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kev12east

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Posts posted by kev12east


  1. Is anyone else having an issue with electrical age machines, wires, etc. suddenly disappearing from their game with a huge lag spike? They aren't blowing up, even the machines in a chest disappear.

     

    Edit: they aren't missing but are invisible, however they are no longer working and right clicking them doesn't bring them back and neither does picking them up and trying to replace. It shows EA block of generalities when i hover over them. I have to restore from a backup each time and I can't figure out why this is happening.

    Has this been happening on a server or in singleplayer? I am looking into fixing this issue.

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  2. So I seem to be unable to craft OpenComputers Drones because the Case requires End Stone, which is unobtainable AFAIK. Could anyone help me on this?

    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.
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  3. 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.

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  4. Update 2.10.0
     
    Forge Version: 10.13.1.1307
     
    Added Hyms of Conquest Resource Pack, Monsterfisher (new music, woot!)
     
    Updated TFC to 0.79.17
    Added Finger in the Wind, Konlii
    Added Better Rain, Wirsbo
    Added BiblioWoods (TFC), Nuchaz
    Added WarpTheory, Shukaro
    Added JourneyMap Server, Mysticdew
    Added DecoCraft, RazzelburryFox
    Removed Lanterns Mod
    Fixed snow placement
    Fixed Goggles of Reavealing and Boots of the traveler durability
    Removed BiblioCraft lanterns and shelves
    Added conversion of leather armor and fish to there vanilla equivalents
    Made weather not target players
    Fixed Egg Incubator to work with TFC eggs
    Made crops, tall grass, and TC woods flammable
    Fixed not being able to make Refined Iron
    Added an Easter Egg for those in higher tier technologies
    Fixed average drill recipe
    Added aspects to more items
    Completely and utterly removed earthquakes
    Updated various things
    Tweaked 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.
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  5. Are you working on an update to the 79.17TFC version?

    The next update will be 0.79.17

     

     

    This modpack is fantastic.  <3  Thank you so much for doing this.  This and TFC have given me a reason to play and enjoy Minecraft again!Also, I hope that one day implementation of cubic chunks (Tall Worlds Mod... once it becomes actually stable) becomes possible.  Any idea as to if it ever will?

    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

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  6. --snip--

     

    Also, I thinks you should add the progression mod to this mod pack kev12east. It will make the players craft items that you want them to craft first before another thing, and it can give them rewards! Kinda like hqm but with a little more 

     

         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

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  7. Bibliocraft was causing the problem with un-zipped ressource pack, it should be fixed with the latest version of bibliocraft (that now have a new compatibility addon).

    Well, That's another thing to update.  Hopefully that version fixes it.

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  8. Update 2.9.0
     
    Forge Version: 10.13.1.1307
     
    Added TFC cellars addon, Sladki
    Added Darkserver Utilites and Added Technofirma, FailMelon
    Added FMP Integration, wasiebob
    Added Voxelmap, Mamya0taru
    Added parachute mod, crackedEgg
    Added JourneyMap Fiarplay, techbrew
    Added Thaumcraft NEI plugin, DJGiannz
    Added Thaumcraft, Azanor
    Added Thaumcraft Mob Aspects, iguana_man
    Added Schematica, Lunatrius
    Added Lunatrius Core, Lunatrius
    Added OpenPrinter, MichiyoRavencroft
    Added TabbyChat, killjoy1221
    Added MC+ API/Cart/Lock/Collision, Anykuo1
    Added CobbleHaters, skyboy026
     
    Fixed street lamps not being placed
    Fixed ships dropping air roofs and air walls
    Fixed EA watermills (they now work!)
    Enable vanilla chest recipe (vanilla chest can not be placed, only used for recipes and in carts
    Fixed X-Ray scanner not detecting TFC ores
    Fixed Auto-Miner not detecting TFC ores
    Infusion 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 world
    turned down frequency of TFC cave ins
    Other fixes, and some tweaks
    Always 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.
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  9. Why is movement to slow in this pack? its the only think stopping me play it more.Its excruciatingly slow.

     

    You move slowly when swimming, carrying to much weight, and walking on sand or gravel. Try walking on something harder, and don't carry so much just in your inventory, put it in vessels and barrels to carry it.

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