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OneWolfe

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Everything posted by OneWolfe

  1. [WIP] Leiti´s Terrafirmacraft Addition

    This one looks like it could be very interesting Are we going to be able to add custom recipes to that sweet looking work bench?
  2. Hey Bletch, Is it at all possible to allow the Acids in this mod to be placable? Pakratt was looking for a viable means to damage mobs with liquids other than lava, so we were testing out your acids. But we found that the liquids cant be placed. It might also be an idea to have the bottles work like splash damage potions? I also understand that having the liquids placable from a wooden bucket or glass bottle would be OP. But we do have a Red Steel bucket so we could fill a barrel with Acid and then place an Acid source block that way. I would love to hear what you think of this idea
  3. WIP TFCTech Addon

    I do have another concern. Its not a serious bug but possibly a bit OP. It just seems like the drop rates for Quartz are extremely high compared to other gems. I have been dropping the rates in halffrom the config file but the live stream crew is still collecting dozens of stacks everytime they go mining. I have halved the rates three times now and it still seems to be way too high. There may be a possibility that the quartz is dropping at a higher rate because we are mining with non-TFC tools such as the Thumper from Flaxbeard's Steam Power and the Giant Pickaxes from Twilight Forest.
  4. Archimedes' Ships Plus problem

    I also thought Spud was using the original Arhimedes Ships instead of the Plus version.
  5. WIP TFCTech Addon

    Here is the link to Paks Twitch pagehttps://www.twitch.tv/pakratt0013 We did find one more serious issue in the stream today. Alot of the recipes are not working on a server. Specifically none of the pipe frames, any of the gears, the bowl mount or the rubber tree tap. All of the recipes work just fine but on the server they dont work at all.
  6. WIP TFCTech Addon

    Its too late to get it updated for today's live stream but I will be sure to get it tested in the next week
  7. WIP TFCTech Addon

    Is this the Time going Backwards issue? If it is fixed now I need to give it a good test run as soon as possible
  8. Yes it is REAL! And works very well in my opinion!
  9. WIP TFCTech Addon

    Thanks for the update! Very tasty! Nom Nom Noms!
  10. It is called Just Another Spawner (JAS) there are a few details in a previous post just a few pages back.
  11. WIP TFCTech Addon

    Barrel lids would be very interesting! Alot of other liquid containers require you to pump liquids from the bottom so having sealed lids on top would be very interesting indeed
  12. Seeds are nice too, or any kind of food stuff is always sought after.
  13. Be careful! There is a huge difference between this version and 1.0.0 }:-D
  14. LOL Of course that wont work, the recipe has to be EXPLICITLY added into the scripts using MineTweaker or comment out the line that removes ALL piston recipes. Its probably in main-TFC.zs or main.zs. Commenting out the removal line will also get the vanilla recipe back.
  15. I am currently looking the issue. It is my guess that TFCTech has changed a lot more than just the Buildcraft recipes since I know they were working before I added that mod. I might have to explicitly add the TerraMisc recipes back in.
  16. WIP TFCTech Addon

    Quick note: The Fluid Pipes do not connect to barrels, even if there areliquids in the barrels. Is this their intended behavior?
  17. There is always some way to make them useful
  18. WIP TFCTech Addon

    I apologize for not being very clear I was just curious to know if there was any other way to calculate where the trees were clumped together. I will have to do some testing and take notes on those climate variables. And then see howthe config options make a difference. I expect it to take some time so I am just going to leave everything in default for now. Thank you for you work, and getting the update out so quickly. And thank you very much for the config options too
  19. WIP TFCTech Addon

    There are deserts. They are just very hard to find. This one can be found in seed: 74120242
  20. WIP TFCTech Addon

    That was all I was trying to ask. So the climate variables are the only way to determine what might be growing in the area? With nothing that says "Hey there IS a forest growing here," it makes the calculations difficult I suppose?
  21. WIP TFCTech Addon

    But that is definitly not correct at all! Why are there tress growing in the plains? Trees belong in the forest, not the plains Deserts also say Plains. The F3 screen is wrong and does not display TFC biomes accurately!
  22. WIP TFCTech Addon

    Is there any way to check the biomes in TFC? I do not know how they are actually defined, I just know they are not shown under the biomes inthe F3 screen. Or are the TFC biomes only defined through the climate variables?
  23. WIP TFCTech Addon

    Ok, so climate and rainfall do take a part in the calculations. That is good to know I do not know how TFC generates forests since they dont use biomes the same way as vanilla, which make all the biome related features of my pack messy at best. But it would be great if you could tie into them somehow and have Havea trees that tended to congregate near other groups of trees. Maybe something like a social algorithm? LOL Good luck with the revision. I cant wait to see what your able to come up with
  24. WIP TFCTech Addon

    Thank you so much for getting this turned around so quickly I will let everyone know where to get the fix until I am able to release my own updates Also thank you for adding theHevea treespawn chance to your configs, but what I was refering to might be a bit more complicated so let me try to explain what I am seeing. I am not 100% certain that this is actually what is happening but I am just guessing from the few worlds I generated while looking for Hevea trees. My current test world for machines and other tech is a seed I found that generates a fairly large flat region of grasslands on the coast with absolutely no trees for miles in any direction. This makes a perfect test world since it is so similar to a flat world that I dont have to do any terraforming when I need large flat spaces to work in. However after installing TFCTech I thought I would load up a copy of my test world seed and fly off to the distant forest to the west to see if I could find any of the new trees there. But I didnt have to go very far at all, in fact I didnt even have to take one step to see trees generating all over my nice flat plains albeit they are 50 ore more blocks apart, but itseems that if I travel about 100 blocks in any direction I can find another tree. Based on how rare most things are in TFC I would have expected to fly around for maybe an hour before finding any Hevea at all. They seem to use a fairly standard scatter pattern, which isnt bad in and of itself, but I would have expected them to clump together more or be confined strictly to forests or found only in southern climes or even warm and wet regions. Something closely related to their natural habitats. Of course Icould be completely wrong since I only tested a few world, but I always found severalHevea trees with in site of spawn. So if I am mistaken please let me know. My own pack is ment to be very brutal so I have deliberately made the rubber a necessary but difficult item to acquireand having it as easy to find as the next tree is kind of overkill I am going to work with the rarity settings for now to see if I can find a balance I am happy with Please dont take this wrong, I am definitely not complaining just trying to make a suggestion and paint a picture of my observations. And if my expectations are a bit premature definitely dont hesitate to say so... And thanks again for all the awesome work! This mod is really coming together very well and I am very glad for all if it! Your work on TFCTech has managed to help me solve the last of my major issues with the endgame tech and I am very grateful for that Thank you so much, OneWolfe-
  25. WIP TFCTech Addon

    I have been running TFCTech in my pack for about a week now with out any major issues or crasheson my side. The new trees are spawning fine, maybe a bit to often from what I have seen so far. The ores seem ok, but I havnt done any serious searches for bauxite yet so im not entirely sure what the density is like yet. I also have not spent any time testing out the pipes yet, but I will get to them in time. Everything seemed fine with the mod so I went ahead and included it with my recent update on the public launcher over the weekend. When I got up to check my email Monday morning I was shocked by the number of complaints about the recent update The biggest issue that cam up was that none of the loose rocks were generating when a new world was created. My first thought was that maybe it was a bad texture and that the rocks were just invisible, which has happend in the past before, but this was not the case, the rocks are just gone. The weird part is that I am not having any problems and only 1 out of 5 of my beta testers actually experienced any problems at all. Other people were reporting that occasionally if they did a clean reinstall the rocks would occasionally come back. This seems like a really weird issue and its one I cannot recreate on my own so I am not much help on finding the source of the issue. However based on several further tests with everyone who is experiencing the problem we have narrowed the cause down to TFCTech. I posting this in hopes that you may know what is causing this. It may also be that TFCTech is conflicting with one or more of the other mods in the pack, but with out more extensive testing I cant say for sure where the conflicts lay. If you would like to take a look for yourself you can find my mob pack on the FTB Launcher under the Third Party Packs section. The pack is named TerraFirmaPunk and should be on the top of the list. Thanks for all the hard work and help, and please feel free to contact me directly if you need more details regarding this issue.