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abculatter_2

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About abculatter_2

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  1. Steam Logic

    I feel like you didn't actually read my post, or at least didn't understand what was said in it...
  2. The idea of using barrels to make essentia crossed my mind, though there's unfortunately no way to automate that, and I feel that automation is a major feature in Thaumcraft. Also, I would prefer if it were make in a non-wooden barrel, since it doesn't really make sense to make something that supposedly can break down anything with MAGIC, but somehow doesn't break down the wood. I also had the idea of adding an Incalcinate Clay, which would be used in a large number of recipes (including Arcane Stone) Actually, now that I think about it, I might as well post the ideas thread I made a looong time ago here again; terrafirmacraft.com/f/topic/8075-praecantatio-thaumcraft-integration-mod/ That's basically what I envision for a TFC + TC integration mod, and describes it in some detail. I don't know how much of it has been updated with some of my newer ideas, but there it is.
  3. Personally, I feel that there is enough useless default-on world gen in TFC that you can just use all that stuff, instead of going through all the work you did to get the Thaumcraft worldgen to work in TFC. It also would feel more like TFC, in my opinion, though to each their own, and I know you've already put in the time and effort to get Thaumcraft world gen to work in TFC... For the fluid I'd like to use in the crucible, I was actually hoping to add my own fluid, made from combining limewater and salis mundus, called Aqua Salis. I was actually hoping to make this be a kind of 'base' which you 'combine' with items using heat to create all essentia, and also have a way to convert all essentia back into Aqua Salis, though that would obviously require someone to code it. In any case, I think you should probably just ignore my suggestion. You're obviously doing this port very differently then I would've done, and I don't feel partial implementation of my ideas would really be worth it.
  4. How configurable is this add-on? In particular, is it possible to disable the world gen features? I have a pack I'm making, and I have my own ideas for implementing all that. Also, how difficult would it be to make it so that your crucibles require a fluid other then water, and making that either a config option or adding your own fluid that it can be configured to? EDIT: Also, have you made any changes to how the vanilla Thaumcraft essentia-smelting Arcane Furnace works? Or is it just like how it is in vanilla Thaumcraft?
  5. I am having issues with the following recipe: mods.Terrafirmacraft.Barrel.addItemConversion(<ImmersiveEngineering:treatedWood>, <ore:plankWood>, <liquid:creosote> * 100, 0, true, 3); I am receiving this error when I reload: ERROR: ImmersiveEngineering.zs:37 > 4 methods available but none matches the parameters (minetweaker.item.IItemStack, minetweaker.oredict.IOreDictEntry, minetweaker.liquid.ILiquidStack, int, bool, int) Is there something I'm missing? Or does this recipe type not accept oredict entries? Also, are your anvil recipes randomized based on world seed/material? If not,would it be okay to ask if they were?
  6. Steam Logic

    Flaxbeard's steam is fundamentally different from my idea here. That mod's steam is intended as a form of energy unit, akin to Redstone Flux or IC2's EU. This, meanwhile, is meant to basically just be refactored redstone power, where the only way to generate a signal is to provide fuel to the redstone torch (steam boiler) and with a number ofmechanisms built-in. Of course, not to say that there's anything better or worse about either system. However, they aredifferent enough that I feel you probably can't emulate one with the other. I still haven't really gotten around with playing with flaxbeard's steam, though...
  7. Steam Logic

    From my recently made mod suggestion thread, here:http://terrafirmacraft.com/f/topic/9352-steam-logic/(To mods: Not sure if I should delete that one if I'm also posting here? You or I can go ahead and do that if you feel it's necessary) A long time ago, I had an idea for TFC/a TFC addon, to add a steam boiler and steam pipesas a more interesting replacement of redstone. Recently I was reminded of this idea and refined it a bit further, and since TFC 1 is no longer in development, I figured I'd put it here. I'm not sure if this suggestion is appropriate for TFC 2, but here it is. Lead pipe: Created by hammering out a lead plate, this pipe is, on its own, too weak to withstand high pressure steam on its own. It can, however, transport water and other non-hot fluids, which can be quite useful for many things. (Such as feeding a boiler) Additionally, it cannot transfer liquid upwards. Steam pipe: Lead pipe that hasbeen reinforced with iron/steel, this pipe serves one purpose; to transport steam pressure. Mechanically, steam pressure would work in much the same way as redstone does in vanilla, with the exception that steam pressure can travel considerably farther,(I was thinking 256 blockswould be a good number) and that the pipe is much more insulated then a redstone wire is. A steam pipe will only transfer steam pressure into something it is capable of attaching to, such as another steam pipe, or mechanisms specifically intended and coded to allow the pipe to attach to it. Steam Boiler: Created with iron/steel plates and an inner lining of lead to prevent corrosion, the steam boiler itself has no GUI and will only accept water as input. To get it to produce steam, one must put a heat source underneath it, such as a forge or a firepit, and fuel that. This, as well as any higher-tier boilers.would be the only way to actually produce steam pressure, and the amount of pressure that the boiler produces at a given moment is dependent on its current temperature. (higher temperatures = more steam pressure, up to the max that a steam pipe can transport) Additionally, it probably wouldn't be a good idea to let your boiler run out of water, as it might allow the boiler to get hot enough melt! It would also probably be wise to let the boiler cool completely before adding water back in, as these boilers aren't really designed to handle flash-steaming... Unfortunately, infinite heat sources such as fire and lava will, eventually, causesteam boilers made of simple iron/steel to melt into slag due to the excessive temperatures these can produce. Blue steel steam boilerscan be used to utilize these heat sources safely. Steam Mechanism: A simple 'catch-all' for integrating the steam pressure system into anything that would normally use redstone power, this block would be an upgrade to a normal steam pipe that would, when it receives steam pressure, output a redstone signal to its output side, with the strength of the signal dependent on how much steam pressure it's receiving. Steam Valve: Another simple 'catch-all', this would also be an upgrade to a steam pipe. When this block receives a redstone signal, it will stop allowing steam pressure to be transported through it. Steam Pressure Valve: Another upgrade to a steam pipe, the exact implementation of this I'm not 100% sure on. The first idea, which would probably be more generally useful, is to allow this valve to have a value set within it by the player. Any steam pressuremoving through it that is above this value will be set to this value. The other idea is to have it subtract an amount of steam pressure equivalent to how large of a redstone signal it is currently receiving. (I suppose these could be implemented as two separate blocks, or as two different modes on the same block) SteamTank Valve: This steam pipe will, when it receives steam pressure, use the value of the steam pressure to increase an internal pressure value every time it ticks. When this value is reached, it will stop increasing this value and will instead consume it in order to transmit steam pressure to its output side. Exactly how much steam pressure it will transmit is set by the player.Once it has finished consuming its internal pressure, it will begin increasing again.In order to prevent infinite loops, this process should have some amount of loss inherit in it. Screwpump: A simple mechanism to collecting water, this block will, when it receives a redstone pulse, suck up one block of water from its input face, and try to output it into whatever is in front of its output face. If this is a tank/pipe, it will output as water. If it's air, it will drop the water as atemporary block of water, which will flow outward and gradually decay over some number of seconds. If it is one of these temporary water blocks, it will refresh this water blockOtherwise, it will get jammed and not do anything. As a possibility, one could allow/make these to drop water above the screwpump, and make it so they will treat flowing water as the same as a water source block, allowing the creation of vertical water pumping. Steam Quern: Pretty much what it sounds like, this would be an upgraded quern that uses steam pressure to turn. Its speed of operation would be dependent on how much steam pressure it is currently receiving, with max pressure making it turn at half the rate a player would be able to accomplish on a normal quern. Boiler Plate: Basically a copper plate that is heated by steam, this will gradually accumulate heat within itself,allowingone to transfer this heat into objects by placing them into it. Much like the steam quern, itheats up faster the higher thesteam pressure it receives. Even at max temperatureit doesn't get much hotter then what is necessary to cook food, but still, free heating! Also, unless your goal is cooking your own feet, don't stand on it. Steam Pressurizer: Similar to the steam boiler, except that instead of accepting water it accepts forge fluid steam, which it will immediately consume to produce steam pressure. 1ml of steam will give you 1 steam pressure in that tick. I might add more machines to this list later, though this is it for now.
  8. Steam Logic

    I have neither the time nor motivation to learn how to code, anymore. I'm putting this here in case someone else wants to take up the idea. Also, you reminded me of something I forgot to add...
  9. Steam Logic

    A long time ago, I had an idea for TFC/a TFC addon, to add a steam boiler and steam pipesas a more interesting replacement of redstone. Recently I was reminded of this idea and refined it a bit further, and since TFC 1 is no longer in development, I figured I'd put it here. Lead pipe: Created by hammering out a lead plate, this pipe is, on its own, too weak to withstand high pressure steam on its own. It can, however, transport water and other non-hot fluids, which can be quite useful for many things. (Such as feeding a boiler) Additionally, it cannot transfer liquid upwards. Steam pipe: Lead pipe that hasbeen reinforced with iron/steel, this pipe serves one purpose; to transport steam pressure. Mechanically, steam pressure would work in much the same way as redstone does in vanilla, with the exception that steam pressure can travel considerably farther,(I was thinking 256 blockswould be a good number) and that the pipe is much more insulated then a redstone wire is. A steam pipe will only transfer steam pressure into something it is capable of attaching to, such as another steam pipe, or mechanisms specifically intended and coded to allow the pipe to attach to it. Steam Boiler: Created with iron/steel plates and an inner lining of lead to prevent corrosion, the steam boiler itself has no GUI and will only accept water as input. To get it to produce steam, one must put a heat source underneath it, such as a forge or a firepit, and fuel that. This, as well as any higher-tier boilers.would be the only way to actually produce steam pressure, and the amount of pressure that the boiler produces at a given moment is dependent on its current temperature. (higher temperatures = more steam pressure, up to the max that a steam pipe can transport) Additionally, it probably wouldn't be a good idea to let your boiler run out of water, as it might allow the boiler to get hot enough melt! It would also probably be wise to let the boiler cool completely before adding water back in, as these boilers aren't really designed to handle flash-steaming... Unfortunately, infinite heat sources such as fire and lava will, eventually, causesteam boilers made of simple iron/steel to melt into slag due to the excessive temperatures these can produce. Blue steel steam boilerscan be used to utilize these heat sources safely. Steam Mechanism: A simple 'catch-all' for integrating the steam pressure system into anything that would normally use redstone power, this block would be an upgrade to a normal steam pipe that would, when it receives steam pressure, output a redstone signal to its output side, with the strength of the signal dependent on how much steam pressure it's receiving. Steam Valve: Another simple 'catch-all', this would also be an upgrade to a steam pipe. When this block receives a redstone signal, it will stop allowing steam pressure to be transported through it. Steam Pressure Valve: Another upgrade to a steam pipe, the exact implementation of this I'm not 100% sure on. The first idea, which would probably be more generally useful, is to allow this valve to have a value set within it by the player. Any steam pressuremoving through it that is above this value will be set to this value. The other idea is to have it subtract an amount of steam pressure equivalent to how large of a redstone signal it is currently receiving. (I suppose these could be implemented as two separate blocks, or as two different modes on the same block) SteamTank Valve: This steam pipe will, when it receives steam pressure, use the value of the steam pressure to increase an internal pressure value every time it ticks. When this value is reached, it will stop increasing this value and will instead consume it in order to transmit steam pressure to its output side. Exactly how much steam pressure it will transmit is set by the player.Once it has finished consuming its internal pressure, it will begin increasing again.In order to prevent infinite loops, this process should have some amount of loss inherit in it. Screwpump: A simple mechanism to collecting water, this block will, when it receives a redstone pulse, suck up one block of water from its input face, and try to output it into whatever is in front of its output face. If this is a tank/pipe, it will output as water. If it's air, it will drop the water as atemporary block of water, which will flow outward and gradually decay over some number of seconds. If it is one of these temporary water blocks, it will refresh this water blockOtherwise, it will get jammed and not do anything. As a possibility, one could allow/make these to drop water above the screwpump, and make it so they will treat flowing water as the same as a water source block, allowing the creation of vertical water pumping. Steam Quern: Pretty much what it sounds like, this would be an upgraded quern that uses steam pressure to turn. Its speed of operation would be dependent on how much steam pressure it is currently receiving, with max pressure making it turn at half the rate a player would be able to accomplish on a normal quern. Boiler Plate: Basically a copper plate that is heated by steam, this will gradually accumulate heat within itself,allowingone to transfer this heat into objects by placing them into it. Much like the steam quern, itheats up faster the higher thesteam pressure it receives. Even at max temperatureit doesn't get much hotter then what is necessary to cook food, but still, free heating! Also, unless your goal is cooking your own feet, don't stand on it. Steam Pressurizer: Similar to the steam boiler, except that instead of accepting water it accepts forge fluid steam, which it will immediately consume to produce steam pressure. 1ml of steam will give you 1 steam pressure in that tick. I might add more machines to this list later, though this is it for now.
  10. WIP TFCTech Addon

    Do you have any plans for a powered forge/firepit? Today I had an idea for a hotplate mod, which would be a block thatconsumes RF/EU to produce TFC heat, similar to a forge/firepit. It could also come in a few tiers of hotplates, with lower tier ones being more efficient, but having a lower max temp, and of course vice versa for the higher tiers.
  11. Regional Difficulty

    It really seems like, instead of just making it completely impossible for the player to build structures, you could instead implement a system of block physics (ala Enviromine) as well as add some way of limiting the availability of blocks, combined with the already-planned progression-based tiering of resources (with an adventure-mode-style limiting of their harvesting unless you have x material that you can only get after defeating y), the vast majority of blatantly cheesy strategies could be curbed. Tunneling? Good luck breaking that granite with a copper pickaxe. Pillaring? Oh look, that tower you were building just collapsed under your feet, and since it's made of wood and, if you do have some success, you can expect those fire-starters, even if they're only occasional spawns, to start teaching you why they have that name. And if you make that pillar out of stone, besides that being even more difficult to make with the physics then wood, you can also add a weight system to boating across islands, and add sharks and such that would be neigh impossible for a player to handle on their own without a boat. Now suddenly you can't bring a stack of stone without nearly sink the ship, and also that would mean you won't be able to bring adequate food and equipment. Ideally there would also be risks involved with boating between islands, to discourage regular ferrying of materials prior to securing the island, such as perhaps any chests that you put on an island would have a portion (or all?) of their contents 'stolen' if the island is unloaded. That way, you can't accumulate a large amount of heavy materials until you've gotten rid of the things that are stealing from you, so even if you bring as much sturdy stone as you can, this would be at the cost of potentially bringing a lot of wood, or food, or equipment. Now you have players having to make a choice between what resources they want to bring in order to conquer the island, which is an interesting decision that could be designed around. Granted, everything I just said would be a lot more difficult to make and get working (especially without some way to cheese your way around the systems) though I think it would lead to a stronger game overall. Also, personally, I think that the ability to manipulate the environment is the one and only good thing about combat in minecraft. It encourages creativity, and allows for the creation of unique challenges and enemies for the player to overcome, that is simply impossible to do in other RPGs. Minecraft is just not a good combat-oriented RPG, in my opinion, and it really was never meant to be. It was always meant to be a game about building and overcoming challenges, and combat was added as a part of the overall experience, not as something to be isolated and used as a core experience. Maybe I'm a minority in this opinion, however.
  12. Future of Burlap in TFC2

    While I don't know exactly why Bioxx chose the name he did, the likely intended source of Terra Firma used in this mod's name is latin, and according tohttps://en.wikipedia.org/wiki/Terra_firma, it is a latin phrase meaning 'solid earth', and is apparently used to differentiate between the sea and the air.
  13. Please do, I think it's safe to say that I'm never actually going to make it at this point.
  14. Why don't you just make it so that gemstones are crafted into shards somehow? I had some ideas for such an addon not too long ago, and my plan was to use a low-cost arcane crafting recipe to convert gemstones into a specific type of shard, with the gemstone-shard type association list being as follows: Agate: IgnisAmethyst: PerditioBeryl: PerditioEmerald: TerraGarnet: AerJade: TerraJasper: AquaOpal: OrdoRuby: IgnisSapphire: AquaTopaz: AerTourmaline: OrdoDiamonds would be able to be crafted into any shard type, and crafting a shard with flux would make it a bit more expensive vis-wise, but would craft the elemental opposite of the gemstone's shard type. (Aqua <=> Ignis, Terra <=> Aer, Ordo <=> Perditio)I suppose, to make finding a node for this easier, you could change the recipe to use one of any gemstone instead of a shard.Also, since Jet already spawns in the world and has no use, why not use that instead of nether quartz so you don't have to futz around with spawning something new yourself? Also, I'm not sure if you already got the thaumcraft trees working, but if you haven't yet you could save yourself some developer time by using TFC materials instead, such as changing the Greatwood Wand to be a Jet Wand, using lead plates instead of greatwood planks, using jet instead of silverwood for flux filters, etc.I also had a lot of ideas for making Thaumcraft fit better into TFC here:http://terrafirmacraft.com/f/topic/8075-praecantatio-thaumcraft-integration-mod/though you said you're not willing to add things neither mod has, so I'm not sure if you'd be willing to implement them.
  15. [TFC 0.79.25+] TFCRailcraft

    I dunno if it's too late to provide input on the whole coke oven balance issue, but how about, instead of trying to get the railcraft coke oven to work in TFC, you add a 'wood sieve' block or something, which is supposed to represent a metal catchment basin with a mesh or just holes on top, which you put underneath a TFC charcoal pit and will produce creosote when the pit finishes its cooking? This would allow you to make creosote in TFC without messing with the balance.