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ciekma

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Everything posted by ciekma

  1. I lost crash logs when trying to figure what causes crash, but thanks to Bunsan clarification I see that it was rather the feature than a bug. Thanks for creating this mod, it is a must have for any industrial mod working together with TFC. May I include it in my TFPP modpack? By the way, I wonder if there are any pro's for not merging food in 'vanilla' TFC, it was totally annoying until I discovered 'S' key, now it annoy only a bit when inventory is almost full.
  2. Is this mod stable? I got some crashes when run together with latest TFC, Flaxbeard Steam Power and Railcraft (with default config). Unfortunately I cannot reproduce these crashes, I removed these mods, added sequentially and now everything is going well. Even fsp archimedes screw is working fine (push water into boiler) when water unification is turned on.
  3. [Rule 2] Finite fluid system or at least addon

    TFCConfig.cfg B:enableFiniteWater=true is it not working?
  4. MT Scripts for potions in TFC

    Of course (together with rewrited glass works), initially it was supposed to be part of TFPP, but I decided to work on this part separately to have a clear view.
  5. MT Scripts for potions in TFC

    I updated above script. The most powerful potions - poison and harming, were harder to achieve - first awkward neutral potion must be created by macerating brown mushrooms in vinegar, then it must be mixed with poppy flower, red mushroom and glowstone dust in case of poison, or weakness potion, fermented spider eye adn redstone, in case of harming potion. I added also higher tiers of healing/regeneration potions, to balance their relatively weak impact. Alium, garlic or calendula, known from their medical uses, are needed for improved healing/regeneration potions.
  6. Keys and locks

    Of course, without lockette I'm doing same thing like all our ancestors - putting chest in digged hole and covering by dirt/other block. But is start to be annoying when number of valuable items grow, not counting danger of forgetting about secret place. Towny plots, similar to lockette, are artificial thing, of course they are needed for large open servers, but my idea was not to hardcoded prevention of stealing, but rather to prevent suspicion of stealing, important to keep good quality of server society. Ps. broken doors, if locked, should be damaged into planks, instead of dropping item, to show evidence of break in.
  7. Lag - Lumber vs Chiseled Blocks.

    Maybe it is matter of collision detection, not rendering itself?
  8. MT Scripts for potions in TFC

    Of course, I don't care on licence stuff, everybody is free to use whole or parts of above scripts. Honestly, I didn't knew about these mechanics, never paid attention to mushrooms, even in nether. And what about flowers? Did they respawn each spring (I observed them in winter, so maybe they spawn once). Poppy is good candidate for poison potion.
  9. Minetweaker+TFC question

    No, I'm not using food as food ingredient, I want to use berries to create potions. EDIT: works fine in survival mode (but collecting full stack of berries is not trivial)
  10. Minetweaker+TFC question

    I want to use certain amount of food, for example full stack, in MT recipe, but ever if I have it declared as item.withTag({foodWeight: 160.0 as float}), any amount of item is acepted. Is it possible to define full stack of food for MT?
  11. Minetweaker+TFC question

    Thank you, I forgot about difference between withTag and onlyWithTag. Now it works, however NEI display 'BAD info' when hovering mouse pointer - is it harmless?
  12. 0.79.29 Released

    Thank you for fixing potion damage, but now it is OP in comparison to antidote (heal or regeneration potion). Is it possible to fix these also (10x multiplier is sufficient IMHO)?
  13. Smithing bonus based on player skill

    I had similar idea with tolerance range - simply add button 'precise smithing', if activated, you must align arrows precisely but you gain smiting experience points as reward, if inactive (by default), you need align arrows only let say +-2 points nearby - but you would not get any experience points neither tool would have no additional bonus. It would allow to choose - precision and good quality, or fast crafting and basic quality. It would make also less repulsion for new users.
  14. There are already some nether monsters TFC compliant (1000...4000 HP and high attack strength, one can check in creative mode - they have separate spawn eggs), but these monsters are not available due to nether issues. Is it possible to fix it and allow natural spawning of TFC zombie pigman, blaze and ghast in normal TFC world, in very deep caves?
  15. Nether monsters in overworld TFC?

    Yes, I know that hostile mobs can spawn everywhere (however often I see empty caves - is it possible, that sufficient number of mobs was already spawned at surface?). And it is an issue - same mobs everywhere, which can be killed easily with bronze sword. And no blaze rods, which are used for many mods as rare and hard to achieve component. Of course one can use JAS to spawn and tweak other mobs (where can I look at any json examples for this mod?), but it looks weird to use additional mod just to spawn mobs, which already exists for TFC. Question is, if overriding getCanSpawnHere function to add spawning deeply overworld is simple or need large amount of code (If I understand correctly, TFC nether mobs are just copy of respective vanilla nether mobs with changed properties but inherited methods of spawn)?
  16. [0.79.25] Red-Mine.ru

    Few days ago I started to play on srv2.red-mine.ru, interesting server with long underwater railway. But today there is still 'noroutetohostexception' error - is server down? Ping is ponging correctly.
  17. Nether monsters in overworld TFC?

    I tried Advanced Spawner mod, but it crashed when loaded together with TFC. @Sda215: And these deep underground caves are usually empty.
  18. What is a proper range of specific heat? I see above inconsistence of example number 2.0 and 0...1 range. If talking about ranges, is it possible to define explicit allowed usage of barrel, vessel or both, instead of Min Tech Level? EDIT: I have following problem with barrel recipes - I want to use some beverages and fruits to make potions, but even with vinegar recipe removed for given fruits, there is still vinegar produced instead of potion, for example: mods.Terrafirmacraft.Barrel.removeItemFluidConversion(<terrafirmacraft:item.Bunchberry>.withTag({foodWeight: 160.0 as float}), <liquid:vodka> * 100); //I tried also without NBT mods.Terrafirmacraft.Barrel.addItemConversion(<minecraft:potion:8201>, <terrafirmacraft:item.Bunchberry>.withTag({foodWeight: 160.0 as float}), <liquid:vodka> * 2000, 0, true, 1, false); Any idea, what goes wrong? EDIT: are all vinegar recipes hardcoded? I don't see any vinegar recipes in NEI if given fruit is checked as source (right mouse click)?
  19. I had similar issues (with multiplayer) - I wear armor pieces from mob, very damaged - and after some uses, its damage become 'green' instead of 'red'. But if taken from body to hand, it disappears.
  20. Non-flammable sticks? why?

    Thanks for explanation. I will also memorize to not touch any heating receipts for logs.
  21. Non-flammable sticks? why?

    Is there any reason, why sticks cannot be used in firepit, to keep fire for while (at least dark red temp)? (of course simplified mod code count in 'any reason').
  22. Archimedes' Ships Plus problem

    Same problem with cuchaz ships - chiseled block are not supposed to rotate/translate.
  23. Yes, it is in player inventory or in anvil - no temperature loss. I checked previous game - same effect, with all heatable items. Although I can cool down in water - only self cooling is broken. EDIT: Sorry, my fault! I just had debug mode switched, I thought that it only display additional information like F3 did, didn't know that it affect game mechanisms (very useful by the way for checking anvil recipes).
  24. It works, but there is one issue - heated items won't cool down. Any items, even, untouched by minetweaker, TCF ingots.
  25. Tank for this crucial information, I thought that welding/workable temperatures depend on material, but if I can define it via metling/transform temperature, it is awesome. I can even define: mods.Terrafirmacraft.ItemHeat.addRecipe(<minecraft:glass>.withTag({temperature: 700 as float}),<minecraft:glass>, 700, 1); and use heated glass in anvil to form bottles and glass panels.