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    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

      As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.

      Any questions or comments can be directed to Claycorp on either platform.

Bunsan

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Everything posted by Bunsan

  1. FAQs - Terrafirmacraft 1.12+ This is a list of questions we have been asked about the project. These are our best answers as of this moment. Things will likely change in small and large ways so don’t take these as binding. If you have more questions please post them in our question thread on the forum or give Bunsan a poke in the TFC-talk channel of our discord. What is this exactly? The goal of this project is to take the gameplay, mechanics and feel of TFC and recreate it in 1.12+. It is like a port in that we want it to feel like the 1.7.10 version, but it isn’t a true port as we are rewriting most of the code. This project was started by Dries007, the blessing of Bioxx, and is not associated with TFC2, nor is it associated with TFC+ or any other forks of TFC. Is this 1.7.10 Terrafirmacraft fixed to work in 1.12? The default position for all features is that the 1.12 version will replicate the final 1.7.10 version as much as possible. As this is a rewrite we will slowly add in these features through the alpha builds. Changes and refinements will then be made, but the starting point will be based on 1.7.10 version. We know that there are some great ideas out there for expanding TFC and we have some ideas of our own, but for now we need a good base of code with the key mechanics to work from. Who are you and how do I know you won’t just break my heart? The development team consists of Dries007 and Bunsan. Both are prominent members of the TFC community who have extensive experience with the TFC and its code. TFC is a very large mod and so the success of this project will greatly depend on contributions from the community. We are assembling a group of people from the community who can contribute to the mod development to help guide this project. We have the experience and skills to bring TFC to 1.12+ and are committed to seeing the project through. Dries007 is the leader of the project and the gatekeeper of the mods code. He is a prominent member of the TFC community and contributed to 1.7.10 TFC and developed a number of add-on mods as well as other minecraft mods. He is a busy engineering student and an international man of mystery. Bunsan is Community manager for the project. He is best known as a co-author of the TechNodefirmacraft and TerrafirmaPack modpacks and a couple of TFC addons. He spent a lot of years in school, but none of in for programming. He is a self-taught Java coder and so his role will predominantly be communications, PR and general organization. Although he will dabble in code a bit. When will it be finished, when can I play it? We don’t have a timeline at this point. We will have development builds available, but we don’t know when a playable version will be ready. This is a big project that is being done in our spare time. A lot will also depend on the community. We welcome and encourage contributions from the community. The more skilled people we have contributing the faster the progress. We will keep everyone up to date on the progress on a number of platforms. We will post on the forums, the discord channel (https://invite.gg/terrafirmacraft) and the subreddit (https://www.reddit.com/r/TerraFirmaCraft/). So how can I help? There is a lot of areas in the project where you can help, directly with the mod, with the forum, the wiki, the subreddit and the discord. We need people to contribute code, texture, sounds, models, art assets (for forum/subreddit/discord channel), moderate and beta test. We are going to be very picky as to what is added to the mod to keep it clean and clear. So don’t be offended if we don’t use your contribution or rewrite some or all of what you’ve contributed. This will apply to all aspects, from code, to textures, to forum etc. We will do our best to provide the tools, examples and guidance needed, but be prepared for critique, criticism or us simply saying thanks, but no thanks. There is a roadmap here (TODO put roadmap <— there). If you have a particular skill set then give us a poke to let them know about your skill set and what you’d like to contribute. So if I’m not an expert I can’t help? You don’t have to be an expert. You can help and we want you to help. There will be a great need for beta testers, we will need ideas and input from the community and just being an active part of the community helps. You can also work with others who compliment your skills to tackle larger tasks. Most of the initial coding needs a good amount of experience with Java and Minecraft modding, but some is straightforward code using existing code example. Even if you aren’t an expert we encourage you to fork the repository (https://github.com/TerraFirmaCraft/TerraFirmaCraft) and mess around in the code or try your hand at textures (I recommend GIMP, a free graphic program). Many of us are self-taught and learned by messing about. What about all the bugs and compatibility issues? We’ve referred to this as a port, but we are rewriting a majority of the code. This means we can fix the various bugs and compatibility issues that existed. This also allows us to provide a lot of configuration options for players to adjust variables to their liking. The config options won’t be included at first, but it is our intention to include as many as possible. There is also a lot of new tools provided by Forge which will allow a lot more compatibility. For example we plan to change the way food, health and damage is handled to keep the feel of TFC, but allow other mods food, weapons etc to work with TFC. However TFC is a full conversion mod, we are aiming to make it compatible as possible, but there will always be some compatibility issues. What all mechanics from 1.7.10 be included? Mostly yes. Most features we intend to include, but there are a few that won’t be added. The detailed chiseling will not be included. I was amazing for decor, but is not necessary for any gameplay elements. We feel Chisel and Bits does a great job and there is no need to replicate it. Stairs and slabs are now actual blocks and will behave like normal stairs and slabs. The taste system. It was an interesting concept, but never really caught on with most players. It was not an intuitive system and its randomness made for very weird results. We don’t feel the time to include this is justified. We do want to include a skill for cooking and have various ideas, but these will be added later. Food weight. I really enjoyed the weighted stacks for food, but it creates a lot of compatibility issues. We plan to have food items be normal item stacks like vanilla food. This means a lot of the food mechanics will change, but will still exist. We will still have meals, decay, nutrients etc. Trimming decay from food. We will still have decay mechanics, but you won’t need to trim decay from food. Each food item will have a chance to decay, which will cause it to disappear. The decay rate will still be changed based on how it is preserved and stored, but instead of getting a percentage of decay the item will just disappear. So if you have a full stack of apples each one will roll to decay and the stack will be reduced by the number that rolled to decay. What about worldgen? I hate walking 10k blocks to find things. We are keeping the same worldgen. We do want to keep the look and feel of TFC. We are fixing the worldgen bugs and trying to find better methods to fix performance issues, particularly with ore vein generation. We do want to keep the exploration aspect of TFC, but will include the ability to adjust a lot of the worldgen variables so you can reduce the average size of the rock biomes for example. The higher sea level will also be kept, but it also will be configurable. We will also continue to have fresh and salt water, but will work to fix many of the compatibility issues associated with having a non-vanilla water. Will you be expanding the mod with new stuff? Yes. We plan to continue TFC and expand on it, but first we want to get a working version that resembles 1.7.10. We will continue to limit the scope of the mod, so don’t expect rocket ships or modern items. We do want to add new mechanics and items that fit within the TFC timeframe and improve the current ones. We understand TFC community is passionate and many people, myself included, know the “right” way things should be done and the “right” direction to take the mod. We won’t be able to satisfy everyone with new content. Which is why compatibility and configurability are important goals for the project. We want to provide the tools for addons, modpacks etc. that allow the community to have the player experience they want. I loved addon [mod name] will you add its features to TFC? We don’t discount adding content from addons, but have no current plans to do so. As the base code of TFC will change so much all we’d likely be able to use is concepts and art assets, but would talk to those authors before doing so. Many addon authors have already expressed a desire to help with this project. That said TFC adds so much already we don’t want it to become bloated. So it may be best for things that don’t contribute to gameplay to be added with an addon. I have a great idea/there a mod that does something you should add. We definitely don’t want to discourage the community from coming up with new ideas, but as we are focused in getting a working mod up and going, we won’t be discussing or including these ideas at this time. The discord channel (https://invite.gg/terrafirmacraft) is a great place for these type of discussions and we will be expanding our forum section to provide an area for these types of discussions as well. We will be asking the contributors and the community at large for input on specific portions of the mod when we are adding them. What about TFC2? Will you add any of its new stuff? TFC2 is still Bioxx’s project and has a different design plan. There isn’t a current plan to use any portions of it in this project. There are a couple of exceptions. We’ve added the 3 new wood types he added to TFC2 and we are looking at using his concept of tree schematics for tree generation. Could you use the animal model I made for TFC2? We would like to have a lot more animals in TFC, but this is not something we’ve contemplated yet. Use of these models would only be done with the blessing of Bioxx and the contributors. Will you be including options for different languages? Yes. We are hoping to be able to automate a lot of the creation of localisation files, but will need help with proof reading. Can I use my 1.71.10 world? No this will not be possible. Will the 1.7.10 addons I love work with this version? No they will no work without being rewritten.
  2. Submit Questions for FAQ

    It won't really be necessary to report 1.7.10 bugs as this isn't so much a port as a rewrite. A lot of the backend stuff will be completely different. But feel free to join the discord and chat about it. I've not answered the boat question directly in the FAQs, so I will only say that we don't have plans to change the boats at all (they will just have TFC wood colours). I can see where it would be nice to have some small storage in boats, but that is something for late alpha.
  3. Shield Concept Art and Discussion

    For modelling tools. You can try Bioxx's MCMP. Info is on this forum. MrCrayfish has one as wellhttps://mrcrayfish.com/tools?id=mc that is free and highly recommended Cubik Studio is another, but it isn't free.https://cubik.studio or there is a list on the minecraft wiki that may have some useful programshttps://minecraft.gamepedia.com/Programs_and_editors/3D_modeling
  4. TFC1 1.12+ port

    Anything is possible, but not all things are practical. We are sticking with the 1.7.10 worldgen model for the moment. There will be tweaks and changes, but we will not be doing a redesignthat hexes or similar terrain generation would require. Some of the folks who have offered help have experience with worldgen, like delvr the author of Streams and TaeoG who has done a lot of worldgen for his Thaumcraft crossover mod. There has been discussions about allowing different types of worldgen either within this project or through addons. But that is something that won't be looked at until beta.
  5. Shield Concept Art and Discussion

    Number 2 is how it works. You create a model and then tell it to overlay the plank texture. This is how we do a lot of textures. So likely all that will be needed is a shield model json and the call the wood plank texture and the metal sheet texture.
  6. TFC1 1.12+ port

    We’ve not made any decisions or really talked about mobs yet. I certainly would like to have the variety planned for TFC2. When we get to that point we can talk to Bioxx and the contributors about it. As for MCMP that is Bioxx’s program so would be up to him. I believe there are other modelling programs available now. Worldgen currently is akin to 1.7.10. We will definitely be making some changes to it, but we will not be using a hex system at all.
  7. A call for Artists

    You could start your own thread of concept art and textures. We’ll be sorting out the forum sections shortly. I’m not an admin here, so I can’t do it.
  8. Shield Concept Art and Discussion

    The thing with shields is they are models not just textures. So it is a bit more involved that other item sprites. However that also means you don't need to make each shield variation separately as it builds it from components. So one for each wood, one for each metal and then they are combined. We haven't even approached how we will implement shields and if there will be varieties or not. So I'm very happy to see this and is helpful, but understand that for now it is just concept art. So continue playing with this to give us an idea of what to consider when we get to implementing shields.
  9. TFC1 1.12+ port

    I'm working on the FAQs to give everyone a good idea of where we are going and how to help. This is actually a point I'm trying to address. Although we are going to be picky with the code as it is critical to keep it clean and consistent as possible, you don't have to be an expert to contribute. I'm a good example of that, I have no formal training in computers or programming. I regularly refer to myself as a hack for good reason, but I still contribute. I tackle coding I can handle, I read a lot of other mods code to get ideas and I follow Dries code style and examples. I then submit it by Pull Request even though I could merge it myself. That means Dries or others can proof my code, fix my code, redo my code or just say nope. I take all of it as learning experience. I've also taken on the role of Community Manager as that is an area I do have a skill set for and allows others with more experience to focus on code. So the suggestions I have are: Just mess around with the code. It is easy to fork the TFC repository (https://github.com/TerraFirmaCraft/TerraFirmaCraft) and mess around with the code. If it is your forkyou can commit partly complete work or experimentation to different branches. I like to do this because then I don't feel the wider community is reading my code and judging. This will help you learn the code base and get a feel for TFC and then new forge stuff. Also the one thing I strongly suggest you get an understanding of this the generateresources.py python script. This is what generates all the blockstate files. Trust me you don't want to have to write each blockstate json file manually. Mess around in TFC 1.7.10 code. Although we are rewriting a lot of the code it well help you get an idea of how the mechanics are handled in the code. Find collaborators. Teams working on different sections of the code is the most efficient way for the project to progress. Find others with complementary skills to form a small group. In MC mods there is always some grunt code that isn't easily automated for those of us with less Java knowledge. Just participate. Even if it is just posting here, chatting on discord etc. A positive, active community does so much to motivate others to help. As the project progresses new ways of helping will come along. Being a known quantity and having built friendships will allow you to help more and more.
  10. Use /mt liquids to output the fluid registry in the minetweaker log file.
  11. A call for Artists

    The other point for folks looking to do textures is to keep them to 16x16 resolution.
  12. Shield Concept Art and Discussion

    Yes. I’ve not looked at the code for it so not sure how the rendering is handled, but I imagine different shapes won’t be an issue. You can certainly post them in this thread. We are still getting the forum bits organised. If you use discord feel free to come on our channel and send the files there in the tfc development talk channel. Discord is probably the best medium as it provides an easier back and forth.Just zip up the png files tag it with @bunsanand I can have a look.
  13. That is likely the cause. Being compatible with our fork can be challenging for TFC-addons as I've rewritten a lot of code. For example the ores, metals and minerals are reorganized completely with a different class structure. Also all tools are container items, meaning that crafting handlers that use the TFC duplicate tool and use durability method will cause the tools to duplicate. So be aware that depending on all the things your mod does it may be a slippery slope of work for compatibility.
  14. Installing outside of .minecraft directory

    You have to do it into the .minecraft directory. To fix the render distance issue log into a vanilla world and set your distance lower. What is recommended is to have your instance directory different. So when you create the profile in the MC launcher choose to save the files to a different directory. Launch a 1.7.10 forge vanilla save. This will generate all the files and folders you need. Then just put your mods in that mod folder.
  15. Blast Furnace is trash

    That’s just how it works.
  16. TFCore Config

    Just duplicate the non surface ore entry you want a dense vein for and edit that. There was a topic on making rare dense veins a while back you might want to search for.
  17. TFCore Config

    Yes it works. You can add any block from any mod you want into oregen with the config. Just be aware if you make stuff spawn too frequently it can cause a crash. There isn’t a hard line for when it is too much. So just becareful how common you make the veins.
  18. Stuck in bloomery

    I'd suggest doing a TP. If you don't have cheats available then open your game to lan and you can do a tp. The format is /tp @p x-coordinate y-coordinate z-coordinate
  19. Click download at the top of forum. Near bottom there is a hidden list of older builds. Oh never mind. I see that they are no longer downloadable. I'll see if I can find an older version on my system. I don't have an old copy anymore. The only way might be to download and build the 0.79.23 release available on GitHubhttps://github.com/Deadrik/TFCraft/releases/tag/0.79.23Not sure how versed you are in compiling a build.
  20. TFC1 1.12+ port

    That sort of contribution will come in time. It will be important for a clear framework/style to exist for folks to follow, but until the base is working I doubt Dries will focus on laying that out. Add to that the changes coming to 1.13 and not knowing what tools forge will provide. Again I’d suggest patience.
  21. TFC1 1.12+ port

    TFC is a huge mod that has a messy code base. Because of the code has been layered over the years it is a complicated mess. Although a ton of people will want to help and contribute, the reality is that for the port it will be more efficient for Dries to do a lot of the base alone, reaching out to people he knows for help. Once his port is public that will allow all those who want to help to fork and send pull requests. From my involvement in TFC community I believe that it will be better in the long run for it to be more open to contributions, but it needs some tight control to prevent the code base from getting messy. It also is a community with very strong,but divergent view on what is the “right” way. I include myself in the list of strong opinions. Dries is one of the few people who have the skills and experience with the TFC codebase to make this a reality. But it is still a big IF. So what I’m suggesting is for folks to be patient. IF or when this gets to a public state that will be the point when you can contribute. It will hopefully also get to a stable place that forks can allow different versions to pop up. And yes I am also very excited.
  22. Change the height of the TFC world

    That is a limit in Minecraft, not TFC. There were some mods that did this, one by Cuchaz, but I doubt they can be made to work with TFC. The one thing I can say for certain is that it will not improve performance in anyway. In fact it will make it worse. Increasing the number of blocks within the world means more information to process, blocks to render etc. Raising the height would just increase air blocks initially, so the impact wouldn't be as big compared to if they are actual blocks that need to be rendered.
  23. Why flint and steel do not go on Tool rack?

    I just put them in the forge/firepit. Forge I leave it in side slot. Firepit I put it in the input slot when I'm done cooking.
  24. Crashing on using the NEI recipe lookup

    Can you reproduce this with just TFC and NEI present. You have a lot of mods loaded, which are more likely to be the cause or something set wrong on the server. This is not an issue reported for TFC since last update over a year ago now, nor it is an issue in my TFC pack nor have I seen it reported in other packs listed here.
  25. Finding Flux-Producing Rocks

    No other way, just those rock types or borax which is found in RockSalt. Another option is to go into the Seed section of this forum and find a seed that has flux nearby.