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LightningShock

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Everything posted by LightningShock

  1. Very interesting, looks really promising. But how you managed mods like advanced rocketry to work? From what I know food in other dimensions doesn't decay, you managed to overcome this? I also recommend Hardcore Darkness and Dynamic Lights duo as it pumps up the level. They are client-side mods that makes darkness actual darkness and hand-held torches lit. They require little configuration. Btw, where's TFCTech? I see it in the screenshots but I don't see it in the mod list.
  2. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    To be honest that also looks like spoilers.
  3. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    see Ancient method of paper making. OP said you are supposed to get a book when spawning, see 2 posts above yours.
  4. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Oh, so that custom recipe was on IC2's config... now makes sense. I used windows search to quickly look. Stupid search.
  5. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Personally I don't believe IC2 can be the actual cause, I just never saw this mod breaking other mods' recipes. You could maybe try manually adding that recipe on MineTweaker, but this is like fixing with duct tape.
  6. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    I don't think I can help with coding yet, I barely scratched Java, let alone Forge. But I think I can help with graphics. Not an artist, but I think I can handle a 32x32 canvas with ease. Just tell me the concept, and I will fork your project.
  7. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Great, but note that if you look for addons and find OC-Minecarts(adds computer locomotives) it has some minor issues. First, if you spawn or even take a built cart from creative tab and NEI it crashes the game and keeps doing that until you externally remove that item, however building one legitimately from assembler works just fine(so 0 problems for survival mode), also using self-destruct cards on them creates a funky continuous explosion and doesn't work, nothing too bad. That card is from Computronics(a must-have addon IMO, adds radar, ability to play custom sound, enhances railcraft, and much more). I had no other issues while I was experiencing with those mods. This modpack is so cool, TerraFirmaPunk has mods that don't particularly match with TerraFirmaCraft's style but your modpack is just on point! Keep up the good work ! Do you need any help, like, with recipe making?
  8. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    You should add silicon age mods like opencomputers and add-ons, or maybe even advanced rocketry(if you can find a way to "compatibilize" the mod, as I have seen so far you were are able to overcome some incompatibilities) to further expand the tech tree and add some advanced automation possibilities.
  9. TFC1 1.12+ port

    Salt water is another story. It's a separate block and not directly linked to fresh water. As you have salt water in oceans and fresh water in lakes, we could have salt water in oceans and vanilla water in lakes(just retextured, still the same block in code)
  10. TFC1 1.12+ port

    I agree. But tbh I think it's more feasible to start a new mod from scratch instead of porting this one. I think TerraFirmaCraft has way more compatibility issues that it should have. Like, why we need freshwater as a separate fluid from vanilla water? How biomes o' plenty generation managed to be friendly with other mods while TFC didn't? I am not trying to throw tomatoes at the devs as the mod is still great but I think TFC could have been implemented in a better fashion. Actually yes I did check that code long ago but as I am no expert in both Java and Github so I've tough I was missing something but now that you brough it up as well I can safely say that I didn't. I was not trying to troll. Trolling on forums is not fun, trolling in-game and irl is.
  11. TFC1 1.12+ port

    I got that part. I can at least "smell" what a java code does(C++/C# guy) and now that I see it, yeah, I do agree with you. I was asking about the '/s' part. Sorry for off-topic.
  12. TFC1 1.12+ port

    Wait what?
  13. TFC1 1.12+ port

    Last update was on 18 sept. But I don't think that's a reason to consider it dead. yet. And if it is dead, someone else can continue instead. https://github.com/djarktic/TFCraft/network
  14. Boats/Rafts

    Yeah tbh portals are wayy too fictional. I understand that this mod isn't supposed to be realistic, however I think portals would ruin the fun of exploring. I remember sailing on an Archimedes's ship with my friends and getting stranded on an ecuatorian island because we forgot a food barrel and we realized that when we arrived, so we had to gather food from that island. Good times... Too bad my SSD kicked the bucket without any warning in one day and I had no backup(I wasn't on my TFC modpack at that moment). Anyway, sorry, what I was trying to say that exploring by sailing is an important aspect as well and should not be neglected. There are a lot of fans of this mod because of it's realism, including me, and perhaps we shouldn't get too fictional with this mod. A NPC way of inter-island travelling is a good idea. I think a good way of implementing this would be something like having to build something that signals your presence on that island, like a smoky fireplace, so the NPCs can "see" you and arrive on some sort of ship(that players cannot ride) then give you the opportunity to travel to some islands at a cost.