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Everything posted by OneWolfe

  1. The pack is now updated to 0.79.29. TerraFirmaPunk(TFP) is a HQM (Hardcore Quest Mode) mod pack built around TerraFirmaCraft(TFC)and introduces SteamPunk and industrial age mechanics blended with gritty Jules Verne style adventuring through lost cities, vast wilderness, sunken steam ships and maybe even to the center of the earth. The technology in this pack is introduced at a slow steady pace that is kept on par with the standard TFC progression where each level of advancement is built on top of the previous levels. The mobs have been significantly altered and many now come equiped with their own steam powered technology and enhanced AIs that will give all but the most warry adventure a tough challenge.Some abandoned buildings may even contain special boss monsters that will even be challenging for small groups. The quest book is not only a hands on guide to all of the TFC basics but also contains hundereds of hidden challenges, puzzles and secret quests that can only be unlocked when the right conditions are met. TerraFirmaPunk is still a WIP however the quest book is complete, all of the quests are functional and the pack is fully playable. This pack can be found on the FTB launcher ( through a third party pack code: TerraFirmaPunk For more information about TerraFirmaPunk come visit me on the FTB forum thread here: or my YouTube Channel here: Pack Code: TerraFirmaPunk Mods included: TerraFirmaCraft Galena/Limonite Extraction for TFC Lanterns for TFC Leather Water Sac for TFC Antique Atlas Archimedes Ships Armor Status HUD BiblioCraft Carpenter's Blocks Cogs of the Machine CritterPet DamageIndicators DynamicLights ElectriCraft GraveStones Hardcore Quest Mode Infernal Mobs MeteorCraft Necromancy Not Enough Items Ruins Professor Flaxbeard's Wondrous Steam Power RailCraft Ropes+ RotaryCraft Sound Filters Streams TerraMisc Tubes Twilight Forest WAILA Zombie Awareness
  2. 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.
  3. Thank you, that seems to have worked for now. Will let you know if we run into any other major issues.
  4. We have been having a tough issue on our server recently. When ever we place a wand inside the Arcane Workbench our client crashes. I have been unable to recreate this bug in single player so it definitely something on the server itself. Here is the crashlog I am getting: CRASH
  5. 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.
  6. 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?
  7. Yes the lack of Silverwood trees makes the mod impossible to test let alone make any progress in survival.
  8. How rare are the Silverwood Trees? I have yet to see any of them in all of my test worlds. EDIT: I have run across thousands of Greatwood Trees and Hundreds of Obsidian Obelisks and a few Thaumcraft Dungeons, but I have not seen a single Silverwood tree.
  9. Quick question. Why were the wooden chests from TerraThaumcraft removed in the latest update? Its caused a huge issue with our storage warehouse.
  10. I am using the Arc Furnace from Immersive Engineering to simulate IRL Aluminum smelting.
  11. 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!
  12. 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.
  13. 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.
  14. 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.
  15. That would be kind of cool for Harm III or something mwahahahaha But for my needs a simple on/off switch would be more than enough Thank you
  16. 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
  17. 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 OMG Potions doing 3000+ damage! LOL
  18. 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.
  19. I have heard a variety of different server setups that can run the pack but most seem to be the basic Multicraft Forge option.
  20. 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
  21. The blaze had roughly 8k health
  22. 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.
  23. 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 Ive now got 1 large Magma Cube, 2 small ones and 5 blaze. Is this what you were expecting?
  24. I will see what I can do ... Not seeing any surface pools in the current world
  25. The sever seems to be running smoothing for now. Thanks for all the hard work and quick fixes Will let you know if we run into any more issues along the way.