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OneWolfe

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Posts posted by OneWolfe


  1. It looks like none of the recipes that use Greatwood or Silverwood currently work with the converted version of these woods. For example we are unable to craft the Greatwood Rod in order to upgrade our wands to the next level. 

    For the moment I am simply going to convert the TFC logs back into the normal ones with a simple minetweaker recipe. I really dont want to have to do this too often since it could bypass some of the required research.

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  2. 1 hour ago, TaeoG said:

    I don't know if its just how Azanor formats his code, of if there is something wrong with my decompiler, but sometimes his code gets jumbled out the other end in unexpected, yet syntactically correct, ways. This is one of those cases. a0.7.2 should fix that issue, you'll find it in the linked mega folder.

    Thank you, that seems to have worked for now. Will let you know if we run into any other major issues. :D

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  3. 18 hours ago, Bunsan said:

    I understand your frustration with TFC code, which is why we eventually forked it and run a custom build. 

    First for Thaumcraft. I'm pretty sure in the 1.7.10 version of Thaumcraft and possibly 1.6.4 Silverwoods are only found in magical biomes. The differences usually folks have biome mods that add other magical biomes, so they are less rare. 

    A question. Can you find shards and other Thaumcraft ores with propick? Are you running into issue with propick code ignoring meta of blocks that aren't TFC ores. 

    I am currently running three different mods that add TFC like ores to the world gen, but I have not spent a great deal of time testing the propick on them. I can work on testing them more extensively over the weekend.

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  4. 6 minutes ago, TaeoG said:

    haha, they do exist, you just gotta find them :^)

      Reveal hidden contents

    7p08tcs.png

     Correct me if I'm wrong, but silverwoods don't spawn in normal biomes in vanilla thaumcraft, do they? I didn't see anything like that in the spawn code, but I may have missed it.
     

    I just remember the last time I played Thaumcraft they were not that hard to find. Its just that I have spent an entire weekend searching new worlds, flying thousands of blocks in all directions and never once saw a magic biome or single Silverwood tree :( 

    And again today I was flying all over the Streaming server, loading new chunks, and didnt see anything.

    It is my understanding that Silverwood Should spawn in normal biomes, just very rarely. I would guess 100 times more rare than Greatwoods...

    EDIT: Maybe increase the rate of magic biomes? Or make it configurable?

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  5. 5 minutes ago, TaeoG said:

    silverwood trees only spawn in magic biomes, which I do believe is standard behaviour for them. If you're having trouble finding those biomes I can add a config option in the future to print out a "biome map" that shows you where they are, like I posted much earlier in this thread (the black picture with some white splotches in it)

    Yes the lack of Silverwood trees makes the mod impossible to test let alone make any progress in survival. :(

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  6. On 9/3/2016 at 11:32 AM, TaeoG said:

    heh, well one of the hurdles to cross is that many of the mods I want to make truly compatible with TFC use aluminum... which is not easy to make IRL. I've done a lot of research and am trying to narrow down the production process to something fairly simple, but its slow going, haha.

      Reveal hidden contents

    OnEkbEV.png

     

    I am using the Arc Furnace from Immersive Engineering to simulate IRL Aluminum smelting.

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  7. 10 hours ago, TaeoG said:

    As for infusion enchanting, it should work out of the box, I imagine. Haven't even tried testing it, tbh. TFC items may have been explicitly set to be unenchantable though, which will make thaumium tools in extra high demand. If that's the case I'll likely add thaumium steel as well.

    Yes alot of TFC items are unenchantable or have issues when they are enchanted. For example, using an enchanted saw to craft TFC lumber either breaks the enchantments or it even can cause the saw to duplicate!

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  8. So I installed terrathaumcraft-a0.5.jar on our server today and now I am getting alot of spam in the console with this message "[Server] TerraThaumcraft magic damage increased to 50.0"

    Also ever since we have installed terrathaumcraft we have been experiencing alot of day/night cycle issues where time either moves very slowly or not at all. It does seem to be a visual issue since we get mobs spawning in the middle of the day and crops are growing normaly. But the sun, or moon, never moves and the TFC UI shows the incorrect times in the calendar tab.

    0tYCtxB.png

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  9. On 8/27/2016 at 2:53 PM, TaeoG said:

    honestly I haven't looked too closely into it, but I don't see why that would be the case. The code even has to disallow both manually. Doesn't matter really.

    My choices as I see it are

    1. Revamp potion system, as you've suggested
      • Pros: more flexible
      • Cons: major overkill just to solve the issue of a single ingredient. I don't want to add more potions or change any of the other recipes, after all. Possible compatiblility issues.
    2. Implement a new Melon plant
      • Pros: fun and relatively simple to implement and test.
      • Cons: adds to an already lengthy list of fruit types and if done incorrectly may supplant other fruit production altogether
    3. Change "Glistering Melon"'s name and icon, give it a crafting recipe from TFC fruit
      • ridiculously simple and quick to implement, requires next to no testing
      • ?? players still don't get melons, which are a neat plant. Name change will only work for english speakers.

    Leaning heavily towards 3, although I still kinda want to do 2 just for the fun of it.

    I have been using barrel recipes loosely related to to the minetweaker scripts from this post MineTweaker Potion Scripts instead of using the vanilla brewing stand. In my pack I have access to various other liquids and use Witch Water as a stable base for creating the potions. For example Witch Water by itself roughly equals the awkward potion. From there other ingredients are added to create the other kinds of potions.

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  10. 2 minutes ago, TaeoG said:

    I've got food aspect scanning working quite well, so this next question is a balance one.

    What is the minimum quantity of food that should be worth 1 aspect?

    A full stack of food is 160oz, and a sandwich is 10oz, made of 3x 2oz, 1x 3oz, and 1x 1oz parts. Should every ounce be worth something? Every 10 ounces?
    While I've written code to give sandwiches aspects based on their contents, it won't do anything unless 1 or 2 oz is worth something. At the same time, is 160 corpus too much for 160oz of pork?

    I think 160 aspect points its a bit much, maybe 16 points for a 160 ounce item.

    For sandwiches, since they are crafted items 1 aspect per ounce seems fair.

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  11. 1 minute ago, TaeoG said:

    ok, looks like it takes the damage caused by magic effects and multiplies it by a certain amount AFTER TerraFirmaCraft gets its hands on it. So yes, with both mods installed a Harm I potion would hit for 15000. lol.

    I'll add a config file in the future to help with this stuff.

    That would be kind of cool for Harm III or something :D mwahahahaha

    But for my needs a simple on/off switch would be more than enough :D

     

    Thank you

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  12. 16 minutes ago, TaeoG said:

    Does one of your mods already break the DamageSource.magic cap that TFC has in place?

    I am not sure. I will have to find a link to the GitHub.

    I just thought it would be a good idea to ask for a config file to be able to adjust certain features instead of just hard codding them ...

     

    EDIT: Ok here is the link to GitHub for the code I am using to make major adjustments and tweaks specific to my pack. TFPTweaks

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  13. 1 minute ago, TaeoG said:

    You'll have to be more specific. Some of the thaumcraft recipes require potions, and the nether items I've made available are used to make potions, so I'm making sure that potions are craftable and actually work with a TFC player's inflated HP.

    Regeneration, Poison, Harming, Healing and Wither are all having their values boosted, as is Weakness since its effect is a flat amount of damage instead of a percentage.

    Yes, all of those will be effected. I would like the option to be able to choose to use your multipliers or not. I really dont know what would happen if both multipliers were in effect :o OMG Potions doing 3000+ damage! LOL 

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  14. 8 minutes ago, TaeoG said:

    working on balancing the potions. However, the Harm potions, which at level 1 should do about 300 damage if balanced properly, is capped at 25 by TFC for some reason. Its a good thing I noticed this, because this hard cap will likely get in the way of thaumcraft items too.

    It sounds like some of the features your adding may conflict some of the features in my pack. Can you make them optional, or at least configurable?

    EDIT: I already have a mod that alters damage values for potions and vanilla weapons with a configurable multiplier.

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  15. 6 hours ago, TaeoG said:

    ah yes, I remember mob properties. Powerful little tool. Combined with minetweaker you can make some pretty big changes to how your server runs. I'm glad he modding community saw the need for end users to be able to make adjustments without having to write their own mods.

    speaking of running a server,, I always used Cauldron up until the drama that killed Bukkit, and looks like Sponge gave up on having a 1.7.10 version... so do you use a forge compatible third party server or just vanilla?

    I have heard a variety of different server setups that can run the pack but most seem to be the basic Multicraft Forge option.

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  16. 4 hours ago, TaeoG said:

    ah, so you have other code in there altering their stats, or that ruins mod makes them Boss level.

    ah well.

    Got ghast tears sorted out, they're gonna be just as annoying to get now as ever.

    Last is the nether star and wither skeleton parts.

    Yeah, its a mod called Mob Properties that lets me alter them in some pretty interesting ways ;)

    Take a test drive of my pack or check out some of the YouTube videos and you will see what I mean :D 

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  17. Just now, TaeoG said:

    yes, good. In the future that spawning process will be cosmetically different, but this will do for now. Welcome to the new mechanic to acquire blaze rods and magma creams. Still in the brainstorming phase for wither skeleton parts, ghast tears and the netherstar however.

    Interesting,

    My pack has Ruins and Dungeons that spawn Blaze and other nether mobs. They are rare but not impossible to find.

    I think I might also add a recipe to craft blaze powder in a barrel too.

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  18. 43 minutes ago, TaeoG said:

    It works?! I'll admit I'm a little surprised. Good news though, lol. Do me a favour and take a lava seed (it doesn't have a texture yet) and chuck it into some lava. I'd like to know if it works on a server. I'd advise doing it in creative mode :)

    I could not find any surface lava to test but I went and placed some with the Blue Steel Bucket.

    At the moment I dont have a texture for the TTC Lava Seed, but when I tossed it into the pool I created it spawned a bunch of monsters :P

    Ive now got 1 large Magma Cube, 2 small ones and 5 blaze.

    Is this what you were expecting?

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  19. 32 minutes ago, TaeoG said:

    It works?! I'll admit I'm a little surprised. Good news though, lol. Do me a favour and take a lava seed (it doesn't have a texture yet) and chuck it into some lava. I'd like to know if it works on a server. I'd advise doing it in creative mode :)

    I will see what I can do ...

    Not seeing any surface pools in the current world :(

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