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TaeoG

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Everything posted by TaeoG

  1. what Bunsan said. Unfortunately, TechNodeFirmaCraft is its own creature, and is strongly incompatible with my crossover. Very sorry. I was wrong in assuming TNFC was just a modpack, its actually a fork and therefore has no reason to keep items like that around in the code.
  2. hmm, best I can tell Bunsan removed the saplings for fruit trees from the mod for some reason. That makes my addon and any other that looks for that item incompatible with TechNodeFirmaCraft. I'd kinda like to know why the TNFC guys would do that. As far as I can tell that plus adding bottled milk are the only changes they made to that file. Unfortunately I'm going to be on the road for work until later in the week, so I don't have time to add compatibility on my end, but honestly I really shouldn't have to, they shouldn't have removed the item from the game, if I'm reading this right and that's what they actually did.
  3. just bumped TTC up to 0.7.9, fixed a bug that caused a crash when a block was broken by something other than a player. My bad. Gonna start keeping a changelog, enough being lazy.
  4. well this mod isn't finished! But there is quite a few others that are. Speaking of this mod not being finished, I've just released 0.7.8, which is a small change. Namely, there is now a hammer recipe to allow players to break the larger elemental shards into a stack of their small counterpart, to use as a seed in the production of more. Thanks to Grimkor and his users for the suggestion. Also there is a new version of TTFCMAT, which is just a bug fix for the prospector's pick and a few of my ores that nobody uses.
  5. hmm, that's a weird one. NoClassDefFoundError don't really happen often, and this case it seems most likely that your download was corrupted in some way. Tinker's construct is not required, I just have a port in the works to make it compatible with TFC, which will have ttfcmat as a prerequisite.
  6. all the wood has been implemented, however something could have broken at some point without me noticing. What exactly isn't working/available?
  7. [Request] Witchery

    yes, your inventory gui desyncs, but your inventory still works.
  8. [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.
  9. 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
  10. 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
  11. 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.
  12. 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.
  13. huh, all that code was put in a try/catch block to avoid exactly this. I'll have a closer look tomorrow.
  14. 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.
  15. 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.
  16. 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.
  17. I can definitely look into it. can you give me a link to the mod you're having compatibility issues with?
  18. 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
  19. I'm not really sure what you mean by this.
  20. 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
  21. I can add the config option, sure. I made the ratio what it is for a very specific reason, that I no longer remember. So keep in mind issues may occur. And yes, you're right, it appears I've broken the propick at some point, I'll have a look.
  22. I don't have a public repo set up, no, the source is closed for now, however that will change. I've uploaded newer versions of TerraThaumcraft (a0.7.6)and its prerequisites TTFCAPI (a0.8) and TTFCMAT (a0.7) to the Mega in the OP. Should solve your issue
  23. hmmm, can't compile my code, gradle can't seem to pull down the MCPTools I need. I'll look into it tomorrow if I can
  24. some other mod you added must have had a Tile Entity with the same name as one of mine. My fault really, should have used a less generic name, I changed it in a newer version already. I'll compile my newest builds and upload them in a bit.