Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
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    • Crysyn

      Only help if you can be helpful

      Hey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
    • Kittychanley

      Offline Servers

      Recently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."

Dries007

Administrators
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Everything posted by Dries007

  1. TFC1 1.12+ port

    I'll admit it's going slower than I'd like but some people are helping us along now, so progress is being made. If you want to keep up to date I recommend the discord server:https://invite.gg/terrafirmacraft
  2. TFC1 1.12+ port

    That's not how copyright works. And it's also not how the EULA outlines it. In other words, as long as you don't sell access to them, you can put any restriction you want on your mods, because they are yours.
  3. Submit Questions for FAQ

    @DarmoI don't know how to fix the flux situation, but it could be looked into. About mixing metals: I agree, this is something we'll need to fix.
  4. TFC1 1.12+ port

    Yes, I'll try to keep up with Forge where possible, but it looks like 1.13 will be another humongous mod killer, due to updates on Forge's side. We won't know the scale of the "damage" until it comes out though, so that's worries for later. TFC has always been open source (as least as far as I know) but the license is just different now. Before I had permission from Bioxx (who's code I copied) I could not release anything without violating GPL (the old license).
  5. TFC1 1.12+ port

    We have, see the README topic for more info.
  6. TFC1 1.12+ port

    In other news: I'm now an administrator, Bunsan will be an additional moderator! Bioxx has officially approved of our use of the EUPL license, so the project will be made open source ASAP.
  7. TFC1 1.12+ port

    Automated Message:This topic has been moved from Discussion to Discussion
  8. Hi everyone! Info As some of you already know, I've been working on a secret project as of late: Good old TerraFirmaCraft (v1) for 1.12.2! This port is to be considered the official continuation of the TFC beta project, and has been make with Bioxx's blessing. It will try to get as close to the old TFC as possible, minus some quirks (aka bugs). So while suggestions are always welcome, don't expect them to get added (or even properly looked at) for now, especially if they are major redesigns. A few of the old systems will not make the cut (at least for now) due to complexity and technicalities (this includes the chistel mechanic,other mods exist that do this better,and the food system, which will get an overhaul to make it more compatible with other mods) There is now an official TerraFirmaCraft Discord server (https://invite.gg/terrafirmacraft) for hanging out and finding out about the latest news. The code for this project will be on Github under it's own organization:https://github.com/TerraFirmaCraftIf you wish to help, read the section below! Builds will be made available for everyone once a level of playable is reached. Roadmap Until end june there won't be much work done (by me) as it's currently deadline and exam season, sorry. TODO: Add roadmap. Contributing Please first read the README on Github. We'd appreciate any willing developers (with experience in Minecraft mods) to join our Discord and give us a poke. Do to the huge size of the mod and the massive number of interconnecting systems, we do need you to have at least some experience with modding or at least be really good at Java and a quick study, sorry. If you don't feel this applies to you, but you'd like to help, we do need people checking our spelling, making textures, and eventually beta-testing of course (and probably some other stuff)! Progress There are a few teaser pictures on the old thread (The old thread started here.)Feel free the discuss the progress in the other topics on this board. More teasers/progress reportswill be added to this thread as we make progress.
  9. TFC1 1.12+ port

    There have been no updates/teasers as of late because it's now officially Deadline/Exam season (will last till end June). Most of the work that did get done since last update hasbeen on various internal systems, some overal setup work (making a GitHuborg etc), and some items and misc blocks. Pottery and tools work, metals are all added, with the range of metal items. In the meantime I have had talks with Bioxx, about licenses & permission(the reason the repo is still private) and about the name. The forum will likely get a separate section for this port (and future versions) because it's easier to work from.
  10. TFC1 1.12+ port

    Not really, there is some, but so far there has been no need for any ASM.
  11. TFC1 1.12+ port

    No ETA yet, work is a lot slower now with school etc. This does not override world types, you have to set it, much like Biomes O Plenty, but it does change the default to be TFC on single player. But I am not going to code in special things to account for the lack of data that TFC needs. So many features may not work. This may change at a later stage. For now it'll be just a straight port (with minimal changes, as previously mentioned). I'm sure over time such things can/will be added.
  12. TFC1 1.12+ port

    Some minor changes will be made during the port, mostly fixing bugs (or what I think is/was unintended behaviour). After that, depending on a host of factors, not the least of which is how much time I have, I'll be adding some features.I think most of my addons will no longer be required as they will probably be integrated. It will be open source, as it ought to be, so the community can contribute. A status update in the meantime: Most of the grunt work (item- & block-wise anyway) is done, but there is still a bit of a road to go still. (Almost) all behaviour is still missing. (GUIs, recipes, machines, ...) I don't think I'll be porting the food system for the time being, I think I'm just going to work with stacks that will decay over time (decreasing the stacksize). This isbecause of both compatibility and because it's a lot to port, for something I've always considered one of the less functional design choices of TFC. But I'm open to changing this in the future, should people want it.
  13. TFC1 1.12+ port

    I'm using python, I'm not crazy There are no recipes yet, but I'm the the vanilla system will do file with some python automagic, plus some customizations for the anvil/knapping/etc stuff.
  14. TFC1 1.12+ port

    Thanks for the confidence, Once school starts again (monday) things will slow down (a lot).So I'm steaming along for now, getting as much of a good framework up as possible, so I can welcome contributions. Some statistics: 1232 blockstate json files 776 item models 1260 textures files (not all used) 2000+ language file entries (and probably some typo's) 30 commits4109 fileschanged, 11377 additions and 2382 deletions (thanks git), since first commit 13 days ago. Another sneak peak:
  15. TFC1 1.12+ port

    Yes, but there will be variances in word decorations. The overall terrain/biomes/rain/... will all be the same.
  16. TFC1 1.12+ port

    Oh look, we are at that point where there is more of TFC than vanilla: Todays work: Along with some more invisible changes, like a stripworld command (I got tired of vanilla's commands.), worldgen tweaks, peat & claygeneration (With flowers, although the flowers are now yellow wool blocks.), and by far the most important thing: Pumpkins & boulders. Oh, and ore gen works.
  17. TFC1 1.12+ port

    Well, thanks. That's one of a couple of reasons I don't want to be too open about involvement at the moment. I don't think multiple code styles mix well, and without any code to set any precedent, there is no guidelines of what/how to contribute. Ore gen is the next (big) step. Wit this being a 1.13 forward looking endeavour, I'mcurrently at 924 blocks.
  18. TFC1 1.12+ port

    I'm focusing on worldgen first.T Thanks to my seed gen program I have enough experience with it to get everything going. Now I'm finishing up the various decorators. I'll post another picture soon. I'm planning on opening up for contribution once I hear back from Bioxx/Kitty.
  19. TFC1 1.12+ port

    For now no. I won't release any builds or code. Not until I hear back from Bioxx or Kitty (or an unreasonable amount of time goes by, maybe a month or so). Thanks to the new stuff in forge, the mod will be a lot more compatible already, that includes the water. I don't know how exactly I'm going to handle that yet. (For now the water is stained glass, which makes debugging worldgen also easier.) By now I've also gotten the basic world decoration going. No trees yet though. EDIT: Although if anyone reads this who attempted to port TFC before, I do welcome any information you want to send my way.
  20. TFC1 1.12+ port

    Hi all, long time no see. I'd just like to post this one image. Teaser As you can see, it's a long way to go, but I'm pretty proud of it already. There might be more in the future, who knows.
  21. TFC-Tweaks Some small bugfixes / balance tweaks This mod was made because I like to mess with some of the stock TFC balance aspects, and I don't want to keep using custom builds. I put this mod online because I think some other people may want to use it. This mod can be added and removed from servers/worlds at will, but must be on both sides (because of recipe modifications). This mod does not change the balance of TFC by default, look at the config for those options. If you use this mod's balance changes in a pack, make itappearanceto your players so they don't gocomplainabout things not matching up with the wiki. Source code here. Preferred download link (Curse) Old download link. Click here to see what version of TFC the latest build uses. Builds for older TFC versions are: TFC .23 -> 0.2.0.6 TFC .22 -> 0.2.0.4 Feature requests and bugs on the github issue tracker please. You MUST include a crash-report and screenshot where possible.. Important (somewhat hidden) option: If you want to disable all ASM this mod does, you can specify this as a JVM argument: -Dnet.dries007.tfctweaks.asm.disable This can help you hunt down bug and strange behavior associated with features using ASM, as listed below. This option should not be used in modpack distributions. Contact me if you are having issues and have to use this! Feature list Always on OreDictionary armor dye recipe (This is a forgebug by the way, it has nothing to do with TFC) Off by default Fuel on firepit despawn prevention (time configurable; including infinite) Combine foods on pickup Disable rotten flesh drops Disable spider eye drops Item despawn prevention (time configurable; including infinite) [ASM] Unify vanilla water/lava and TFC fresh_water/lava. This will allow fresh water to be used in mods. As of 0.79.24TFC fluids will NOT work with most pumps. Kitty got this fixed up and ready for next TFC release.
  22. Look in the config files, there will be one for TFC Tweaks
  23. I'll look at it once my exams are over. If I haven't replied in 2 weeks, please remind me if you don't mind. You should be able to play with -Dnet.dries007.tfctweaks.asm.disableadded to the java arguments.
  24. [TFC 0.79.23+] TerraFirmaCraft NEI plugin

    Finally uploaded this to curse, for all the modpack makers.
  25. TerraFirmaCraftNEIplugin Adding NEI support to TFC Note: I'm dyslectic, sometimes I will type FTC by mistake. I'm talking about TFCof course! First, a littlebackstory: I have been playing TFC on and off since I knew of its existence. In fact, it is the first non tech mod I have ever played. Because I knew how much fun it is, I wanted to play with my friends. One small problem: not all of my friends have an extra monitor to keep the wiki open all the time. So, how do you provide wiki like information ingame? Not enough items by Chickenbones! One problem: No support for odd crafting recipes or special blocks. Solution: Custom plugin! So, what does this thing do? In technical terms: It adds custom recipe handlers to NEI to allow it to show TFC recipes. In non-technical terms: aka SCREENSHOTS BABY! IMPORTANT: You can click the arrow to see all of the crafting recipes of the same type. Source code? To the github! Small note: This mod sends anonymous usage statistics to mcstats.org (code is open source, here, here and here) I use these stats to judge interest in my mods, but if you want, you can opt out in thePluginMetrics.cfg file. You can see the results of the data send here. Changelog? Github again v1.1 summary Added alloy mixer Added metrics Fixed bugs v1.2 -> Update for build 0.79.12 v1.3 -> Update for build 0.79.13 v1.4 -> Update for build 0.79.17 v1.5 (may still work with 79.17, no guaranties!) Added heating Hiding some items in NEI to avoid overlap (1.5.3) Modpacks?See license file! Known issues? None. There is an issue with the NEI search bar getting stuck, but that isn't my (or TFC's) fault. This mod is 100% server side save. (or it should be at least....) This mod requires only 2 mods: TFC and NEI (which in turn requires CodeChickenCore!!) Also: Make sure you are starting MC with java 7 + (especially Mac users) Version 1.5.3.24 and up was build with: - NEI 1.0.3.74 - CCCore 1.0.4.29 - CCLib 1.1.3.127 - TFC 0.79.23 This mod can take away some of the mystery of TFC, but it does not show any information you can't find on the wiki. If you want to disable certain parts of this mod, as of version 1.5.1 you can do so in the config (or the ingame config screen, reachable via the modlist) Please download via curse Download for developers / old versions? To the jenkins