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Everything posted by capt_slowpoke
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Here's my personal texture pack, I drew it to go with my other 32x stuff that I've been using, and I'm posting here in case anybody else wants to use it. I've been releasing it on the IRC but this post will serve as a more permanent place to get it from. All vanilla world blocks and sprites are done. version 79+ compatible TFcraft world blocks: rocks, ores, trees, dirt, anvils, tables, bloomery, forge, firepit, all world blocks. Sprites done so far: All items should be done (I think) needs doing mobs, armours, UI, vanilla flowers. download here Screenshots: gallery Rocks They're all in the same order as the cobble, starting from the top: marble phyllite, schist, gneiss basalt, andesite, dacite, quartzite, slate salt, limestone, conglomerate, dolomite, chert, chalk, rhyolite granite, diorite, gabbro, siltstone, mudstone, shale, claystone. Smooth stone and bricks are in that order as read from the top right, right to left and down. raw stone has marble and slate before gneiss. Ores https://dl.dropboxusercontent.com/u/21315217/ore.png starting in top left: native Cu, native Au, Native Pt, hematite, native Ag, cassiterite, galena, bismuthininte, garnierite, malachite, magnetite, limonite, sphalerite, tetrahedrite, Bituminous coal, lignite, kaolinite, gypsum satinspar, selenite, graphite, kimberlite, petrified wood, sulfur jet, microcline, pitchblende, cinnabar, cryolite, saltpetre serpentine, sylvite, borax, olivine, lapis More images can be found here Trees Starting from top left: spruce, sycamore, white cedar, white elm, willow, kapok; Hickory, maple, ash, pine, sequoiah oak, aspen, birch, chestnut, douglas fir Doors anvlis, tables, and misc stuff:
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Minor update, CTM glass added, thanks @Konlii !
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Another minor update, hardened clay textures were added because I started playing with a modpack that uses them
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I had these done for a while and never actually added them, they're done now. Yes I know the rose is called a poppy, it's going to look like a damn rose for now because that's what the filename called it. Also there's apparently an unused single peony. Other updates, short grass and cattails have also been fixed.
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Another update: Added support for additional blocks here
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[TFC 0.79.22] CustomItems & Minetweaker - Additional Block Variants v1.1
capt_slowpoke replied to Therighthon's topic in Addons & Applications
Is there a reason the plank textures are duplicated in the assets? I'm also getting an error, it looks like it's trying to find NEI, which I don't have installed. Can't see anywhere in the configs to disable NEI compatibility. NoClassDefFoundError: me/otho/customItems/compability/NEICustomItemsConfig Does it require NEI as well or can I just delete that class from the jar?- 15 replies
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Thanks, I'll add this in, go ahead and link it here. Those textures were made before the split. I might have the original file somewhere but they'd need to be separated. Minor update: I fixed the single line of pixels that were off on dacite and color matched smooth basalt to the bricks. Who knows how long it's been like that?
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Yeah, I did. They're more contiguous now, but unfortunately there's no way to place them and take a picture now, or if there is I'm not aware of it.
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Cheese never goes bad. It just gets more tangy.
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Oops, that's the texture I was using to do the default and I forgot to remove it. Should be fixed now.
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Another update: All meats and berries done (I think) and I took out all the UI stuff because I have to redo almost all of it.
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This is pretty much why I made the ores the way I did. Like, I can't see anything in the OP image either, and I'm not colorblind. You can just take any pack you like and delete everything that isn't the ore textures if you want everything else to look the same.
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I always try to keep my nutrition up. One time I forgot to pause it when I stepped away and came back to having max 50 health. Even taking a small amount of fall damage is enough to kill you there. I also tend to go out and fight at night a lot though.
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Nobody liked my doedicurus idea.
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Implementing Colored Glass, Stained Glass, and Glassblowing!
capt_slowpoke replied to jake_the_odd's topic in Suggestions
I had written up a whole thing along the lines of some of the previous ideas a long time ago, along with the proper minerals. I'll see if I can find it later -
New update, did the acacia items and blocks, all the gravel types as well as some vanilla stuff I can't remember right now. Also single chests are done And double chests
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I updated a few of the UI elements, I need to go back and check the vanilla ones too but I don't have a ton of time right now
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Pack is semi updated for the new version, all the berry bushes are in, as well as the water plants. Bioxx made the unfortunate decision to update the mod right as Dark Souls 2 released, though. I've got 32x versions of most of the new stuff I did graphics for, finding where I saved it is the problem. I'll work on the blocks first, then do the items.
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Vanilla minecraft's fishing leaves much to be desired, this is a general brainstorming thread for overhauling fishing somewhat. I've got a bunch of ideas already and need somewhere to organize them. Let me preface this by saying I have no idea how to code or if any of this is actually feasable to do in a mod. I can and am willing to do any graphics though. The ones I've done here are for a theoretical 32px texture pack (or my current one for vanilla items) for easier viewing in the thread. Base mechanic The base fishing mechanic is fine, I think, but could use a few additions. I'd suggest making a few changes to the preparation. if there's going to be different types of fish, it would probably be easiest to process them in the crafting slot with your knife and just have each one yield varying amounts of filets depending on the type. Certain rare fish could also yield other materials that we can't get normally, like nether warts or glowstone dust. Baiting the line would be done in the crafting grid as well. Bait I'm thinking of a few different bait types which are combined with the fishing rod in the crafting grid before casting a line. Right now I have six of them, but this could potentially be expanded on, again, depending on how complex we wanted to get. Worm: Gotten as a random drop from breaking dirt blocks, like gemstones from rocks, but probably not as common to make up for the vastly larger number of dirt blocks the average player ends up breaking. Bug: Alternate drop from tall grass Minnow: Randomly gotten when filling a bottle from a water source. Place it in the crafting grid to separate it from the bottle Frog: Randomly drops when breaking a lily pad, should probably be fairly common to make up for the usually limited amount of lily pads, or possibly just make them come from player placed ones as well, maybe with a cooldown of a day or so from placing it if that's possible to keep people from doing the place/break block thing to farm them like people would do with gravel to get flints. Rotten Flesh: Keep as is, this would give it a use Spider Eye: Keep as is, it's currently a useless mob drop in TFcraft unless you want to poison yourself. Location At the very least, different locations should yield different fish. We have a host of replacements for the generic stone in vanilla, a few different types of fish in each biome would be a good start. This could potentially be further expanded by checking water depth, and light level, for instance, if we wanted to get more complex with it. Depth and light level would mean you'd cast out into deeper areas to catch certain fish, or wait till night. This would probably be a lot more work to implement though, and would need more types of fish to make it worthwhile. This would also implement more of a skill element into it, where you'd have to land your line in a good spot to catch anything. Fish types We would of course need varying fish to make using any of this stuff have a point. Certain fish would be more common than others, so the majority of what you'd be catching would just process into one or two filets, giving a return pretty close to how it is now food-wise. The payoff would be catching a fish that yields four or five filets with the right bait in the right place, or possibly something that is normally annoying or currently impossible to get otherwise. Here's an example chart I've made: Ocean fish: Flatfish- Common. Takes any bait type, Yeilds one filet Ammonite - Uncommon. takes frog, minnow or spider eye, yields a filet and an ink sac Helmetfish - Rare. takes worm, bug, or rotten flesh, yeilds three filets Hagfish - Rare. takes worm, rotten flesh. yields one filet and a slime ball Tuna - rare. takes minnow, yields five filets River fish: Catfish - common. takes any bait. Yeilds one filet Gar - Uncommon, takes frog, minnow, bug. Yeilds three filets Carp - uncommon, takes worm, frog, bug, rotten flesh, yeilds two filets (and maybe a gold nugget) Lungfish - rare, takes worm, minnow. yields four filets Swamp Fish: Catfish - same as above Knifefish - common, takes worm, bug. Yeilds two filets Lungfish - same as above Electric ray - rare. Takes frog, minnow. Yields one filet and a redstone dust Infected fish - rare. takes spider eye, yeilds nether warts Cave fish: These would maybe need to be given a depth limit or something to make it count as underground, as caves and underground rivers aren't their own biome type. Cave fish - uncommon. takes any bait, yeilds two filets glow worm - uncommon. takes bug, yields glowstone dust Deep Angler - rare, takes spider eye, yields blaze rod I think this would make for a robust system that can easily be made more or less complex depending on how we would want it to go, more suggestions are welcome, especially from anybody who knows what they're talking about coding wise (not me). Doing the fleshing out and graphics for something like this takes a lot of the work off of the mod author if I can present it in an already balanced and fleshed out format, and hopefully increases the chance of something being implemented.
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Wow this is what the potions should have looked like in vanilla. Currently the mortar and pestle has one use, making bandages, right? I assume this is gonna give us more to do with it? If not, I'd suggest making all the dye powders crafted in it instead of with a regular hammer.
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Yeah I'm thinking about it, because I'm using it too and also a masochist.
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This is really unneeded with the new texture pack format. Since everything is loose files inside a zip, you don't have to do any image editing like you used to. You can just make a copy of whatever texture pack you want, name it something else, then just overwrite whichever textures you want to change with the files from another pack.
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As far as the leaves go, they're just overlaid with a color and the actual textures are different colors. Changing the base color would change the leaves's hue in whatever direction you changed the color to. Like, for instance, default is a greyscale image, but if you make it a shade of green they'll look different.
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It worked the same way as vanilla like two versions ago, but I haven't had a chance to try it in the latest one. Really the only thing that's changed is the file structure, maybe somebody else knows where to put them? I want to know too.
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It might be a lot of work, but crafting the currently useless gems and minerals into blocks would be cool. I could throw together some graphics if you're interested.
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