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vidaj

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Everything posted by vidaj

  1. [TFC 0.79.25+] TFCRailcraft

    Well, the thing about this is that we can't actually use realism while trying to incorporate Railcraft: - The coke oven is, from what I can gather, actually a beehive oven. This oven can create coke from coal, but you can't actually get any byproducts (coal-tar creosote) because they burn up in the process. - Wood-tar cresosote is made from dry-destilling wood. I haven't found enough information on how this was done, but I'm almost certain that it wasn't done in beehive ovens. So the problem is this: We canrealistically create coal coke with the beehive oven. The beehive oven is made from firebricks. All is groovy. But you can't get creosote. Dang. Also, you can't use coal coke in TFC forges or blast furnices. Since Railcraft is set in a more modern period than TFC, we have go give it a bit of slack, and sacrifice some realism to get some gameplay. So what I ended up with is cooking wood in a beehive oven to get charcoal and creosote. Realistic? No, but I do think it's believable. To not make the oven super OP in TFC terms, it would be good to get at most 1 charcoal per 2 logs, but the coke oven doesn't support that yet. Maybe I'll just go with Bunsan's suggestion and make it output charcoal bits/fragments. But then again, after spending 104 fire bricks on the oven, maybe you deserve some OP-ness (Or I might have to tweak that recipe a bit)
  2. IGN: vidaj Age: 31 What are you good at in TFC, or what skill do you wish to focus in? Mining, smithing and want to be better at building. Do you wish to join the main town or be on your own? Probably stay on my own and trade with others. Skype(optional): N/A
  3. [TFC 0.79.25+] TFCRailcraft

    Yeah, I'm Norwegian The Nether is not working with TFC at all, and some of the railcraft recipes requires stuff from the Nether. I do have a patch working on my computer that fixes all the Nether crashing and it seems quite stable. Maybe I'll release it as a separate mod, with severe warnings that this is extremely experimental and might corrupt your world.
  4. [Solved] Native Ore spawning

    Yep, that's the correct rocks for native copper. Note that Tetrahedrite is also copper. Again, not exactly sure here, but I believe that rock layers are not dependent on biome. The rock layers also change individually from each other. That is, the top layer can change without the middle layer changing, and so on. Just move around, and you'll find other kinds of stone layers. It's not uncommon to travel over 10 000 blocks to find what you need. Or just get a better seed. There's some good starting basalt seeds in the Seed section on the forum.
  5. [Solved] Native Ore spawning

    If you take a look athttp://wiki.terrafirmacraft.com/Ores_&_Mineralsyou can see which stone layers that copper can spawn in. Metal and mineral spawning are not dependant at biome at all, just which stone layer you have. If I'm not mistaken, the small surface rocks appear when there's a vein within 30 blocks down, so surface rocks can spawn when the vein is in the second stone layer. How it spawns is entirely up to the random number generator, so it seems you are just unlucky. Or that you missed the rocks - that happens to me all the time.
  6. [TFC 0.79.25+] TFCRailcraft

    Whops, that's not good. Version 0.1.1 should fix that. I added the curse link in the OP, so when a moderator approves the curse project, it should be ready for download
  7. [TFC 0.79.25+] TFCRailcraft

    Casting gears in molds is an excellent idea! Will implement that ASAP. Of course you can use it in your modpack I'll update the OP with modpack info.
  8. Railcraft

    If you use my mod for water compatibility, the RC rain tanks will produce fresh water and all the RC machinery can use fresh water instead of vanilla water. Makes things actually usable. http://terrafirmacraft.com/f/topic/8020-tfc-07918-tfc-water-compatibility-with-other-mods/ If I remember correctly, you can't use wooden buckets with the coke ovens to get the creosote.
  9. Updated mod to work with lastest Forge, as they changed the FluidRegistry implementation somewhere around 1350-ish. Should be backward compatible.
  10. I'm having a really, really hard time mining some ores in some rock types. For instance, sphalerite in gneiss:http://imgur.com/90ZEbAl - in this picture the upper stone is sphalerite, and the lower is gneiss. I can't see any difference at all. I'm looking for a resource pack that just make the ores somewhat more visible, but doesn't change any of the other blocks. Any tips?
  11. Praecantatio: Thaumcraft Integration Mod

    Nodes generate normally, but that's it. Dungeons, obelisks and all the rest doesn't generate. I'm trying to get everything to generate how it's supposed to, but it's quite hard work.
  12. Praecantatio: Thaumcraft Integration Mod

    I got basic magic forest biome worldgen working now: It's a proper TFC biome with all TFC stones and oregen, decorated by TFC and treegen, nodegen and flowergen by Thaumcraft. All thaumcraft trees behave correctly with axes (cut whole tree), and the flowers generate near silverwoods. I haven't fixed saplings, so they don't grow as expected yet. What I didn't think of when I started this is that forests in TFC are scary. Really scary. Magic forest? Really really scary. It's soo many monsters in there.7 When I get the code a bit more stable, I can create a pull request so you can check it out and include it in the mod if you want to.
  13. Praecantatio: Thaumcraft Integration Mod

    Sounds awesome! I started looking into TFC-Thaumcraft last week as well. Managed to get some of the worldgen working with a magic forest biome and silverwood. I'm currently trying to figure out how to trick thaumcraft code into believing it can work together with TFC, without me copying their code (which I won't do). I also believe I can get the trees to behave TFC-like with it chopping down all at once, and only with axes. If you like, I can help you out with the mod. Put it on github and I'll collaborate with you Who knows, maybe I can learn you a trick or two with java
  14. Eclipse text ediitor

    For single files, you can also right click and select "Text Editor" in the "Open with" sub-menu. Eclipse should remember the setting for the next time you open it.
  15. Yeah, it's the Flaxbeards mods fault that wooden buckets doesn't work. This little line in the boiler is the culprit: player.getHeldItem() != null && player.getHeldItem().getItem() == Items.water_bucketInstead of detecting what fluid gets added to the boiler, he checks for the water bucket, and then adds water to the tank and gives back an empty bucket.I'll try to put together some info for the flaxbeard team to change this to actually work with fluids, but it's something that has to be changed on their side. I can also see what happens if I make another huuge hack, and replace the vanilla water bucket with TFC wooden bucket. Update: Yeah, Flaxbeards code really doesn't play well with other fluid containers than vanilla buckets. I have created an issue at their GitHub, so hopefully they will implement a more cross-mod friendly fluid handling for the boilers. I ASM-ed in a more generic fluid handling for the steam boiler, and it worked like a charm with TFC wooden buckets and steel buckets.
  16. Indeed, Flaxbeards really doesn't like the TFC buckets. And rotatarycraft likes to consume the buckets. I'll look into what the issue is. Probably there will be a separate compatibility mod for flaxbeards (if I'm gonna fix it), or he has to do something to recognize the TFC buckets.
  17. Hi I'm tinkering with a small compatibility addon to bridge TFC and Railcraft. I just started today, so it's really just a hack at the moment. But, I would love some input on how you would like the crossover to work! Some things I think might make things interesting: - Not using the Rolling Machine. We have an anvil, so let's use it. - Not using the RC Blast Furnace, TFC has it's own. - Not using the rock crusher. Some of the things I already have working: - Making rebar in the anvil. (current recipe is a double ingot -> two rebar) - Making coke oven bricks from TFC sand - Making charcoal from TFC logs, turning 1 log into 500mb of creosote and 1 charcoal. - Using wooden bucket to extract creosote from coke oven (still need to figure out how to texture it) - Making wooden ties from sealing lumber in a barrel with creosote. Some things I have observed that I probably won't be able to do without serious trickery: - Making the forge accept coal coke as fuel. Therefore I'm thinking the coke oven can make charcoal. What I'm planning to do: - Implement TFC recipes for the detectors. I'm really not sure about the animal detector, and how it will work with TFC animals, but I'll give it a try. - Make standard rails with the anvil. RC recipe is 6 ingots -> 8 rails, so maybe 1 double ingot -> 3 rails can be a nice ratio. - Making advanced rails? Could make some interesting welding recipes where you weld gold onto standard rails and maybe hammer some redstone onto in, if it's possible. - See if I can make TFC fresh water compatible with the RC water tank. - Make metal posts in the anvil. Thing's I'm unsure of: - Making RC tanks at all. Iron plates can be substitued for wrought iron plates, but does it fit? Maybe I'll just implement the recipe and make it configurable. Things I have no idea how to implement: - Circuit boards for the switching motor. Erm. Anvil? Seems a bit crude, don't you think? Maybe one could make an acid solution in a barrel and etch the circuit boards in it. Maybe. RC is a big mod, and there's lots of stuff I haven't even touched in it. I would really appreciate any tips on recipes or how some of the RC features might be implemented in TFC. Keep in mind that this is my first mod ever in Minecraft, so things might be a bit rough at the beginning. But I do have over 8 years of experience with Java, so I'm confident I will get things working
  18. why useless ore generation?

    I for one really like that there are "useless" ores in TFC, since that means it's much easier to create addons to take advantage of something that isn't currently used ingame. Creating some recipes and blocks/items is quite a lot easier than integrating with the world generation.
  19. Yeah, it most definitely does. I just added it to see if it worked, which it did. I didn't want to create charcoal at all, but the TFC forge is hard coded to only accept coal and charcoal. If it had a FuelRepository of some kind, I would just have added coal coke to that list and everything would be groovy. One issue that came up rather quickly with Railcraft is the lack of vanilla water. I have a solution for it, by making a tiny mod that loads after TFC and before RC and does some reflection trickery with the FluidRegistry and replaces vanilla water with fresh water. So whenever RC asks for water it gets fresh water, and it works like a charm. Steam engines run off fresh water, water tanks produce fresh water etc. I will do this mod separately from the RC integration mod and maybe toss in some other small water-compatibility mods for things like rotarycraft etc. That should make life easier for modpack creators. Palisight: I like the idea of a gold and redstone alloy, so I think I'm gonna do just that Then maybe weld that to the rails, or weld it to iron and then create powered rails from that. I still have no idea how to do the circuit boards for signals and such in a believable way. I totally agree that one shouldn't make sulfuric acid in a wooden barrel, though. A large ceramic vessel would be more believable, but I don't think I can limit the recipe to just ceramic vessels. Need to look into that. One rather complicated recipie would be to smelt rock salt in a crucible to create hydrochloric acid, and mix that with iron powder to create ferric chloride, which is used for etching circuit boards. Due to the mechanics of TFC, this can be quite strange, since I would most likely have to create an ingot of hydrochloric acid. Maybe I can manage to fill a vessel from the crucible and use that to transport it to the large ceramic vessel. Anyway, thanks for the input, and keep em coming
  20. Mining in b79

    I have to say, I love a lot of the new additions in b79! I've always found that support beams are a nifty thing, but tbh I've never used them that much. It was usually just prospecting on the surface, digging straight down and doing an x with an 1x2 tunnel to find the sweet-spot. I tried the same old, same old in b79 and boy I was crushed by the cave-ins. After my first failed "dig", this is the first mine I dug in b79:http://imgur.com/a/F4UtH It's really scary to dig now, and I love it! I guess this is exactly what the devs had in mind, and they pretty much nailed it What does your mines look like?
  21. Colour blind resource pack b79

    Thanks! Block heads worked like a charm Deleted all the stone textures and it became quite good
  22. In b78 we could make treefarms where the saplings were planted in line, and they grew into a "tree-wall" for easy chopping. I might be wrong/impatient, but this seems to no longer work in b79. I planted a row of douglas firs, and after a while some of the trees grew. But they would only grow such that the leaves are touching, and no "rogue" trees would grow into the leaves of others. I have no idea if this is intended and that the developers frowned upon the tree-wall-farming. (I post this in discussion, since I have no idea if it's intended or not.)
  23. Yeah, I thought as much My guess (without looking at the code) is that the leaves now blocks the sky. I tried planting crops under a tree, and they either wouldn't be planted at all, or they popped after a short while. I don't mind having this "feature" at all, I feel the wall of trees were kind of OP Now maybe willow trees will get some tree-farming love, instead of douglas first being the king of the crops.
  24. Version #: 79.6 SSP/SMP (Single/MultiPlayer): SSP Suggested Name: Irregular safe zone around support beams Suggested Category:Annoying Description: In b78 the protected area around support beams were 4 out in each cardinal direction. This is not the case in b79. One of the directions is 3, one is 5, and the two remaining is 4. The directions change depending on which direction the support beams are placed in. Either the west or south direction is 3. Beams in east-west direction has 3 in the east direction and 5-4-4 going counter-clockwise. Beams in north-south direction has 3 in the south direction and 5-4-4 going clockwise. Have you deleted your config files and are still able to reproduce this bug?: Yes *If you answered no to the above question, delete your config files and try to reproduce the bug. This question is here because many bugs are caused by mistakes in config files. All bug reports should have an answer of "Yes" to this question. Do you have any mods other than Forge and TFC installed?: Yes If yes, which mods? - NEI - NEI TFC Plugin - Fastcraft 1.9 - JourneyMap 4.0.5 If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them? *Both Optifine and Cauldron edit the base classes of forge that TFC uses. Because of this, we cannot officially support any issues that happen only when these mods are installed. Pastebin.com link of the Crash Report: N/A
  25. Support beams

    I might be wrong about this, but to me it seems that now you should avoid cave-ins like the plague. Support beams stop cave-ins from happening while digging in the protected area. But it seems that digging anywhere outside the protected area can trigger a cave-in anywhere. In my mine I had all of my horizontal support beams destroyed by a cave in. Now I dig four blocks out from the support beam, place a temporary support beam, dig four more, place a permanent support beam and then I collect the temporary. This seems to eliminate the cave-ins. I have yet to design a good mining strategy for digging out the heart of the veins. Start at the bottom of the vein, working your way up? Or start at the top, working your way down? Also, how do you safely dig down? Just a hole in the ground with a ladder, or a staircase with a ton of beams? --- After playing around in creative with the support beams, I found something really really odd. The "safe zone" around the support beams seems to be skewed. The safe zone around the support beams is NOT 4 in each direction, as I thought. It's an unpredictable 4 in two directions, 3 in one direction and 5 in one direction. That surely must be a bug. I'll submit a post in the support section, if one isn't filed already.