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kev12east

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Posts posted by kev12east


  1. mmm thanks , but i do it and nothing but , i do it to with the mod alone (not the pack and il t) work )

     

    edit : i do with modpack in another world and it work

    thank you

     

    Glad it worked out :)

     

    We now have an IRC. I will be in there as Dex, so feel free to hop on and ask questions.

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  2. hello

    (sorry i speak french )

    I have a bug with sluice

    I have properly prepared the ground for placing the sluice but impossible to put

    how to do ??

     

    Thank tou so much

    Fr: Vous devez regarder dans la direction le ruisseau d'eau coule. Voici quelques peintures pour vous aider.

    En: You need to be looking in the direction the water stream is flowing. Here are some pictures to help you.

    Posted Image

     

    Posted Image

     

    Posted Image

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  3. Hello!

     

    I am really enjoying your modpack for a while now!

     

    I did play around with the new ships mod (which is nice!), but the physics from (mainly) Enviromine is really annoying. Assembling a ship the first time is not that hard, but as soon as you dock it it falls apart. Any suggestion to counter this?In addition if you come too close to land/are next to a (underwater) landslide, a huge amount of "air blocks" without texture drop from your ship. Nothing major, just to inform you (maybe the air blocks can be excluded from physics).

     

    If I may suggest an addition to your pack: As we all know, in TFC you have to explore a lot, and I did spend quite some time just waiting in a cave for the night to pass, without an option to sleep, wondering why there was no sleeping bag in this mod.I ended up installing the OpenBlocks mod, disabled nearly all items and blocks except the sleeping bag and the hang glider (because it's awesome :D) and altered the recipes with minetweaker. Would be great if these two items find there way into your modpack!

     

    Thanks for the modpack, keep up the great work :)

     

    Glad you enjoy it :)

    I know of three ways to counter ships failing when built. The way I created was to use a block that was not effected by physics (think something similar to a ballast), the second is to support a main row of blocks during construction, then to simply not update them when you dock it later on, and the third, tbh, I don't know. These latter two construction options were created by players on the OPS, therefore I havn't had much time to look into them. The bug with air blocks will be fixed, enviromine sometimes likes to add my blcok configs to the items section, which makes them effectively useless.

     

     

    I may or may not add OpenBlocks, but it is something I will look into.

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  4. How to login on the server? I only get "Mod rejections [FMLMod:MemoryCleaner{1.0}]"

    The pack updated, and the server did not, fixed now :).

     

    Update 2.8.0

    Forge Version: 10.13.1.1307

    Added Revamp

    Added Dynamic Lights (Only on client, don't need to worry about lagging a server with lighting updates)

    Added Buildcraft (requires TFC diamonds, look for kimberlite with your pro. pick. Now slightly rarer than kaolinite, looking for feed back on whether or not this is to common. Quarries do not chunkload)

    Added Ropes+

    Added NEIAddons

    Removed Archimede's Ships (replaced by Ships mod)

    Removed Memory Cleaner

    Fixed Respirator recipe

    Fixed other recipes

    Nerfed Rolling Machine recipe to push BC and RC items further back along the tech tree

    Disabled BC engine, must use RC engines or EA power (converted with an ELN) to power BC machines.

    Iron Saw is not craftable, allows use of MultiParts

    Added some basic physics info to the HQM book, do /hqm quest or grab a book from NEI to see it.

    Upped public server slots to 30, due to 22 players being online at once Posted Image))

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  5. Excellent!

     

    Slight issue, I can't see to add any resource packs with the updated version.

    Get a handful of spread out messages in the log where it can't find various textures, I'm not sure what they are related to though.

     

    Worked fine in the previous version.

    Try unziping the resource pack and placing it's folder in the resource packs folder. 

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  6. Update 2.7.0
     
    Forge Version: 10.13.1.1307
     
    Changelog:
    Added Flan's Mod, jamioflan, http://flansmod.com
    Added Stalker Creepers, atomicstryker, http://atomicstryker.net/about.php
     
    Fixed fruit tree leaves falling off
    Fixed gravel causing ravines to fill in
    Fixed tweaked physics for a few other blocks
    Tweaked properties and masses for ships
    Temperately removed RoW until the memory leak is fixed
    Fixed Railcraft crashes
    TFC fresh water now works in Railcraft boilers, fixed a few things in that regard, and will expand upon those later on.
    Added wooden biplanes. That pretty much maxes out how far forward in history I want technology to go.
    Added banners
    Updated several mods
    Added piping system (Tubes)
    Did not fix leaves breaking off of trees (not falling), this makes it easier to trim larger trees to prevent crashes. [P.S. Trim your trees before chopping, makes it easier on the server]
    May have decreased lag (User dependent).
    Fixed issue where two items would be thrown on drop item press, throwing items now works properly.
    Added more building blocks.
    Probably other things that I have forgotten.
     
    Official Public Server Updated
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  7. --snip--

     

    Yeah, it's Grue. It is fixed for the next update update, at least it was only for one day.

     

    This needs one mod for the dark nights, dynamic lights, at least for torches

     

    Edit: P.S. Rocks Float?

     

    Dynamic Lights will be added as soon as I have it working. Rocks float because item physic registers them as floatabe items. To the best of my knowledge, there is no way to fix this. I will look into it.

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  8. A link to the pack on the FTB launcher, or the pack code for the FTB launcher are both fine. I'll edit the rule to be a bit more clear about that. The listing of permissions is not absolutely necessary in order to post here. I'll add a note to that rule as well that FTB launcher packs don't need to list proof of permission.

    Great, thanks. Glad that there is a modpacks forum section now, definitely shows off all the work you and the other devs have done in ways of mod compatability

    2

  9. Your topic has been moved to the newly created Mod Pack subforum. Please update your OP accordingly to make sure that it is following the rules of this subforum. Feel free to ask if you have any questions.

    Ok, thanks. I have edited the title of the post to comply with the new rules; however, I have some questions concerning rules 3 and 5. This pack is distributed via the FTB launcher, therefore, am I still required to provide a download link? Also, before any pack update is made, FTB requires all pack authors to submit proof of permission to distribute any mod, therefore, is it necessary for me to post a listing of permissions on here as well?

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  10. Is it still balanced if I just keep TFC and electrical age? Does it affect progression? Basically I am just interested in those 2 mods and you managed to make them work together, but I'm not sure if something would stop working in your pack if I just keep these 2.

    You should be able to remove all other mods, but you will need minetweaker can mod tweaker in order for the recipes to work. You will also need to remove all unneccary scripts from the scripts folder, or at least the error throwing lines. 

    1

  11. [--snip--]

    I will update ItemPhysic in the next patch, as for the rain issue, do you have particles turned down?

     

     

    [--snip--]

    All blocks have physics, until I specify which physics class to use, they default to the weakest non-sliding physics class. I will fix the leaves, expect it in the next patch.

    I change sand and gravel physics due to a small bug I encountered in which the blocks would float mid-air and not obey any physics at all. I will try to strengthen their physics a bit to be a bit less destructive.

    I am working on adding Chisel to the pack, Minetweaker is being difficult, though.

    No idea about the leaves, they probably still think they're attached to a tree, they don't lose/change NBT data when falling with Enviromine.

     

     

    [--snip--]

    Glad you like it, will be fixed next update.

     

    Updated OP with server information, and a list of YouTube series using this pack.

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  12.  

    So I try to play but the console on my private server keeps repeating packets leaking. I do not quite understand where the row thing comes into play I've been trying to figure it out. It only seems to happen if I walk around/lookaround/break anything. If I'm sitting still doing nothing it doesn't seem to say that. My FPS seems to drop a lot. I feel like something is conflicting or having issues. Because it'll go from around 200 fps to around 24 fps when I start doing anything.
     
    This being with the latest version (got it today March 2nd 2015). Version 2.6.0
     

    [17:49:30] [server thread/DEBUG] [NotEnoughItems/]: Sending serverside check to: Tolkien
    [17:49:32] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 100 packets have leaked. Top offenders
    [17:49:32] [server thread/ERROR] [FML/]: row : 100
    [17:49:37] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 200 packets have leaked. Top offenders
    [17:49:38] [server thread/ERROR] [FML/]: row : 200
    [17:49:42] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 300 packets have leaked. Top offenders
    [17:49:42] [server thread/ERROR] [FML/]: row : 300
    [17:49:47] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 400 packets have leaked. Top offenders
    [17:49:47] [server thread/ERROR] [FML/]: row : 400
    [17:49:52] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 500 packets have leaked. Top offenders
    [17:49:52] [server thread/ERROR] [FML/]: row : 500
    [17:49:57] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 600 packets have leaked. Top offenders
    [17:49:57] [server thread/ERROR] [FML/]: row : 600
    [17:50:02] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 700 packets have leaked. Top offenders
    [17:50:02] [server thread/ERROR] [FML/]: row : 700
    [17:50:07] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 800 packets have leaked. Top offenders
    [17:50:07] [server thread/ERROR] [FML/]: row : 800
    [17:50:12] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 900 packets have leaked. Top offenders
    [17:50:12] [server thread/ERROR] [FML/]: row : 900
    [17:50:17] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 1000 packets have leaked. Top offenders
    [17:50:17] [server thread/ERROR] [FML/]: row : 1000
    [17:50:35] [server thread/DEBUG] [FML/]: Gathering id map for writing to world save world
    [17:50:39] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 1100 packets have leaked. Top offenders
    [17:50:39] [server thread/ERROR] [FML/]: row : 1100
    [17:50:43] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 1200 packets have leaked. Top offenders
    [17:50:43] [server thread/ERROR] [FML/]: row : 1200
    [17:50:59] [server thread/DEBUG] [FML/]: Gathering id map for writing to world save world
    [17:51:44] [server thread/DEBUG] [FML/]: Gathering id map for writing to world save world
    [17:52:29] [server thread/DEBUG] [FML/]: Gathering id map for writing to world save world
    [17:53:07] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 1300 packets have leaked. Top offenders
    [17:53:07] [server thread/ERROR] [FML/]: row : 1300
    [17:53:12] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 1400 packets have leaked. Top offenders
    [17:53:12] [server thread/ERROR] [FML/]: row : 1400
    [17:53:14] [server thread/DEBUG] [FML/]: Gathering id map for writing to world save world
    [17:53:17] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 1500 packets have leaked. Top offenders
    [17:53:17] [server thread/ERROR] [FML/]: row : 1500
    [17:53:22] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 1600 packets have leaked. Top offenders
    [17:53:22] [server thread/ERROR] [FML/]: row : 1600
    [17:53:27] [server thread/ERROR] [FML/]: Detected ongoing potential memory leak. 1700 packets have leaked. Top offenders
    [17:53:27] [server thread/ERROR] [FML/]: row : 1700
    [17:53:59] [server thread/DEBUG] [FML/]: Gathering id map for writing to world save world
    [17:54:38] [server thread/DEBUG] [NotEnoughItems/]: Unloading Player: Tolkien

     

    RoW is Rails of War. There is currently a bug where it has a memory leak. I will be updating the pack as soon as this error is fixed. As for that crash, that appears to be a crash between TFC and Fastcraft, probably due to this memory leak consuming all of the servers memory. You can disable/remove RoW until it is fixed, or you can wait for the update and restart the server when it begins to lag.

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  13. The API which Cuchaz plans to make sounds very promising. I think I'll show him this thread so that he can consider if he's willing to put that up higher in this to-do list.

     

    Thank you for config. I noticed that all the weight values are set to 1. Is that intentionall, or did you simply leave that for end-user to config?

     

    Another question - since the water is configed in, does it mean that ships from Cuchaz mod generates appropriate water type when sailing? (meaning that if you sail in sea, does it replace salt water blocks with salt water blocks, not vanilla water blocks?)

     

    Maybe it's possible to change recipies so that burlap cloth can be used as sails? It doesn't have lots of uses right now. Actually, if both burlap and wool cloths could be placeable, it would be easy to make Cuchaz mod recognize them. And I'm sure there would be a lot of other uses for that in TFC.

     

    That is for end-user config. The proper water will be replaced depending on your location. As for wool, I know of no way to add other blocks as "sails"

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  14. You can config in water. The reason you crash when opening a chest on a boat is due to the interactive blocks being used. Ships mod only intercepts vanilla GUI/tile entity code. I asked him if he would add support for TFC, but he said that he would not, due to the amount of work it would take to add compatibility of this one feature for every mod. He did, however, say that he would one day make an API, at which point the TFC devs, if they wanted to, could add compatibility for ships mod. 

     

    Here is the config for ships mod to make it work with TFC: http://pastebin.com/XfGrkCwb (I ask that you do not distribute this file, as I made it specifically for my pack, Technofirma)

    As for stairs/slabs/detailed blocks, you just have to assume that they are all permeable, and that they are max-wait, otherwise the system can be easily exploitable.

     

    Note, you will have to use a recipe mod to add a way to collect wool blocks, which are used for sails. and you must change the other block recipes to allow them to be craftable.

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  15. Update 2.6.0
     
    Forge Version: 10.13.1.1307
     
    Added Railcraft: CovertJaguar,  http://www.railcraft.info/
     
    --Important--
    I now include Fastcraft in this pack, you must make mod authors aware of the use of Fastcraft when submitting crash/bug reports!
    I also have added FPS++ to help with FPS lag, but (this goes for Fastcraft as well), results may very. Disable it if hurts more than it helps!
    Upon the loading of an old world, Streams will prevent you from proceeding. If you do not want to reset your world, simply disable the Streams and Farseek mods
    The ships mod by Cuchaz will most likely be replacing Archimedes Ships. If this continues as planned, I will slowly be phasing AS out. This is due to the multiple duplication bugs and exploits that AS creates; however, Cuchaz's ship mod also comes with some issues. His ships are interactive in-world entities of which you can walk on, and interact with blocks placed on them. This works by intercepting certain tile-entity calls and rerouting them. This does not work with most mod blocks that have a GUI it will crash you (well minecraft's internal server, or any server you are connected to). Even with this arguably worse flaw, it does allow for realistic physics, actual propulsion, and items actually be transported on ships. With AS, you could not use chests (duplicates players inventory), you could not use barrels (infinite source of oak barrels whenever a ship is docked/undocked), and you could not use placed vessels (occasionally crashed). Personally, I like to transport more than just logs and the occasional player on a ship, and as a means of transport, AS was very buggy and exploitable. I hope that this crashing issue does not become a problem, for now, it is up to the individual server owners if they want include it (enabled by deafualt). You also cannot dock them in any direction other than that which they were originally facing (basically, build a ship facing North, park it facing North). If requested, I may post a quick and easy large-ship construction tutorial ('cause physics OP).
    Railcraft is currently WIP in terms of this pack, I am awaiting TFC water support, but portions of it are usable.
    Rails Of War adds those trains that you saw before (and many more). They are fueled by vanilla coal, and therefore I have added a coke-oven recipe (cook TFC coal into vanilla coal). Currently, only the tracks can be crafted. This mod is "not survival ready" which means that all of the recipes you see for it are from me, for the purposes of this pack. They are subject to change, derived from feed back. I have set one blocks length of track to be worth 4 steel ingots. This is because when I compared the models from the ingot pile to the tracks, 4 ingots appears to be the amount used. From a game-play perspective, this is a very unrealistic value. To have a single track going 100 blocks it would take 400 steel ingots. TBH, that is far to much (especially for TFC, can you image getting that much steel legitly? *shudders*); however, I am at a loss on a balanced recipe for this. As always, I am open to suggestions.
    Various other tweaks were made, fixed air quality, and other stuff I don't remember...(waited far to long on mod updates...still waiting for a semi-surprise one)
     
    TL;DR: Thing happened, reasons were given, you really should read that massive wall of text.
     
    Official Public Server's map has been reset
    For servers: I now include all of the neccary files to start a Windows server, simply run launch.bat and enjoy! (Must accept Minecraft's EULA)
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  16. Hi i have idea for my favorite, beloved, amazing, marvelous mod pack.
     
    My idea is MAtmos r28+ - Environmental sound atmosphere simulator. I heard this mod in a youtube video and I love it .
     
    I believe that you can manipulate and add this mod our beloved Technofirma Mod Pack. 

     

    Glad you enjoy it! I experimented with MATmos it the past, but did not include it in the pack is due to the only know content pack being MSI Converted, and I have not received permission to distribute it.

     

    Version 2.6.0 has been pushed to FTB, awaiting for them to update. I will post the changelog when they do. Note: the public server for this pack will have the map reset when it is updated to 2.6.0

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  17. I would also like to add saltpeter to the list of the things to change. When the player mines the ore, they receive saltpeter powder, however when a machine (like RC's tunnel bore) mines it, they get the saltpeter item, which is named in the ore dictionary as oreSaltpeter.  

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  18. Enviromine works, to an extent. It's temperature system completely ignores TFC's (I asked if they would add compatibility, they said no). Air quality works, just make sure to add the TFC blocks to the config and edit them accordingly. Sanity is troublesome, but it could be configured to work. Note I have not tested the armor system, I have almost everything disabled except for air quality and physics

     

    Mo'creatures is extremely off with TFC. Not only does health/damage need to be tweaked, but the mobs will spawn everywhere due to TFC using only a handful of biomes and assigning temperature values to them (ie, desert creatures in places that never get above zero). Also, if you plan to release this pack to the public, you will not be able to distribute Mo' creatures, I had a lot of trouble with this in my own pack, not many things that can be done though to fix this. Another option is Project Zulu, but it also has the same mob spawning issues.

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  19. @Djakuta having a server with extra mods helps to prevent "unwanted" players from joining. I operate a public server for my pack, without Cauldron, and we've only had one instance of theft (no griefing) and that has been dealt with properly (banned after discussion). Overall, things have been doing just fine. Most griefers do not play TFC on account of how long it takes to actually grief someone, and towns can be formed by players agreeing to work together. Another solution is to put some kind of puzzle at the beginning, most people won't bother it (a little bit of roll play is always nice).

     

    That said, having server admin tools would be nice, some Forge mods do replicate functionality, when they work.

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  20.      A while back Kitty said multiple times that water was not necessary for farming (Sorry, I cannot find the post). Is this still true, ad the wiki states, "important access to water" when discussing the use of soil. In the change log archive for Build 0.73 it says, "Water saturation is no longer tracked. A mechanic similar to vanilla is now in place where not having water nearby confers a negative bonus to growth speed." However, in her posts Kitty made it sound like there are no negative effects. 

     

         Build 0.79 also introduced drainage and pH systems that effect taste (At least they were supposed to, don't know if it works or not). How do these systems actually effect taste? Do we want Low Alkalinity, neutral, or Acidic? (Probably the foremost, but I could be wrong). There is a penalty for crops being to cold (death), but is there one for crops being to hot? In my experience, there is not, but why? It would encourage trade between villages, similar to sugarcane.

     

    **If your wondering why the OP for this is a wall of questions instead of answers, when the title says answers, I plan on updating this once I know the answers. Overall, I am just curious about this system, especially as it is a major factor in (the beginning of) TFC.

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  21. Love that there is a Terrafirma pack on FTB, but I have a few complaints about modpack choices here:

    1. Mapwriter keeps losing my waypoints (and imho it's very clunky to begin with).  Might want to replace it with another map tool (or do what most of the other packs do and package several together disabled)

    2. Thut's modpack keeps spawning volcanos everywhere, which brings my pc to a grinding halt, and I really don't see what this modpack brings to the table.  Sadly, I'm afraid to remove it on my current game since it generates all those blocks I'm not sure what it will do to my existing world.

    3. Enviromine "air quality" really really sucks.  The air filter mask is so late game to make with the materials, and since this mod shifts the water level up high, this mod has you digging pretty deep just to get there.

     

    Overall it just feels like there needs to be some tweaking to bring a bit more of the basics to the early game, and that goes for terra in general.  Way too much of this game is packed behind grind.  While I do like grind, I also like to feel like I'm progressing somewhere, and right now I feel like I'm not.

    1. I was, in the hotfixes for 2.5 Journeymap was removed by mistake, will be re-added in 2.6

    2. Volcano generation is being tweaked, personally, I have not seen any without a large amount of exploring, removing the mod will be fine on your client, the volcanoes cover terrain, they don't destroy it

    3. Air quality is currently be tweaked, it was not meant to decrease so rapidly.

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