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aeroc

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Everything posted by aeroc

  1. I think a distinction should be made between directly modding TFC code and/or distributing it; and writing completely separate code that modifies TFC objects in memory. If the latter is forbidden then technically my bow mod is not permissible because it removes a couple TFC recipes when the mod is executed. Removal of one of the recipes effectively prevents TFC's own custom bows from being produced with my mod.
  2. 0.77.11 bug and translation mistake

    Thanks for the tip, but this seems to cause another bug which nullifies any of the tip's benefits. When the semi-filled unshaped ingot in the input slot empties its contents and becomes a regular ceramic mold, this ceramic mold seems to become a dummy/ghost mold. When I shift click it out of the input slot, to combine it with a ceramic mold itemstack in my inventory, it leaves the input slot but does not increment the itemstack. I also tried moving it to my inventory as a single unit of ceramic mold, and then manually combine it with the itemstack and that does the same thing (it disappears and fails to increment the itemstack).
  3. Ya that's a really good point about arrowshafts, maybe there should be two flavors of arrowshafts. Were primitive arrowshafts footed? My texture artist is MIA, busy with school I believe. I intended for the bows to all have unique textures, plus some of the textures he hasn't updated are still crappy ones I drew. If anyone wants to donate their spritework the best I can offer is to credit your work in the OP.
  4. ^^Great post. I'm not doing much coding at the moment, I'm taking some courses instead. I'll review your post if I return to this mod in the future. What you're suggesting doesn't sound all that difficult to implement.
  5. I can't think of any reason why it would break the world. Why not make a backup of the world if you want to be certain?
  6. Excellent, the more modders the better =)
  7. Farming in TFC: Observations

    I noticed in B75 crops grew more slowly with lower rainfall, was this changed in B76? In B76, I planted crops many RL weeks ago (thus many in-game years) at Z -8700, in rainfall 8000 soil blocks with maxed nutrition (and obviously irrigated) and it refuses to grow beyond the first or second step. Our server year length is set to 360. Most crops grow and thrive, others just sit there doing nothing.
  8. 0.77.11 bug and translation mistake

    Bug report B76 HF18 Suggested name: Unshaped Nickel and Pig Iron Ingot Textures Are Switched Suggested category: Minor Description: The textures for these two unshaped ingots are reversed. Suggested name: Shift Clicking Ceramic Mold in Firepit Moves Entire Stack Suggested category: Medium-ish Description: When you shift click a ceramic mold itemstack into a firepit output slot, it moves the entire stack instead of just a single ceramic mold. And if a metal happens to smelt into that ceramic mold itemstack, you could lose up to 63 ceramic molds. Also another annoyance that has bothered me with these firepit output slots is that it's impossible to move an already semi-filled unshaped ingot from your inventory into one of the output slots, please let us move these back in after we take em out.
  9. I usually make an array of stone anvils for storing things that don't fit anywhere else. In the next version of the mod I'll look into making the bows work with TFC tool racks.
  10. The mod classifies willow as a hardwood, based on research, which contradicts what the TFC wiki says. Is this incorrect? I see it also described as a soft hardwood.
  11. Edit: VegasGoat sent me a solution to this problem and it has been implemented in TerraBow 0.7. TFC anvils were not designed to output itemstacks with stacksize greater than 1. I'm hoping Bioxx or Dunk will accomodate this: http://terrafirmacra...dpost__p__61271 If not, then I will probably change it so that arrowheads are crafted in a crafting table instead of the TFC anvil. Thanks for your comments.
  12. 0.77.11 bug and translation mistake

    Suggested name: Chiseled wood block does not prevent rain from cooling firepit. Suggested category: Game Mechanic Description: I was cooking with 7 firepits in a large building with a full chiseled roof. As soon as it started to rain outside the firepits all cooled off and refused to consume fuel, despite no rain actually reaching the firepits.
  13. ^^Thanks, fixed it.
  14. Edit: VegasGoat sent me a solution that will work instead, so please ignore. I have a small request for Dunk or Bioxx. On line 162 of TileEntityAnvil can you change this: anvilItemStacks[1] = result;to this: anvilItemStacks[1] = result.copy();When we make arrowheads from metal rods on an anvil, by default it should make 16 arrowheads and this works the first time an AnvilRecipe is successfully executed. However, on each subsequent attempt to convert metal rods into arrowheads it only outputs 1 arrowhead. This happens until the server is restarted because a few lines after anvilItemStacks[1] stacksize is set to 1. This also changes the stacksize of result in the AnvilRecipe instance. If you decline we have other alternatives, like patching TFC on the server we play on or changing this recipe from an AnvilRecipe to a crafting bench recipe.
  15. Inventory bug

    Find this line in your CustomNpcs.cfg configuration file and set to false: InventoryGuiEnabled=false
  16. [B76] Latest version bugs & FAQ.

    HF11: The bottom texture for metallurgy and scribing table blocks uses the same texture as the sides.
  17. Y u no send me the render code for the crossbow models?
  18. I noticed that bug too, but I believe it's a forge bug. Try removing my mod and then shoot a few vanilla arrows into a wall, I saw the exact same thing without my mod. As for retrieving arrows from mobs, it's a great idea. Sadly, I'm not aware of any way to implement this without modifying TFC itself. Once TFC adds its own custom versions of mobs, there is no way to substitute your own customized versions of those mobs in their place. Forge doesn't seem to have a method for removing or replacing other mods' mobs from the spawning system. There could be a way I'm not aware of, if someone knows, hopefully they will share.
  19. Ya there are probably too many steps, it's probably better to skip some wood products in a few places. By default each metal rod produces 16 metal arrowheads. The TFC anvil doesn't show the quantity of an item stack when crafted, but once you click to pick up the stack the quantity appears correctly. The number of arrowheads from a rod is also a configurable value in the config file. This mod does not edit any TFC class files, nor does it distribute them.
  20. I considered crossbows, but this was as far as I was planning to go with this mod. The example I saw of people smithing arrowheads was from rods. A lot of my production lines involve multiple steps which TFC authors avoid, maybe for good reason. It certainly is. I agree, I was considering making it plank instead, but ultimately I went with sticks to be consistent with the other TFC tools and weapon recipes. Stick and plank is even better. They should have a durability bar, are you not seeing one when you use it? Glue bottles should be multi-use. Breaking into an empty bottle is a good idea, I'll add that when I get the chance. Thanks for the feedback.
  21. Getting Memory Leaks

    Try turning down render distance. I've been forced to play on 'short' for the last few versions of MC/TFC due to periodic memory leaks when set above 'short'.
  22. Borax in Conglomerate

    Yes, in B76 I've found many lapis lazuli deposits in limestone and siltstone. It appears as both veins and solid deposits, with no marble anywhere nearby. The pro-pick says "Found very large sample of", then nothing. Also some ores and minerals render strangely, allowing you to see through walls. Another server member reported seeing this too.
  23. The better bows offer longer durability, better arrow velocity and accuracy. I can't remember if velocity affects damage, but if it doesn't then they all do identical damage. It's the variety in arrow heads that do different damage.
  24. -Make resources more scarce or more difficult to obtain. -Make production more complicated and productivity less efficient. -Make resources more sparse relative to one another. -More restrictions on renewable resources, make it harder for things to grow in all regions.
  25. TFC & BC small issue

    TFC cactus is quite common. Based only on the recent server map I play on it seems deserts are more common in B76 too. Plus cactus is renewable. Also it is quite easy to add your own plans with TFC's scribing table and to craft custom items using TFC's anvil. Luckily for modders, Bioxx or whoever made those classes quite accessable.