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kev12east

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Everything posted by kev12east

  1. [TFC 0.79.27] Technofirma Mod Pack

    They should already be disabled. If you activate cheat mode (either at world creation or by opening the world to lan), and you can write "/enviroquake stop" without the quotes to remove that earthquake.
  2. [TFC 0.79.25+] TFCRailcraft

    I think that most of RC's items are fine remaing on the rolling machine, but things like the metal gears should have molds, as that is a method used to create them. Rebar could probably be given an anvil recipe. May I use this mod in my modpack, Technofirma?
  3. [TFC 0.79.27] Technofirma Mod Pack

    Has this been happening on a server or in singleplayer? I am looking into fixing this issue.
  4. [TFC 0.79.23+] Decorations Addon for TFC

    I'm looking for the liquid dyes, I want to use them as a conversion from TFC dyes to vanilla dyes.
  5. [TFC 0.79.23+] Decorations Addon for TFC

    Would it be possible for you to tell me the ids of your fluids? I'm looking to using them in barrel recipes added via Modtweaker script, however I have not been able to find their ids.
  6. [TFC 0.79.27] Technofirma Mod Pack

    Currently you can not make OC drones. Will be fixed for next update.Next update I will be adding themed music, and some new battle music. If'd you like to submit themed music, feel free to do so (can also suggest the biome/mob/time it would play), as long as you keep in mind that it needs to be royalty free (custom YouTube playlists preferred, I can easily download them). I'd also prefer using using this music, as it is royalty free. Feel free to message me the information for it.**Must have proof that it is royalty free, or, at the very least, contact information for the artist.
  7. [Rule #4] Additional Fuels for Lanterns

    From looking at the code, there is another source that can go in lamps (albeit a very difficult source). That other fuel: Lava Why are the fuel types all hard coded? When trying to add BC oil to the list of fuels, we basically had to remake the lamps entirely.
  8. [Can't Fix] Server Exception ticking world

    Merchants mod has the same issue as cellars. That is probably what is causing your problem.
  9. [TFC 0.79.29] Cellars Addon

    I'm surprised you even got it to work in SP. This issue can be fixed, but it is up to the addon authors to do so.
  10. [TFC 0.79.27] Technofirma Mod Pack

    Important information about the server:https://www.facebook.com/Darkserveruk
  11. [TFC 0.79.27] Technofirma Mod Pack

    Update 2.10.0Forge Version: 10.13.1.1307Added Hyms of Conquest Resource Pack, Monsterfisher (new music, woot!)Updated TFC to 0.79.17Added Finger in the Wind, KonliiAdded Better Rain, WirsboAdded BiblioWoods (TFC), NuchazAdded WarpTheory, ShukaroAdded JourneyMap Server, MysticdewAdded DecoCraft, RazzelburryFoxRemoved Lanterns ModFixed snow placementFixed Goggles of Reavealing and Boots of the traveler durabilityRemoved BiblioCraft lanterns and shelvesAdded conversion of leather armor and fish to there vanilla equivalentsMade weather not target playersFixed Egg Incubator to work with TFC eggsMade crops, tall grass, and TC woods flammableFixed not being able to make Refined IronAdded an Easter Egg for those in higher tier technologiesFixed average drill recipeAdded aspects to more itemsCompletely and utterly removed earthquakesUpdated various thingsTweaked recipes, configs and such.Removed or severely nerfed all forms of permanent light. The top two light sources are TFC lamps and Electrical Age Economic Bulbs. The latter lasts the longest, a total of 32 IRL hours of use, which can be extended by turning them off/on. Decorations mod lanterns have had their light removed.There is now a (very) work-in-progress wiki located here. Feel free to go on there and create pages with information about the pack. Either put [Completed] in the title, or message me on the forums that that page is complete.OPS Updated.
  12. Improving TFC Terrain Generation

    Placing land on the ground? So radical. Have you heard of Realistic World Generation by ted80? It behaves somewhat-similarly (or appears to, at least form a user prospective). It also has a Github
  13. [TFC 0.79.27] Technofirma Mod Pack

    Next update, I will be removing BiblioCraft shelves due to multiple exploit issues. If you load your world after this update, and you have items on those shelves, you will lose them.
  14. [TFC 0.79.27] Technofirma Mod Pack

    The next update will be 0.79.17 Glad you enjoy it I've been following cubic chunks for awhile, and we already have a mod in the pack by the same author. I have the utmost confidence in Cuchaz's ability to make a stable version of Tall Worlds
  15. [TFC 0.79.27] Technofirma Mod Pack

    A poll concerning the direction of the next couple of updates:http://strawpoll.me/4193330
  16. [TFC 0.79.27] Technofirma Mod Pack

    That snow bug that has been plaguing this pack from the beginning is gone! Something to look forward to in the next update, and in the north/south arctic regions.
  17. ModTweaker 2 TFC module by 3TUSK merged

    As Bunsan said, there are a few modpack compilers, and I am willing to help test to weed out bugs. Thank you for this PR
  18. [0.79.17] TFC Music Resource Pack

    May I include this resource pack in my modpack, Technofirma, distributed via the Feed The Beast launcher?
  19. ModTweaker 2 TFC module by 3TUSK merged

    The version conatining this has been realeased, modtweaker 0.8.0. There is a slight problem I've noticed with the heat module, and that is that it does not use metadata
  20. [TFC 0.79.27] Technofirma Mod Pack

    I've looked at that mod, and it is most certainly interesting. The two main problems I see with this is the difficulty of designing a good tech tree, and that fact that this pack was never meant to be like Agrarian Skies or other questing packs, which give an end goal and limit player actions. I like the freedom of having no quest line, and being able to build what you want, when you want, because you want to, not because a quest told you to make this thing (someone is writing quests for this pack; however, I do not want questing to become the main focus of this pack). I may save this mod for Technofirma 3, or if I do add it earlier, it will at best be some minor logical recipes sequences (ex: boat>hand cart>ship>rails/steam engine>plane). My main focus for the next major update right now is world gen, as I am planning a more realistic/newer system of terrain generation, and as such am considering changing how ores work (at least on servers). Just to clarify some things, as this was never made clear at any point in the history of this pack: This pack has it's origins in another pack I made, Dextek, which was a private server pack for DarkserverUK. Dextek was a mod pack in which I added whatever I wanted, and changed other things whenever. At one point, I added Terrafirmacraft. After some time, I managed to get Gregtech to at least partially work with TFC. It was at a later date that I found a thread on the FTB forums discussing the possibility of a TFC modpack coming to the launcher. It was a subject of much debate on that thread if it were possible to add TFC into a modpack with other tech mods or not. To put it simply I said it was, and others disagreed. After some time had passed, I compiled a modpack called Technofirma (very original, I know), and released it on the FTB launcher. As far as I know, this was the first modpack of it's kind, and that really annoyed me at the time. To put it shortly, this modpack began as nothing more than a proof of concept, and with the idea that other modpacks utilizing Terrafirmacraft would come about, or community interest would be strong enough that I simply could leave pack development to the community, and the project would be over. To the extent of those goals, this pack has been completed, and has been for awhile now (I can name at least one pack that comes from Technofirma, and there's a modpacks sub-forum on the TFC forums, need I say more?). However, I met new people, and saw a real interest (and a surprising enjoyment in the pack I had put together), and as such I continued to develop it (a player of this pack has actually written a mod for this pack). I still plan on developing this pack, but there will still be some experimentation going on, as it is with Thaumcraft, and soon to be some other mods. I know I don't say this very often, I really do appreciate the work the modders have done, the permission to use their amazing works in this modpack, and the users, who keep me making this pack. To be honest, I think the term "pack maker" or "pack developer" is really inaccurate, we don't really do much accept throw mods together, change some configs, and hope all turns out well. And as such, thank you, kev12east
  21. [TFC 0.79.27] Technofirma Mod Pack

    Well, That's another thing to update. Hopefully that version fixes it.
  22. [TFC 0.79.27] Technofirma Mod Pack

    Very soon I will be releasing build 2.9.1, which will disable earthquakes. It will also update TFC to build 0.79.17.
  23. [TFC 0.79.27] Technofirma Mod Pack

    Update 2.9.0Forge Version: 10.13.1.1307Added TFC cellars addon, SladkiAdded Darkserver Utilites and Added Technofirma, FailMelonAdded FMP Integration, wasiebobAdded Voxelmap, Mamya0taruAdded parachute mod, crackedEggAdded JourneyMap Fiarplay, techbrewAdded Thaumcraft NEI plugin, DJGiannzAdded Thaumcraft, AzanorAdded Thaumcraft Mob Aspects, iguana_manAdded Schematica, LunatriusAdded Lunatrius Core, LunatriusAdded OpenPrinter, MichiyoRavencroftAdded TabbyChat, killjoy1221Added MC+ API/Cart/Lock/Collision, Anykuo1Added CobbleHaters, skyboy026Fixed street lamps not being placedFixed ships dropping air roofs and air wallsFixed EA watermills (they now work!)Enable vanilla chest recipe (vanilla chest can not be placed, only used for recipes and in cartsFixed X-Ray scanner not detecting TFC oresFixed Auto-Miner not detecting TFC oresInfusion altar recipes use ore dictionary, even if NEI doesn't show it! Always go for the TFC equivalent, when possible!Added Prospecting wand focus, for use in finding TC ores that spawn in worldturned down frequency of TFC cave insOther fixes, and some tweaksAlways check NEI for recipes, and make sure to turn the page!Many thanks to FailMelon for making not one, but two(!) custom mods that fix and enable more options for this pack!Official Public Server Updated, with a Map Reset.Update should go live on FTB shortly.
  24. Hello, I make a mod pack called Technofirma, may I include this mod in it?
  25. Additional block variant mod

    You can add blocks to chisel variations with ModTweaker 2. I use it in my pack for limestone and marble. Ex: mods.chisel.Groups.removeGroup("andesite");mods.chisel.Groups.addVariation("marble", <terrafirmacraft:StoneMM:5>);