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StrayWolfe

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Everything posted by StrayWolfe

  1. Dungeon Loot Chests in TFC

    So maybe a TerraFirmaPunk Tweaks mod that will handle different problems that you are facing with the pack. As for the chests, the way that I would handle it is to replace vanilla chests with TFC chests when they are clicked on by the player and if a player somehow gets a vanilla chest, replace the vanilla chest with a TFC chest when placed. Replacing a chest when the player interacts with it, requires a minimal amount of processing as compared to searching a chunk for chests on generation. in addition, you can do some "fun" maybe cruel things to a player that tries to access a vanilla chest, which you cannot do if it was on generation. If you like this idea just say so and I'll quickly make the mod.
  2. [Solved] 77.11 Wooden buckets can't place water?

    Red steel buckets move water source blocks.
  3. WIP TFCTech Addon

    You can use a forge event to spawn an item entity when a block is broken, read more here. You can compare the broken block type for the desired type, then add your drop with a random chance or clear the drop list if you want to override the drops then add your own drops. I highly advise looking at forge events, there are a lot of things it will allow you to do.
  4. [TFC 1] - Food - Crock Pot

    I'm following a food history, so the first items you can make/use are those from early human food us and progresses in time to the more recent recipes like pizza, lemonade, etc. As for not wanting recipes/foods, instead of making a new mod for every person to meet their requests, I am including config options to remove recipes/foods. Just simply change a variable in the config from true to false to disable it.
  5. [TFC 1] - Food - Crock Pot

    For the last month, I have been working on an addon that expands cooking in TFC. While it will be off in future updates, a Crock pot/dutch oven like that used in "Don't Starve" will definitely be part of my addon in the future.
  6. Cooking with TFC (WIP)

    So far I have converted all of the food from TFC to this mod which will allow customized interaction with food rather than the regular TFC use. This also means that all animals had to be reworked to accept food and I am currently reworking food prep. The first release will mostly be the basic infrastructure of the mod that will require you to eat more variety or get tired of a food and cannot eat it, this is what will drive the reason to actually needing to make different foods, but there will not be much beyond that in the initial release. However, all of the framework will be in place to rapidly add more. As far as when it is released, depends on when it is actually stable and functional. I don't want to release it if it doesn't have anyway to make the most basic foods, but once I've reached the point where it reliably replicates TFC food schemes with added food demands and doesn't crash your game or servers, then I will release it. Following the initial release, I will regularly update the mod with new content like a dessert update or meat update, every week or so.
  7. Cooking with TFC (WIP)

    I will definately be adding new meals and some of them will have all 5 food groups but it will also be a more involved process and require certain cooking skill levels to make advanced recipes. For example, at the beginning of the game you can make soups that will replenish 1-2 food groups in addition to hunger and thirst but as you advance in cooking skill and make new cookware and brick ovens, stoves, butter, etc you will be able to make more advanced recipes like cakes, pizzas, pies and even Beef Wellington, which is very involved and will require a high cooking skill level. As for glassware, I will probably add glass blowing but that will be a few releases. Cutlery will also probably be in later releases as they will not have too many practical uses at the moment. As for the means of making the food, I will probably be adding custom model blocks that have their own interfaces that allow for custom recipes, maybe something like a custom food prep table which can accept as many ingredients that I want to make custom recipes.
  8. API and Visibility

    I figure that a mod like this would be useful in allowing increased difficulty and depth that is not appropriate in the base mod; so if a player wants a deeper detail to food this can be in addition to TFC. So this can appease those that want more food options like apple pie, pizza, lemonade, etc or a more intricate and demanding food system that is not nice to new players and take on the demands that some suggestions want that are simply not appropriate in the base TFC. As for where these variables can be called: For food items, I know that thePlayerUseItemEvent works fairly good at manipulating the food item a player is eating, at least that is what I am currently using to manipulate eating events and it works fairly well. As for the mobs, I'll probably useLivingSpawnEvent to add the variable before it is spawned. I am quite certain that implementing food changes in this manner will work as that is what I am currently doing with the addon currently and for the mob method I think it will work but I haven't spent much time working on it until I get some indication of potentially considering pull requests for these ideas as I don't want to waste time on something that will certainly be rejected. Realistically, the only variable that I would need to be public is the max eat amount as I could leave all of the TFC items in place and not need to replace them with my own. But I think having a method of adding food to tempt/feed animals might also prove handy. If you think you might consider adding this feature, just say so and I will code it, test it and submit a pull request; If not, I will not waste any more time on the issue and continue to code my addon.
  9. API and Visibility

    I will explain what I am attempting to do with my addon so you will get a better idea of what and why I want to be able to change these values. I am developing an addon that will expand the eating system to replicate what hunger overhaul and pam's harvestcraft have done with vanilla minecraft but in a manner that is consistent with TFC. To accomplish this, the mod requires players to eat a variety of types of foods rather than eating salads and sandwiches for every meal. I am attempting to reduce the amount a player can eat of a food based on the number of times that food is eaten and the random player's "pickiness" for foods. For example, a picky player can only eat a food item 3 times before they cannot eat it and must eat other food items. This is essentially the behavior that Hunger Overhaul implements, which I know Bioxx does not like but many others do and adds to an increased sense of role play. What I want to do is reduce the amount a player can eat of a particular TFC food item. Currently, every food item is subject to: float eatAmount = Math.min(amount, 5); or float eatAmount = Math.min(weight - decay, 5f); Which means either use 5 relative units of this item or whatever is left to replenish stomach levels and reduce weight of the item. Increasing or decreasing "5" in this has the respective result on the amount used and stomach levels filled. By making a variable and a setter function for this value, a TFC food item usage can be adjusted. I would gladly make a pull request for this or if it will not be consider for submission I will keep my addon as is which replaces all TFC food items with its own. I am avoiding addSubstitutionalias as it breaks MP servers and does not properly register IDs. Since I am replacing all foods, I have found that it prevents interactions with all animals. I'll admit that I am not as knowledgeable about the TFC mobs code as I am with the foods codes. But from what I can see, adding a dynamically allocated list to call for entity/food interaction would all me to add an item to that list. Again I will make a pull request if this is something that might be approved otherwise I will not make a pull request. Other than these few things, I have found TFC to be highly visible and fairly easy to work with.
  10. API and Visibility

    First off, the amount of visibility in both the core mod and API is awesome. Furthermore, your amount of dedication to the community and this mod is quite impressive. With that, I am interested in adding visibility to the maximum food consumption of a food item, which is currently hard-coded at 5. In addition, it would be nice to be able to add or remove food items that can be used for a specific animal. It is totally possible that there is a method that I have overlooked, but I have not seen anything that would allow this to be done. If this is something that you would be interested in approving, just say so and I will gladly make a pull request.
  11. I'd love to provide feedback on this modpack but MineYourMind.net does not allow minecraft users with migrated mojang accounts to create an account. Is there another way I can send feedback?