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ciekma

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Everything posted by ciekma

  1. Iron casing for compass? It won't work Additionally, iron is very hard to achieve in TFC, and compasses are important thing to get at the beginning of the game. If you already have iron, you probably done most of your journeys. I propose to rename it to 'tin casing', made from tin ingot at 0 tier anvil.
  2. Snow (?)

    It is possible to see snow even in summer, but very far from equator, for example 40k tiles.
  3. Just Another Spawner

    You was right, I created new type: "AIRCREATURE": { "Spawn Rate": 1, "Spawn Cap": 2, "Chunk Spawn Chance": 0.0, "Spawn Medium": "air", "Iterations Per Chunk": 3, "Iterations Per Pack": 4, "Spawn Tag": "!block({'air'},{0,0,0},{0,0,0}) || opaque({6,8,6},{0,0,0})", "Default Biome Cap": -1, "Biome Caps": {} } and it works fine, both MONSTER and OPENSKY were checking solid face under feet for spawning. The most disturbing was: counterintuitive spawn flag logic, messy wiki and outdated examples (with old tag system), but after some experiments I understand how it works. By the way, why vanilla TFC is not spawning TFC cave spiders?
  4. Just Another Spawner

    JAS wiki is totally messy, or I just doesn't understand these spawn tags https://github.com/ProjectZulu/JustAnotherSpawner/wiki/Spawn-Tags and example below So, it should be true or false, to allow spawn?
  5. Keys and locks

    With 5x5 field, it is rather low chance of accidentally making same pattern. You have 2^25 of combinations.
  6. Keys and locks

    It is exactly how I it imagine - knapping random pattern in metal key, which i written as numeric code into item tag.
  7. Strange, these NEI items are now sorted nicely (for example all arrows, all arrow heads, arrow molds), before it was totally randomly mixed. BTW, I got idea to use sinew and glue as alternative to make a rope.
  8. Great mod, it perfectly fit into my modpack, because it fill a gap between arrow and modern weapons. I would like to add it to the next release of TerraFirmaProgressivePack. I have some small proposals: 1. NEI menu is somewhat chaotic organized - everything is mixed up - is it possible to group some items together? Even filtering items gives not tiered and mixed order. 2. Crossbow recipe is in my opinion not advanced in comparison to its power. Real strong crossbows had usually some metal notches/cranks etc. For sake of game balance I propose to add wrought iron gear to crossbow recipe. 3. Stone arrows from stone head, which can be done by knapping stone. These 'vanilla TFC' arrows from rounded rock are ridiculous (and there is no need to make 8 of them, in TFC arrows are almost infinite). 4. There is no NEI recipe for juice. Probably it is related with TFC NEI addon, because olive recipe oil also is not shown. 5. Good idea with brown dye, but it should be added to ore:dyeBrown
  9. Just Another Spawner

    Thank you for your kind reply. Of course I'm using these commands to remove mobs and observe if they respawn again. /jas canspawnhere com.ghastTFC return green light, but no Ghast are spawned, when Spawnflag force PosY>150 as in above example, or open sky, like here: http://149.156.194.203/~mczapkie/Train/tmp/tt/download/mc/config/example.zip Above configs are not changed a lot, I only added ghastTFC and removed bats and zombies from Ocean spawn list (by the way, do we need these bats flying under ocean bed? it is consuming computer resources, which is very busy with chunks generation during boat journey). I'm fishy, that minecraft refuse to spawn ghasts without solid ground. What about CreatureType.cfg? Can EntityHandlers override creature type spawn tags?
  10. Just Another Spawner

    Basically yes, I was just confused because both vanilla and TFC biomes were listed in SpawnListEntries/com.cfg IF talking about logic operands, I meant "Spawn Operand" field, not || && operands itself. For example "com.ghastTFC": { "Type-Enabled": "MONSTER-true", "Spawn Operand": "OR", "Spawn Tag": "!(posY>150)", "Contents": [ "com.ghastTFC" ] }, what mean "Spawn Operand": "OR" - probably it is "OR" between "Spawn Tag" and minecraft default tags, but wiki is not deliberatively on this point, and inverted logic of "Spawn Tag" add some confusion. I checked both and see no difference. In above example, I want ghastTFC to be spawned above sea (they are already enabled in SpawnListEntries), but it doesn't work - nothing is spawned. Without negation (!), they are spawned in underground caves. Seems, that there is internal condition, something like 'no open sky', but I don't know, how to overcome it.
  11. Just Another Spawner

    I prepared to show changes done to WorldSettings/BASIC/DEFAULT/SpawnListEntries/com.cfg and realised, that there are both vanilla and TFC biomes! Instead of "Deep Ocean" biome, which doesn't exist in TFC, I should change "com.Deep Ocean". F3 information gives ambiguous information. If talking about JAS wiki, I didn't found any comprehensive information, how "Spawn Operand" works, what is a difference between OR/AND.
  12. Just Another Spawner

    Hello, I'm trying to figure how JAS is working. Meanwhile I noticed, that there is plenty of mobs under Deep Ocean bed (which, in my opinion, is waste of server resources during chunk generation any optimization of long tedious sea travel is welcome). I found Worldsetting/BASIC/DEFAULT/SpawnListEntries/com.cfg where are all TFC biomes listed, and changed for example: "Deep Ocean": { "MONSTER": { "com.zombieTFC": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" } }, but there are still horde of zombies in underground caves visible in minimap radars (of course I teleported to another part of deep ocean). Even 0-0-0-0 doesn't change anything. On the other side, it is possible to spawn TFCGhast putting non-zero weight. did I something wrong with JAS, or just TFC is capturing these handlers (when lurked into TFC code, I noticed, that GhastTFC code is almost empty in comparison to ZombieTFC, but my java/modding knowledge is below bedrock). EDIT: Any changes for Spawn List Entries can't affect TFC mobs, but same changes done in Entity Handler files works. For example, when I had set "Spawn Tag" to disallow spawning below 128 in Spawn List Entries, there are zombies spawning, but same tag in Entity Handler results in no zombies under ocean bed. Well, almost no zombies - I see some red dots quickly appearing and disappearing in Rei radar map - seems that TFC is trying to spawn them, when JAS disallows it. It doesn't sound well...
  13. Animal AI / Behaviour

    I was playing with 'Hungry animal mod', where similar to TFC, wild animals needs long taming process but additionally they flied away from player, what makes really challenging survival, with needs to make traps to capture or kill. It would be great, if deers etc would run away if player is nearby, other like horse would run if player is killing something.
  14. WIP TFCTech Addon

    Excavator is working fine, I removed all minerals except Aluminium, defined new ores, for example oreHaematite which contain all types of TFC Haematite, and added it to Excavator.
  15. Faster Boats, Faster Sea Travel

    You need Minetwe You need Minetweaker mod and .zs scripts. And of course NEI mod for looking at recipes.
  16. Faster Boats, Faster Sea Travel

    I don't recommend smallboats, they are buggy and unsupported. For example, items stored in boat chest are vanishing after logout. Generally standard boats are rather too fast, especially in case of discovering new chunks. You can also use Cuchaz Ships. they can be fast, if large sail is provided. Well, you need plenty of sheep for that - with low resources, you are screwed. But you can make a try, after tweaking receipts for ship control blocks, even simple raft is better than boat because you can board animals on it. BTW, I included Cuchaz ships within my TerraFirmaProgressPack, you can feel free to use some receipts, see /scripts/cships.zs and /config/shipBlockProperties.cfg
  17. WIP TFCTech Addon

    I'm not sure if making weapons and armor in Metal Press is a good idea due to lack of experience bonus (and it is not believable to make medieval stuff in modern press). One should also be aware, that you must disassemble press to change mold (old mold disappear). I'm curious, if users of TechNodeFirmaCraft are using this Press for any end tools crafting (maybe pickaxes?). However, Metal Press can be a great tool for everyday tedious production of universal components such sheets, double sheets etc. I already scripted it in my pack. I have another proposal concerning Metal Press. All these press molds crafting recipes doesn't fit into TFC look and feel. Is it possible to add knapping menu for metal sheet/double ingot? With some tool in hotbar (for example Steel Drill Head) you would be able to drill/mill metal to create press mold.
  18. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Version 0.2 is available for download, see first post. The most important changes, beside of bugfixes, are: Smallboats mod is removed because of bugs - not only logging issue, but also vanishing items from chest after logout (on SMP) Cuchaz ships included, with limited number of blocks to avoid potential bugs Thanks to Minetweaker to TFC port, many recipes were rewriten Potion scripts added glassworks script added - melting sand in firepit give only some kind of stained glass, clear glass by melting quartzite sand with flux in furnace/ard furnace, or quartzite sand in fsp crucible. Fancy coloured glasses can be obtained in arc furnace or (better efficiency) in fsp crucible Simply Achievements book give some millestones and tips. FSP boilers now works fine with fresh water thanks to TFC-tweaks mod. TFC version bumped to .29 For those, who has already downloaded v.0.1, there is patch: http://149.156.194.203/~mczapkie/Train/tmp/tt/download/mc/tfpp2patch.zip EDIT: One important note - some control keys overlap each other, for example 'M' for TFC tool mode, Mapwriter menu and Railcraft locomotive mode, check your controls settings and redefine for your needs.
  19. I would like to include this mod in my modpack - TerraFirmaProgressivePack (especially because I'm using TFC-tweaks with automerge food on pickup)
  20. Body temperature in TFC...

  21. Vanilla planks?

    Is there any reason, why vanilla planks are not visible neither in creative tab nor NEI list? Are they breaking game? If not, is there possibility to show them in NEI? I would like to rename them to 'Impregnated planks' (with appropriate recipe) and use safely with Cuchaz Ships mod, which is known to have several issues with non-vanilla blocks (especially ships are totally buggy if chiseled blocks are used).
  22. Vanilla planks?

    I see these planks in NEI menu, but not in creative tabs, even /give 5 command return TFC oak planks - seems that they are overridden. I didn't heard about Cuchaz ships issue, I just tested it - if TFC planks are chiseled in any mode, they will vanish if ship is launched, but still counts into ship weight.
  23. MT Scripts for potions in TFC

    Interesting. Are you using Tabula Rasa for defining new fluids?
  24. MT Scripts for potions in TFC

    Well, assume that it is protection against burns from IR radiation, not fire itself.
  25. MT Scripts for potions in TFC

    Of course, as I answered to OneWolfe, everybody can use it. I updated first post with permissions stuff.