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."

vladthemad

Members
  • Content count

    50
  • Joined

  • Last visited

Community Reputation

4 Neutral

About vladthemad

  • Rank
    Wood Cutter
  1. Modded Ore Generation

    For hardened clay, that was easy. I was just using it to explain that I could get other items to work just fine. The unused ores weren't usable in the same way though. In the end, I just abandoned the immersive engineering ores and replaced them with TFC ones. I replaced aluminum with tin, and did the same with the missing alloys. Close enough for government work! I'm all about making my job easier. Now I don't have to make textures, or figure out what types of stone aluminum spawns in, nor make configs to get it to spawn.
  2. Holes in the Ground & Water

    Yeah it's kind of a pain how it generates. I hate when a lava tube or hot spring generates sticking out the side of a cliff. It's not like TFC is the only one with issues though. How about when Minecraft villages spawn on a mountain side? Or mod structures doing the same? it's like it only checks the block they are spawning on at one corner...doesn't bother to see if it's on a cliff face and now this "underground structure" is hanging out the side of a mountain in midair. Same with 2x2 or larger trees. Only checks one corner...now half the tree is hanging in mid air. Doesn't really change gameplay, but it's ugly as sin!
  3. Alright, I'm a bit confused. What's the latest version?
  4. Holes in the Ground & Water

    Actually, most often I run into the water NOT flowing. It's just hanging there, against the edge of a hole, not flowing down into it. In the picture I think what happened is some of the sand collapsed, causing a block update which started the water flowing. I've even turned off ravines all together in the settings, but these holes still show up. I was hoping someone else was annoyed by them too and found a solution Maybe I'll try turning off caves too and see if that changes it. Worst part about it is they always seem to show up where I want to build a base! Hah.
  5. If float is in there and doesn't need to be, it's probably because I stole it straight off the wiki for testing in an effort to understand all the variables. I know in the real world, you have to turn bauxite into alumina via some complicated process, then turn alumina into aluminum via another process, but TFC isn't the real world. I had ultimately planned to use the arc furnace for aluminum; this was more my chasing an idea I had and using aluminum as a stand in to run some tests. I had also switched the aluminum ingot out for coal and vanilla stone too if I remember correctly. Neither of those worked either. There are about a dozen "ores" in TFC that go unused, half spawn in the world, the other half don't even do that. My point was more about avoiding the need to make a custom item block for every strata of rock that a mod ore would need to spawn in, and all the extra work that requires. I was brainstorming how to use TFC to generate an used TFC ore, and just rename the ore to whatever you need. For the most part it works pretty well. I can rename Jet to ModOre6000 with MineTweaker, maybe change it's texture with a resource pack if the color doesn't match, modify one or two variables in the TFC ore config file, and it's done. Prospector pick works perfectly for it, and mines just like a TFC ore, it looks just like a TFC ore, it generates just like a TFC ore...probably because it is! The sticking point I ran into was that converting ModOre6000 into ActualModIngotItemWhatever via TFC's heat/smelt mechanic doesn't seem to work for the unused ores. It's weird, I can get it to smelt anything else into whatever, just not those dang unused ores!
  6. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    I may have mentioned this before on a diffrent thread to you, but if I didn't, take a look at Traincraft. It's finally been updated to 1.7.10. It's been taken over by a new development team. Currently there's an issue with trains climbing slopes at high world heights (aka sea level in TFC) that I discovered, but the devs are looking into it. Otherwise everything I've tested on it works fine.
  7. Modded Ore Generation

    I went back and found out I can make things smeltable/cookable with TFC Tweaker normally. It looks like the unused ores are giving me an issue though. Are you saying because the unused ores don't have an associated liquid form and TFC expects one, there's an issue? I was just testing this out using TFC Tweaker. I already used it to make hardened clay by heating clay. When I try to do the same for Olivine, which is now named Bauxite, I get an error stated "Bauxite is invalid when melted.". This is the issue you're pointing out, correct?
  8. Great addon, very helpful so far. I'm running into one issue right know though. I'm getting an error that says "...is invalid when melted." I'm trying to make use of one of the TFC unused ores, in this case Olivine. I've renamed it to Bauxite. I get the error while trying to add this: mods.Terrafirmacraft.ItemHeat.addRecipe(<minecraft:hardened_clay>,<terrafirmacraft:item.Ore:33>.withTag({temperature: 650 as float}), 650, 0.5); (Hardened clay, and the heat values were only for test purposes. This is a known working recipe, so I start from there and modify to help identify problems.)
  9. Modded Ore Generation

    Exactly, right down to the ore and mod! Ha. I knew I read about it always returning as copper somewhere, but wasn't sure if it could be fixed. Adding in a new ore with the Custom Items mod is doable, but seems a bit of a pain for one dang ore. Custom Items always seems to take forever to load, the first few times I thought it had locked up Minecraft. I was mulling something over though. There are ores that are unused in TFC, and not just the "useless" ones you run into in the game. There's petrified wood, satinspar, serpentine, etc. I was wondering if I could use minetweaker to rename those, and have it generate like a normal TFC ore...transparent texture over TFC stone block. You could change the texture in the resource folder, or just find one that looks similar. I haven't given it a shot yet, just thought of it as you responded. I'll monkey with it a bit and let you know what I find. Edit: Alright, I tested it. If you use minetweaker to rename one of the unused ores (I tested on Olivine) and then used TFC ore gen it shows up in the overworld. With minetweaker, modtweaker, and the TFC addon, I don't see any way to use TFC to smelt it. As aluminum really aught not be available until you're using electricity, putting it into the smelting system of Immersive Engineering will work and be thematically correct, so that will work for me.
  10. [Request] Breeding Bears

    I have read several times on the wiki: " Bears currently have the code to produce offspring, but do not have an item set to trigger mating. Unless they are separated, cubs will follow their parents or other adult bears until they become adults themselves. They take 3 months to fully grow into adulthood. " So...any chance anyone would want to whip up a quick addon to make them breedable? I mean what's more adorable than bear cubs running all over the place mauling everything?!
  11. Modded Ore Generation

    Alright, after lengthy testing, I figured out that I shouldn't capitalize the name of the ore, or it causes crashes. I think I have it set up correctly, but the prospector pick doesn't seem to work right on mod ores. It shows them as copper ore. I know I read about this somewhere before, but my Google Fu is failing me right now. Can anyone tell me how to correct this issue so the prospector pick will register mod ores correctly? Thanks!
  12. Holes in the Ground & Water

    One thing that personally bugs the heck out of me, is every time I find one of these: http://images.akamai.steamusercontent.com/ugc/99473352452375942/950124E40EA63D755A9A74F9C14F33CE5CE37E4B/ Is there anything in the settings that will prevent, or at least drastically lower the likelihood of these generating? A lot of times the water isn't even flowing. It's just standing against the open hole defying gravity. I've tried to turn off ravines, but it doesn't seem to stop holes in the ground forming next to water.
  13. Structures

    Is there anything in the world generation that would prevent a different mod from generating structures? I know vanilla villages, fortresses, and the like have been removed. I'm curious if that same change blocks other structures from generating.
  14. Mod Liquids in TFC Containers

    Even with custom items? Like I said, I can put the the mod liquids (like biodiesel or creosote) into TFC barrels with vanilla buckets and bottles, I just can't put them into TFC buckets or bottles. I get that one of the main issues is that there's not a tfc item texture with said liquid in it. If I create a TFC bucket of each modded liquid with CustomItems, can I get it to interact properly? The main issue is Immersive Engineering has liquids, but there's no way to transfer and store them with TFC items. I wanted to avoid the need to activate vanilla buckets and bottles.
  15. Legal question

    So even if you made the textures transparent, it would just create ores on invisible blocks? I remember reading some discussion on this a few weeks back, and was hoping it was possible. Ah well, ciekma's solution is just as easy if you aren't adding too many ores.