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vladthemad

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Everything posted by vladthemad

  1. Just Another Spawner

    I've figured out how to increase mod mob health to more TFC like levels with Mob Properties, and now I'm looking for something to help spawn mobs from other mods to TFC. The only place I've seen Just Another Spawner mentioned is in the Terrafirmapunk discussion. I muddled through that thread a bit, but didn't see an answer to the question I have. To anyone with some experience with JAS, does it seem to change the TFC spawning in any noticeable way? My specific concern would be that it might change tameable mob (cows, pigs, chickens, etc) spawns from only at chunk gen (with no despawn) to standard vanilla spawning and despawning. Also, now that I think about it, does JAS happen to change the way mobs spawn related to temp? I remember reading somewhere the TFC bases spawns on temp and biome. The further north you go the less tameable farm animals you'll see and the more wolves, deer, and bears you'll run into for example.
  2. The Salt Marsh

    I've found a seed with some rarities right at spawn. I call it the salt marsh. First layer of stone is rock salt, and who doesn't love salt? It's also in a swamp biome. What else could you want, peat? Well good because that's here too! Seed 804083469150386995 There's salt well, EVERYWHERE. There's a plumb tree and exposed peat at -8 -9856, and more peat at the bottom of the ponds at -30, -9895. A lot of fruit bushes and trees in the area, and there was even an olive tree. There are also numerous large lakes in the area, two to the west of spawn, and one with a decent number of islands to the east. There's many ores in the area too it would seem, and I've even spotted kaolinite in more than one spot. I foolishly deleted the instance I was using though, and lost all the screenshots/locations. I'll try to gather them up again. The only bad part is the area around spawn seems to be plagued by sink holes and dead falls everywhere, so watch where you step!
  3. World Gen Settings

    Gah, don't know why I never saw you reply. Came back because I was thinking about getting back into the mod and saw your reply. Yeah, I regen'd a few times. It's as if the setting does nothing.
  4. World Gen Settings

    Hey All, I was messing around with the settings recently. Not sure if I'm doing something wrong or if this is an error in the mod. An area I wanted to build in had a large number of lava tubes coming up to the surface, and while I like the idea, often the execution isn't the best. I tried changing the setting is tfcconfig, and found that even when set it toI:lavaFissureRarity=0 the number of lava tubes doesn't seem to change what so ever. Am I doing something wrong?
  5. World Gen

    From your FAQ: " We are keeping the same worldgen. " Size and ore gen, fine great, equator covered in Acacia, not a problem, travel distancesI'm ok with, but all too often the actual terrain generation in 1.7.10 TFC is just bad...like old Minecraft. One of the biggest complaints from my friends when I try to get them into TFC isn't that it's outdated, difficult, or any of that, it's that the world is just ugly and boring. Take a look atthe old Highlands mod or Realistic Terrain Generation mod for inspiration. If that was the only that that was fixed during the upgrade, I'd be happy.
  6. While I'm decent enough at changing some things, making new textures isn't one of them. My skills with graphics amount to cut and paste, so it's probably beyond my capacity...at least if I want them to look good.
  7. Heck, I'd use these if you made the cobble, brick, and smooth versions of them. I'd stuff them in my custom resource pack for 1.7.10, even if they didn't end up in the redo to 1.12.
  8. 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!
  9. BTW, is there an older version I can install that won't cause issues and can be upgraded without a server restart when you get it updated?
  10. Yep, diff handle, but still me! Posted here, but wasn't sure you were still around so I posted at github. Tried minecraft forums but the system won't let me log in for some reason.
  11. Well, here's to hoping you still come and check this thread...I appear locked out of my minecraft forum account for some reason! With your latest version (and possibly others?) of 3.3 and Farkseek 2.0.1 I'm running into a really weird issue. I've tested this with just TFC and those two mods, oh and it looks like codechickenlib now that I check my mod folder. Basically what's happening is any blocks that fall through TFC physics like dirt and gravel that then land on TFC tall grass, don't crush the grass. They just jump back up and fall down, repeating forever.
  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. 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.
  14. Modded Ore Generation

    Wasn't sure if this was the right place to post this, but I didn't think it fit in with addons or support all that well either. I've been checking out modding TFC a bit, just to add immersive engineering. I know I can easily add the bauxite ore to generate, but I would prefer it spawned more like TFC ore....where it's a layer over an existing stone block instead of a new block itself. This is purely for aesthetic purposes, but spawning in immersive engineering's ore block with it's ore over vanilla stone texture is unsightly when you run into it. Can this be done? If I use the custom items mod to make the ore overlay and surface items, what else would I need to do besides adding it to the ore config to get them to work if anything? Barring that, I suppose I could make a separate ore block for each type of TFC stone with custom items, but this would require a lot more items to be generated, so I'd prefer the first method if possible.
  15. 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!
  16. Alright, I'm a bit confused. What's the latest version?
  17. 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.
  18. 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!
  19. 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.
  20. 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?
  21. 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.)
  22. 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.
  23. [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?!
  24. 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!
  25. 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.