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ThinkTank

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  1. [WIP] Mod Conversion/Creation Hub

    Unfortunatly I'm imagining that they are getting told exactly the same thing by the makers of the other major mods. Really, any mod team would do well to have a 'compatability' guy or two, just to focus on keeping up with the communitys favoured mod combinations. If only so the ones developing the mod wouldnt have to spend time on such things.
  2. [WIP] Mod Conversion/Creation Hub

    If your stuck on Redpowers generation I would think about just disabling it. Theres no real need for volcanoes, TFC worlds are pretty good for lava and basalt. Metals wise we are good aswell, Its the nikolite for blulectric stuff thats going to be the main thing there, Not sure if you could have one of the less used TFC ores produce nikolite dust if the Devs dont want you messing with TFC code. How TFC would handle its finite water with redpower pumps & grates though might be a bit strange. Can see why your working on the Thaumcraft world gen though, the vis crystal ores and aura tick are pretty much indivisable from the mod as a whole. Might want to hit up Marcopolo from better ore distribution as well as the TFC devs. Personaly from experience choping and changing mods with TFC, its always been TFCs unique worldgen thats been the main stumbling block for any other mod which needs nonstandard materials. Although a few times it was issues with Chests that did it more recently.
  3. [WIP] Mod Conversion/Creation Hub

    Intrested to see this patch in action. Compatability is a great goal for the larger mods, even if some of them arnt for everyone its nice to at least have the option to put them together with TFC. Good work.
  4. [b71] Crash: Null Pointer->WorldGenTFC->CreatingOreVein

    no idea, I'd recommend just putting it out there that for now the newer versions of optifine + TFC is a no no.
  5. [b71] Crash: Null Pointer->WorldGenTFC->CreatingOreVein

    Tested and confirmed. Versions of optifine after D3 cause the latest build (72) of TFC to memory leak hard. Versions of forge make no noticable diffrence.
  6. *Cough* http://www.minecraftforum.net/topic/1535985-145-forge-smp-lanterns-114/
  7. TFC (b72) crash when generating new chunks

    Ditto this above crash report, minus mods. Was running with only: forge 6.4.1.430 player api universal 1.2 optifine HD Ultra D7 Symptoms I had where a 5min or so DOWNLOADING screen during world generation, followed by 99% memory use for the first 5min of actual playtime, running at about 1fps. Then java runs out of memory. Somthing in the world gen seems to be leaking memory all over the place with this last update.
  8. Huge Mountains

    nope, was just a tumblr image hanging around. I'd ask the voxelbox team, the big crater map was one of theirs, and I'v made similar useing the voxelsniper tools.
  9. Huge Mountains

    The map height was generaly a bugbear on this one, but could be partialy solved by increasing the size of extreme mountain areas and evening out the slope upward across miles, with vertical 'no dirt' stone cliffs toward the end when the blocks reach a certain z level, and snow blocks when it reachs the final z level. While still small, and still a bit odd when put next to the larger 4 block trees of TFC, it does offer somthing which doesnt involve trying to 'fix' minecraft worlds height limits.
  10. Complicated maybe, but good (as long as finding ore can become more standerdised by the time your emergant civilization has moved on from beating pigs to death with rocks and is reaching desperatly toward its own little industrial revolution), I think that arguments regarding 'this is to much work, not enough fun' could be worked out by introducing later devices which simplify the whole process, but require you to do a bit of work to get there. Thus players are rewarded for their troubles with what they were after, and easyer ways of getting what they were after. I would like for large scale mines to still have little bits of ore in them even after they have officaly 'dryed up'. As always, when mucking about with ore gen, remember that a large vein needs to be large enough to justify expenditure in materials to create a mine to dig the stuff out. (the 'rails aint cheap' argument), so having a huge cloud of 'little bits of ore' giving rocks around the vein itself goes some way toward providing for that, as with a area that size to hack happly away at a shaft mine is entirly worth the effort. Generaly I find that I need all that ore for use in other mods, which are very metal hungry, also as above, to support the construction of a shaft mine to make getting the ore out from bedrock level less of a slog.
  11. Huge Mountains

    With Bioxx talking about terrain generation, thought I'd bump this up to the top for a while.
  12. Anvil molds : place and fill

    misc thoughts: maybe require metal bonding/welding to take place in the metalurgy table, and require the liquid ingots to be surrounded by clay/sand/flux in order to bond correctly. I'v always kinda wanted a liquid metal, finite liquid block. Or at least to have a pouring animation between blocks that has a thin stream of white hot metal spitting sparks all over.
  13. Fireplace/Hearth Multiblock

    I would prefer stuff to be functional, but as a purely aesthetic block I'd agree that a portal code re-write that replaced the log blocks with a new animated 'burning pile of logs' block when lit with a flint & steel would do it. Indeed you could simply make log piles in general turn into 'burning pile of logs' blocks when lit on fire in any situation. Quick textureswap code or the like. Depends if the devteam would be intrested in spending time on this sort of feature if it lacked function.
  14. Writing/Paper/Books/etc.

    http://www.minecraft...-magical-books/ The storage bookshelf and its filling texture changes are intresting.
  15. Fireplace/Hearth Multiblock

    the idea is to provide an upgrade from the firepit once the player has moved up from log cabins and mudhuts and starts building in stone. It also would be a fire heat source that doesnt chew through wood as fast as the firepit, so you can keep it burning far longer befor you'v deforested half the map. To counter this benefit, it wouldnt be able to reach tempratures that can smelt metal, but rather it would be used for food and brewing (and of course keeping you from freezing to death in the winter, but world temp is a whole other issue). While smoke, as a finite liquid block with its gravity reversed, might be intresting, I believe its already been mentioned elsewhere.