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ciekma

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Posts posted by ciekma


  1. Yes, for example to limit IC2 rubber trees to warm and humid TFC regions.

    If talking about chest size, to have items from other mods not capable to fit into chest, should I make a small mod which use ChestException(findBlock("mod", "item")) ?

    Other questions: how climate based ore gen works? Are there any fishing drops added, or just it is prepared to?

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  2. On 4/23/2018 at 9:26 PM, alex0575 said:

    There really are logs of all the changes, but I think not everyone can understand what has changed. I do not insist, but the record of the form: replace the file in the mod's folder by ... looks more understandable for most users. In any case, the right of the last word remains for the author of this assembly)

    I created changelog.txt file, because indeed it is convenient to track changes even for myself, however it is descriptive log only, if you want to check which file was changed, you may refer to Github, everything is clearly described, for example: https://github.com/Wahazar/TerraFirmaProgressivePack/commit/1d18fdba946b0c2b4165c4416a987490da4422c9 - click on "22 changed files" would briefly reveal names of these files and what happened (edited, deleted, new one).

    By the way, new version is finished, I added OpenComputers mod - this powerful mod bring modular computers and programable robots, but more importantly, it is compatible with Open Modular Turrets and Starcraft - which are planned to be added in future. Of course recipes were changed accordingly to overall modpack mood, you need patterned silicon wafers to make computer devices etc.

    Other changes: some new items, and new locomotives (powerful and fast diesels - British and American).

    Dynamic Lights mod updated.

     

    EDIT: the best method to keep in touch with latest changes is to install github, clone project, and then "gt pull' will detect, download and automatically update only these files, which were affected by latest changes.

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  3. 1 hour ago, LightningShock said:

    Oh, and I forgot to mention: I played your modpack while having Cooking with TFC mod installed as well, and I can say it is nice and bug free, you should check it out. The only issue is that is adding some new trees and melons but the lack of them isn't blocking progress and you easily find them once you explore further.

    Where I can find Cooking with TFC mod? I don't see it in addons forum section.

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  4. On 4/26/2018 at 4:19 AM, alex0575 said:

    server {
        # For every X number of ticks provided here, when there are no players online the server will only progress by 1 tick. Time advances 100 times slower than normal. Setting this to 0 will turn this feature off. [range: 0 ~ 2147483647, default: 100]
        I:simSpeedNoPlayers=0
    }

    The value of the parameter is 0 - is it normal?

    There was issue with this parameter, you reported time rollback:

    I fixed some mods causing this error, however I recommend to set this parameter to 0, because default year length for this modpack is 360 days.

    Without freezing time, it gives exact 5 real days for each ingame year. I noticed, that some TFC servers use similar settings, because it give better predictability: if you see late winter, you are sure that tomorrow will be spring, no matter is somebody will be logged or not.

     

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  5. 14 hours ago, alex0575 said:

    just update the config folder and scripts?

    config, scripts and mods (customitems mod, I'm packing new textures inside it).

    21 hours ago, lebeg134 said:

    I was playing around with the traincraft trains in creative a bit to decide which one I want to craft in my survival game, but I've found them really slow. The railcraft locomotive is much faster. I tried to tweak the configs to bump their max speed, but havent found them. Is there any way to increase the max speed of the trains? I think they play a big role in the exploration-transportation endgame(to move large amounts of barrels and wood around) and faster trains would be really useful.

    I'm also considering writing a bigger post about my adventures in my survival map with pictures. Should I make a seperate post or should I post it here?

    In version 1.53 I added faster and more powerful engines, for example Japan C62 class. I will add another ones in next release.

    The issue with Railcraft locomotives is, that they are too fast, it can cause some problems on servers due to chunk loading latency. Therefore I disabled HS rails.

    It is interesting to read someone else adventures, "User creations" forum is a best place for it, my single player blog is also here (temporarily abandoned due to failure of video card, spare one is too slow).

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  6. As LightningShock mentioned, Reikka's mods policy forbid custom recipes, thus I rejected these mod at the very beginning of my work. BTW, currently there is something much more better than "usefulTNT', it is explosive material from IHL mod, it create static piles of items inside, instead of items.

    If talking bout PVP - this mod support PVP, for example you have following tiers of ranged weapons: bow, long bow, crossbow, pistol, musket, multi-shot riffle, flamethrower, railgun, not counting rocket launcher and mining laser - they deal small damage to living entity but can be used to break blocks. I'm not going to add Flans mod - I tried once, too much crashes and bugs.

    Multiple ingots can be done using Foundry - there are two kind of ingot molds, TFC one would give one hot (nearly melting point) ingot which must to be removed from slot, Foundry mold would give many cold ingots into output slot at once.

     

    Version 1.53 was downloaded, I added archbar truck item, thus some 8-whelled traincraft vans can be assembled now, liquid iron can be melted in muffle furnace to allow sand casted wheels, Russian and Japan steam locomotives are also craftable.

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  7. 23 hours ago, alex0575 said:
     

    Maybe I was wrong trying to make a ceramic battery? Vinegar in the bottle to create is not suitable.

    Sorry, I misunderstood you, vinegar is for anodising bath, but battery needs brine, zinc and copper plate, always check other recipes (use arrows in NEI)

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  8. On 11.04.2018 at 11:07 PM, LightningShock said:

     will you consider porting your modpack to 1.12?

    Small chance, 1.7.10 is a common thread for many mods, besides this, I'm not sure if minetweaker and NEI are available for 1.12, probably they were superseded by another tools hence all recipes must to be reworked.

    But my project is under GPL licence, thus anybody can reuse it  for 1.12 project.

     

    3 minutes ago, alex0575 said:

    Hello. I wanted to ask how to get acid? Acid is required for a battery of mod Udary. I think it's worth adding to the modpack the possibility of melting the broken armor with a smaller output of metal (depending on the breakdown)

    For Udary baterry, you can just put vinegar. Sulphuric acid need ceramic stuff.

    Some low-tier armours and weapons can be recycled using IE crusher.

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  9. If not sticks as fuel, maybe thatch? I was playing on the deserted spawn biome and it was not possible to heat up piece of meat.

    BTW, firestarter is OP, it should have chance to fail on existing fireplace, otherwise what is a reason to make flint and steel?

    Other idea of fireplace improvement is to make small explosion if flushed with water, enough to broke rock beneath it. Just a ancient and ineffective method of gaining ore, but welcome alternative if you have ore vein exposed but not enough nuggets to make pick.

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  10. 9 hours ago, Xamllew said:

    Very nice, I was hoping for this change. Is a fresh save required for this update?

    Also I noticed there are elevator parts in NEI but no crafting recipes or uses, is this just a disabled mechanic from one of the mods?

    Backup is always recommended, but no need to reset your world, worldgen was untouched since v.1.33.

    Elevator parts belong to Environmine portal to other dimension and I forgot to remove it from NEI (other dimensions are not working well with TFC, AFAIK). BTW,  Blazes and Ghasts are spawned in overworld.

    3 hours ago, MiaMia said:

    Question - does your modpack rely much on default ore values (15/25/35 for poor/normal/rich)? I would like to change to TFnC defaults (25/50/75).

    Unfortunately yes, especially native metal nuggets, which can be directly melted in induction furnace. Other issue is that poor nuggets are output of IE crusher and treated as ore grit for composing blast furnace batch. Nuggets are also used for handling overheating of small metal pieces in forge pit. I'm afraid that changing it would produce loops of infinite metal production.

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  11. TFPP arrived at Traincraft station!

    Finally version 1.52 with implemented Traincraft mod is available!

    There was a hell of the job, every recipe was done from scratch, because Traincraft Workbench recipes were not customisable and not compatible with TFC. Fortunately Traincraft creators was so kind to add option to disable NEI for native recipes, thus there is no mess in recipes, only valid recipes are visible. Unused items are hidden. I added also some new items, mainly wheels and wheel parts.

    Currently only basic rolling stock is supported, mainly four-wheelled German wagons, some log transport stuff, some small steam locomotives and diesel shunters. Larger locomotives and cars would be added later. Adler and Cherepanov locomotives can be constructed in bronze age, better locomotive need iron or steel, diesel locomotives require advanced chemistry for fuel and welding.

    Traincraft 3D tracks can be conveniently created using iron workbench, they are cheaper than standard rail stuff (except wooden rails). I added 3D track tooltips for better NEI filtering.

    Other changes: improved Enviromine fruit tree leafs physic,  added alternative for tar (creozote oil evaporation), some tooltips indicating items gained by loots, altered recipe for IE generator (more advanced but cheaper).

     

    If talking about Graphite - it is special form of carbon, not possible to find in ordinary charcoal, you need high pressure/temperature to convert ordinary carbon into graphite (hence there is a such recipe for Acheson furnace, obviously accessible in later stages of the game, just in case when you run out from easy accessible natural graphite source).

    In TFPP modpack, there is additional source of natural graphite: pegmatite rock vein, which can be located in granite rock layer, using prospector pick. If you are unlucky finding marble, gneiss, quartzite or schist layer, but see granite nearby, try your luck with searching and digging pegmatite veins, there is a small chance to get graphite powder and some other minerals and gems.

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