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Reddvilzz

TFC Features

4 posts in this topic

Hi, I'm new in the forum but not in TFC.

I kind of wondering, and excuse my questions if this is not allowed just let me know.

I loved TFC but the main problem for me in my private pack, I can't put TFC in my private modded modpack (1.7.10 ofc) because of the compatibilities. But I love some of the features from TFC that I would love to have.

Features like:

- walkable leaves / non solid leaves

- the animal breeding mechanism

- different genders for animals

 

Of course some other but these I mentioned is maybe the least difficult or uncomplicated (I think, again correct me) to just make it as a standalone features.

So to sums it up, is it possible to make it standalone? Or maybe someone could explained how can I make it standalone? For the record I never make a mod at all but seeing any of this features are not available through the amount of minecraft mods already out I'm kinda of interested to make one, but I might need a guidance.

 

Thank you, and sorry for the long post.

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Yeah, it would be lovely if TFC were modular, I for example don't care for the microblocks one bit.

 

The mod is open source so you could try isolating those features but I doubt it would be easy. With how much is fundamentally changed I suspect the code is rather complicated.

 

The world generation would be awesome to have standalone. Just oredictionary all the different stones/ores and it would be great for a FTB-style modpack. Being able to integrate some TFC features better into the broader modded environment would be great.

Edited by hoseja
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The animal mechanics are fairly easy to replicate with an EntityJoinWorldEvent to replace the vanilla animal with your own animal. The leaves could be remade with an addSubstitutionAlias.

BTW, there are already mods that do what you are asking, so you might want to try googling it first.

Edited by StrayWolfe
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On 3/18/2017 at 2:57 PM, hoseja said:

Yeah, it would be lovely if TFC were modular, I for example don't care for the microblocks one bit.

 

The mod is open source so you could try isolating those features but I doubt it would be easy. With how much is fundamentally changed I suspect the code is rather complicated.

 

The world generation would be awesome to have standalone. Just oredictionary all the different stones/ores and it would be great for a FTB-style modpack. Being able to integrate some TFC features better into the broader modded environment would be great.

Looking at the source code maybe easy for an experience modders but for someone who never touches minecraft modding creation I doubt it will guide me well though.

If only there's a modular version of this just like you said.

On 3/18/2017 at 4:48 AM, StrayWolfe said:

The animal mechanics are fairly easy to replicate with an EntityJoinWorldEvent to replace the vanilla animal with your own animal. The leaves could be remade with an addSubstitutionAlias.

BTW, there are already mods that do what you are asking, so you might want to try googling it first.

Yes I have found the non solid leaves mod, some of them actually thank you. But I really love the animal breeding feature though but I have no idea how to make it even when you said to use EntityJoinWorldEvent I still have no idea how to make the whole thing.

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