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    • Crysyn

      Only help if you can be helpful

      Hey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
    • Kittychanley

      Offline Servers

      Recently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."

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  1. TFC Scales - divide your food precisely This is a simple mod that allows you to build scales and make weights to use in your kitchen. Remember that time you had exactly 160 oz. of potatoes and you wanted to make four barrels of vodka? But you've forgotten to cut the potatoes with your knife and by the time you placed the barrels and filled them with water, your potatoes decayed slightly and you were able to make only three barrels? Remember that time you had 158 oz of cherries and wanted to turn your barrel of vodka into a barrel of vinegar? And how you huffed and puffed and cut and joined and calculated to get as close to 100 oz. as possible (because you really,reallywanted to just eat the rest of your cherries)? Well, now you can use "advanced technology" - the scales. First, you craft your scales: Next, you need to make weigths. For weights you use anvil (copper will do) and the following materials: one tin ingot for five 1 oz. weights or one 5 oz. weight one silver ingot for five 2 oz. weights or one 10 oz. weight one gold ingot for one 20 oz. weight one platinum ingot for one 50 oz. weight Finally, you can use your new kitchen tool. Click to open the interface. The bottom slots are for storing your weights - the weights stack up to 8 in your inventory and in these slots. The top left 9 slots are the left bowl of your scale - put the weights there. The slots on the right are for food - you put your food in the left one, press Cut (make sure you have a knife to cut with in your inventory!) and the amount equal to the weights in the bowl will be cut and put in the right slot. The scales do not remove decay from your food!That way, youcandivide those 160 oz. of slightly decayed potatoes into 4 equal parts and still enjoy your 4 barrels of vodka. If you want to get rid of decay, do it the old-fashoned way. See how it works: Legal stuff: You may download and use this mod freely. You may include it in modpacks as long as you do two things: first, you need to post information about what modpack will include this mod in this thread,second - please, include informations about authors and the webpage of this mod in the description of your modpack. You may only modify this mod for your own use, but you may NOT redistribute the modified version in any way. This will hold true also if at any point we decide to make the source code available. By downloading the mod you agree to not hold the mod authors responsible for any damages you may suffer as a result of using this mod, including, but not limited to: corruption of minecraft savefiles, corruption of any other minecraft related files and meteors falling down from the sky. And remember the magic word: BACKUP! Finally, what you've been waiting for - download link:Click here to download TFC Scales for TerraFirmaCraft 0.79.23+ Older downloads: Version 1.0.1 for TFC 0.79.23+ Version 1.0.0 for TFC 0.79.18-0.79.22 Brought to you by the team: Acid-Maker&Chogata. Changelog: version 1.0.2 fixed a bug that caused the anvil recipes not to register client side when playing on remote server version 1.0.1 updated to work with TFC 0.79.23 API (NOTE: tested on 0.79.24 due to anvil bug that exists in 0.79.23) version 1.0.0 initial release Mod spotlight by Grimkor - thank you!
  2. Hey, is it possible to create a mod to extend day/night cycle, so days are not so short? I would like to do that the same way like TFC slows down day/night cycle when no players are online. How can I achieve this? Any ideas? Reason for this: When we are playing TFC on server, days are very, very short. The problem is that we cannot skip the night because there are so many players playing and its hard to force all of them to go to bed.
  3. Screw the nether

    So, I have been fortunate enough to play and spend quite some time in both Terrafirmacraft, and its derivatives (or extensions), like Technodefirmacraft. There have however always been one thing that has been missing -Other dimensions. I have tried a bit for myself to get it working, eg. with galacticraft, and on a small server it was functioning fine with the moon and mars dim, with some slight problems with regards to inventory, which I hacked in with tinkers inventory system. On that part, I have never been able to grasp what the problem with supporting other dimensions were, and I have not been able to search up any answer. Could someone here perhaps please enlighten me? I write this because I just learned about a mod that supposedly handles dimmensions fully by itself, and I wonder if this somehow could serve to extend the regular TFC modpack with its own dimmension handling. This could be really exciting! Just enough dimensions is the mod in question, could some of you that are more learned on the subject take a look? Thanks in advance. VonNeuman
  4. Hey folks. I am playing with writing a tfc-centric mod for allowing the creation of road blocks. I am not a java person -- though when they finally rewrite Minecraft in Perl, I'll be all over it. Anyway, I am having an issue with creating crafting recipes that use the TFC dirt types. I can create recipes using the standard blocks, but have not figured out how to refer to blocks that are from a different mod. I cheat on my own server by creating the recipes in MineTweaker, but that's really not appropriate, if I want to share the mod here. Does someone have a code-snippet that they would be willing to post, that shows the proper syntax to refer to the blocks/items that are loaded by TFC? Thanks in advance.
  5. Hello everyone, A couple of years ago (early 2013) I had created a mod for Terrafirmacraft that provided a method to craft and use items such as medication and bandages (right click and the bandage heals you). It was pretty popular at the time I released it, but soon after I created it I stopped releasing updates. I had a thought a couple of weeks ago that I would upload the source code of the mod so anyone that is interested can use my ideas and update it for the public to use. I've done no research into whether or not this is completely obsolete now. The last version of minecraft this was made for was 1.4.6 and it relies solely on minecraft forge (i.e. you could use it without terrafirmacraft installed, but all of the properties were designed to work with the version of terrafirmacraft I had made it for). Here is a link to the old discussion post about the mod:http://terrafirmacraft.com/f/topic/3258-medical-mod-spmp-146/#entry52170 I have attached the source code (and any textures I could find) to this post, so feel free to download it and play around with it. I apologize for the state the code might be in, I threw this together quickly from the latest version I was working on, in January 2013, so there are probably some unfinished ideas in there. My only request for those of you that use this is that you credit my username. If you have any questions feel free to send me a message or post on this page, I'll try to check it from time to time. Cheers, mbolz mbolz medical mod source code.zip
  6. 3/23/2014 I'm not dead!http://terrafirmacraft.com/f/topic/4581-1627717-extrafirma-addon-v103/?p=76411 Good day to you all, and welcome to the show.. This is: ExtraFirma, a TerraFirmaCraft addonI'm xChainblade on Minecraft, by the wayWhat is this addon?This addon is designed to add aesthetic and somewhat fantasy items and blocks, including colored tallow candles, an extremely powerful crossbow that fires devestating tool metal bolts, beautiful metal lanterns in precious metal variety, a mortar and pestle with herb grinding and bandage crafting, and much more, here and to come.Why did you make this addon? What does it do?I wanted some more aesthetic choices in my building, but since TFC 'removes' a few choice lighting blocks (glowstone, redstone lamps, etc) I didn't have much option in the way of lighting. Thus, the lanterns were born. I got carried away and starting adding a barrage of new blocks and items, until the creation I've set before you has spawned.A crossbow to one shot a zombie, a candle to mood light a cathedral, a name tag to keep that Creeper, a Lead to guide your herd, or a fence and bookshelf to match your wood planks.This addon does NOT (except maybe the crossbow which has a damage config, or the plant dyes) break the balance, flow, or difficulty of default TerraFirmaCraft. I'm doing everything in my power to make this a purely additive mod, and not bring in or take out any systems that mess with the core gameplay. Any suggestions regarding increasing or lowering difficulty of any system in TerraFirmaCraft will be ignored.Content:Adobe Drying: Early game is very limited in terms of building materials. Thatch, logs, and raw clay blocks are really your only options. You can craft adobe lumps like http://i.imgur.com/D1WKaKB.png. Place 4 of these on the ground and let the block dry, and collect it. Craft 4 of the bricks you get from breaking the dry adobe in your 2x2 to get 2 solid blocks of adobe brick.Method of obtaining the beautiful 1.6 hardened clay coming soon. Candles: You'll first need some Tallow, which can be obtained by cooking Suet in a firepit or forge (8 tallow per 1 suet). (Gain suet by killing cows). Craft 4 tallow with an empty wooden bowl (shapeless) to get a Bowl of Tallow. Craft a bowl of tallow together and either a Spider String or Wool Yarn along with (optionally) any dye of your choice to receive 1 colored candle. (Bowl has 8 uses) http://i.imgur.com/wwEPHBE.png Lanterns: A beautiful lantern that can be turned on and off via a shift right click with an empty hand. Crafted using 2 glass panes, a candle of any color, and 2 metal sheets of precious variety (brass/tin/wrought/sterling silver/gold/rose gold) like http://i.imgur.com/uTty9HM.png. Composite Crossbow and Bolts: A vicious weapon that is easy to use and even easier to swiftly slay the most fearsome foes. Crafted using 2 Weathered Horns (gained by killing male sheep or cows), 3 small planks of any wood type, and 2 braided string (crafted like http://i.imgur.com/9pjLqzL.png with either string or yarn), making the complete crafting recipe for the Crossbow http://i.imgur.com/2Oa357K.png. An alternate recipe uses steel ingots instead of weathered horns.Bolts are somewhat harder, starting out as http://i.imgur.com/FwolaJJ.png (the clay molding recipe is the same). The anvil recipe uses a single ingot. This gives you 1 arrowhead, which can be crafted into 4 bolts, first by making fletching http://i.imgur.com/MS9rHgd.png to save on your feathers, and then by crafting the full bolts like http://i.imgur.com/OcaPT3K.png. Metal bolts of higher tier have greatly increased damage of those of lower tiers.Bolts are chosen from the left to the right in the hotbar (and MUST be on the hotbar), and are loaded in that order. Hold right click with an unloaded crossbow to load, and when loaded, right click again to fire. You can tell what bolt is loaded in the crossbow by its special text on hover.Bolts can be recovered at a very high success rate (>95%) if fired on monsters or terrain. Bolts fired onto other players are almost always lost on impact.Finally, crossbow damage can be configured from 50%-150% in the config file. Do note that anything above 100% does severe damage. Melee Weaponry: ExtraFirma currently adds two new melee weapons with a clear use: The Halberd and the Dagger.• The Halberd does more damage than a sword, and has a longer range (+2 blocks), but swings twice as slow. Used for fending off low amounts of enemies at a time safely (1-2), you can easily devastate someone with this vicious weapon.Grid recipe:http://i.imgur.com/1Uudrpd.pngThe anvil recipe uses the plan + a Double Ingot of a tool metal. Finished using two sticks, likehttp://i.imgur.com/WFSxLbB.png.• The Dagger does less damage than a sword up front, but given enough time and the ability to stick on your target, more damage over time can be acquired. A stab with the dagger applies the Hemorrhage debuff, causing the target to suffer 1-2% of their health in damage every 2 seconds. The dagger's range is actually shorter than your fists or a sword, so be careful.Attacking a hemorrhaging enemy has a second effect: exposing their weakness from the wound, you sometimes jab the same bleeding spot again for a massive damage eviscerate and applying a longer Hemorrhage debuff. There is an internal cooldown on this proc of 3 seconds.Attacking a player asleep in a bed is almost surely an instant death...if the upfront assassination doesn't kill them, the fatal hemorrhaging that is applied will.Hemorrhage can be removed with a Bandage, but doing so makes you not get the Regeneration effect from the bandage.Grid recipe:http://i.imgur.com/v6pVvKq.pngThe anvil recipe uses the plan + aSingle Ingotof a tool metal. Finished the same way every other tool is finished. Bookcases: Building an aspen and schist fortress, your library can look a little bright with the oak bookcases. Remedy that by crafting a wooden bookcase of any wood type like http://i.imgur.com/9eBZzt2.png, using any books (TFC or vanilla). Medicine: In climates with average rainfall over 1500, you'll find purple Kingsblood plants. These benefecial herbs are key to creating basic medicated bandages, and can be grown by right clicking on one of the plants with a knife in your hand. This turns the plant into a smaller (ungrindable) version, and adds another to your inventory. This smaller clone with eventually grow into another Kingsblood plant.A similar method of growing plants can be done to the vanilla Rose and Dandelion, by crafting 1 of the plants with a knife (which takes 1 damage).You'll also need a ceramic mortar and wooden pestle. The mortar is first crafted like http://i.imgur.com/9fvsDwN.png, and fired into the ceramic version in a pit kiln. Right click to place down the ceramic version, which will now accept valid, fully grown Kingsblood plants with a right click. Once the plant is in the mortar, right click again on the mortarwith a valid pestle, crafted like http://i.imgur.com/hQ4MJR7.png (currently only the wooden pestle exists), and after a certain amount of grinds, will turn the plant in the mortar to paste. Right click again to receive the ground paste. The pestle takes damage in the process, and will eventually break.Lastly, you'll need some leather strips for keeping the whole bandage together, crafted likehttp://i.imgur.com/s8TmTpH.png. Take these leather strips, two string or yarn, a wool cloth, and the paste and craft them together like http://i.imgur.com/lmuZYyV.png.Hold right click with the bandage in your hand (if you aren't at full health) to use. This instantly heals you for a small percentage of your health and applies a 1 minute regeneration buff on you if you're not bleeding, or removing the bleed if you are. This also applies a 3 minute 'Recently Bandaged' debuff on you, which prevents the use of another bandage or healing item for the duration of the debuff. Misc. Items and Extra Crafting Recipes: Many crafted recipes I felt were left out or forgotten from TerraFirmaCraft, so I added a few that I use and thought other people might use as well. These include:• (Brass)Name Tag: http://i.imgur.com/yDGKUiu.png (Right click on a sign with text to rename the Name Tag to whatever is written on the first 2 lines of the sign.)• Steel Tracks: Crafted like the Wrought Iron tracks, but with Steel.• (Vanilla)Iron Bars: Crafted like the vanilla iron bars, but with Wrought Iron ingots.• Compass: http://i.imgur.com/6yuRZ4g.png Four Wrought Iron ingots for a casing surrounds a chunk of Magnetite ore, which follows the magnetic field of Minecraftia.• Redstone Logic Tiles: http://i.imgur.com/1VrFiW7.png• Carpets can be re-dyed using 1 dye and 8 carpets. Surround the carpets with the dye.• Red and Yellow Dye: Obtained by grinding a Rose or Dandelion in the mortar.• Brown Dye: Obtained by grinding a Weathered Horn in the mortar.• Green Dye: Obtained by grinding a Cactus in the mortar, or an Olivine ore with a hammer. (green and lime) Ropes and Rope Anchors: Once Iron is obtained, you can craft a sturdy Rope Anchor, which can be placed on a wall and used to lower a rope down to a maximum of 128 blocks. Crafted like http://i.imgur.com/bnUKyBM.png with either Wrought Iron or Steel, they can be placed on any sturdy block's side, and when right clicked with a Rope (jute), will lower a rope. When right clicked with an empty hand, it will raise the lowest rope 1 and place the rope item back in your inventory.Ropes can be climbed like ladders, and can only remain when the block above them is either a Rope Anchor or another Rope block.Ropes are non-functional when used in conjunction with Smart Movement and Player API. This is on their side, since I properly implement isLadder().I can't easily fix this. Download Link: DELETE YOUR EXTRAFIRMA CONFIG FILE EVERY NEW UPDATEv1.0.4: Requires 78.9 or higher.http://www.mediafire.com/download/9f0736xl6id4hl6/extrafirma-universal-1.0.4-1.6.4.jarOld Versions:v1.0.3: Requires 77.14 or higher.http://www.mediafire.com/download/037vyhssmbwgoy5/extrafirma-universal-v1.0.3.jarv1.0.2_β: Requires 77.14 or higher.http://www.mediafire.com/download/i390iqirpcfrpb7/extrafirma-universal-v1.0.2_b.jar v1.0.2: Requires a build 77.13 and below.http://www.mediafire.com/download/7uf763am3ul8jlc/extrafirma-universal-v1.0.2.jar Changelog: v1.0.4: 1.6.4 UpdateThis update mostly was just for the 1.6.4 port, and I had to fix quite a few things to my code that were changed in base TFC. Alchemy update will come next.• New:Added the Fish Net, a block that can be placed in water and supplied with any dough or maize seeds to passively trap fish•New:Added Icepetal and Whiproot plants. Icepetal found in cold regions, whiproot found in wet regions. Can be cut/cloned with differing growth times.•New:Added pastes for both of the above, ground in the Mortar•New:Added the Calcinator, used to craft some recipes involving in-air burning and high temperature heating (solids)(uncraftable yet)•New:Added Soda Ash and Quicklime, crafted in the Calcinator using Salt + Flux + heat. Used in some recipes (glass)•New:Added the Retort, used in heating liquids to specific heats(uncraftable yet)•New:Added the Alembic, used in distillation of substances (uncraftable yet)•New:Added the Beaker, used for mixing liquids and solids to be further refined (uncraftable yet)•New:Added Alcohol Burner, used for heating alchemical apparatuses, fueled by Ethanol(uncraftable yet)•New:Added Leather Bag, used for storing (6) items of size small or smaller. Great for an herb or mining bag! Can be placed down similarly to the ceramic vessels not yet•Changed:Rose Red, Dandelion Yellow, Cactus Green, and Horn Dust are all now crafted in the mortar•Changed:Hardness of Adobe Bricks severely reduced to allow punching•Changed:Lamps now recognize Walls as valid post destinations•Changed:Rope hooks now require Rope instead of braided string. Grow that jute!•Removed:All of the fences. The stock TFC fences are better looking anyway•Removed:Some internal items that were no longer used (plans)•Removed:All of the metal plates. You can now place metal sheets on blocks, which is a far more useful system than mine was.•???: probably some other things as well, it's been in the pipe for a few months now so I can't remember it allv1.1.0: The Alchemical Update (A running list and a work in progress)• New: Added Ethanol, crafted by distilling Rum, Vodka, or Sake in the alembic•New: Added the Rain Collector, a block that can be placed on top of a Barrel to passively fill it with water as it rains. Must have an unobstructed view of the sky and be raining•Changed: Enabled the bolt quiver, which can hold 4 stacks of bolts. Crossbow prioritizes the quiver's bolts over your inventoryv1.0.3:• Added Halberds, a long range, slow weapon used for fending off few enemies from a longer range• Added Daggers, a short range, fast weapon used for assassinating a single target at a time, causes a hemorrhage and can strike twice on bleeding targets• Cleaned up more code• Added in framework to easily add new weapons of any type• Added a Steel Pestle, same as a wooden but lasts far longer• Added in copper versions of the redstone logic tiles, can use silver ingots for double outputOld:v1.0.2_β:•Updated to TFCraft 77.14 and above (new API)• Enabled the placing of torches on ExtraFirma fence posts• Updated mappings to MCP 8.05• Fixed OptiFine sillyness with the ropes and anchors• Minor bugfixesv1.0.2:• Added wood fences of all types, crafting with 4 sticks and 2 small planks in the center• Changed mortar to be fired from a clay mortar, recipe http://i.imgur.com/9fvsDwN.png• Added Rope Hook, crafted using 2 iron or steel ingots around an iron or steel plate -Right click on the hook with a braided string to lower a rope 1 block• Added halberds, but will soon be craftable and do damage• Fixed some bugs involving arrowhead craftingv1.0.1:• Candles come in all colors. When crafting a candle, add a dye to the recipe. Crafted candles cannot be re-dyed.• Fixed floating candles• Green dye can be created via crushed Olivine and crushed Cactus. Crush these the same way you crush rocks for flux.• Method of crafting tallow now uses suet. Gain suet by killing cows or sheep. Cook suet to get 8 tallow. (Less annoying when cooking beef and mutton)• Cleaned up tons of code• Added some Shift Help tooltips for Adobe and Name Tags• Added decorative blocks for Malachite, Jet and Olivine, crafted using 4 of the ores, reversible• The bow is now a Crossbow with higher damage, but a 3 second draw time (all old recurve bows turn into crossbows, arrows only renamed). (Crossbow does massive damage. A red steel bolt has a chance of killing a spider, skeleton, or player in a single hit.)• The loaded crossbow now shows what bolt is loaded in the tooltip• Crossbow damage can be configured in the config file using a multiplier, 1.0 default• Added two status effects: Recently Bandaged and Adrenaline -Recently Bandaged prevents you from using another bandage until it wears off -Adrenaline greatly increases your run speed, attack damage, crossbow draw speed, and pain suppression for a short time• Added Kingsblood, a flower that generates 4x rarely as a Rose in a climate with more than 1000 rainfall. Can be grown soon, used for herbalism and medicines.• Added Stone Mortar (block), used for grinding herbs and plant matter into pastes. Made with smooth igneous only.• Added Stone Pestle, used with the Mortar. Takes damage each use. Made with smooth igneous only.• Added Minor Healing Bandage, crafted using Kingsblood paste. Heals 12% of your health instantly, and gives 1 minute of regeneration 1. Applies the 'Recently Bandaged' debuff, preventing the player from using another bandage until the 5 minute debuff wears off.• Added leather strips, used for crafting bandages.• Added config options to configure crossbow damage, some crafting recipes, and bandage debuff timerv1.0.0 :• Initial release What I need from You:Any and all bug reports, crashes, instabilities, incompatibilities, good suggestions, and anything you can think of that will better the mod in a constructive manner. Give me a good reason, and I'll give it a good thought.ExtraFirma is also configured to already accept any localization files in the form of .xml. Use the default en_US.xml as a template when submitting other languages.Legal?: This mod is licensed under everything TFC is licensed under and is property of myself and the two main TFC developers, Bioxx and dunkleosteus.I edit, distribute, and reproduce NO files or assets from Terrafirmacraft in this mod. Some art assets are based heavily on assets provided by Terrafirmacraft to keep visual continuity, but none are direct copies.
  7. JourneyMap Not Working With TFC

    So I know this isn't directly an issue with TerraFirmaCraft but it's an issue I am encountering while trying to play TFC. Upon creation of a new world, the version of Forge and the version or JourneyMap I am using are apparently not compatible. I've tried multiple versions of each mod and no combination seems to be working. I know that it works however because I've seen JourneyMap being used with TerraFirmaCraft. So I guess my question is: If it doesn't work with Forge, how do you play with TFC and JourneyMap enabled? Thank you for your time!
  8. Hello! Welcome to the medical mod post. This is a mod I have created to fix the lack of medicine in the current game, and is an "add-on" to TFC (although it will also work in vanilla, but will be super OP as the heal rates are adjusted to work with TFC health) . I created it because I currently play on a server which runs TFC, and we are actively fighting mobs and wished for a alternative to sleeping to regain health. It is possible you also know me as "locoroco555" as that is my old user name. This mod does not edit any TFC code, and can be installed without TFC. (I just reccomend agaisnt using it without TFC) The mod adds the following items and features to the game: - five different types of powder - five different types of bandages - non-medicated bandage - pestel - Mortar and Pestle - Allows use of bandages on other players by simply hitting them with the bandage - Allows use of bandage on self, by right clicking when the bandage is equipped - Fully customizable rates - Poison Things! - Heal or Poison Animals CURRENT RECOMMENDED VERSION (1.4.6): http://dl.dropbox.co...edical%20v7.zip (as of the above version, you can now place the zip file directly in your mods folder) Mod Post on Minecraft Forums (outdated): http://www.minecraft...l-mod-spmp-146/ If you like the mod and want to see it grow and expand, pass me a like both here and on the minecraft forums post (link above). News: Feb 3: Exams done, however, I will be delaying the release of v8, due to the little progress I have made in the past little while. I hope to have it completed soon though. I am also looking into adding random virus' and the possibility of having a wound infected. Remides will be craftable of course to cure these, as the bandages will maintain their current purpose of providing quick healing in tight situations . Jan 26: v7 released today, download above and enjoy the now fully customizable config! Also, first exam done 3 left! Jan 22: Final exams this week and next week, so I wont be able to begin adding the planned features till the first. But I am hoping to release an update which includes a config file, some new bandages and improved recipes by the fourth. Screenshots: (coming soon, for now take a look at recipes) Recipes: Note: Sadly, due to an image limit on the posts, you will need to clink the link to see the recipes The recipes for the bandages requires colours of dyes, I will mention the required dye colour under each recipe. The bandages build on each other. I have done this to make the bandages increasingly more expensive as you build it up. I do not plan to change it in the future (unless of course the community absolutely hates it). This mod also happens to add a use for bones by using them to make dyes! If you find the recipes annoying, I suggest you try the easy crafting table mod (google it). It makes crafting things much easier, so it will assist until I eventual change the recipes. Base Items: These are all shaped recipes. Pestle: https://dl.dropbox.c...l%20Recipie.png Mortar & Pestle: https://dl.dropbox.c...26%20Pestle.png Non-Medicated: https://dl.dropbox.c...d%20Bandage.png Glass Shard: http://dl.dropbox.co...ass%20Shard.png Medical Powder: These are all shapeless recipes. Powder I (uses pink dyes): https://dl.dropbox.c.../Powder%20I.png Powder II (uses orange dyes): https://dl.dropbox.c...Powder%20II.png Powder III (uses red dys): https://dl.dropbox.c...owder%20III.png Powder IV (uses magenta dyes): https://dl.dropbox.c...Powder%20IV.png Powder V (uses purple dyes): https://dl.dropbox.c.../Powder%20V.png Medicated Bandages: These are all shapeless recipes. Medicated Bandage I: https://dl.dropbox.c...Bandage%20I.png Medicated Bandage II: https://dl.dropbox.c...andage%20II.png Medicated Bandage III: https://dl.dropbox.c...ndage%20III.png Medicated Bandage IV: https://dl.dropbox.c...andage%20IV.png Medicated Bandage V: https://dl.dropbox.c...Bandage%20V.png Poison Items: Antipoison Powder: http://dl.dropbox.co...on%20Powder.png Antipoison: http://dl.dropbox.co.../Antipoison.png Poison Powder I: http://dl.dropbox.co...0Powder%20I.png Poison Powder II: http://dl.dropbox.co...Powder%20II.png Poisoned Shard I: http://dl.dropbox.co...20Shard%20I.png Poison Shard II: http://dl.dropbox.co...0Shard%20II.png (special thanks to the NEI mod for allowing me to screenshot my recipes) Download: Note: The same file is used for both the server and the client, so you only need to download it once 1.4.6: https://dl.dropbox.c...dical%206.1.zip Previous Versions: v6.1 for 1.4.6: https://dl.dropbox.c...dical%206.1.zip How to Install: Client: 1. Download mod here: http://dl.dropbox.com/u/53815608/FTRD/mods/medical%20v7.zip 2. Take the downloaded zip file and place it in your .minecraft/mods folder 3. Run minecraft 4. Heal yourself! Server: 1. Download mod here: http://dl.dropbox.com/u/53815608/FTRD/mods/medical%20v7.zip 2. Place the downloaded zip file in your server's mods file 3. Run your server 4. Launch your client (Note the mod is needed client side is needed to play on the server) 5. Heal yourself! Future Plans: -change textures for the mortar and pestel and the pestel -add new ways and methods of healing -continue balancing -improve recipes (they can be a bit of a pain at the current moment) -adding new tiers of bandages -implement a medical crafting grinder, which converts dyes into powder without the need of a crafting table -check if flowers respawn (if they don't create a work around so that you can make medicine even without flowers, suggest ideas for a work around please ) -attempt to make more compatibility with the minerals, seeds, and other things found in TFC (potentially add a true false to the planned config file, to toggle recipes on or off) -add a stethoscope, which displays the heart rate of the player right clicked on with it (this will allow for more efficient healing during SMP, so a dedicated medic does not require the fighting players to stop and request a bandage, it will however, require that the medic understand the system I will implement, as where the lower your health is, the higher the heart rate will be (or something like that)) Added Features: (just keeps track of what has been added since the first version (v6)) New in v7: -config added -anti-poison added -poisons added Servers: (servers that use TFC and this mod) FTRD Roleplay (this is the sevrer I originally made the mod for): http://ftrdroleplay.weebly.com/ Ranoke: http://terrafirmacra...rtmovepveb2-75/ Disclaimer: Please note that I am not responsible for any damages to your computer, to your minecraft, to your saved worlds, to your server, or for ay other thing that could possible go wrong. Please also respect my right as a modder, who created this mod from the ground up by not releasing my mod publicly. If you wish to use this mod in your mod pack, go right ahead (however, you will need permission form TFC devs to use TFC in your pack) just post a link to this post and credit my name ENJOY!!
  9. Addon development setup

    I'm trying to setup a basic development environment in eclipse. I made the basic forge setup (build 1217) and added the content of the folders API, ASM and Common from github to the project as sources folders. So far it seems to be the way to go as I have only 10 errors : The constructor WorldType(int, String) is not visible TFCWorldType.java /Minecraft/src/TFC/com/bioxx/tfc/WorldGen line 36 Java ProblemThe field EntityPlayer.sleepTimer is not visible BlockBed.java /Minecraft/src/TFC/com/bioxx/tfc/Blocks/Vanilla line 154 Java ProblemThe final field Blocks.snow_layer cannot be assigned TFCBlocks.java /Minecraft/src/TFC/com/bioxx/tfc line 566 Java ProblemThe final field Items.bow cannot be assigned TFCItems.java /Minecraft/src/TFC/com/bioxx/tfc line 1023 Java ProblemThe final field Items.lead cannot be assigned TFCItems.java /Minecraft/src/TFC/com/bioxx/tfc line 1029 Java ProblemThe final field WorldType.DEFAULT cannot be assigned TerraFirmaCraft.java /Minecraft/src/TFC/com/bioxx/tfc line 158 Java ProblemThe final field WorldType.FLAT cannot be assigned TerraFirmaCraft.java /Minecraft/src/TFC/com/bioxx/tfc line 159 Java ProblemThe method func_149807_p(World, int, int, int) from the type BlockDynamicLiquid is not visible BlockCustomLiquid.java /Minecraft/src/TFC/com/bioxx/tfc/Blocks/Liquids line 285 Java ProblemThe method func_149807_p(World, int, int, int) of type BlockCustomLiquid must override or implement a supertype method BlockCustomLiquid.java /Minecraft/src/TFC/com/bioxx/tfc/Blocks/Liquids line 279 Java ProblemThe method getSlotAtPosition(int, int) from the type GuiContainer is not visible FMLClientEventHandler.java /Minecraft/src/TFC/com/bioxx/tfc/Handlers/Client line 66 Java ProblemI thought that they should be fixed at runtime with asm injections (tell me if this is wrong) but it didn't and the jvm complain about them : [15:08:29] [main/INFO] [GradleStart]: No arguments specified, assuming client.[15:08:29] [main/INFO] [GradleStart]: Extra: [][15:08:29] [main/INFO] [GradleStart]: Running with arguments: [--userProperties, {}, --tweakClass, cpw.mods.fml.common.launcher.FMLTweaker, --accessToken, {REDACTED}, --assetIndex, 1.7.10, --assetsDir, /home/memilian/.gradle/caches/minecraft/assets, --version, 1.7.10][15:08:29] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker[15:08:29] [main/INFO] [LaunchWrapper]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker[15:08:29] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker[15:08:29] [main/INFO] [FML]: Forge Mod Loader version 7.10.84.1217 for Minecraft 1.7.10 loading[15:08:29] [main/INFO] [FML]: Java is Java HotSpot(TM) 64-Bit Server VM, version 1.7.0_67, running on Linux:amd64:3.13.0-24-generic, installed at /usr/local/java/jdk1.7.0_67/jre[15:08:29] [main/INFO] [FML]: Managed to load a deobfuscated Minecraft name- we are in a deobfuscated environment. Skipping runtime deobfuscation[15:08:29] [main/INFO] [FML]: Found a command line coremod : com.bioxx.tfc.TFCASMLoadingPlugin[15:08:29] [main/WARN] [FML]: The coremod com.bioxx.tfc.TFCASMLoadingPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft[15:08:29] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker[15:08:29] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLDeobfTweaker[15:08:29] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker[15:08:29] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker[15:08:29] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper[15:08:29] [main/ERROR] [FML]: The binary patch set is missing. Either you are in a development environment, or things are not going to work![15:08:30] [main/ERROR] [FML]: FML appears to be missing any signature data. This is not a good thing[15:08:30] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper[15:08:30] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper[15:08:30] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLDeobfTweaker[15:08:31] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.TerminalTweaker[15:08:31] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.TerminalTweaker[15:08:31] [main/INFO] [LaunchWrapper]: Launching wrapped minecraft {net.minecraft.client.main.Main}[15:08:31] [main/INFO]: Setting user: Player713[15:08:32] [main/INFO] [STDOUT]: [com.bioxx.tfc.ASM.ClassTransformer:transform:56]: Attempting to Transform: net/minecraft/entity/player/EntityPlayerMP | Found 1 injections[15:08:32] [main/INFO] [STDOUT]: [com.bioxx.tfc.ASM.ClassTransformer:transform:148]: Inserted: net/minecraft/entity/player/EntityPlayerMP : {onUpdateEntity | ()V}[15:08:32] [main/INFO] [STDOUT]: [com.bioxx.tfc.ASM.ClassTransformer:transform:151]: Attempting to Transform: net/minecraft/entity/player/EntityPlayerMP Complete[15:08:32] [main/INFO] [STDOUT]: [com.bioxx.tfc.ASM.ClassTransformer:transform:56]: Attempting to Transform: net/minecraft/entity/EntityLeashKnot | Found 1 injections[15:08:32] [main/INFO] [STDOUT]: [com.bioxx.tfc.ASM.ClassTransformer:transform:148]: Inserted: net/minecraft/entity/EntityLeashKnot : {onValidSurface | ()Z}[15:08:32] [main/INFO] [STDOUT]: [com.bioxx.tfc.ASM.ClassTransformer:transform:151]: Attempting to Transform: net/minecraft/entity/EntityLeashKnot Complete[15:08:33] [Client thread/INFO]: LWJGL Version: 2.9.1[15:08:33] [Client thread/ERROR] [FML]: Unable to determine registrant mod for [email protected] This is a critical error and should be impossiblejava.lang.Throwableat cpw.mods.fml.common.eventhandler.EventBus.register(EventBus.java:56) [EventBus.class:?]at cpw.mods.fml.common.eventhandler.EventBus.(EventBus.java:36) [EventBus.class:?]at net.minecraftforge.common.MinecraftForge.(MinecraftForge.java:21) [MinecraftForge.class:?]at net.minecraftforge.fluids.FluidRegistry.registerFluid(FluidRegistry.java:83) [FluidRegistry.class:?]at net.minecraftforge.fluids.FluidRegistry.(FluidRegistry.java:50) [FluidRegistry.class:?]at net.minecraftforge.client.ForgeHooksClient.(ForgeHooksClient.java:425) [ForgeHooksClient.class:?]at net.minecraft.client.Minecraft.startGame(Minecraft.java:474) [Minecraft.class:?]at net.minecraft.client.Minecraft.run(Minecraft.java:931) [Minecraft.class:?]at net.minecraft.client.main.Main.main(Main.java:164) [Main.class:?]at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_67]at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_67]at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_67]at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_67]at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?]at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_67]at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_67]at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_67]at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_67]at GradleStart.bounce(GradleStart.java:107) [start/:?]at GradleStart.startClient(GradleStart.java:100) [start/:?]at GradleStart.main(GradleStart.java:55) [start/:?][15:08:33] [Client thread/ERROR] [FML]: Unable to determine registrant mod for [email protected] This is a critical error and should be impossiblejava.lang.Throwableat cpw.mods.fml.common.eventhandler.EventBus.register(EventBus.java:56) [EventBus.class:?]at cpw.mods.fml.common.eventhandler.EventBus.(EventBus.java:36) [EventBus.class:?]at net.minecraftforge.common.MinecraftForge.(MinecraftForge.java:22) [MinecraftForge.class:?]at net.minecraftforge.fluids.FluidRegistry.registerFluid(FluidRegistry.java:83) [FluidRegistry.class:?]at net.minecraftforge.fluids.FluidRegistry.(FluidRegistry.java:50) [FluidRegistry.class:?]at net.minecraftforge.client.ForgeHooksClient.(ForgeHooksClient.java:425) [ForgeHooksClient.class:?]at net.minecraft.client.Minecraft.startGame(Minecraft.java:474) [Minecraft.class:?]at net.minecraft.client.Minecraft.run(Minecraft.java:931) [Minecraft.class:?]at net.minecraft.client.main.Main.main(Main.java:164) [Main.class:?]at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_67]at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_67]at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_67]at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_67]at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?]at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_67]at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_67]at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_67]at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_67]at GradleStart.bounce(GradleStart.java:107) [start/:?]at GradleStart.startClient(GradleStart.java:100) [start/:?]at GradleStart.main(GradleStart.java:55) [start/:?][15:08:33] [Client thread/ERROR] [FML]: Unable to determine registrant mod for [email protected] This is a critical error and should be impossiblejava.lang.Throwableat cpw.mods.fml.common.eventhandler.EventBus.register(EventBus.java:56) [EventBus.class:?]at cpw.mods.fml.common.eventhandler.EventBus.(EventBus.java:36) [EventBus.class:?]at net.minecraftforge.common.MinecraftForge.(MinecraftForge.java:23) [MinecraftForge.class:?]at net.minecraftforge.fluids.FluidRegistry.registerFluid(FluidRegistry.java:83) [FluidRegistry.class:?]at net.minecraftforge.fluids.FluidRegistry.(FluidRegistry.java:50) [FluidRegistry.class:?]at net.minecraftforge.client.ForgeHooksClient.(ForgeHooksClient.java:425) [ForgeHooksClient.class:?]at net.minecraft.client.Minecraft.startGame(Minecraft.java:474) [Minecraft.class:?]at net.minecraft.client.Minecraft.run(Minecraft.java:931) [Minecraft.class:?]at net.minecraft.client.main.Main.main(Main.java:164) [Main.class:?]at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_67]at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_67]at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_67]at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_67]at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?]at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_67]at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_67]at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_67]at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_67]at GradleStart.bounce(GradleStart.java:107) [start/:?]at GradleStart.startClient(GradleStart.java:100) [start/:?]at GradleStart.main(GradleStart.java:55) [start/:?][15:08:33] [Client thread/INFO] [STDOUT]: [tv.twitch.StandardCoreAPI::16]: If on Windows, make sure to provide all of the necessary dll's as specified in the twitchsdk README. Also, make sure to set the PATH environment variable to point to the directory containing the dll's.[15:08:33] [Client thread/ERROR]: Couldn't initialize twitch stream[15:08:33] [Client thread/ERROR] [FML]: Unable to determine registrant mod for [email protected] This is a critical error and should be impossiblejava.lang.Throwableat cpw.mods.fml.common.eventhandler.EventBus.register(EventBus.java:56) [EventBus.class:?]at cpw.mods.fml.common.eventhandler.EventBus.(EventBus.java:36) [EventBus.class:?]at cpw.mods.fml.common.FMLCommonHandler.(FMLCommonHandler.java:90) [FMLCommonHandler.class:?]at cpw.mods.fml.common.FMLCommonHandler.(FMLCommonHandler.java:77) [FMLCommonHandler.class:?]at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:188) [FMLClientHandler.class:?]at net.minecraft.client.Minecraft.startGame(Minecraft.java:522) [Minecraft.class:?]at net.minecraft.client.Minecraft.run(Minecraft.java:931) [Minecraft.class:?]at net.minecraft.client.main.Main.main(Main.java:164) [Main.class:?]at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_67]at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_67]at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_67]at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_67]at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?]at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_67]at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_67]at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_67]at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_67]at GradleStart.bounce(GradleStart.java:107) [start/:?]at GradleStart.startClient(GradleStart.java:100) [start/:?]at GradleStart.main(GradleStart.java:55) [start/:?][15:08:33] [Client thread/INFO] [MinecraftForge]: Attempting early MinecraftForge initialization[15:08:33] [Client thread/INFO] [FML]: MinecraftForge v10.13.1.1217 Initialized[15:08:33] [Client thread/INFO] [FML]: Replaced 182 ore recipies[15:08:33] [Client thread/INFO] [MinecraftForge]: Completed early MinecraftForge initialization[15:08:33] [Client thread/INFO] [FML]: Searching /home/memilian/dev/modding_wksp/TFCModding/eclipse/mods for mods[15:08:36] [Client thread/INFO] [FML]: Forge Mod Loader has identified 6 mods to load[15:08:36] [Client thread/INFO] [FML]: Attempting connection with missing mods [mcp, FML, Forge, tfc_coremod, terrafirmacraft, examplemod] at CLIENT[15:08:36] [Client thread/INFO] [FML]: Attempting connection with missing mods [mcp, FML, Forge, tfc_coremod, terrafirmacraft, examplemod] at SERVER[15:08:37] [Client thread/INFO] [STDOUT]: [com.bioxx.tfc.ASM.ClassTransformer:transform:56]: Attempting to Transform: net/minecraft/client/renderer/EntityRenderer | Found 1 injections[15:08:37] [Client thread/INFO] [STDOUT]: [com.bioxx.tfc.ASM.ClassTransformer:transform:148]: Inserted: net/minecraft/client/renderer/EntityRenderer : {updateRenderer | ()V}[15:08:37] [Client thread/INFO] [STDOUT]: [com.bioxx.tfc.ASM.ClassTransformer:transform:151]: Attempting to Transform: net/minecraft/client/renderer/EntityRenderer Complete[15:08:37] [Client thread/INFO]: Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:TerraFirmaCraft, FMLFileResourcePack:Example Mod[15:08:37] [Client thread/INFO] [FML]: Processing ObjectHolder annotations[15:08:37] [Client thread/INFO] [FML]: Found 341 ObjectHolder annotations[15:08:37] [Client thread/INFO] [FML]: Configured a dormant chunk cache size of 0[15:08:37] [Client thread/INFO] [FML]: Applying holder lookups[15:08:37] [Client thread/INFO] [FML]: Holder lookups applied[15:08:37] [Client thread/ERROR] [FML]: Fatal errors were detected during the transition from PREINITIALIZATION to INITIALIZATION. Loading cannot continue[15:08:37] [Client thread/ERROR] [FML]:mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initializedFML{7.10.84.1217} [Forge Mod Loader] (forgeSrc-1.7.10-10.13.1.1217.jar) Unloaded->Constructed->Pre-initializedForge{10.13.1.1217} [Minecraft Forge] (forgeSrc-1.7.10-10.13.1.1217.jar) Unloaded->Constructed->Pre-initializedtfc_coremod{0.79.6} [TFC[coremod]] (minecraft.jar) Unloaded->Constructed->Pre-initializedterrafirmacraft{0.79.6} [TerraFirmaCraft] (bin) Unloaded->Constructed->Erroredexamplemod{1.0} [Example Mod] (bin) Unloaded->Constructed->Pre-initialized[15:08:37] [Client thread/ERROR] [FML]: The following problems were captured during this phase[15:08:37] [Client thread/ERROR] [FML]: Caught exception from terrafirmacraftjava.lang.Error: Unresolved compilation problems:The final field WorldType.DEFAULT cannot be assignedThe final field WorldType.FLAT cannot be assignedat com.bioxx.tfc.TerraFirmaCraft.preInit(TerraFirmaCraft.java:158) ~[bin/:?]at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_67]at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_67]at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_67]at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_67]at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513) ~[forgeSrc-1.7.10-10.13.1.1217.jar:?]at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_67]at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_67]at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_67]at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_67]at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[guava-17.0.jar:?]at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[guava-17.0.jar:?]at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[guava-17.0.jar:?]at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[guava-17.0.jar:?]at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[guava-17.0.jar:?]at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208) ~[forgeSrc-1.7.10-10.13.1.1217.jar:?]at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187) ~[forgeSrc-1.7.10-10.13.1.1217.jar:?]at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_67]at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_67]at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_67]at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_67]at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[guava-17.0.jar:?]at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[guava-17.0.jar:?]at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[guava-17.0.jar:?]at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[guava-17.0.jar:?]at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[guava-17.0.jar:?]at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118) [LoadController.class:?]at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513) [Loader.class:?]at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239) [FMLClientHandler.class:?]at net.minecraft.client.Minecraft.startGame(Minecraft.java:522) [Minecraft.class:?]at net.minecraft.client.Minecraft.run(Minecraft.java:931) [Minecraft.class:?]at net.minecraft.client.main.Main.main(Main.java:164) [Main.class:?]at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_67]at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_67]at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_67]at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_67]at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?]at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_67]at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_67]at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_67]at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_67]at GradleStart.bounce(GradleStart.java:107) [start/:?]at GradleStart.startClient(GradleStart.java:100) [start/:?]at GradleStart.main(GradleStart.java:55) [start/:?][15:08:37] [Client thread/INFO] [STDOUT]: [net.minecraft.client.Minecraft:displayCrashReport:388]: ---- Minecraft Crash Report ----// SorryTime: 12/10/14 15:08Description: There was a severe problem during mod loading that has caused the game to failcpw.mods.fml.common.LoaderException: java.lang.Error: Unresolved compilation problems:The final field WorldType.DEFAULT cannot be assignedThe final field WorldType.FLAT cannot be assignedat cpw.mods.fml.common.LoadController.transition(LoadController.java:162)at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:515)at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)at net.minecraft.client.Minecraft.startGame(Minecraft.java:522)at net.minecraft.client.Minecraft.run(Minecraft.java:931)at net.minecraft.client.main.Main.main(Main.java:164)at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)at java.lang.reflect.Method.invoke(Method.java:606)at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)at net.minecraft.launchwrapper.Launch.main(Launch.java:28)at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)at java.lang.reflect.Method.invoke(Method.java:606)at GradleStart.bounce(GradleStart.java:107)at GradleStart.startClient(GradleStart.java:100)at GradleStart.main(GradleStart.java:55)Caused by: java.lang.Error: Unresolved compilation problems:The final field WorldType.DEFAULT cannot be assignedThe final field WorldType.FLAT cannot be assignedat com.bioxx.tfc.TerraFirmaCraft.preInit(TerraFirmaCraft.java:158)at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)at java.lang.reflect.Method.invoke(Method.java:606)at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)at java.lang.reflect.Method.invoke(Method.java:606)at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)at com.google.common.eventbus.EventBus.post(EventBus.java:275)at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)at java.lang.reflect.Method.invoke(Method.java:606)at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)at com.google.common.eventbus.EventBus.post(EventBus.java:275)at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)... 17 moreA detailed walkthrough of the error, its code path and all known details is as follows:----------------------------------------------------------------------------------------- System Details --Details:Minecraft Version: 1.7.10Operating System: Linux (amd64) version 3.13.0-24-genericJava Version: 1.7.0_67, Oracle CorporationJava VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle CorporationMemory: 879329288 bytes (838 MB) / 1038876672 bytes (990 MB) up to 1038876672 bytes (990 MB)JVM Flags: 3 total; -Xincgc -Xmx1024M -Xms1024MAABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) usedIntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0FML: MCP v9.05 FML v7.10.84.1217 Minecraft Forge 10.13.1.1217 6 mods loaded, 6 mods activemcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initializedFML{7.10.84.1217} [Forge Mod Loader] (forgeSrc-1.7.10-10.13.1.1217.jar) Unloaded->Constructed->Pre-initializedForge{10.13.1.1217} [Minecraft Forge] (forgeSrc-1.7.10-10.13.1.1217.jar) Unloaded->Constructed->Pre-initializedtfc_coremod{0.79.6} [TFC[coremod]] (minecraft.jar) Unloaded->Constructed->Pre-initializedterrafirmacraft{0.79.6} [TerraFirmaCraft] (bin) Unloaded->Constructed->Erroredexamplemod{1.0} [Example Mod] (bin) Unloaded->Constructed->Pre-initialized[15:08:37] [Client thread/INFO] [STDOUT]: [net.minecraft.client.Minecraft:displayCrashReport:398]: #@!@# Game crashed! Crash report saved to: #@!@# /home/memilian/dev/modding_wksp/TFCModding/eclipse/./crash-reports/crash-2014-10-12_15.08.37-client.txt Any clue on what am I doing wrong ?
  10. We are A friendly Helpful community and we love to play terrafirmacraft with others! We have A freshly spawned world as of May, 6, 2014 Owner: Simpious Come join us On Lemoncraft! IP: 198.24.170.146:35114 BlackList jayyy_mm craftingbros_FTW RULES - Don't make me add more! No Swearing Please. No Griefing Please. No Cheating!! You May Pvp and Raid if BOTH sides agree to war. English Only Please. DON'T LECTURE ADMINS! Mods SmartMoving Link Player API Link TFC b78Link Damage Indicators Link ExtraFirma Link
  11. X-Ray Mod compatible with TFC?

    Hi guys, So I've been really wanting to see what the ore distribution looks like in TFC, but haven't found any mods compatible that would let me do so. I am not doing this to cheat, just tolearn about the ore gen. Does anyone know of one?
  12. Hey there! So after watching some TerraFirmaCraft videos on Youtube, I was very interested in the mod - so I followed instructions found in videos/online for how to install/play the game. Although everything went well, I could only play for 2 mins max before my FPS would shoot down to about 1 frame per 5 seconds, ultimately resulting in me restarting the entire launcher to play for another 2 minutes. After scouring through forum posts, suggestions, and lagg fixes found online, I found nothing - the only thing that people really thought the problem was from was not enough RAM being allocated to TerraFirmaCraft, and they were right. However, their suggestions for allocating more RAM to TFC did not work, so I came up with a revised workaround. I've been playing now for about 3 hours with no hickups at all. Here is the guide: #1. Download TFC Launcher (Currently version 1.5.1 supported): http://terrafirmacraft.com/ Once downloaded, open the launcher so it can download all of the necessary files. It will place them under %Appdata%\Roaming\tfcraft TFC comes preinstalled with PlayerAPI and Forge, but I recommend downloading the latest versions of each anyways, as I know mine were out-of-date upon download. Just make sure the versions downloaded match the versions of TerraFirmaCraft currently available (1.5.1 at the time of this post). You may want to update your Java too, as TFC will not run correctly if it's not up-to-date. PlayerAPI (1.5.1) download: http://www.minecraft...api-player-api/ Forge (1.5.1): http://www.minecraft...hp?topic=7053.0 Java (64x): http://java.com/en/download/index.jsp #2. Download Optifine (highest version that TerraFirmaCraft supports, currently 1.5.1): http://www.minecraft...-and-much-more/ #3. Once all of these mods have been saved to a location on your computer (Player API, Forge, and Optifine), you need to place them in the proper TFC location. This is under %Appdata%\Roaming\tfcraft\minecraft\bin\jarmods. After all of the files are placed in here (simply drag and drop the 3 mods listed above inside the jarmods folder), just the loadorder.txt file needs to be edited. This file is found under %Appdata%\Roaming\tfcraft\minecraft\bin. Open the file with whatever text-editor software you have. Change the file-names located in this folder to match the file names EXACTLY to what you just placed in the jarmods folder, including the file extensions. For example, my text file reads as: minecraftforge-universal-1.5.1-7.7.2.682.zip Player API forBuild76.zip OptiFine_1.5.1_HD_D1.zip Once you're done, save the file. #4. At this point, a lot of people seem to be able to play the game fine. I however, was not. It was far to laggy, as not enough RAM was allocated to TFC. Here is how to allocate more RAM according to this described download: Create a text file on your desktop, name it whatever you please. I named mine TFcraft.Next, open the text file with whatever text-editor program you currently own. Place the following text inside the file:java -Xms1024m -Xmx2048m -jar TFCLauncher.jar "%APPDATA%\tfcraft\minecraft\bin\minecraft.jar;%APPDATA%\tfcraft\minecraft\bin\jinput.jar;%APPDATA%\tfcraft\minecraft\bin\lwjgl.jar;%APPDATA%\tfcraft\minecraft\bin\lwjgl_util.jar" -Djava.library.path="%APPDATA%\tfcraft\minecraft\bin\natives" net.minecraft.client.MinecraftThen, save the file as a batch file. You can do this by using the drop down menu at the bottom of the save window and choosing "batch" as the save preference.#5. That's it! 2 gigs of ram has now been allocated to the TFC Launcher, and for me, this has ran the client perfectly. Simply double-click the batch file you just created to launch the game.You may need to adjust optifine settings accordingly once the game is started for the best performance. It's worth mentioning too that you can allocate more or less gigs of ram if you choose by simply editing the text I provided - just change the values of 1024 (1 gig) and 2048 (2 gig) respectively to whatever amount you wish to allocate. Just remember it is best to use gigabytes as the representation, not gigs. So writing it out, it would be 1024, not 1 gig. ~~~~ I hope this tutorial helped you; I really wish I had it when trying to get TFC to run properly. Enjoy! ~~~~
  13. While NotEnoughItems (NEI) still crashes Minecraft after opening an inventory, I did have success using CraftGuide with the most recent (b76 HF18) version. It's not quite as feature-rich as NEI is, but for a quick way to lookup a crafting recipe it's better than ALT-TAB. Tip: Use the default hotkey (G) to view the recipe list. Tip: To search, click the 'Set Item' button.
  14. MultiMine for TFC beta 2 build 52e I recently found this mod called MultiMine that allows up to 30 blocks on a server or SSP-world to save their damage, this allows for taking a break when cutting down a tree to kill a creeper/skelly, working together to harvest trees /mine blocks. Here is the link to the mod: http://www.atomicstr.../multimine.html The download is a zip file, so unzip the "MultiMine_1.3.2.jar" file and place that into your ".minecraft/coremods" folder. Start up the game, only into the menu so you can see if you installed it correctly. If you cannot get minecraft to run I suggest you install forge 4.1.4.298 and try again. Inside ".minecraft/config" a new file called "AS_MultiMine.cfg" is created, replace the contents with the following text: # Configuration file# Generated for TFC beta 2 build 52e##################### block####################block {}##################### general####################general { "Block 10 percent Regen Interval in ms"=2000 "Block Regeneration Enabled"=true "Excluded Block IDs"=6,31,37,38,39,40,50,51,55,59,64,69,75,76,83,93,94,96,104,105,111,131,132,141,142,179,202,203,208 "Excluded Item IDs"=290,291,292,293,294,359,16483,16379,16900,16482,16375,16899,16484,16383,16901,16486,16387,16902,16487,16391,16903,16488,16395,16904,16489,16399,16905,16367,16359,16371,16260,16261,16262,16263,16264,16265,16266,16934,16272,16273,16275,16259,16277,16268,16278,16491,16427,16907,16492,16431,16908,16363,16493,16439,16909,16496,16494,16447,16910,16490,16407,16906,16495,16451,16911,16569,16561,16573,16565 "Initial Block Regen Delay in ms"=10000}##################### item####################item {}# ID Documentation################### Vanilla Blocks #################### 6 Saplings# 31 Fauna# 37 Flower# 38 Flower# 39 Mushroom# 40 Mushroom# 50 Torch# 51 Fire# 55 ?# 59 ?# 64 ?# 69 Lever# 75 ?# 76 Redstone Torch# 83 ?# 93 ?# 94 ?# 96 Trapdoor#104 ?#105 ?#111 Lilypad#131 Tripwire Hooks#132 Tripwire#141 ?#142 ?################## Vanilla Items ###################290 Hoe#291 Hoe#292 Hoe#293 Hoe#294 Hoe#359 Shears############### TFC Blocks ################179 LooseRock#202 WoodSupportH#203 WoodSupportV#208 Sulfur############## TFC Items # add 256 to get right ingame ID############## BismuthBronzeChisel= 16227# BismuthBronzeHoe= 16123# BismuthBronzeScythe= 16644# BismuthChisel= 16226# BismuthHoe= 16119# BismuthScythe= 16643# BlackBronzeChisel= 16228# BlackBronzeHoe= 16127# BlackBronzeScythe= 16645# BlackSteelChisel= 16230# BlackSteelHoe= 16131# BlackSteelScythe= 16646# BlueSteelChisel= 16231# BlueSteelHoe= 16135# BlueSteelScythe= 16647# BronzeChisel= 16232# BronzeHoe= 16139# BronzeScythe= 16648# CopperChisel= 16233# CopperHoe= 16143# CopperScythe= 16649# IgExHoe= 16111# IgInHoe= 16103# MMHoe= 16115# ProPickBismuth= 16004# ProPickBismuthBronze= 16005# ProPickBlackBronze= 16006# ProPickBlackSteel= 16007# ProPickBlueSteel= 16008# ProPickBronze= 16009# ProPickCopper= 16010# ProPickHeadPlan= 16678# ProPickRedSteel= 16016# ProPickRoseGold= 16017# ProPickSteel= 16019# ProPickStone= 16003# ProPickTin= 16021# ProPickWroughtIron= 16012# ProPickZinc= 16022# RedSteelChisel= 16235# RedSteelHoe= 16171# RedSteelScythe= 16651# RoseGoldChisel= 16236# RoseGoldHoe= 16175# RoseGoldScythe= 16652# SedHoe= 16107# SteelChisel= 16237# SteelHoe= 16183# SteelScythe= 16653# StoneChisel= 16240# TinChisel= 16238# TinHoe= 16191# TinScythe= 16654# WroughtIronChisel= 16234# WroughtIronHoe= 16151# WroughtIronScythe= 16650# ZincChisel= 16239# ZincHoe= 16195# ZincScythe= 16655# boneIgExHoe= 16313# boneIgInHoe= 16305# boneMMHoe= 16317# boneSedHoe= 16309