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
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • 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."

TaeoG

Members
  • Content count

    339
  • Joined

  • Last visited

Community Reputation

223 Excellent

1 Follower

About TaeoG

  • Rank
    Copper Miner

Recent Profile Visitors

2,222 profile views
  1. all the wood has been implemented, however something could have broken at some point without me noticing. What exactly isn't working/available?
  2. [Request] Witchery

    yes, your inventory gui desyncs, but your inventory still works.
  3. [Request] Witchery

    I don't know if anyone has been working on it. I can tell you from my tinkering that the spirit dimension actually does work, and I've created a mod that converts the witch and goblin huts into TFC blocks. But all the mob hitpoints/damagestill need to be balanced, the various seeds need to be given a way to be obtained, and I'm sure a bunch of recipes likely need tweaking.
  4. Luck of the Sea and Lure now work and will be in the next alpha release. There is now a base 1% chance to catch something other than a fish while fishing. Doing so will not lower the fish population in the area. Possible treasure is divided into 5 categories, Terrible, bad, normal, good and great Greater levels of Luck of the Sea increase the chance to get a treasure drop, and the quality of thetreasure, Without the enchant, only terrible, bad and good items will be found, with a heavy emphasis on the lower end. LotS III minimum is needed for Great treasure. Lure decreases the time for a fish to show up byincreasingthe chance of a fish biting every second. Unlike the vanilla enchantment, it doesn't stop working at higher levels, but is still capped at III without commands/mods
  5. Luck of the sea is going to be tricky. I don't think you can catch anything other than fish with the TFC hook, and trying to find a place in the code to add that is difficult. EDIT: That being said, I found a way and am nearly done. Turns out Lure is gonna be worse, since I have to replace some TFC code, which I hate doing
  6. Fiddling with the Fortune enchantment. Its very situational. For many blocks it does nothing, for some it multiplies the amount, and some others it just adds a flat amount to what drops. Some get an increased chance of a rare drop. Haven't even gotten around to what it does when you kill an entity with it . Currently for the block version of the enchantment my plan is to simplify it a bit. Coal will get an additive bonus, instead of a multiplicative one, since coal in TFC already has the potential of dropping multiples. Most everything else will get a better version of whatever it drops. So poor quality ores will have a chance of dropping normal quality ore, normal could drop rich, and rich could drop an extra piece of poor quality ore. kimberlite will have better chance of dropping diamonds, and raw stone will not only have an increased chance of randomly dropping a gem, but the quality of gem will likely be better.
  7. There we go, fixed the error handling code to deal with this properly, ttfcapi 0.8.3 should solve the client launch issue I appreciate the encouragement, I wish I had more time to work on this than I do.
  8. huh, all that code was put in a try/catch block to avoid exactly this. I'll have a closer look tomorrow.
  9. Alright, I believe I've added compatibility for Thermos (and potentially other KCauldron/Bukkit/Whatever crossovers that use the same enchantment code) to TTFCAPI a0.8.2 Unfortunately I don't have time to test it past making sure that the server can launch, but if you feel like tinkering with it, its in the Mega I linked in the OP.
  10. Took a minute to look at Thermos today. I think I know what's causing the incompatibility, and have a good idea how to fix it. I'll give it a try tomorrow.
  11. maybe, but then I'd have to add some means of swapping the enchantments after the fact, which would have a lot of edge cases to catch, or else just leave people with crappy vanilla enchantments as a possible outcome of the random-roll enchantment system, which is the last thing I'd want. When I get a chance I'll see what I can do about Thermos compatibility, the hack I use for normal forge clearly doesn't work but I may be able to work around the bukkit code they got hidden in there.
  12. I can definitely look into it. can you give me a link to the mod you're having compatibility issues with?
  13. Ah, no thanks. I don't believe there is a benefit to doing that. I can add most of those configurations to my own cfg file if I chose to, as I use the same code TFC uses to generate a vein of ore once its position is determined. However the determining of said positions inmy world gen doesn't work the same way as TFC's. TFC generates Ores based on the rock type in the area, mine takes into account everything from volcanic activity, tree types, average temperature and rain, biome, etc. Not to mention magic biomes, silverwood trees and such. Also the world gen is pretty much done aside from possible bugs. Not much point in changing it now
  14. I'm not really sure what you mean by this.
  15. Alright, I've added 3 config options to Taeo's TFC Materials. You can now configure: how much metal a nugget melts into, how many nuggets are received from the cast or anvil recipe, and which nuggets you'd like to be in the ore dictionary. This should give you a lot of control over how compatible it will be. The reason I used a 1:10 ingot to nugget ratio for my recipes is because you can only use whole numbers for the amount of metal per nugget. Meaning you'd either be short 1 unit, or have 8 extra units of metal if you reconstituted nuggets into an ingot. This would lead to either disappointment or metal duplicating, respectively. Maybe I should also add a config option to just turn off nuggets' capability of being smelted, for those who would rather just throw 9 into a crafting grid. I've also fixed the propick for my ores. Now 3 types of ore should show up with the propick - TerraFirmaCraft defaults, any ore that uses the TerraFirmaCraft generator, and any block that uses the Prospectable interface I've added to my API. (As a note, for those modders that want their ore to work without using my API or the TFC generator, you could conceivably just add your ore to the TFC generator with conditions for spawning that are impossible. ) The propick shows the quality of my ores regardless of your prospecting skill at this point, however. I'll fix that in a future release. You can find the current newest versions in the link in the OP. Make sure you have the newest of all 3 for compatibility