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OneWolfe

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Everything posted by OneWolfe

  1. Thanks Kitty, Its really is no big deal, I thought it was a .jar file instead. FTB really dosnt check for those kinds of files.
  2. Nevermind I thought I saw something that wasnt really there ... Thank you very much Kitty OneWolfe-
  3. I had considered using the give command to set up a few weapons and offer then as quest rewards, but I did not realize you could set the item stats in MineTweaker. How would the crafting recipes effect mob drops tho? Do it only change the stats of crafted items or is everything changed? I am guessing that only a newly crafted sword would have the new stats, while one spawned in creative would still have the normal stats. That is not a problem, I just have to remember if I want to have one as a reward or found in a chest I have to use the crafted version and not just pull it from NEI. I will certainly give this a try Thank you, OneWolfe-
  4. I am looking for someone who can develop a tool that will allow pack creators and other developers to change the stats of vanilla and modded weapons. TFC mobs have significantly higher health and damage stats than their vanilla counterparts and the weapons and armor also have damage values to compensate. In a mod pack that includes additional gear even the most over powered enchanted sword will be useless against a simple zombie, a stone knife would be a far better weapon. I have an adventure style mod pack that includes some pretty cool dungeons and monsters to fight from various other mods like the Twilight Forest, but I do not know how to alter their weapon statsto be useful in A a TFC world. Ideally I would like a mod similar to MineTweaker, that has a separate script file where developers can set item stats one at a time. If this kind of mod already exists please let me know, and if anyone else has any suggestions or comments I would love to hear them. Thank you, OneWolfe-
  5. Even if you can cook vanilla food, you still cant eat it
  6. [TFC 0.79.23+] Decorations Addon for TFC

    I turned off the gems in the configs and now the quest book is working great. The only step was saving the quest book and reloading the client. After opening the quest book every single quest was locked and invisible even in edit mode. Looks like disabling the place-able gems works Thanks guys!
  7. TFC++ Modpack

    Some of these mods look pretty cool
  8. So last night I was testing some of the final boss fights and found that when I summon an Ender Dragon in the overworld and kill it. The game goes through the usual animation effects for the end. Then once the animation stops the game crashes and I am unable to get back into that world. My guess is that an End Portal is generated and somehow corrupts the world. I would really like to have a dragon fight as the finalpiece to my quest book so I would love to hear any ideas or suggestions.
  9. Cheers!UpdateVersion 0.0.17is here with some cool new features!It looks like version 0.0.17 was pushed out sooner than expected, so here is a quick change log:MultiMine added.Dragon API, RotaryCraft, ElectriCraft ect. updated, and the annoying out of date message suppressed, for now ...NEI updated.Water Compatibility Mod added. It still does not work with Flaxbeards so a vanilla bucket is still required.Steam Zombies nerfed. They no longer regen or have sun blocking hats! (I really hated spending half the day clearing up the left over steam zombies)Spawn rates altered, there should now be a higher rate of special (Twilight Forest) mobs.Normal Zombies and Steam Zombies may appear with unique names.Various Recipes Fix/Added. Vanilla Sticks are craftable, TFC sticks can be crafted from lumber using a hammer, Slimeballs are craftable by smashing rotten flesh with a hammer, Rock Salt is once again craftable with a hammer.Enchanting Table recipe changed.Gems are upgrade-able, similar to Diablo II.Railcraft Lanterns are craftable.Enchanted items added as quest rewards.Various quests added, updated or moved. Chapter 12 should begin to open up around the middle of chapter 2 (150 rep required). Chapter 11 boss mob quests are flushed out and require 1000 rep to unlock the first quests.Over 100 loot back categories have been added. Rewards include everything from rotten flesh, full life hearts, and basic mechanics tool kit all the way up to specialized rotarycraft items and even unique and powerful named weapons.Several ruins have been added as shown in the picture above. The foreground ruin was my blocky rendition of the liberty head, burried in the dirt, from the old Planet of the Apes, and in the background is a light house that may contain a special boss.In other news I recently started a play through series of this pack with my buddy Spud_Gunn. The series should cover some of the tricks and secrets I have built into the pack so its definitely worth checking out.
  10. so that's how you add tool damage to MineTweaker scripts! .... I have been looking all over for that! thank you for showing the scripts for these!
  11. And Flaxbeard's was one of my favorite mods to add with TFC. Everything about it fit together almost seamlessly with very little if any recipe tweaking required at all. The vanilla buckets were the only issue. By the way, how is your RailCraft integration mod coming along?
  12. This idea looks really very cool
  13. Thanks! It is working great with RailCraft but Flaxbeard's dosnt seem to recognize the wooden buckets. Which steamcraft mod are using? There is another 1.7.10 mod called SteamCraft.
  14. Brass

    I for one would hate to see Brass removed from TFC entirely because I have recently put together a pack with a mod called Professor Flaxbeard's Wondrous Steam Power which consists entirely of Brass pipes, boilers ect. Because TFC has the means to craft the brass ingots and sheets this mod actually fits almost seamlessly with TFC. I don't have to tweak a single recipe for it to work and I want to thank Bioxx and the rest of the TFC team for making this possible
  15. Industrial age.

    OH that looks very cool I will definitely give it a try, thanks for the suggestion. EDIT: Unfortunately the mechanical and archaic version do not seem to be available for 1.7.10
  16. How are you guys dealing with caves?

    Deliberate cavins can be a fun and exciting way to mine
  17. Industrial age.

    A few mod packs are starting to appear that add some more technical progression towards the industrial age. However finding bronze and iron age mods that add stone grinding mills like the water wheel and windmill a very few and far between, and all the ones I have tried do not work at all with TFC.
  18. I think this is a perfect idea and would be honored to give it a trial run in my Steampunk style TFC mod pack
  19. My new journey [beginner]

    The story is very good and I cant wait to hear what is in store for you in the spring
  20. This script looks extremely useful
  21. [TFC 0.79.23+] Decorations Addon for TFC

    I love all of the cool features in this mod However I have recently discovered that it is somehow conflicting with HQM (Hardcore Quest Mode) and will corrupt the quest book when I save any changes while this mod is installed. I would love to be able to add lanterns, paint and the other items from this mod to my quest book but for now the two mods just don't "play nice together" Thanks for all the hard work and cool stuff so far!
  22. I am really looking forward to a version that will work with TFC v79
  23. Wow, with the additions of the wires in this mod would prove extremely useful in my TFC Steampunk pack. This is a really awesome mod I would like permission to add this to TerraFirmaPunk. Thank you, OneWolfe-
  24. This is awesome! Great job reworking all of those recipes. Would it be ok if I used these on my server?