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      ATTENTION Forum Database Breach   03/04/2019

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vidaj

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About vidaj

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  1. No, unfortunately Forge changed the way fluids work, so my previous hack stopped working. Then it became a game of whack-a-mole to try to keep up with the changes, so in the end I discared it after Dries007 incorporated water unification into TfcTweaks. IIRC, Flaxbeards boilers never worked with anything other than a vanilla water bucket? I have subitted a pull request to Flaxbeards making it possible to fill the boilers with any type of fluid container (even barrels). That pull request is merged into master, but there haven't been any release after that yet.
  2. [TFC 0.79.25+] TFCRailcraft

    Then you need to take that up with the TFC Tweaks author.
  3. [TFC 0.79.25+] TFCRailcraft

    Try with TFCRailcraft 0.2 instead. I made a mistake when I uploaded the file, so it's not "latest" on curse. But it's there.
  4. [TFC 0.79.25+] TFCRailcraft

    Maybe you accidentally disabled wooden ties in the Railcraft config, but who knows.Glad it worked out
  5. [TFC 0.79.25+] TFCRailcraft

    Hmm. That's really weird. Which version of Railcraft are you using? Did you update Railcraft before it stopped working? My mod should always initialize after Railcraft (forge dependency), and I register recipes in Init, so everything should be groovy. The only reason I can see for the crash is that Railcraft didn't initialize the wooden ties, and then the game crashes. Weird.
  6. Since you miss winter, I thought I might give you a picture of how it's outside my house today:http://imgur.com/a/0AZPU
  7. [TFC 0.79.29.922] TerrafirmaPack

    Not sure how ATLauncher does things, but it might help if you rename TFC-Tweaks to something like aaTFC-Tweaks to make TFC-Tweaks load first. Load order is decided alphabetically, so that _might_ help. When I maintained my own water tweak mod, I added dependencies like "before:Railcraft", which TFC-Tweaks doesn't. That makes lexical load order your only hope.
  8. Advice from the more experienced.

    I would think it's quite difficult to understand how things work in the code without having a basic understanding of how code works. Understanding what a class is, what an object is, the relationship between classes and objects, what a method is, the difference between a member method and a static method etc. You really need to be able to _understand_ the code, cut'n'paste will only take you so far. I would really recommend that you grab a copy of Head First Java (http://www.amazon.com/Head-First-Java-Kathy-Sierra/dp/0596009208/) and read that before venturing into Minecraft code. Yes, you won't be able to write your mod tomorrow, but you will learn a valuable skill and your minecraft modding ventures will be much more enjoyable
  9. Advice from the more experienced.

    What I've done is reading. Reading a lot of code. When you have your IDE up and running for minecraft modding, looking at minecraft classes teaches you a lot. I also read other modders code. TFC code is on github, and is a must read for figuring out how to get your mod to work with TFC. Another good source of info is Botania, which is also on github. You should also read up on forge events. These are very powerful, and can enable a lot of things. TFC have disabled some of the events, as in does not fire them where you would expect them, so vanilla things won't generate. An example: there's a decorating event that vanilla fires during worldgen that triggers flowers to generate. TFC generates its own flowers, so this event isn't fired. But Botania expects this event to fire to generate their flowers, so that's why no Botania flowers generate at worldgen. Full list of Forge Events:http://www.minecraftforge.net/wiki/Event_Reference For recipes with ore dictionary, check out the code for TFCRailcraft on github. It has some basic recipes with ore dictionary support. Learning java while learning modding can be a challenge, I would suspect. Try to get some basic java/programming understanding before you start reading mod code. When you can code a basic command line calculator, it would be easier to read code. If there's anything you don't understand, you can contact me with a PM and I'll try to help you out. I have a masters degree in programming.
  10. [Request] Set of TFC minecarts

    I'll probably include minecarts with barrels and TFC chests in my TFCRailcraft mod. Flatcars, however, would be a challenge since I don't know how models work yet.
  11. [TFC 0.79.25+] TFCBotania

    I will work on this when I have free time. As of now, there is a working downloadable version that you can check out. Any changes or improvements that you would think of, just report them here and I'll consider them
  12. [TFC 0.79.25+] TFCRailcraft

    Somehow, I messed something up when I uploaded to curse, so that the 0.2 version didn't count as "latest". If you download 0.2 version manually, everything will work. Will try to resolve this over the weekend. Just checked, and the 0.2 version works with 0.79.26.
  13. This is a mod intended to bridge TFC with Botania. There's still lots to do, but this is a start. Download:http://www.curse.com/mc-mods/minecraft/238090-tfcbotania Version 0.1: (Botania 235 and TFC 0.79.25) - Tweaked lots of recipies to use non-nether materials and TFC materials - Flowers won't generate in the world, but can be created with floral fertilizer which uses TFC dyes - Petal apothecary can be created with stone and cobblestone - All the runes should be creatable - Lots of decorative blocks can be made Next up: Make tools TFC-style, and boost the weapons. Suggestions for changes/tweaks are more than welcome. Sources:https://github.com/vidaj/TFCBotania Modpack permission: granted
  14. [TFC 0.79.25+] TFCRailcraft

    Rejoice, the mod has finally been updated Added in a new wooden minecart with chest (9 slots) to be a bit more early game friendly.