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Bioxx

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Posts posted by Bioxx


  1. On 6/6/2017 at 6:28 AM, Stroam said:

    What do people think of a magic mod that when casting spells diminishes your hunger and saturation? The more powerful the spell the more hungry it makes you. If you don't have enough hunger bars to fully cast a spell it eats up what you have left and says you are too weak to cast this spell. This would make food more important and self limiting because you'd start starving to death. If eating food applied a food regeneration effect rather than instantly filling up your hunger bar it would add down time between casts. It's food for thought anyway.

    Thats actually an idea that I've tossed around a bit.

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  2. 5 hours ago, Stroam said:

    crash on spawn in new world

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    crash on quitting new world

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    With all of the weird errors that you've been getting Stroam, is there something wrong with your installation perhaps? The crash message in both points to " java.lang.NoSuchMethodError: net.minecraft.nbt.NBTTagCompound.func_74776_a(Ljava/lang/String;F)V " That is fully vanilla code. It's always possible that I've done something but that's kindof off the wall.

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  3. 1 hour ago, mkrtes said:

    Is it possible to run the server TFC2 ? I tried, but the server crash with errors. Are there any secrets?

    Error

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    I'll need to fix that for the next version.

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  4. 44 minutes ago, Darmo said:

    Ya, I'd think it might be worth trying to re-use the old TFC1 texture.  I am imagining a lot of people will have the same problem.  Or at least make it not looks so much like sand.

    Its literally vanilla clay lol. Can't use the old texture anyways because that was an overlay texture and I'm not going that route with textures anymore. Too much of a pain to get that working in 1.8+ than its worth.

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  5. 16 hours ago, Stroam said:

    right clicking a stack in the inventory deposits the entire stack into the slot rather than just one.[Fixed]

    Unfired pottery is leaving false items in my inventory after I place them on the ground. Actually all items seem to leave false items in the inventory.[Can't confirm]

    Once unfired clay pottery is placed on the ground I can't pick it up by breaking it or right clicking. Even in creative mode breaking them does nothing.[Can't confirm]

    Water jug doesn't seem to be able to be filled with water, probably due to the false items. [Can't confirm]

    Items don't seem to be losing durability until moved from their current slot. [went away with new island, recommended forge version, and increasing island threads from 2 to 4]

    medium, heavy, and max burden are applied correctly but don't seem to slow me down at all. Can also sprint with all of them.[Not a bug. Read patch notes.]

    Stacks of items(in this case anvils) only applies the weight of one item. [Not a bug]

    All harvestcraft food stuff immediately get deleted from the inventory in survival mode when you try clicking on one of them.[Can't confirm]

    When items are placed in a pot and pot is in inventory it only includes weight from the pot and not items in the pot. Worn armor doesn't have weight. Default item size and weight is small and very light. The calendar tab does not but I assume that's to be expected. [not bugs]

    I can't place items registered as medium or larger in vessels. Sword and shield work properly. Axe can't cut down large trees. The skills tab and  nutrition tabs seem to work. Yay! that all works. [intended features]

    side note. Getting more of a performance hit since the last update. I'm also seeing this in the logs.[Can't confirm]

    latest log

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    I just can't seem to confirm most of the issues listed here. All I can tell you is I am building against Forge 13.20.0.2228 and Harvestcraft 1.11.2g

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  6. 15 hours ago, Stroam said:

    Harvestcraft is there because it contains a lot of the recipes and items saving quite a bit of work. The most likely scenario is that additional mechanics will be layered on top of harvestcraft. As a possible example. TFC2 crops that when harvested produce harvestcraft foods, or putting harvestcraft grapes in a TFC2 barrel allows you to make TFC2 wine, etc.

    This. More will be done in time to TFC-ify Harvestcraft

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  7. Well unfortunately, since the some of the code has changed, that seed is no longer a valid location to find a portal in my dev environment. However I do remember finding that stacking portals bug in the past. Afaik it only happens when the chunks get saved to disk but the game crashes before the islandmap gets saved. This is because the map tracks which hexes have been populated with trees, portals, etc. To combat this, I added some code to scan the hex for a pre-existing portal before placing one.

    As far as theinfinite loop with passing through portals, I'll keep trying to track that down.

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  8. 11 hours ago, ChunkHunter said:

    I have now at long last managed to go through a portal and not be pretty much instantly killed.

    It led me to what I can only describe as a winding path through the void, to another portal - whick pretty much instantly killed me.

    Is this "path through the void" how the portals are supposed to work?  (I'm quite happy to accept this - it even kinda feels "right"!)

    Edit:
    I'm currently sitting waitning on another portal exit from the other side of that path - it's been "Loading terrain" for about 20 mins now...
     

    Yes that's how the portals are supposed to work. As far as getting stuck, if you can recreate that world and fly back and give me a "/dbg report" from the portal that you entered I can check it out.

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  9. 5 hours ago, Buggy_Dan said:

    All animals are spawned the same way but this party did not move from spawn point a very long time.

    how long is a long time? herds will linger for 24 hours (in game time) if they are in a need zone before venturing to a new location.

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  10. 13 minutes ago, Konlii said:

    The changelog says "Willows are now only allowed to be swamp trees" in 0.2.0, but I've got a deciduous forest full of them.  And since willows are natural mob spawners, it is a forest of death.

    World Seed: [8237175597278424075] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=1233, y=64, z=-6904}]

     

    EDIT:

    We also have here the majestic tree-elk, which appears to be building a nest with its mate at the top of one of the willows.

    World Seed: [8237175597278424075] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=1897, y=114, z=-6597}]

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    Ahh the majestic tree elk. Thanks I'll look at these. no clue why willows are still spawning.

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  11. 3 hours ago, Narmo said:

    It is only my impression or caves generation between 0.1.11 and 0.1.13 was changed? In 0.1.11 with few worlds I generated I has nice, not too big, ones in hills sides, like hobbit house, only needed door to add and was ready to use as first house. In 0.1.13 in every world I have gigantic holes without the end in the ground under my feet and I didn't see anything like before. I love to use natural generated structures like really old big tree or cave as home and this change is sad.

    There are two things that affect cavegen. The rocktype does affect cave sizes to some extent (soft rock leads to bigger caves) and the new Double Caves and Triple Caves features. These effectively provide a 2x and 3x multiplier to how many caves can be on an island.

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  12. 1 minute ago, Stroam said:

    Alright so if you are teleporting around you can not trust the listed features.

    look at the island seed shown in creative mode. If its seed 0 then its using the default island map. The best way to make sure this doesnt(shouldn't) happen is to only teleport one island at a time and allow the game some time to generate all the neighboring islands. What happens is when you first arrive on an island, the game will queue all neighboring islandmaps to be generated. At which point a new Thread is opened and it is created Asynchonously. You can go into your TFCOptions.cfg file and change to maxThreadsForIslandGen to a number higher than 1 to allow for multithreading to speed up this process. and create more than 1 island at a time.

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  13. 5 minutes ago, Stroam said:

    World Seed: [-1451133104994483571] | IslandMap: [4,1] | PlayerPos: [BlockPos{x=18039, y=179, z=7191}]

    This island is marked for spires. Can anyone find a spire?

    Gorges, Mineral Rich, Triple Caves. If you're teleporting around, chances are that your client didnt generate a map for that island so you're getting wrong information. relog that world and you should see the features that I listed.

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  14. 57 minutes ago, lemons said:

    One more issue I ran into is when I created a creative world and tried switching to survival, I couldn't break anything in survival. Not even grass or stones. I tried reloading the world but it crashed my minecraft due to running out of memory. Exiting out of minecraft and reloading the world seemed to fix that issue, but when I got back in the world everything was still unbreakable. I created a new world to try and recreate it but everything was fine in the new world, so I'm not sure what happened with the first.

    I'll assume you were not on the starter island when you switched to survival? Any unconquered islands automatically place you in Adventure Mode when you visit them in survival mode. The new world worked because the starter island is considered conquered.

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  15. I totally misread your original post. Yeah so TFC2 makes every item that uses the vanilla ItemFood class into an IFood item which allows it to have decay etc. Cotton clearly doesn't extend this so there's no decay. I guess I'll have to do something about that in the future.

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  16. 3 minutes ago, Konlii said:

    I think this has been mentioned before, but cotton is (for some reason) edible in base HarvestCraft.  I notice that TFC2 doesn't add decay values to cotton, so I assume that TFC2 does not expect it to be edible?  However, I can still eat it in 0.1.11.

    Check this in vanilla harvestcraft? I dont add the "snack" etc tooltip information. 

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  17. Items not stacking on pickup is not intended. I need to keep working on that inventory code and I've known as such. One of the least interesting projects for me to work on so I only go to it now and then. That said, you shouldn't feel shortchanged if they stack. Only one item in a stack decays at a time so in reality you WANT them to stack. Not stacking food is actually a waste since you now have 2 items decaying at once.

    As far as crops are concerned. as long as they mostly work right now then I'm not too concerned about those issues. I've got a decent amount of work ahead of me to turn them into tfc2 crops but thats a future project.

    @Stroam thx for the report, that's weird. Might be creepers only, I've pushed zombies through just fine. I'll take a look.

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  18. No matter how you shake it, at the end of the day the player going to be clicking some buttons in a gui. Making the rock into weird shapes(this crossed my mind multiple times) or making you click a bunch more times to simulate knapping is not really compelling gameplay. In fact it would get old VERY quickly. My time is far better spent trying to make the game better outside of a crafting grid, rather than reworking something that works in a good enough fashion.

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