t feel that our death punishment is enough of a reason to want to avoid death.

This brings us back to Glancing Blows. We must then decide if we want combat to be influenced by theses skills. On the one hand, it provides an advantage to established players and can to some extent promote the slaughter of newbies (Combat based skills can be balanced to provide a bonus but not be overpowering), however, on the other hand combat will already be somewhat random jsut because you never know which body part that you are going to hit, and consequently how much damage you are going to do or what kind of status you may inflict on your foe etc.

One area that Dunk and I are dead set against is knowledge based skills. We will never implement a recipe that requires Skill X to be at Y value or greater to be used. We do not under any circumstances think this is a good idea.

So there are obviously many facets to this discussion and I trust that you all will do your utmost to debate the details to death and provide me with some other perspectives (If the defunct kingdoms thread is anything to go by).

TFC2

I think that some of you may already be onto this, but for the rest of you, TFC2 is officially mothballed. Because of the sweeping changes that 1.5 brought with it, I was forced to rewrite a far amount of code that I felt was problem code to begin with. As a result, my interest in seeing the TFC1 codebase continue to progress has returned.

But dont fret. The discussions and ideas brought forth in regards to TFC2 were very good and I expect that we will see many of them make their way into TFC1 as we move forward. The mountain code for instance will be coming to TFC in Build 78 or 79 along with another pass at terrain generation. I hope that those of you who were interested in seeing TFC2 move forward will understand that this is for the best at this time.

P.S. I know that I tend to announce something and then change my mind and not go through with it, but hey at least I give you guys something to yell at each other on the forums about for a while :D

Apr082013

Hotfix 10 Available!

By Bioxx in General 14 Comments

It took a little while to track down the memory leak but it has finally been slain. It turns out that the render code for Barrels was the culprit :/ So as a result I painstakingly recoded the barrels using the normal method for block rendering(It took about 15 minutes). Anyways, it among other fixes are now available in hotfix 10.

Changelog

Bug Fixes

  • Breaking an anvil should now give the correct anvil each time instead of only copper… oops.
  • Fixed major memory leak issue related to barrel rendering. We aren’t totally sure why the rendering was messed up, however the barrel render code was rewritten from the ground up and the problem no longer occurs in testing.
  • Fixed bucket dupe glitch.
  • Using a red steel water bucket should properly return an empty red steel bucket instead of a wooden bucket.
  • Various code cleanup.

Apr072013

Hotfix 9 Now Live!

By Bioxx in General 9 Comments

This is a big one. We decided to take our time on this one to get as many of the bugs as we could. I think we did a pretty good job. We have heard that there are memory leaks occurring but we have yet to see them occur on our machines. If you have any information, logs, etc, we would be happy to hear about them. After all, its impossible for us to fix what we can’t reproduce.

Note: Just to remind launcher users, if you haven’t downloaded a fresh launcher in the past 12 hours, please do so since a nice update was applied to make it less annoying. (It wont delete your mods folder every time we update, and it remembers that you wanted to save your password)

Changelog

Tweaks

  • Recipe added to convert TFC leather into vanilla leather if vanilla conversion recipes are enabled in the config.
  • Added missing dough recipes that use Red Steel Buckets.

Bug Fixes

  • Breaking an anvils should no longer create an item that causes an unrecoverable crash. If you have one of these items in your inventory, you need to navigate to your world save folder and delete your character file(or use and inventory editor program to . The fix for this bug won’t help you to stop crashing once it occurs.
  • Doors now have correct Size and Weight attributes.
  • Cave-ins should now properly spawn falling rocks.
  • Sand should once again be melt-able into glass.
  • Fixed barrels getting unsealed when unloaded.
  • Fixed barrels not dropping correctly when destroyed.
  • Fixed Sterling Silver typo that caused Sterling silver ingots to have no texture in ingot piles.
  • Fixed Barrels being destroyed in one hit.
  • Removed accidental change to player rendering which was causing some players to crash. We have no idea why this was occurring for only a few players and not everyone but the problem code should be disabled for now.
  • Double ingots should no longer be placeable.
  • Fixed textures for Sand 0 and Sand 5 being accidentally switched.
  • Meals should now properly animate when consumed and will properly be removed from the players inventory.
  • Glass bottles should now have a texture.
  • Barrels should now cool ingots properly. The cooled ingots should once again be stackable as long as they haven’t been worked.
  • Skeletons now hit like a boss instead of a vanilla pansy.
  • Corrected brick recipes so that they all yield 4 brick blocks.
  • Buckets should no longer be lost when making dough.
  • Fixed missing vines texture.
  • Tool racks should no longer crash due to trying to drop an invalid item when you break them.

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