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TaeoG

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Posts posted by TaeoG


  1. On 8/29/2018 at 11:51 PM, vladthemad said:

    I know this is an old thread and I was just looking at old mods for TFC and st uff, but that right there stopped me in my tracks. You know that's been a problem for any mod that adds wearables since basically the beginning of SmartMoving, right? Any nonstandard render of equipment like the armor in Thaumcraft, back tools, any of the multiple backpack mods, etc. do that whole staying in one place and not moving with the character model thing. If you found a solution, you might want to make that widely available! :) 

    Honestly the fix wasn't difficult, mods just need to implement support for PlayerAPI. Its just no one ever bothered.

    On 10/2/2018 at 4:19 AM, UnlimatedStone9 said:

    I'm sure that development here is just non existent, however I'll give the benefit of the doubt and ask, why is it that in ttfcmat cobalt melts into ardite in the crucible and ardite does not melt at all?

    Sounds like a bug. And you're right, development has stopped, probably for good. I actually came here to delete this thread, but maybe I'll ask the moderators to put it in abandoned so people have a reference.

    Life circumstances have unfortunately eaten up my free time.

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  2. yes, a small mod using ChestExceptions.getInstance().addException(Item) will add what you want. Be warned, the code it uses is supposed to be used for ingots only, but as far as I can tell it won't hurt anything to put other Items or itemblocks in there.

    As for the trees, each mod handles its own tree generation, and that would have to be disabled and only called when appropriate. Also, for example, the thaumcraft trees will only generate on vanilla grass, so I had to trick its generator into thinking TFC grass was vanilla grass. I wish it was simpler.

    climate based ore gen works the same way. You provide it a block and list of requirements, like "volcanic" and "not humid" or whatever, and  it will only generate the ore in areas that have those features.

    There is also a fishing registry that adds items to the fishing loot table, kinda. I implemented it for the fishing golems, but it should work for normal fishing as well, I'll admit its not well tested.

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  3. On 5/8/2018 at 4:39 AM, ciekma said:

    How is a state of art for TTFCAPI mod?

    I want to consider using  this mod with my modpack. Especially ore and tree generation as well as item size registry seems to be interesting.

    EDIT: how to define large items registry? I see no such options in ttfcapi.ini file. I'm using ttfcapi-a0.8.9 version.

    The Api has some unimplemented parts, and the bow revamp is only partially finished, but it does what I need. It's mostly an api for addon/mod developers, so there isn't an .ini option for everything. 

    I assume you're referring to the registry to keep things out of chests, for developers its done like this

    Spoiler

    To make your tools stay out of chests, it merely needs to extend ItemTool, ItemTerraTool, ItemWeapon or ItemHoe while implementing ISize. This is vanilla TFC capability.

    Everything else can be excluded using ttfcapi.api.ChestExceptions.addException(Item). This uses a bit of a hack, but its less intrusive than ASM

    For yourself... well I could add an option to the config file to enter in a list of items, However, you also mention the ore and tree generation, which would much harder to make into a config-file style change. I assume you want certain trees from other mods to also generate?

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  4. On 5/4/2018 at 10:09 PM, AlexRover said:

    Is the project still alive?

    Thats a fair question. The answer is: not really. It's taken much too long for me to finish it, and people have lost interest. Especially when you combine it with an Alpha for TFC2 being out and Azanor reappearing to start Thaumcraft 6, I don't think anyone wants this. Maybe I'm wrong and there are people checking this thread for replies every day, but I doubt it, lol.

    It's not dead, I still work on it from time to time, but it's not a priority, for the reasons mentioned. I'm sorry for the disappointment :(

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  5. alright, well I've done as much as I can to clean up that error. I'm currently working on incorporating your inventory slot fix, as well as a less intrusive way to handle my inventory code, which should be able to be turned off in my config file. After that, I'm going to take another look at that time sync issue that was causing issues for you guys, as well as cleaning out my build environment to hopefully get rid of that spammed error.

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  6. Happy New years everyone

     

    On 12/3/2017 at 4:03 PM, wormzjl said:

    https://pastebin.com/qq1MTtkg

    Got a crash on world generation

    Interesting.  Best I can tell, some gravel tried to fall into an ungenerated chunk, causing it to generate, but something went wrong when my generation code asked TFC what the climate was there. Since my generator works based on climate information, this caused the crash. Not sure how their climate cache works but maybe this is an edge case. I'll see what I can do to make my code more resilient in this instance.

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  7. 4 hours ago, wormzjl said:

    lol bon courage

    BTW seems that you have forgotten some debug message and my log file was spammed by this message

    [22:51:28] [Server thread/INFO] [TerraThaumcraft/]: generateOverworld called in Infused Ore Generator
     

    hmm, thats two people with the same error, yet that debug message hasn't existed in my code for 2-3 releases. There must be something wrong with my build environment

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  8. On 11/14/2017 at 4:34 PM, wormzjl said:

    I think it's better to use asm instead of replacing the classe file, this would avoid some conflicts as well as legal problems (distribution of modified thaumcraft classes could be a problem, not sure through)

    I talked to Azanor about how I was handling things because I was concerned as well, it should be ok. I am actually using ASM to replace these classes altogether, because doing it surgically is difficult to implement and debug. Its something I want to get to, but right now my job is taking all my time. I work in automation and we're developing a new piece of equipment.

    I hope things will slow down after the christmas holidays so I can get back to this project. I'm itching to play again.

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  9. 13 hours ago, wormzjl said:

    https://github.com/wormzjl/TFCraft/commit/92269b9ff3985c66d53926328d99556a8c1469c7

    Now vanilla armor works, but the problem is that you have overwritten that file

    yes, thats true, I needed to do so to remove the hard cap on magic damage, as well as make armor enchantments work.

    As your fork gets more in depth, I imagine these conflicts will come up more often. We'll have to figure out some way to make our stuff work together.

    If you don't care for the changes I made to the armor code, I believe you should be able to delete the EntityDamageHandler from my jar without any negative consequences.

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  10. On 10/28/2017 at 2:48 AM, Ky6uK-Hy6uKa said:

    How would I fix this? ;)

    First of all, I express my great gratitude for your work!
    You are a wonderful person! Thank you!

    I installed your modification. Everything started in a wonderful way - and your mod, and tfc, and tc - is amazing, brilliant!

    There is one but. Gold bullion falls out of monsters - vanilla. Armor (gold) - similar to ingots. Can eat advice how to fix it?

    if I follow what you're saying, some enemies are dropping gold ingots and gold armor, but they are the vanilla kind? Which enemies?

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  11. 17 hours ago, wormzjl said:

    Do you think if it's possible to make mod armor works in TFC without modifying the source of other mods?

    Trying to find a way to make ic2 quantum armor work with TFC damage, but no chance yet.

     

    I'd likely do something similar to what bunsan said, creating a damage handler that checks if a player is taking damage, if they're wearing a certain kind of armor (ie the IC2 stuff) and then doing the calculations based on damage type. You'll have to decide how much resistance each type of armor has to the damage types.

    The real trick, I think, will be finding the right priority for the damage handler. You can't just have it be first and then cancel the event when you're done, because other mods will likely want to see that event, but if you go last then the damage has likely been modified a time or two already in ways you may not be able to predict (ie thaumcrafts runic shield). Tricky.

    This is why I modify source code instead, lol.

    I guess another option is to make a TFC compatible version of the armor and swap some recipes around or give players some other means of quickly swapping the old stuff for the up to date stuff

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  12. On 9/28/2017 at 10:00 AM, wormzjl said:

    Did you happens to modify the inventory index of TFC?

    Seems my inventory got a bit messed up

     

    alright, had a chance to look at this today. Yep, I replace the entire InventoryPlayerTFC class with my own just to add a couple lines to it (to allow other players to see your back item).
    Completely overkill but super easy to do. I should be able to fix this though, make it less drastic.

     

    On 9/30/2017 at 8:13 AM, drkoaeg said:

    Hey, are you still working on those patches? Especially Mo' Creatures and Ye Gamol Chattels would be interesting to know. :)

    yes they are! But to avoid disappointment, I should advise you to not hold your breath :( 
    Time absolutely flies when you have as many projects as I do, and while I feel like I'm making steady progress, it may be months before you see anything of worth. Currently my focus has been a free standing addon for TFC (freestanding as in it's new content and not a compatibility patch). It has proven to be quite challenging, to the point that I've been reading research papers spanning decades to try and find the best way to accomplish my goals.

    Anyways, Mo' creatures is pretty high on my list, so you may see it sooner than the others.

    1

  13. 20 hours ago, wormzjl said:

    Did you happens to modify the inventory index of TFC?

    Seems my inventory got a bit messed up

     

    Edit: seems that the method of patching you have used have interfered with my fix for inventory index in InventoryPlayerTFC.class

    In vanilla TFC, if you wear a full set of armor and opens a gui like MFSU in IC2, there is a chance that you'll get a second boot in your backpack slot.

    You might want to take a look at my fix: 

    https://github.com/wormzjl/TFCraft/commit/d31b3276f92bcfb8912717df44a39aee11c2e64a

    https://github.com/wormzjl/TFCraft/commit/af47d71cfc10b9b4c2da6d83c3e05f8b8603a12b

     

     

    I'm not terribly surprised. A lot of my patches are very hamfisted, and I try to make them a little less so over time. I'd like to remove all the code injection altogether if I could.

    I noticed that if you open the inventory screen for an armor rack like in bibliocraft that the armor is screwed up, but I've never tried to fix it. I'll have a look at your fix when I'm home and see what my code could be doing to effect it.

    Or, with your permission, I could incorporate it into TTFCAPI.

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  14. 4 hours ago, sabbatnight13 said:

    I just updated to the newest version of Terrathaumcraft last night before I started getting that line of code in my console. Version a.0.8

    After a bit of testing this morning, I learned that that line of code only appears in the console when someone is actually on the server.

    If no one is online, everything is fine.

     

    well, to say I'm confused is an understatement. I've gone through every single time I call my log output, and that error message doesn't exist. I've got a bit more work to do on my current build of TerraThaumcraft, that will require an update of TTFCMAT as well, but hopefully that new version will not have this bizarre problem

    for now, I guess it would be best to roll back to before you updated and got the crash from the time error

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  15. 2 hours ago, sabbatnight13 said:

    Thanks for the fix, but it seems to have cause an interesting issue.

    Instead of the expected null pointer exception, im getting this line in my console, posted 3-10 times per second

    09.09 23:53:53 [Server] Server thread/INFO [TerraThaumcraft]: generateOverworld called in Infused Ore Generator

    Ive no idea how the code you fixed could have caused the ore generator to be called that much.

    well.... it can't.  Which version of TerraThaumcraft are you using? The particular line of code that causes that doesn't actually exist anymore as far as I know

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  16. 4 hours ago, sabbatnight13 said:

    What about having the various ore clusters be a more rich version of the current ores, ie, nuggets worth 10, poor worth 15, normal 25, rich 35 and maybe clusters worth 70. or 50

    As for grinding ores to dusts, maybe make each ore produce multiple dust piles, with x number of piles equaling an ingot. make it so 100 ore units worth of ores, produces 200 ore units worth of dust.

    Edit: After adding your two most updated versions of Terrathaumcraft and ttfcapi to both my single player and my server, I began getting a new crash.

    pastebin

    The crash occurs after successfully logging into the server, then within half a second of the in game world loading, the game crashes.

    I do have a cluster for each type of ore, which will be fine, but its the dusts from things like macerators that are the problem. I don't have control over the specifics of the recipes these mods use which is usually "Item with this meta in -> other Item with other meta out", ignoring nbt tags, stacks of items, etc. Trying to play within other people's code that makes assumptions that don't apply in this case is quite difficult, and a large part of my work on these crossovers.

     

    That crash is caused by the code I got from Wormzjl to fix the mismatched time in other dimensions, I'll see what I can do, I'm not sure what could be null in that situation to cause a npe like that.

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  17. 18 hours ago, wormzjl said:

    My approach: grind rich/poor/normal ores to small ores, then grind further to get corresponding small ore dusts.

     

    Anyone interested in this here ?

    https://www.reddit.com/r/feedthebeast/comments/6sra84/some_flowcharts_and_teasers_for_my_hardcore/

    yikes.

    So how do you account for the fact that players can choose the yield of each type of ore in the configuration, and that most of those mods assume a 1:2 dust to ingot ratio when a small dust would be worth approx 0.2 of an ingot, when doubled at default settings.

    What Ive come up with so far is a recipe for combining the various "qualities" of dust into a generic dust, and then being able to split 200 units worth of that dust out at a time, in order to solve those two problems. But that results in a third problem, and that is that not all automation mods include a way to automate generic crafting table recipe, so portioning dusts may not always be viable

     

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  18. 1 hour ago, bigblueturret said:

    I just believe that it is best to simply omit the furnace. In vanilla, the furnace can be easily made with little resources, and also the alchemical furnace is already furnace shaped without it.

    yes, you're right, the shape is already a furnace, the extra furnace in the middle is kinda pointless

     

    My major struggle right now is getting ore purification working. Right now I have a cluster version of every ore chunk, but I'm really not liking having "Rich copper cluster" and "poor copper cluster" as distinct things. Its not too weird for "clusters", but the main problem is I'm basing this off the "ore dust" I'm adding to TTFCMAT to allow for compatibility with the dozens of mods out there that grind ores down to get double yield, and it REALLY doesn't make sense to have Rich Copper Dust and Poor Copper Dust and not being able to combine them. But compatibility there may be a pipe dream if I can't figure out a convenient way to combine the dusts together in multiples of 200.

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  19. I've been going through the recipes in the Thaumonomicon one at a time and working to replace the recipes. I'm having a bit of trouble with the Alchemical Furnace, however, as it needs a furnace as part of its recipe. Neither campfires or forges (the most similar analogues both in terms of theme and material cost) are craftable, and I think using a metal grill is likely too expensive compared to a furnace. Any ideas in terms of a replacement in the recipe? Maybe restructure it altogether into something different?

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  20. this is all good feedback, clearly I hadn't done the math on the enchanted cloth. Sounds like its time for me to visit recipes in more depth. I hadn't focused on them before because there are so many scripting tools like minetweaker out there to allow players to make their own recipes, but its probably best that I do something on my end as well.

    I'll look into the wandcaps, I'm not sure how they all balance out but if there is room between the existing caps to have a meaningful upgrade I'll add the other metal types

    as for the greatwood trees, I think I'll just add a config option or two to allow you to manage their spawning as you like. I actually made them more rare than in vanilla by making them rely on climate and the presence of other trees, but if you'd like them to be more rare I'll give you that option, as well as the option to disable the saplings.

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  21. UPDATE: 

    Version a0.8 of TerraThaumcraft is available. This includes more granular control over ore generation, as well as a functional Axe of the Stream

    Warnings:

    • this will likely break your config file, so generate a new one and make sure the values are what you want
    • Bows may act strangely, as a half-finished arrow handler is present in this version.
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