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Llywylln

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About Llywylln

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    Caveman
  1. Impressions on B79

    I've been play TFC since around B50 and I have watched a lot of good things happen to the mod over the various builds. I am still coming back to play TFC and I hope that it continues to improve. Not all of the changes are improvements though and I would feel remiss in my complacency if I didn't comment on them. I originally disliked the idea of thatch but after one play through of making use of it to build a small grass hut I completely changed my mind. I thought the grass hut was awesome. Now, though, thatch has gone the way of the dinosaur since who watch to build a structure out of a block you can walk through? Don't want to make a roof out of a block that a spider will just drop through. it is basically useless except as a way of storing grass for making pottery. Such a waste. I loved the idea of Mine Shoring as soon as I saw it in the game. Back then, though, you could shore up a shaft like 6 blocks high and wide. Yes, it was a pain in the butt having to keep making 2 different beams for basically the same job. Yes it was tiresome to have to put each block in place, especially on the top of a high beam. So in theory I like the new changes to the beams. Only 1 style, they stack to 32 and if you place one, it automatically grows up. However they don't seem to get any taller than 3 blocks now which is quite limiting Combine this with the inability to chisel blocks on the sides if they hove stone above them and the increased frequency of cave-ins and you have a recipe for constant mine-failure. I like the idea of the torches that can burn out but in practice it's a pain since there is no lighting alternative. I love the new fishing system, it is more fun that previous fishing systems. I do have one complaint though and that is when you start off at Novice in Butchering you get ridiculously small fish. A 0.1 ounce fish is too small to actually bite the hook. A fish that small is bait, basically. About the size of a sild sardine. We are talking about angling here and there is no way a sardine or a minnow would be able to take the hook and certainly not put ofany fight. I'm not a big time fisherman and I've caught a 6 pound fish in my day. Even the little lady sun-fish are 4-8 ounces minimum. That one issue aside, I do enjoy it more than the vanilla fishing and hope that you continue to improve upon it. It seems to me that in B79 you have implemented Large Biomes and it is causing my particular play through some serious problems. I have searched for many miles (thousands of blocks) and found only 1 boulder only 4 types of stone. Phyllite, Diorite, Slate and finally some schist. A lack of flux stone is a limiting factor that will keep me in the stone age with no leather, no pickling, and no mortar. I've never had so much trouble finding new types of stone in TFC but this time it's really daunting. A few pigs and a pheasant or two are the only animals. no sheep is troubling. No cows is more so. Even horses would be nice. Not that I can make leather, without flux and all, but it would have been nice. I seem to recall that the lack of animals was a issue before that was solved but it may have resurfaced. I am glad to see that the nutrition bars are now more forgiving and are dropping off much slower than in the earlier iterations of B79 (I am using 79.10 now and in 79.0 it was deadly) It seems as though the food Flavor system isn't working any more though. I didn't see a patch note saying it was disabled but I cant seem to fin any food I like for this new play through. In my first B79 game I did notice that at certain cooked levels I liked certain foods. They would change from 'Not Savory' to 'Savory' etc. Now there is no level of cooked-ness which makes any food I've encountered more tasty. If I cook it, all 5 flavors stay 'Not x' until the food is completely gone. I also recall it being said that there were 8 levels of cooked-ness and I only count 6 (Raw, Very light, light, medium, dark, and Very dark) so if it was supposed to be 6, no problem. it's possible that I just don't like fish, pork, cornbread, and sea week since that's all I've found so far but it seems unlikely. (who doesn't like corn bread?) Speaking of food, I guess I'm in a warm region so I don't have any fruit trees or berry bushes and thank you (not) for making it require fruit in order to turn alcohol into vinegar. I liked the new skill system idea but I preferred it when I could actually see the progress (numbers) the new words don't help you to keep a sense of progress. Having both would be much better. The game now seems to start you out at the beginning of summer instead of spring... why I wonder? Pumpkins and Mushrooms have been in MC forever... why haven't they been added to TFC as food yet? Seriously find a way to make them useful. I realize there isn't a lot of food value to a mushroom but if it is an edible variety you do get something out of it, even if it just improves the flavor of a salad A pumpkin, on the other hand will keep you alive for a while. It's basically a giant squash and since you have squash in the game, what gives? Other than a few bugs which I wont bring up here that's my running impressions of B79 I am looking forward to more improvements on B79 and B80 should be hilarious... I'm looking forward to finding out what you guys do with the bunnies
  2. Some 79.10 Bugs and Gameplay Issues

    I recently started a new world on my server for 79.10 and here are the problems I've been having: (I'm using Cauldron, if that matters) -Spiders and Pigs are killable but they drop no loot, meat, hides, or XP and they don't react to being attacked at all. No pain sound, no running or attacking etc. Zombies work normally though, assuming xp and rotten flesh is normal for a TC zombie. -If you use the S key to group Fish and the fish you targeted is the only fish left, it turns into a vanilla raw fish and cant be used. - When you group fish with the S Key is also relocates the Cooked Fish in inventory. Once it even bugged out my stack of cooked fish and temporarily duped it. It also wiped my stack of raw fish. Closing my inventory and re-opening it solved the problem. the raw came back and the extra cooked vanished. - Stone Tools are weaker than vanilla stone tools in Durability. It's like 12 uses before it breaks Maybe not a bug but really weak - When harvesting Sea Weed it breaks the gravel block underneath it but you don't get the gravel. (This makes lots of holes in your lagoon) Not sure if that is how it was intended. - Fishing started off giving 0.1 oz fish (laughable really) but it seems to be progressing as if there is a skill going up. The only thing rising is level from xp and I was level 4 when I started fishing so 0.1 seems to be more of a 0 level size if that was the case. Basically if fishing is a skill, what skill is it since that one isn't listed with the other skills. - Daylight Fire on undead mobs is doing Vanilla Damage. Zombies and Skeletons take so little damage that they can heal faster than they take damage. That's what I've found so far.
  3. I am having similar issues but I feel the need to clarify what exactly I'm seeing in game. On day one of our new server we found some wild veggies, Carrots and Green Beans. We munched on them for a while and our other bars began dropping off since we had none of them to eat. All of the animals seemed to begin as Baby animals in world so we couldn't kill them for food.Then we decided to cook them to see if we could get them to taste better. We did get Carrots to be Savory as well as the green beans, and both of us, my wife and I, had them at the same levels of cooked. (we have since found places whereour tastes differ, that's not a bug just coincidence. However, I discovered a possible duping bug related to CTRL-Click on cooking food. Since I was holding CTRL while the food cooked (it cooks way too fast BTW) I left clicked it when it became tasty and it seemed to dupe into my bag. I then left clicked the one in the campfire and it too came out. These two stacks would not combine but my wife and I could use them normally and by splitting them into two new stacks, they could be combined normally.) Anyhow, cooked veggies were all we ate for several days and the rest of the nutrition fell away. We then got some maize and made corn meal and then corn bread. Great stuff, both savory and sweet for me. I decided that this would be a good time to try sandwiches and while a green bean on cornbread sandwich sounds horrible to me, my character seemed to like it. After a day or two of eating sandwiches, I've noticed some problems though. My Veggie nutrition is falling off slowly and Grain is not rising at all, not even a sliver. My sandwiches are now made with oat bread, which is sour to me and tomato which is both sweet and savor sot they are very satisfying and they degrade my hunger much more slowly... however the nutrition is still falling off. I have two veggies in the sandwich (since you cannot put two breads in for some reason) and yet the veggie level is dropping slowly.) I also discovered that there is absolutely no way to cook potatoes that gives them any flavor for me, which I find horrifying since I love taters myself I also discovered that if you are a little bit hungry and the sandwich is very satisfying like mine are that you can actually only eat a little bit of it. I had one sandwich last for 3 meals which surprised me and I thought it needed a mention here. One last food related issue, the butchering thing is way problematic. No drops are happening at all from pigs, none. They used to drop like hundred of pounds of meat and now, ziltch. I thought it was supposed to be 1% and it's 0%. Nor any hides. Spiders are dropping nothing either, so no silk. (Suggestion, make alternative recipe for fishing pole involving Jute Fiber. Fish seems like the only reliable -ish source of protein left.) In factmost of the mobs are dropping nothing at all. No bones from skellies, no gunpowder from creepers. Only the Zombies seem to still drop rotten flesh. The lack of leather is very troubling as well. One last note, the Support beans used to go 5 blocks high and the new ones top out at 4. it seems odd to me.
  4. Hunger Tweaks

    I have been playing TFC on and off since B60ish and I have watched some good things come and go. I really like the new nutrition system idea but I've run into some serious issues with the general food and hunger that I feel need to be addressed. In order of relative importance as I see them: 1. Hunger needs a Warning Sound Effect. Grumbling Belly Noises to let the player know in a non-visual way that he's hungry. Taking Damage from hunger is already too late,a simple sound effect that plays at 30% then 20% then 10% would help greatly. 2. Slower Hunger Damage. Taking half your health on the first tick of hunger damage is insane. 3. Slower hunger depletion. Gandhi fasted for three weeks several times, but TFC Steve drops dead 25 hours after his last meal. I have personally fasted for a week without any harm coming to myself. Now thirst can kill you a lot faster than hunger, but still not usually in a single day, unless you are staked out in the desert. 4. Cooking should be applicable to foods other than meat. You can cook carrots too. With vegetables for instance, cooking should improve taste but hasten decay. 5. Since you have chosen to use ounces as your measure of mass, please set the normal consumption rate to 4 ounces per use.Unless there is some really important reason to have a stack of food be 32 uses, eating 1/4 pound at a time seems like a nice easy to handle ratio. Well that about covers my hunger tweaks suggestions. I hope at least the GRUMBELLY NOISES can make it into B79 -Llywylln
  5. Build 75-Forge-6.x.x.497-MC-1.4.7-Stuck on World Gen

    Ok, simple question, how does one go back and edit the name of the Topic to mark it as [sOLVED} ? I can't seem to find that option anywhere. -Llywylln
  6. [b75] Collection of all current bugs and glitches

    Okeydokey. I thought it might have something to do with all of the blocks being TFC blocks, in the same way that critters from other mods like Mo'Creatures constantly fly into solid objects and die... -Llywylln
  7. [Offline][Build75] Open TFC Server

    Tried to log in and got a blank screen with a DONE button. Not sure why. I installed all the mods you listed but no luck getting in. my server list showed no issues... IGN: Llywylln -Llywylln
  8. Mo'Creatures compatibility

    I've had Mo'Creatures running with TFC before without problems, but I took it out for a few reasons you might want to consider... TFC has completely reorganized the HP system for Players and Mobs, so the Mo' Creatures mobs will all be tissue-paper weak. The massive numbers of cretters don't navigate the TFC blocks well, and you will constantly be seeing them killing themselves on the architechture. (bugs, fish, etc.) Then there is the food, since TFC has it's own food system, none of the food drops from Mo'Creatures will be cookable or edible, so they will just take up space. Even the additional items, like shark-tooth chain will not be up to TFC standards and will basically be crappier than leather. It's nice to see butterflies flitting about and turkeys gobbling around in the forest, but since INK is essential in TFC, you will hate getting poisoned by sting-rays and chomped on by sharks trying to find a squid... all of the sea life takes up spawn spots for water mobs so you will have a tough time finding a squid, let alone making it to the thing to kill it for it's sac. -Llywylln
  9. [b75] Collection of all current bugs and glitches

    OK, here is a New One that I just found, since it is an Exploitable Duping bug, I thought I should report it. I was placing an item 2 bllocks above my cooking surface. I know that the cooking surface takes up an invisible block, but I didn't think it would be listening to the block above that. When I placed the block, all of the food and bowls I had inside my CS popped out. So I placed them back inside, not paying much attention at that point. I decided I didn't like the look of the block I placed over the CS so I removed it. Again, the CS dumped all my food and bowls on me.(come to think on it, this behavior might be a bug in and of itself) Anyhow, while I was replacing my food items, I noticed that my steak stack had become a full 64 when it had been 24... so I tesed it out... by placing small stacks (8 or 16) of each item in the CS and popping it out my items would double, about half of the time. i eventually had 64 stacks of all my food. my bowls didn't double though and now that I think on it, I think they were all powers of 2 (I had 51 bowls) but my steak, eggs, chicken, and wheat bread all doubled. Not sure if this matters, but the CS was on a 'Jammy Furniture Kitchen Side' and the block I was placing over it was another of the same block. I didn't test tis one any other block combo. -Llywylln
  10. [b75] Collection of all current bugs and glitches

    A couple more bugs for the list: It's impossible to actually make a steel knife. The anvil 'brackets' are so far to the right that you cannot do 2 DRAWs and a HIT without shooting past it to the left side, even if you are touching the right edge of the progress line when you try. With the earlier metals it is a challenge but still possible, but with steel (and maybe wrought iron, but I never make any wrought iron tools, I go straight to steel) it's impossible. When I cut leaves with shears they don't match the tree type. For instance today i was cutting leaves off of a White Cedar tree and I was getting Oak Leaves dropping. Javelins have a targetting issue: I was being fired upon by a skeleton that was standing behind some animals, cows and sheep. He was able to shoot his bow at me over them, but my javelin would always hit the animals, no matter how high I aimed. Also with javelins, if the target is too close, the seem to bounce back and hit the thrower too. During a cave in today, I had an invisible block drop. It landed on another block and I could then see through the top of the block it was sitting on. I picked it with a pickaxe and it vanished leaving me a limestone rock... funnier still, there is no limestone in that area. Just Chert and Granite galore. Male chickens lay eggs. Male cows give milk. Twice today while running down a narrow tunnel (1 wide 3 high) I temporarily 'phased' into the floor and started taking damage. I believe it happened on a chunk border each time, if that helps. Again, that's all that's coming to me now. Keep up the good work folks, TFC is the new standard for survival MC. -Llywylln
  11. Build 75-Forge-6.x.x.497-MC-1.4.7-Stuck on World Gen

    Actually my mods don't seem to be having any issues, that I'm aware of anyhow. I tried re-downloading the forge zip and no luck. However I discovered the problem via someone elses forum post and I solved the problem myself. i post it here in the case that anyone else has this issue with 'bouncycastle' class not found error with forge 6.5.0.486 In the .minecraft/lib folder is a file 'bcprov...' which is the new lib file for the bouncycastle crypto files. i just took a copy of that lib and installed it like a mod into my jar, so it basically resumed the old tree location for those classes. Worked like a charm. You see vanilla minecraft comes with the bouncycastle files, so a LAN server or the vanilla standalone server will run it. However forge doesn't ship it out in their universal zip anymore, the download it to your lib folder. However in version 486 it's still looking for it in the old location, so the new lib isn't helping. -Llywylln
  12. Build 75-Forge-6.x.x.497-MC-1.4.7-Stuck on World Gen

    This is the crash report for the error I am getting now: ---- Minecraft Crash Report ---- // On the bright side, I bought you a teddy bear! Time: 2/4/13 7:41 PM Description: Ticking screen java.lang.NoClassDefFoundError: org/bouncycastle/crypto/CipherKeyGenerator at jt.a(CryptManager.java:49) at ayh.a(NetClientHandler.java:253) at eq.a(SourceFile:41) at cg.b(TcpConnection.java:454) at ayh.d(NetClientHandler.java:240) at ayk.c(GuiConnecting.java:49) at net.minecraft.client.Minecraft.l(Minecraft.java:1537) at net.minecraft.client.Minecraft.J(Minecraft.java:846) at net.minecraft.client.Minecraft.run(Minecraft.java:771) at java.lang.Thread.run(Unknown Source) Caused by: java.lang.ClassNotFoundException: org.bouncycastle.crypto.CipherKeyGenerator at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:179) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 10 more Caused by: java.lang.SecurityException: class "org.bouncycastle.crypto.CipherKeyGenerator"'s signer information does not match signer information of other classes in the same package at java.lang.ClassLoader.checkCerts(Unknown Source) at java.lang.ClassLoader.preDefineClass(Unknown Source) at java.lang.ClassLoader.defineClass(Unknown Source) at java.security.SecureClassLoader.defineClass(Unknown Source) at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:172) ... 12 more A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Stacktrace: at jt.a(CryptManager.java:49) at ayh.a(NetClientHandler.java:253) at eq.a(SourceFile:41) at cg.b(TcpConnection.java:454) at ayh.d(NetClientHandler.java:240) at ayk.c(GuiConnecting.java:49) -- Affected screen -- Details: Screen name: ayk Stacktrace: at net.minecraft.client.Minecraft.l(Minecraft.java:1537) at net.minecraft.client.Minecraft.J(Minecraft.java:846) at net.minecraft.client.Minecraft.run(Minecraft.java:771) at java.lang.Thread.run(Unknown Source) -- System Details -- Details: Minecraft Version: 1.4.6 Operating System: Windows 7 (amd64) version 6.1 Java Version: 1.7.0_13, Oracle Corporation Java VM Version: Java HotSpot 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 1943355408 bytes (1853 MB) / 2526019584 bytes (2409 MB) up to 7635533824 bytes (7281 MB) JVM Flags: 2 total; -Xms2048m -Xmx8192m AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Suspicious classes: FML and Forge are installed IntCache: cache: 0, tcache: 25, allocated: 1, tallocated: 33 FML: MCP v7.25 FML v4.6.15.514 Minecraft Forge 6.5.0.486 Optifine OptiFine_1.4.6_HD_U_C3 29 mods loaded, 29 mods active mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available mod_InvTweaks [inventory Tweaks] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available NoteSelGui [NoteSelectionGui] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available PaintingSelGui [PaintingSelectionGui] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available jammyfurniture [Jammy Furniture Mod] (1.4.6_Jammy_Furniture_Mod_V4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Backpack [backpack] (backpack-latest.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available craftguide [CraftGuide] (CraftGuide-1.6.5.12.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available CustomStuff2 [Custom Stuff 2] (customStuff2_0.9.8d_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available mod_EllianDetector [mod_EllianDetector] (EllianDetector.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available IronChest [iron Chest] (ironchest-universal-1.4.7-4.5.4.217.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available mod_MineCapes [mod_MineCapes] (MineCapes Mod v1.12.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MoreFurnaces [More Furnaces] (moreFurnaces_1.3.2_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available RopesPlus [Ropes+] (RopePlus_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available mod_SmartMoving [smart Moving] (Smart Moving Client for ModLoader or Minecraft Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available mod_SmartRender [smart Render] (Smart Moving Client for ModLoader or Minecraft Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available pitman-87_TF2_Teleporter [TF2 Teleporter] (TF2_Teleporter_1.4.6a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available mod_ToolRepair [mod_ToolRepair] (ToolRepair2.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Koopinator_BetterMisc [better Blocks & Items (Vanilla with Sprinkles)] (VWS.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Koopinator_FancyFences [Fancy Fences (Vanilla with Sprinkles)] (VWS.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Koopinator_MetalRods [Metal Rods (Vanilla with Sprinkles)] (VWS.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Koopinator_UsefulStorage [useful Storage (Vanilla with Sprinkles)] (VWS.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available TerraFirmaCraft [TerraFirmaCraft] (Y_TFCraft-Universal-Core-B2-Build75.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available mod_CraftBack [mod_CraftBack] (mod_CraftBack.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available mod_CustomRecipes [mod_CustomRecipes] (Z_CustomRecipes-146.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available LWJGL: 2.4.2 OpenGL: GeForce GTX 560/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation Is Modded: Definitely; Client brand changed to 'forge,fml' Type: Client (map_client.txt) Texture Pack: KOP_x64_Basic Profiler Position: N/A (disabled) Vec3 Pool Size: ~~ERROR~~ NullPointerException: null It seems to be a forge issue and when I did some reading I found out the the forge team moved that code into a lib during the 6.5.0.x series of builds, so it occurred to me that maybe my forge zip was recompiled by someone who didn't kow what they were doing. I'm using 6.5.0.486 but since i never downloaded that one, I got it from someone who linked it in a post made on these forums. i cannot find any 1.4.6 compatible version on MC Forge Net other than 6.5.0.467 in the releases area so where can I get the official release of version 486 so that TFC won't complain? -Llywylln
  13. [b75] Collection of all current bugs and glitches

    When I started playing with TFC I loved the idea that you could make the day and year longer, so i did that right away. Trouble was that we started noticing the great lengths of time it took to get crops and animals to produce... I recently reset my day and year to make them standard again, so my farm/ranch produced for the first time. I had 8 pregnant pigs, 12 pregnant cows, 6 pregnant sheep and 7 pregnant chickens all in about a 2 square chunk area. upon setting the time back to normal, I loaded in and approached my ranch... I was greeted by a cacaphony of animal pain noises that went on for about five minutes. My chicken area had a neat chicken coop in it and many of the chicks were 'inside' the wall blocks. The other animals were fenced in with stone walls (as in TFC Phyllite Stone Wall fencing) but they were still managing to die violentlyall on their own. When the carnage ended I had about 4 chicks left, 3 calves, 4 piglets, and 2 lambs, plus all of the surviving adults. Never having seen a mother animal give birth in TFC I had no notion of how many there would be, but given the numbers of mothers I had, I would have gotten more offspring from the vanilla mating process, and it wouldn't have been anywhere near as disturbing to listen to... -Llywylln
  14. [b75] Collection of all current bugs and glitches

    Some bugs that I have found that are not on the list: Sometimes when you place Flux into the Flux slot of an Anvil (either left clicking a stack, right clicking a stack or even moving a single flux from your inventory) the GUI will 'Eat' the flux. It vanishes, even entire stacks of flux can vanish this way. When you punch a branch on a fruit tree until it breaks, the leaf blocks return with new fruit, essentially duping fruit. (this may be fixed with b75 since you don't destroy the leaf blocks anymore but it seems to still work if you destry the leaves and then punch the naked branch) Animals giving birth will sometimes eject their offspring into nearby blocks, essentially killing them to a chorus of tiny baby animal screams. If you chisel a block of stone that is the only 'anchor' to another block of stone, the 'other' block will drop a stone block as if you had orphaned it in midair. This can alos happen if the blocks are in a row, on the ground,.. the adjacent block will pop out of the row. While any GUI is open, if you single click an item from a stack of items and then try to restack that item, it cannot stack again until you close that gui, except sometimes by shift-clicking it out of the gui. As above, identical meals will not stack until you close the food prep gui and then it will often take a few seconds before they can stack. It is almost as if they are at different heating stages, but they are not heated at all. Pigs can climb out of a 2 level deep hole, for some odd reason. When the number of animals in a area gets high, invisible animals will still be there blocking your movementa and block placing. Animals will kill themselves by walking into solid objects.. and taking damage as if the block fell on them. Sqids do this a lot. 2 computers in the same room with the exact same filesets, MC 1.4.6, Forge 486, Player API 1.4 cannot connect via LAN due to a Class Not Found for an encryption protocol 'bouncycastle'. Now this may not be a TFC issue but if it is a forge issue, how can I update my forge version and still keep TFC running correctly? That's off the top of my head, if I recall any more that are not on the list i'll add them later. -Llywylln
  15. Build 75-Forge-6.x.x.497-MC-1.4.7-Stuck on World Gen

    One of my other mods is no longer being supported by the creator so I had to redo my installation in planning for the future... so I broke down and installed 1.4.6 with the exact version of Forge it was built for... In single player it all workd beautifully... but now I have another issue. It wont connect in LAN because of a crypto class 'bouncycastle' ... class not found. According to what I read in the other forums, the forge team moved the bouncycastle files to a new lib in the 1.4.6 builds but it's preventing LAN connection with ClassNotFound exceptions... -Llywylln