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Everything posted by Necoxus

  1. TerraMisc Introduction [DISCONTINUED] 5/10/20 - I no longer have plans to update this add-on as a continuation of its original ideas or concepts. Instead I have decided that I would like to start over from scratch to produce something of a higher quality. I do not want to make any promises, my personal life can be chaotic at best, but this is a project that I did deeply enjoy producing; which is why I want to give it a do-over, done right. Thank you! Feel free to continue using this add-on in its current state, just know that it itself will not be receiving updates. TerraMisc is an addon without any defined theme; I add in random things cause I think that TFC would be better with it or that it would have a positive impact on gameplay. Feel free to suggest things as long as they aren't things that the TFC devs themselves have openly opposed or rejected, plus they have to appropriate for all audiences as per forum rules. Links: Github: Twitter: Donations: Paypal*Donations received allow me to contribute more time and resources to this project. Thank you!* Contents Note: All of my recipes should be compatible with the NEI TFC Addon. Longbow and tiered metal arrows! Crossbow and tiered metal bolts! (Crushing Damage!) Quiver for compatibilitywith Longbow and Crossbow! Alternate Red stone recipes, this includes pistons and sticky pistons! Suet, Tallow, and Candles! Additional meleeweapons such as Halberds, War Hammers, and Poniards! New chain mail armor variant! Alternate Clock and Compass recipes! Decorative road blocks for more beautiful looking roads and paths! Fruit press, which produces fruit juice from all berries and a few other fruits! (Works like the TFC Hopper.) (Now with additional fruit support and juices!) Fruit wine, fermented from fruit juice, can also be used to make vinegar! Sugar extraction from fruit juice! Soy Milk, dairy replacement! Mod Spotlights Downloads Changelog Legal/Modpack Authors/Terms of Use Support/Bug Reports
  2. I'm requesting guides on how to put together addon mods for TFC for a few reasons: Currently there isn't one place to look and read about addon production and all the information is scattered in different threads.Of the information found in threads there is so many different methods each with their own flaws or problems. I have read most of the material on addons for TFC and I still have trouble with it, different methods for setting up the dev environment often result in different problems that I can never seem to find the answer to. So what I to know from coders who have made addons is the following: How did you setup your dev environmentWhere did you begin creating files (In a space created by the setup/did you create a space, if so how did you do that?)Did you have to change your run config to be able to test your addon? (if so how did you set the run config)Did you have to do anything else that I didn't ask for here to be able to create your addon?Also I have practiced modding in other versions of the game, however I haven't created an addon before. Thanks to anyone who helps me with thisendeavor.
  3. World generation

    Mod list? Version numbers? Where did you download? Are you playing TFC through a modpack? This kind of information is necessary if you want any kind of real help.
  4. I will say that the planned update is a ways away, perhaps in terms of months, lots of changes and improvements. You can see progress via the GitHub link in the OP if interested, just keep in mind that it is all work in progress and may not reflect what actually gets released. I greatly appreciate the offer, perhaps if I can find the time I will pop by sometime. Till then keep the bug reports and suggestions coming!
  5. Looking back through the forums posts I see a few issues reported regarding TechNode: -Issues with fluid bottles (TFC Bottles don't exist in TechNode) This should be a simple fix and I will be getting around to restructuring fluids completely in my add-on anyways for an unrelated reason. -Issues with recipes using tools to cause duplication. Are there any other problems that you are having? (@Bunsan any other issues you can foresee based on your rewrites?)
  6. Detection option? Like to resolve conflicts with Technodefirmacraft? Nope. Can you elaborate on what the issue is? Provide a bug report and any error logs or crash reports you have and I'll try to resolve the issue. I'm currently working on a major overhaul of TerraMisc so it could be some time until I can resolve this issue and have a new version released.
  7. Candles should be using the same criteria as torches, they have to have a solid surface beneath them if I remember correctly. Can you provide an update or a screenshot? I'd also like to encourage you to check out the section in the OP regarding bug reports. Thanks
  8. Honestly, I am no longer working on this, I started on an updated but life has just gotten complicated. It is completely possible that there is an error with the soy milk, but I would first suggest removing "Cooking with TFC" and seeing if the issue persists.
  9. I will look into compatibility, "Cooking with TFC" rewrites the original food system heavily from my understanding. My plans will only be in addition to the base TFC system so, in theory, there shouldn't be interference, but I will do some testing before release. I'll add the link to the main page as well:
  10. I have officiallydecided on a plan for the next update (0.14.0), it will be a food-oriented update focusing on new meal types and brand-new ingredientsaltogether. I plan on getting to the other ideas that people have suggested in a future updated however I already have some plans in place for how (0.15.0) will look. If you're interested in seeing stuff ahead of release there is a public GitHubpage now; it shouldn't be hard to find. Thanks!
  11. Not a bad idea, I will need to find some way to balance it, maybe restricting it to higher tier metals or something.
  12. I heard about that dupping bug too, since I use knives and hammers in some of my recipes. Does your fork of TFC have a unique ModID or another identifier I could detect? If so I could implement tweaks, your right that it would be a slippery slope but it might not be terrible. It's also worth it to me if that is what people want and it will be used.
  13. Technically yes, the TFCM onion juice item looks like a glass bottle...but I believe the container item is set as a TFC glass bottle. I need to confirm your idea, but if that'sthe case, I can set up an "if" statement to switch to vanilla bottles in the presence of TechNode.
  14. I'll look into it deeper then, however, the error is on the last of my fluids. I feel like if it were a registry issue, the crash would occur sooner rather on the closing entry.
  15. It's throwing an error on one of my fluids, could be a conflict with something in one of the other mods. Do you any of those mods add anything named similarly to "Onion Juice" or anything remotely like that?
  16. Isn't that a mod pack? I haven't played it so I'm unaware of any incompatibilities if you have a crash report from the mod pack with TerraMisc I'll take a look.
  17. I could work thatch into a recipe to use as fuel, however, I will not alter the balance of existinggame mechanics. The flint & steel is quicker to use when you make firepits, kilns, or forges; for relighting them, it is as effective; the other advantage is the flint and steel has much higherdurability.
  18. I have added additional recipes that use sticks over other types of wood; I can'tentirely recall what they are at the moment lol, probably for ladders I think. I can look into it later though. The problem with just ignoring how other fuels are implemented is that it could throw errors when specific values are missing, and a block or something tries to call up those values. I could implement an item separatefrom sticks that are crafted from them such as "scrap wood" or something like that, with a new TFCM item it would be a breeze to add those values, it's not something that can be readily done to an existingitem.
  19. I rather not borrow features from newer versions of MC or other mods, just doesn't feel original and I won't be able to reproduce the features exactly the same; at least not practically. A lot of those ideas would involve finicky code or base edits to TFC, which are not allowed. However, I am working on some food-related things at the moment, and I've already pushed a new decorative block to my GitHub page. So I may do some beekeeping stuff, but that's been done so many times in MC by various mods I'll need to find some unique ways to tackle it. Using sticks as fuel isn't impossible, but could be tricky as TFC adds a lot of variables to fuel; different types of fuel affect the taste of your food for instance.
  20. I have been thinking about releasing a bit of an update to TerraMisc, the 3rd year anniversary is coming up, and this addon has come a long way and taught me a lot. I've switched PCs during this time, so my dev environment is a bit shaky currently. Provided that I can get it smoothed out and functioning, I'd like to do something special. What would you all like to see added to TerraMisc? I do plan on making TerraMisc open source on Github as apart of cleaning up my dev environment.
  21. Placing the TFC Hopper in the crafting grid will produce the TerraMisc Fruit Press. You can use the fruit press to process olives into oil, so there is no need to have both.
  22. Did you use a resource pack? Or did you edit files within the mod itself?
  23. I need a mod list, and a crash report to start with...there is an entire section on the OP about reporting bugs; check it out.
  24. The evaporation pan, and whatnot are not part of my addon. Soy milk, if I remember correctly it is made at the same ratio as what the alcohol recipes use. Again, NEI and the the plugin for TFC should clarify all of that. Soy milk functions the same as the actual milk in TFC, can be used to make cheese, etc. There is a quiver specific to TerraMisc, just place the standard quiver in your crafting grid and it gets converted. P.S. I looked into the config option bugs, and honestly it looks to be a systemic problem with almost my entire config system. Based on the testing I did, so my conclusion is that it won't be fixed. This addon likely won't go much further, so if I ever come back to it, I'll fixed it. The system that sets up my config files wasn't even originally written by me, so it would be an intense process to find the issue.
  25. I'll look into when I have time, about to go on holiday. Likely an issue with the True/False method as that depends if it removes other recipes and implements my recipes. Please confirm that you are playing on (0.13.0) of TerraMisc, and I'll get back to you when I have a fix.