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Zerren

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Posts posted by Zerren


  1. My finals are over so I can now put attention into the mod again!

     

    I can't seem to reproduce the arrowhead bug. It crafts fine for me; are you trying on a server or in singleplayer? It also might be your forge version.

     

    Also, the leather bag: there is no recipe, lol. I'm adding it right now. It was like the quiver which I 'added' but didn't actually add yet.

    1

  2. (tentative) update to 1.6.4 78.9+, use at your own risk. I doubt there are any horrifying bugs, but if you find minor ones let me know and I'll get a fix out.

     

    Not much was added, but as you can see there ARE the alchemy blocks in, they just aren't craftable. I still have to flesh out all of them.

    1

  3. Neat update. I'll try to push out a quick fix here soon for 78. Don't expect too many new features unfortunately, as most of them aren't done.

     

    Some things with the new update I'll have to take a look at, maybe even add later. For food spoilage, people used to put their perishables in a container and rope them to a bank on a cold flowing river. I might do some things with all that. I can definitely use the Jute for my ropes now, though.

    2

  4. Oh my has it been a minute since I've read this thread. Sorry folks. Real life got in the way, I'm getting prepared to move, waning interest, and a few other things. Development has slowed dramatically, but here are some things I can input:

     

    • I'll make it a point to update as fast as possible when TFC updates for 1.7 or 1.8. As far as I can tell, it works with the latest version.

    • Alchemy may or may not be in the version update, time will tell. It IS shaping up to be quite interesting if I might say. Experimentation will play a role in it, just as meals do in stock TFC. A nifty Alchemist's Log will be available for you (a fancy book, similar to the Thaumonomicon from Thaumcraft) that will record your creations.

     

    ~~~~~~~

     

    I've recently found time and renewed interest in MC modding, and I've begun working on my older projects..

    I've learned a lot through Extrafirma, and I'm applying that knowledge in a breath of new life for my old mods. Currently working on realistic and futuristic nuclear energy for TE3, and will return to Extrafirma afterwards. Don't fear, this mod isn't dead.

    1

  5. Drop the extrafirma.jar from the newest download into your mods folder, located in your .minecraft folder. It should be in the same folder as Terrafirmacraft's zip. If you don't know where those are, there are thousands of videos online about installing mods. This one is no different.

    0

  6. I wish there was a Glazed Ceramic Pot that we could place place on the ground to store grain or flower. It could also be place over a campfire, filled with a bucket of water, filled with a amount of food items, heated to a boil and serve multiple portions of meals. Kinda like then Crucible, except with food.

    ---------------------------

    My other mod (that I've never released) has a block that does the food part. You throw in foodstuff, raw or not, and leave it for a while over a netherrack fire (vanilla). You can come back later with an empty bowl to get a bowl of stew.

     

    Implementing it would be trivial as I have the code already, but I'm reluctant to add for some reason.

    1

  7. Posted Image

     

    Lets just say I'm not against a glass blowing/molding system. 1.7 has stained glass that I want to do stuff with.. and it won't be surrounding glass blocks with a dye.

     

    Moddings been slow going but steady. I'll surely have a release out soon after the devs put one out for 1.7, barring any crazy complicated things I have to redo since they've fixed transparency rendering.

    1

  8. About the like spam? Hey, I'm just having fun modding and if people like it, +1.

     

    Messing with the rendering since I don't like the hard glass outline. One option was to double the texture size on the glass only and have a half as thin border.

     

    The option I went with was alpha transparent glassware, like Thaumcraft's jars. Still learning the tesselator.

    --------------------------------

    Making the glassware won't be some glass in a crafting grid by the way. That's all I'll say right now...

    2

  9. I could, but it was mainly for balance. 2 maximum if I do change it.. brass isn't exactly the hardest metal to get.

     

    I do understand the thought though, as I'm trying to balance.. balance and non-tedium. Technically, I think of them as the size of brass dog tags, and would would end up getting over a stack from that recipe.

     

    Welding a nametag with a tool on an anvil sounds awesome, really. I'll look into that.

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    CURRENT WORK:

    It's slow going, but I'm working deeper on the medicine (and poison!) system. I want a rudimentary alchemy system with alembics and calcinators.

     

    Retort: A tool to moderately increase the strength of all positive effects of the liquid

      -Use this one to strengthen the concoction's positive effects at the cost of burner fuel (whatever I decide, most likely an alcohol flame) and amount of liquid. Think of having two potions of speed I, and using this tool. You've now got one potion of speed II that lasts just as long.

    My reason:

    A flask with an open top suspended over a low flame, the Retort is used to heat the liquid to be intensified. Since most beneficial effects are derived from the plantlife of Minecraftia (not all), one heats the apparatus until just before boiling of the plant phase. The undesired effects, usually of animal origin, are fortunately left untouched and unenriched as their optimal heat point for releasing their essences is usually higher. This has the effect of reducing water content to a degree as well, so you eventually end up with less liquid that you put in.

     

    Alembic: A tool to greatly reduce the negative effects of the liquid and slightly reduce the beneficial effects

      -Use this one when making potions that you want to drink to dampen the negative effect (there will be negative effects on almost all potions, ranging from a quick slowness to a deadly poison (if a poison is what you desire, although you won't want to use this tool for that. You'll almost never make a deadly poison by accident.. possibly.))

    My reasoning:

    A two part glassware apparatus consisting of two 'spherical' flasks connected via narrow tube allows most of the beneficial and little of the harmful phases to be vaporized and re-condenses in the collection flask along the narrow neck via condensation. The beneficial phase boils and evaporates at a lower temperature, allowing it to be condensed and separated from the harmful phase. All of the water makes it to the end, nearly all of the beneficial, and little of the harmful.

     

    Calcinator: A tool that greatly increases both the negative and the positive effects of the liquid

      -This one doesn't discriminate; it enriches everything it gets into a more concentrated form by removing water content. The cost will be simply an alcohol flame, but again, like the first tool, it will reduce the drinkable/dippable content in the bottle.

    My reasoning:

    A very simple metal stand with a bowl with a high flame placed underneath. The liquid to be calcinated is placed in the hot bowl and allowed to heat; this has the sole purpose here of reducing water content and activating some of the essences contained within. The only loss is the evaporated water. This method is most used when one wants to distill a powerful poison, or ramp up an insanely powerful elixir to then be used in the alembic to remove the deadly toxins contained after this process. Using this over the retort for only beneficial potions has the effect of saving fuel only, as this process is more than three times as effective, but a longer time overall will be spent trying to reduce the harmful levels via alembic, and less overall is gained: 3 potions calcinated might only make 1 strong version.

     

    I want a powerful healing potion with weak bad effects, and I've got many resources to burn: pure alcohol for the burner, many reagents for distillation, and a couple of minecraft hours to kill.

     

    I begin by grinding the raw ingredients into pastes, extracts, and juices with the Mortar and Pestle.

     

    Since I want a healing potion and some of the reagents I've chosen have some...undesirable effects, I'll start out by using the Alembic. I place three bottles worth of the mixture in the alembic and apply a flame for a set amount of time. The liquid condenses through the apparatus, and I'm left with 90% of the liquid I put in, the 10% being some bad gunk I didn't want to imbibe. I now have a little under three bottles of liquid. Two and half, maybe. I repeat the process once more to even further make it safe to drink, and I'm now left with say.. exactly 2.

     

    I'll bring that liquid to the retort, and apply a low flame for a long while. This removes some water but activates some of the herb's inner extracts, increasing healing potency for as long as I leave the liquid in the retort. If I leave it in too long, I'll begin to lose too much water, and there won't be much there for me to drink. After leaving it in for a rather long time for the retort, I'm left with only a single bottle of liquid.

     

    The combinations will be quite endless, with a little bit of randomization thrown in. After the above process, you're left with a very powerful healing potion with mild effects. Maybe 5 seconds of nausea.

     

    This won't be a vanilla minecraft brewing stand, set and forget. You'll have to carefully watch the processes at every step of the way. One elixier left too long in a retort and there's nothing left to drink, just a nasty paste in the bottom of the flask. One poison left too long on the calcinator and you're breathing in toxic fumes from the burning material, gasping for air as you roll along the ground and die. The more powerful the concoction that you're burning, the more deadly the effects, ranging from a puff of noxious smoke, to a rather nasty poison gas explosion that burns and blows your alchemy room right out of your basement leaving a lingering deadly gas cloud.

    6

  10. I hope so, I pointed out to him that there was a problem, I fixed it for the short term by using ASM editing to point a few of his functions at my code.its actually a very simple change, but I don't have access to his version control to put in pull requests.

     

    That's awesome, thanks for the inadvertent help. Many people have been asking me why my ropes don't work with smart movement, and I can only tell them it's not in my power to fix.

    0

  11. Progress has been done, just not updating. There are a few bugs for me to hammer out (I test against a multiplayer server as well) that are causing some issues but I know how to fix them. Studying for my engineering has made me slow down a few things, this being one of them.

     

    Don't worry, things are coming. Weapons, mainly.

     

    @gilgamorgh: That's a highly HIGHLY experimental test block that currently does nothing and can't be crafted. That's why it has no name even.

    My plans for that one was to be able to be placed near farmland on the same level, and could be filled with fertilizing agents (gypsum, bonemeal, charcoal/ashes, straw etc) to refill the farmland's nutrient levels faster than normal.

     

    @kotoroshinoto: Those recipes should already be removed, per TFC's modifications. The only way of getting yellow, red, and green dye without my mod is by grinding malachite, limonite, and hematite ores. (which I find is a littttttle overkill. Lapis is okay since it's a 'specialty' dye in my opinion, a royal blue)

     

    Also yes. I forgot to add in the respective grid recipe for kingsblood, but that one can also be cloned by right clicking on a fully grown kingsblood with a knife. It places a clone in your inventory and turns the big one into a small one.

    1

  12. Alright I've got this all sorted out, but I'm at a dillema here:

     

    A) Remove blocking from the halberd in favor of a powerful right click charge swing, having the punchy stabby part have a 'knockback' enchant effect

     

    B) Keep blocking on the halberd and have the normal swings with the left click. They're still slower than usual, (twice as slow in fact), but they do about 80% more damage than a sword each hit. Overall, less damage than a sword or mace over time, but at a higher range.

    ---------------

    In my thoughts, I think B would be preferable, even though A sounds extremely cool and interesting.. I don't know why, but it feels like A is too radical of a change, overpowering the simply hack and slash style. Plus, I've already got B all coded, lol.

     

    I can add more weapons now that have even higher swing speeds and lower than average range, or even directional hit detection. (Backstabbing short range daggers that do massive damage in assassination attempts)

    ---------------

    I might be splitting the mod up into mini-mods ExtraFirma: Weaponry, ExtraFirma: Decorative..

    2

  13. Halberd, you are correct. The reach is sword length + 2 blocks, but the damage is only 85% of a sword's. Crafted either by mold pouring, or on the anvil using a double ingot + the plan.

     

    Instead of 1 stick, you need 2 sticks, so it can't be finished in your inventory. You need a crafting bench.

    1

  14. I've always loved Thaumcraft for its depth and style, having some of the best aesthetic and function of any mod since 1.2.5. Depending on how Thaumcraft 4 feels, I may end up making a straight compatibility addon for TFC with it.

     

    A few ideas would be making the Greatwood trees not their own tree, but a variant of existing trees. You might find a Greatwood Hickory, or a Silverwood Chestnut. A tree would randomly spawn these properties as often as Thaumcraft would make the normal ones.

     

    Vis ore is debatable. (Anyone care to chime in?)

    Maybe spawns in clusters like ores, or in caves similar to stalagmites, not actually in ore form.

     

    There's a lot to it, but it would be a neat project for those that enjoy both mods, like myself.

    2

  15. Can you make the dye recipes using the quern? Or would that be hard coded into TFC?

    ---------

    All of the quern recipes are hardcoded unfortunately. (barrels too).

    I might get some code together and see if I can talk to dunk or bioxx about changing the quern's recipes into a Furnace-style recipe map via pull request. Additions to the quern from then on would be 1 line of code.

    0

  16. Very busy with some of my college work and engrossed with FFXIV, so development has slowed down quite a bit (not stopped!). The good thing about the way I wrote and compiled this mod is that it should already be compatible with any version of TFC for 1.6.X past b77.09, not counting any minor bugs that are introduced from a changed TFC method.

     

    Just checked, and v1.0.2 works fine with 77.13. 

     

    Remember to post any bugs you find here, and I'll get them sorted out as a top priority.

    0