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vidaj

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Posts posted by vidaj


  1. Are you still working on this mod? The Fresh Water Bucket no longer seems to work with Flaxbeard's boiler anymore :(

    I have tested the mods by themselves so its not a conflict issue as far as I can tell.

     

    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.

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  2. Hi. I keep getting this error when trying to startup. Using TFC 0.79.28.908, TFCRailcraft0.1.1, and Railcraft 1.7.10-9.8.0.0. Any help would be appreciated.

     

     

    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.

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  3.  

    so i got this issue when i loaded up mc, from the log it looks like there is an issue with the wooden booster not being properly registered in PreInit or Init. could be wrong though. im not that good at reading logs yet. not sure if it's a bug on my end or from the addon, but it didnt do this when i loaded it up 20 min ago, with the same mod load out.

     

     

     

    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.

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  4.  

     
    Right now due to a load order issue you can't select both TFCRailcraft and TFC-Tweaks. Careful when swapping between them, due to a bug in ATLauncher Railcraft may still be downloaded if you select then deselect TFCRailcraft.

     

     

    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.

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  5. 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 :)

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  6. 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.

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  7. Current version is crashing with TFC 0.79.26.881 and Railcraft 9.8.0.0 in a Forge 1541, 1558 and 1566 environment.

     

    http://pastebin.com/ym2eqm0A

     

    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.

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  8. 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

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  9. Ah, that's right, I totally forgot about that :P

     

    Subclass the Thaumcraft entities and do your magic with them, and then apply this trick to replace the thaumcraft ones with your when they spawn (totally untested by me) http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/modification-development/2370005-replacing-vanilla-mobs-when-spawned-with-my-own (he makes some mistakes, so the last posts contain working code)

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  10. Its not that they're incompatible, per se, there are just hurdles you have to cross to get them to work properly.

     

    The nether may be a lost cause, it has monumental levels of lag that seems to be caused by the heat updates from the lava. I'd have to make some fairly significant changes to TFC to fix that, and that's not really in my jurisdiction. 

     

    However, the Eldritch doesn't have any lava, and is in fact largely empty except for the generated dungeons, so it shouldn't have the same lag issues. There are a few things I have to fix, and I think it will be good to go

     

    1. fix the NPE caused by the morning fog. Kitty missed it when she was adding dimension checks. I already have a base edit that fixes it, but I'll likely do a pull request if Kitty doesn't catch it first
    2. The dungeon generation is tied to the obelisk generation. Another modder showed me a great way to get that working, I just have to adjust the approach to allow for TFC balanced cultists
    3. obviously I need to balance the mobs and bosses in the eldritch dimension as well

    Not a lot of work, but I'll likely have to do it with ASM code injection, which is finicky and unpleasant to work with IMHO.

     

    If I remember correctly, if the nether uses vanilla lava, it's not that bad. TFC lava however, isn't working at all due to the updating of sulphur.

     

    For #2 and #3, use http://www.minecraftforge.net/wiki/Event_Reference#LivingSpawnEvent and adjust the health with EntityLiving.setMaxHealth() and update the current health to match the max health. You can check the entity spawning to see if it's a thaumcraft entity, and then modify it as needed. Throw in some randomness to the max health to make it a bit more interesting :)

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  11. i hope this doesnt become abandoned, i use this tweak a lot. :/

     

     

    Edit: looks like there was a PR to update it to 79.24, i hope it works for me.

     

    Nope, it's not abandoned, it's just been "on hold" for a bit. I'll update it to the latest TFC within a couple of days. I tried booting up the newest TFC and railcraft yesterday, and it didn't work so I have to figure that out as well.

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  12. My thing does replace the vanilla Blocks.water/lava with the TFC equivalent, so in theory it should work.

    But I think you did the same thing and it didn't work?

    Other way around. Botania checks for Blocks.Water to see if there's any water source blocks around. Therefore it won't generate any mana when there's TFC water source blocks around it.

    Edit: My bad. I just realized what you wrote. I'll check it out :)

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  13. Since I couldn't get kev12east's fork running, I morphed the original code into my tweaks mod. Its also capable of handling lava.

     

    http://terrafirmacraft.com/f/topic/8578-

     

    Excellent! Then I won't continue this mod anymore. If you find a way to make water block checking work for other mods, that would be amazing. As in Botania Hydroangeas and such. I've considered forking the entire TFC codebase just to fix fresh water -> vanilla water to avoid this hack, and make it usable with other mods.

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  14. Not the way that the TFC code is now. It's pretty much hard coded to use TFC charcoal/coal. The whole thing has to be rewritten to accept more generic fuels, and I would think that is quite unlikely given that they are currently focusing on TFC2, especially that this only benefits other mods and not TFC itself.

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  15. 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 can realistically 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 :P (Or I might have to tweak that recipe a bit)

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