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aluc24

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Posts posted by aluc24


  1. Not that my opinion matters a lot, but... I agree with most other players here who said that the portal system is a really terrible idea, and it just doesn't fit in with this kind of mod. Boat/ship based transportation makes so much more sense. If you feel that boats would make the game too easy, allowing players to go to the other islands too early, then there are ways to make it more difficult... Like increasing distances between islands, adding "storms" that would make it risky to go far offshore in a small ship, making navigation difficult without high-tier items (compasses, maps), etc. Of course, boats are much more difficult to implement, so it is understandable why the developers want to do portals instead. But I feel it would ruin the game. I think any alternative solution would be preferable to portals. If TFC2 developers decide to go with portals in the end, I guess I'll skip on TFC2. Not that it should matter to the developers... Just my 2 cents. I really hope there is a way to make boats work.

    1

  2. 2 hours ago, Bunsan said:

    The line is a bit of a MC thing. You see the same thing with acacia/kapok jungles. My guess is that the avg temp is leveraged in world gen and at -16000 you hit point where it doesn't generate. If you hung out there it may generate.

    Well, I actually spent some time at the -16,000 line in creative mod (left MC running overnight) - even through several summers and winters, no tall grass grew past on the North side of that line, and grew perfectly fine on the South side. I think it has something to do with average year temperature. Somewhere around -16,000, it becomes negative. Maybe that's the hard-coded thing that prevents tall grass from growing when the average yearly temperature is as low as -0.01°C ?

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  3. 1 hour ago, Stroam said:

    Don't you still get straw from grains?

    Speaking of which, grains also don't appear to be growing past 16,000 or -16,000, irrelevant of the temperature. 15,999 they grow fine, 16,000 they don't grow at all. So I can't tell...

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  4. 9 hours ago, Bunsan said:

    I put ~ not -. So approximately 12oC is the minimum. So if your temperatures are 5 to 12oC there is very little time it would meet the minimum temperature to even roll the dice for a tall grass to spawn in (which is a semi rare event at the best of times).

    Okay... I see. So there's no way to progress beyond knapping in these extreme latitudes?

     

    P.S. I just noticed, through experimenting, that no long grass grows beyond 16,000 or -16,000 Z axis, irrelevant of the temperature. It is a hard line. This is quite surprising, because I never saw anything about it in the official documentation.

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  5. 4 hours ago, Bunsan said:

    It grows everywhere. It just checks for temperature and light levels. 

    Temperatures are about 5 to 12°C, and there's grass blocks and sunlight everywhere. Tall grass still doesn't grow. Are you sure -10°C is the limit?

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  6. 10 hours ago, Bunsan said:

    I believe that the minimum temperature is ~12oC. 

    Okay, my temperatures in summer are definitely way above that. Even crops are growing. But tall grass doesn't. Why? Does it not grow in Plain and Rolling Hill biomes?

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  7. 1 hour ago, ChunkHunter said:

    I would say that if you can't find long grass your progress will be severely limited - Long grass is the source for straw, which you will need to fire your pit kilns.

    This assumes there's not a plethora of grain crops around where you cut the mature crop and get straw as a by-product.
    (At your latitude I think this is rather unlikely.)

    Yes, I know that. No crops so far. So, what temperature does tall grass need to grow in TFC? Will it ever grow in my latitude?

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  8. Hi,

    I decided to start TFC over again, but this time, far in the North to make things extremely difficult. My latitude is -25000, meaning that growing crops will be very difficult. So far, I love the challenge. The problem is, I can't find tall grass to get straw. Wiki says "it regrows during warm season when the conditions are right". What are these conditions? Do I need to wait until the middle of summer or something? My biome is Plains/Rolling Hills. There's a forest nearby. It's Early Summer now, but I can't find any straw on the island I'm on.

    So, will the tall grass grow in my latitude? If not, is it possible to progress without it?

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  9. No I'm saying it is the responsibility of the mods themselves and it mostly falls on cuchaz. His mod is not a total conversion mod and so is very very likely to be used in a multi mod environment. So it needs to be coded to be as compatible as possible for all forge mods with assumption of vanilla base. Any none vanilla base can be compensated for with secondary tools, like recipes tweaks. If the crash was only caused by TFC chests and was due to a method TFC could change to fix, it would be on them to fix, if they wanted. No compatibility mod is going to fix issues like the chest bug as that is a fundemental error in the ship mod.

     

    All right. I'll test as much as I can and forward reports to Cuchaz. Hopefully, he will cooperate. Thank you again.

     

    If anyone else has something do add, please do!

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  10. I would never expect a mod to be developed that makes two mods compatible. It is rare, especially when the incompatibilities are minor and fixable with current tools.The chest issue is likely a larger issue with all or just non-vanilla Tile Entities, inventories or GUIs. This would be an issue for the ship mod itself. It's repo with issue tracker is Here. Most issues you have should be first reported here. With a good bug report they will be able to tell you if you need to talk to another dev.

     

    So, you're basically saying that no one would work on compatibility of those two mods. After all, both are gonna be updated sometime, and new bugs will arise, with no one to fix them again.

     

    Maybe this is a lost cause? Maybe it's better to wait for TFC devs to implement movable ships, as this feature is in high demand (I gathered that much from browsing this forum)?

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  11. I was not offended.My point was that if you are the one who wants the close compatibility so that is why I suggested doing the testing. The devs don't use the mod and aren't likely to go testing compatibility. The server owners who use it said the few issues they have, but they will have a lot of thing to manage and maintain with their servers with limited time. As such they aren't likely to do extensive bug testing. They'll just deal with problems as they happen.You are passionate about this, so properly bug test to identify the issue, how consistently repeoduce the issue and supply the crash reports. Consistent information from one source with all needed info is much more valuable than antidotal info gathered from multiple sources. Good testers are hard to find and devs really appreciate it. You don't need to be able to code to do that.Talk to the ship mod dev. If they don't know why the chests are crashing on ships then do testing. So take the ship mod. Individually add in any mod you can think of that adds storage inventory blocks (chests, barrels, etc.). Test them on ships. Gather crash reports and submit a clear bug report.For TFC specifically. Just do things and try and break it. Put a bloomery on a ship. Put an active bloomery on ship. Put metal sheets on ship. Put forge on ship. So on and so on. Until some one plays with it with intent to break it the incompatibilities are unknown.

     

    Your point is sound. I wasn't asking of server owners nor devs to test this compatibility - just thought I'd ask how (if) they solved already known problems.

     

    I will try testing it as you suggested. Not sure where can I submit crash and incompatibility reports, though. Officially, no one is working on this compatibility, so, no one is interested to check it out.

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  12. He means the mods are compatible. Why don't you test yourself and find where the issues are. Test with other mods. Do vanilla chest cause same crash? Better storage or iron chest, do they crash? Do othe inventories, barrels, vessels, molds on ground, ingot piles, log piles etc. Instead of asking, test and report findings.m

     

    I'm sorry if I offended you. But it doesn't make sense to re-invent the wheel if someone else has already found the solution, that's why I'm asking. I tested enough to see that the problem exists, but I know too little of modding to determine why. So what's wrong with asking?

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  13. Minetweaker changes the recipes after they are registered by their respective mods. So if you want to use altered recipes you will always need minetweaker in the instance. Minetweaker also interfaces with NEI, so the new recipes will show up there.

     

    Thanks for clarification. That is not a big problem.

     

    So, again, what else needs to be done to make TFC and Cuchaz Ships compatible? (except the chests)

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  14. All right, I've worked for a while, and it seems to work. Here is the shipBlockProperties.cfg, which should be added to cfg folder. I chose approximate weight values. Didn't understand some of these ID's, so correct me if their properties are wrong.

     

    terrafirmacraft:FreshWaterStationary=1;1;false;true;trueterrafirmacraft:SaltWaterStationary=1;1;false;true;trueterrafirmacraft:stoneStairs=0.25;1;true;false;falseterrafirmacraft:Detailed=0.25;1;true;false;falseterrafirmacraft:stoneSlabs=0.25;1;true;false;falseterrafirmacraft:WoodSupportH=0.5;0.5;false;false;falseterrafirmacraft:WoodSupportH2=0.5;0.5;false;false;falseterrafirmacraft:WoodSupportV=0.5;0.5;false;false;falseterrafirmacraft:WoodSupportV2=0.5;0.5;false;false;falseterrafirmacraft:FreshWater=1;1;false;true;trueterrafirmacraft:HotWater=1;1;false;true;trueterrafirmacraft:HotWaterStationary=1;1;false;true;trueterrafirmacraft:SaltWater=1;1;false;true;trueterrafirmacraft:SeaGrassStill=1;1;false;true;falseterrafirmacraft:Sand=1;1;false;true;falseterrafirmacraft:Sand2=1;1;false;true;falseterrafirmacraft:Grass=1;1;false;true;falseterrafirmacraft:Grass2=1;1;false;true;falseterrafirmacraft:Gravel=1;1;false;true;falseterrafirmacraft:Gravel2=1;1;false;true;falseterrafirmacraft:WoodHoriz=0.5;0.5;true;false;falseterrafirmacraft:WoodHoriz2=0.5;0.5;true;false;falseterrafirmacraft:WoodHoriz3=0.5;0.5;true;false;falseterrafirmacraft:WoodHoriz4=0.5;0.5;true;false;falseterrafirmacraft:WoodVert=0.5;0.5;true;false;falseterrafirmacraft:WoodVert2=0.5;0.5;true;false;falseterrafirmacraft:WallBrickIgEx=2;1;true;false;falseterrafirmacraft:WallBrickIgIn=2;1;true;false;falseterrafirmacraft:WallBrickMM=2;1;true;false;falseterrafirmacraft:WallBrickSed=2;1;true;false;falseterrafirmacraft:WallCobbleIgEx=2;1;true;false;falseterrafirmacraft:WallCobbleIgIn=2;1;true;false;falseterrafirmacraft:WallCobbleMM=2;1;true;false;falseterrafirmacraft:WallCobbleSed=2;1;true;false;falseterrafirmacraft:WallRawIgEx=2;1;true;false;falseterrafirmacraft:WallRawIgIn=2;1;true;false;falseterrafirmacraft:WallRawMM=2;1;true;false;falseterrafirmacraft:WallRawSed=2;1;true;false;falseterrafirmacraft:WallSmoothIgEx=2;1;true;false;falseterrafirmacraft:WallSmoothIgIn=2;1;true;false;falseterrafirmacraft:WallSmoothMM=2;1;true;false;falseterrafirmacraft:WallSmoothSed=2;1;true;false;falseterrafirmacraft:WoodConstruct=0.5;1;true;false;falseterrafirmacraft:Thatch=0.2;1;true;false;falseterrafirmacraft:SpawnMeter=1;1;true;false;falseterrafirmacraft:StoneIgEx=2;1;true;false;falseterrafirmacraft:StoneIgExBrick=2;1;true;false;falseterrafirmacraft:StoneIgExCobble=2;1;true;false;falseterrafirmacraft:StoneIgExSmooth=2;1;true;false;falseterrafirmacraft:StoneIgIn=2;1;true;false;falseterrafirmacraft:StoneIgInBrick=2;1;true;false;falseterrafirmacraft:StoneIgInCobble=2;1;true;false;falseterrafirmacraft:StoneIgInSmooth=2;1;true;false;falseterrafirmacraft:StoneMM=2;1;true;false;falseterrafirmacraft:StoneMMBrick=2;1;true;false;falseterrafirmacraft:StoneMMCobble=2;1;true;false;falseterrafirmacraft:StoneMMSmooth=2;1;true;false;falseterrafirmacraft:StoneSed=2;1;true;false;falseterrafirmacraft:StoneSedBrick=2;1;true;false;falseterrafirmacraft:StoneSedCobble=2;1;true;false;falseterrafirmacraft:StoneSedSmooth=2;1;true;false;false

     

    Also, I created recipes with TFC materials for Cuchaz Ships' blocks. Made everything cheaper, as I really don't know if it's worth complicating it at this stage. This is Crafting.zs file which should be placed in scriptsMineTweakerRecipeMakerscripts. It requires MineTweaker to be installed, as it seems it won't run without it. I'm not sure how can I change these recipes without having MineTweaker installed every time I need to use those recipes - if anyone could advise, it would be great. Also, I don't know how to draw these recipes as in Wiki - hopefully you can understand them from this code:

     

    // File generated by MineTweakerRecipeMaker//                     READ THIS HEADER BEFORE EDITING ANYTHING// ================================================================================//     This file is read and changed by the mod.//     If you remove/edit any of the markers, IT WILL STOP WORKING!//     If you want to make manual edits, make a backup of this file!//     Markers look like this: "//#MARKER something"//     They indicate where calls should be placed, so that MineTweaker does them in the correct order.//     Removes come first, then stuff is added.// ================================================================================//// ================================================================================//#MARKER REMOVE// ================================================================================//#MARKER REMOVE SHAPELESS// ================================================================================//#MARKER REMOVE SHAPED// ================================================================================//#MARKER ADD// ================================================================================//#MARKER ADD SHAPELESS// ================================================================================//#MARKER ADD SHAPEDrecipes.addShaped(<cuchaz.ships:berth>, [[<ore:materialCloth>, <ore:materialCloth>, <ore:materialCloth>], [<ore:stickWood>, <ore:stickWood>, <ore:stickWood>]]);recipes.addShaped(<cuchaz.ships:blockHelm>, [[null, <ore:stickWood>, null], [<ore:stickWood>, null, <ore:stickWood>], [<ore:stickWood>, <ore:stickWood>, <ore:stickWood>]]);recipes.addShaped(<cuchaz.ships:paddle>, [[null, <ore:stickWood>, <ore:stickWood>], [null, <ore:stickWood>, <ore:stickWood>], [<ore:stickWood>, null, null]]);recipes.addShaped(<cuchaz.ships:blockShip:6>, [[<minecraft:wool:12>, <minecraft:wool:12>, <minecraft:wool:12>], [<minecraft:wool:12>, <ore:stickWood>, <minecraft:wool:12>], [<minecraft:wool:12>, <ore:stickWood>, <minecraft:wool:12>]]);recipes.addShaped(<cuchaz.ships:blockShip:5>, [[<minecraft:wool:12>, <minecraft:wool:12>, <minecraft:wool:12>], [<minecraft:wool:12>, <ore:stickWood>, <minecraft:wool:12>], [<minecraft:wool:12>, <ore:stickWood>, null]]);recipes.addShaped(<cuchaz.ships:blockShip:4>, [[<minecraft:wool:12>, <minecraft:wool:12>, <minecraft:wool:12>], [<minecraft:wool:12>, <ore:stickWood>, null], [<minecraft:wool:12>, <ore:stickWood>, null]]);recipes.addShaped(<cuchaz.ships:blockShip:3>, [[<minecraft:wool:12>, <minecraft:wool:12>], [<minecraft:wool:12>, <ore:stickWood>], [<minecraft:wool:12>, <ore:stickWood>]]);recipes.addShaped(<cuchaz.ships:blockShip:2>, [[<minecraft:wool:12>, null], [<minecraft:wool:12>, <ore:stickWood>], [<minecraft:wool:12>, <ore:stickWood>]]);recipes.addShaped(<cuchaz.ships:blockShip:1>, [[<minecraft:wool:12>, <ore:stickWood>], [<minecraft:wool:12>, <ore:stickWood>]]);recipes.addShaped(<cuchaz.ships:blockShip>, [[null, <ore:stickWood>], [<minecraft:wool:12>, <ore:stickWood>]]);recipes.addShaped(<cuchaz.ships:blockShip:6>, [[<minecraft:wool>, <minecraft:wool>, <minecraft:wool>], [<minecraft:wool>, <ore:stickWood>, <minecraft:wool>], [<minecraft:wool>, <ore:stickWood>, <minecraft:wool>]]);recipes.addShaped(<cuchaz.ships:blockShip:5>, [[<minecraft:wool>, <minecraft:wool>, <minecraft:wool>], [<minecraft:wool>, <ore:stickWood>, <minecraft:wool>], [<minecraft:wool>, <ore:stickWood>, null]]);recipes.addShaped(<cuchaz.ships:blockShip:4>, [[<minecraft:wool>, <minecraft:wool>, <minecraft:wool>], [<minecraft:wool>, <ore:stickWood>, null], [<minecraft:wool>, <ore:stickWood>, null]]);recipes.addShaped(<cuchaz.ships:blockShip:3>, [[<minecraft:wool>, <minecraft:wool>], [<minecraft:wool>, <ore:stickWood>], [<minecraft:wool>, <ore:stickWood>]]);recipes.addShaped(<cuchaz.ships:blockShip:2>, [[<minecraft:wool>, null], [<minecraft:wool>, <ore:stickWood>], [<minecraft:wool>, <ore:stickWood>]]);recipes.addShaped(<cuchaz.ships:blockShip:1>, [[<minecraft:wool>, <ore:stickWood>], [<minecraft:wool>, <ore:stickWood>]]);recipes.addShaped(<cuchaz.ships:blockShip>, [[null, <ore:stickWood>], [<minecraft:wool>, <ore:stickWood>]]);recipes.addShaped(<minecraft:wool:12>, [[<terrafirmacraft:item.BurlapCloth>, <terrafirmacraft:item.BurlapCloth>], [<terrafirmacraft:item.BurlapCloth>, <terrafirmacraft:item.BurlapCloth>]]);recipes.addShaped(<minecraft:wool>, [[<terrafirmacraft:item.WoolCloth>, <ore:materialCloth>], [<ore:materialCloth>, <ore:materialCloth>]]);

     

    Most things seem to work, although I haven't tested everything yet. Chests don't work, as expected. Kittychanley, would you be so kind to comment on my work and tell what else is needed to make TFC and Cuchaz's mod work together?

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  15. No, they are not entities, they are blocks. A tile entity is still a block, it is just a block with more information stored on it. If you did an NEI data dump, they show up in the file.

     

    We already have placeable cloth, it's called carpets.

     

    Ok, thanks for clarification!

     

    Well, I meant vertically. So that sails can be made. They look terribly thick with full-sized wool blocks.

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  16. You can find them in the code, or like I said you will have to use inventory tweaks or NEI to display them.

     

    Yeah, well these are entities, so I couldn't find them with NEI (searched for "stairs", "detailed" and so on).

     

    By the way, what do you think of my idea to make cloth placeable (like blocks, just narrower).

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  17. Unlocalized names are case-sensitive. If you have inventory tweaks installed, you can do F3+H to show the unlocalized names. Or if you have NEI installed, it can do a data dump of all the unlocalized names. Either way, they are all going to start with 

     

    terrafirmacraft:

     

    So what you have won't work no matter what because you used a capital T. For stairs, slabs and detailed blocks, their unlocalized names are

     

    terrafirmacraft:Detailed

    terrafirmacraft:stoneSlabs

    terrafirmacraft:stoneStairs

     

    Thank you very much. I managed to get it working. Where were these specific ID's listed? I couldn't find them on Wiki.

     

    I will now start working on recepies.

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  18. That is for end-user config. The proper water will be replaced depending on your location. As for wool, I know of no way to add other blocks as "sails"

     

    Maybe I just need to ask Cuchaz to make sail blocks configurable (so you can choose any block/blocks as sail blocks).

     

    In the config you provided, are detailed blocks listed? Because I can't seem to find them. Kittychanley said that slabbed, staired and chiseled blocks each have their own ID, although it is not tied to the original material of the block. So, is it in the config you gave me, and if not, how can I add these 3 types of detailed blocks?

     

    P.S. Can anyone help with this? I have tried Terrafirmacraft:Stair, Terrafirmacraft:Slab and Terrafirmacraft:Detailed, but it seems these are not correct ID's for chiseled blocks. What are the right ones?

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  19. You can config in water. The reason you crash when opening a chest on a boat is due to the interactive blocks being used. Ships mod only intercepts vanilla GUI/tile entity code. I asked him if he would add support for TFC, but he said that he would not, due to the amount of work it would take to add compatibility of this one feature for every mod. He did, however, say that he would one day make an API, at which point the TFC devs, if they wanted to, could add compatibility for ships mod. 

     

    Here is the config for ships mod to make it work with TFC: http://pastebin.com/XfGrkCwb (I ask that you do not distribute this file, as I made it specifically for my pack, Technofirma)

    As for stairs/slabs/detailed blocks, you just have to assume that they are all permeable, and that they are max-wait, otherwise the system can be easily exploitable.

     

    Note, you will have to use a recipe mod to add a way to collect wool blocks, which are used for sails. and you must change the other block recipes to allow them to be craftable.

     

    The API which Cuchaz plans to make sounds very promising. I think I'll show him this thread so that he can consider if he's willing to put that up higher in this to-do list.

     

    Thank you for config. I noticed that all the weight values are set to 1. Is that intentionall, or did you simply leave that for end-user to config?

     

    Another question - since the water is configed in, does it mean that ships from Cuchaz mod generates appropriate water type when sailing? (meaning that if you sail in sea, does it replace salt water blocks with salt water blocks, not vanilla water blocks?)

     

    Maybe it's possible to change recipies so that burlap cloth can be used as sails? It doesn't have lots of uses right now. Actually, if both burlap and wool cloths could be placeable, it would be easy to make Cuchaz mod recognize them. And I'm sure there would be a lot of other uses for that in TFC.

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  20. I do believe he already has a config for water.

    I remember someone talking to him on the TFC water issue, and showing him the config they had and Cuchaz gave a update that he said 'should fix the water issue'

     

    Interesting. Maybe you know how it all turned out in the end?

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  21. That's correct, and exactly why you have to break all chiseled blocks with a pickaxe, even if it was a plank block to start with. And no there is no current plan to fix it, because we don't know how.

     

    Slab, Stairs and Detailed blocks already can be distinguished, because they are three separate block IDs. You just have to remember that every stair block has the stair block ID, and every slab block has the slab block ID, and every detailed block has the detailed block ID. Which of the three the block actually is entirely depends on the mode of the chisel that you used to create it, and not what the block actually looks like.

     

    I see. Well, that's a serious problem that needs to be fixed if these mods are to work together. I know too little of modding to be of any help. I suppose there is no way to tag along the ID of original block to this tile entity the same way as texture is taged? (sorry if that's stupid question)

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