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Balthizarlucien

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Posts posted by Balthizarlucien


  1. A modpack is a single file that a player downloads that contains all of the mods and any edited config files. It is perfectly acceptable to do this, as long as you make sure that you have permission from all the mod authors first. The rule in the modpack forum says that you cannot post a modpack if you don't get the permissions to repost the mods first.

     

    All of the other posts in that forum are links or pack codes that allow you to download all of the mods and config files from one place, instead of doing them individually. All of those posts have also gotten proper permission from the mod authors to do so.

     

     

    Thank you for clarifying this with me. :) I honestly did not know that was what a modpack was commonly defined as. I will be including a config repository for this pack but I think that it is fine if it stays here until I obtain the individual permissions of each developer prior to repackaging this into a single file for download. I think that I rather like this format I am using as I have direct links to the modder's primary downloads as well as to their individual mod page and may simply maintain it even after I obtain said permissions. 

     

    Thank you for your help in understanding this new information Kitty :)

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  2. I still don't see a modpack download. From what I see, this is still a  "Build Your Own" modpack in that players have to download all the mods themselves, meaning that it still belongs here as per rule #5.

     

    Then I am confused.... I am attempting to not repost mods because not only do I feel it is personally wrong to do so, but it is one of the rules set forth in that forum. could you define for me what a modpack is classified as so that I can make this qualify properly? This is my first attempt at assembling such a pack and thus have no idea what specifically you may be looking for.....

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  3. Just a heads up, the simulation part of somnia is completely unnecessary, because TFC already does all of it's calculations based off of the in-game calendar, so sleeping through the night already simulates everything as if you had been awake.

     

    This also appears to be a double post, so I will delete you other one, and move this topic to the Addons forum as per rule #5 of the modpacks forum.

     

     I posted this from my Iphone and as such I was not able to add hyperlinks etc. I am planning on expanding the details here. thank you for removing the duplicate post for me as I had noticed that myself and was about to clear it. I dont know why the mobile site doubletagged the post button, sorry :)

     

    I will be adding links to each mod, seeds for this pack, images, a to do list, a change list and more when I can get to my normal computer later today.

     

    Thank you for the heads up on the sleep sim feature Kitty, I will go ahead and pull somnia from the pack as well :)

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  4. TFC++

    A Terrafirmacraft modpack that amplifies the danger!



    The goal of this pack is simple: to maintain the intent of terrafirmacraft whilst amplifying the realism as well as increasing the difficulty as much as possible. What follows is a very short list of mods which reach this goal nicely without being too overbearing. A good deal of these mods are included primarily for their aesthetic appeal rather than for a functional purpose but I have added quite a few that make significant changes to the AI of the monsters and animals which you share the world with.

    This post is not complete but I wanted to share it now as to peak people's interest!

    This mod pack is currently in a beta stage as I am still trying to iron out some of the config files but for the most part it plays well and it is quite enjoyable. I would love for someone who is better at writing mods than I to take a crack at ironing out some of the finer details so if anyone is up to the challenge, please let me know and I will discuss this further.

    As Kittychanley as so kindly posted a wonderfully configured JVM script further down in this thread I figure I would provide the script here but I highly recommend reading the post that goes with it as it was exceptionally enlightening as to what it all means. simply scroll down on this first page and have a read through :)

    the script is as follows:

    -Xmn1G -Xms1G -Xmx2G -XX:NewSize=512M -XX:SurvivorRatio=2 -XX:+DisableExplicitGC -XX:ParallelGCThreads=4 -d64 -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalPacing -XX:+AggressiveOpts


    Terrafirmacraft - The heart and soul of this mod pack!

    Better Foliage - Better Foliage is a Forge mod that will make your Minecraft worlds more impressive, mainly by improving how vegetation looks.
    (homepage)

    TFCellars - This adds a multi block structure as well as some specific blocks to TFC which allows you to build and control a cold room (as they were called in maine where I grew up) or Cellar in which to store your food for the long winter.
    (homepage)

    Decorations - This is a TFC only mod which I have added due to the added features like the lanterns and especially the mud bricks!
    (homepage)

    Dynamic Lights - dynamically light up the world with moving light sources.
    (homepage)

    Fastcraft - FastCraft is a sophisticated mod which improves the client and server performance significantly without any game play changes. FastCraft is useful for anything, even fast PCs and servers benefit.
    (homepage)

    Herdcraft - This expands the AI and wild breeding characteristics of pigs, chickens, sheep, cows and horses. This mod also adds some AI to zombies to allow for zombie hordes to spawn and travel together.
    (homepage)

    Item Physics - causes items to fly through through the air and land more realistically. It also stops non flammable items from being destroyed in lava.
    (homepage)

    MultiMine - This allows you to partially damage a block and the game will remember that damage if you happen to stop for some reason... (Zombies!)
    (homepage)

    Voxelmap - VoxelMap is a full-featured Mini-Map mod for Minecraft featuring Waypoints, Entity Radar, Death Marker and much more.
    (homepage)

    Better Clouds - Improves rendering of clouds so that clouds are translucent when viewed from below as well as from above. Prevents the top of tall mountains from being obscured by clouds.
    (homepage)

    OpenEye - this mod is an excellent tool that simply gathers basic information about the mods used, crashes, etc so that users and modders alike can track the mods they are using or developing.
    (homepage)

    Optifine - This is a mod many of us currently use I suspect and thus needs little explanation. needless to say though, if you are unfamiliar with it, its sole purpose is to correct issues within the code and optimize minecraft and its graphics system in general

    Realistic Pain - this mod adds GUI and audio effects to the game which makes taking damage or being close to explosions etc much more impactful.
    (homepage)

    Smart Moving and PlayerAPI- The Smart Moving mod provides various additional moving possibilities. This allows traversing the terrafirmacraft terrain in new ways.
    (homepage) (homepage)

    Sound Filters - this adds more realistic sound calculations to the game to allow for reverb in caves, muted sounds when under water or when the sound source is behind a wall.
    (homepage)

    Smooth Bedrock- smooth bedrock does precisely what's on the tin. It reduces bedrock to a single uniform layer.
    (homepage)

    Stalker Creepers - This mod makes Creepers STALK YOU.
    (homepage)

    Streams and its dependancy- This mod adds real flowing streams into the game. The way this mod generates rivers is quite stunning and I think it is a must for this pack!
    (homepage)

    Weather - this mod adds localized weather that uses the environment to generate storms including tornadoes and cyclones capable of destroying blocks in their path.
    (homepage)

    Zombie Awareness - last but not least this mod amplifies the AI of the humble zombie making it far more dangerous to encounter them, especially since the herd craft mod allows whole hordes to spawn!
    (homepage)

    Below I have included the first version of the configs. It is mostly complete but I will continue to fine tune it as I work further on this pack.


    To-Do:

    - Finish consolidating the config files to work smoothly together
    - obtain permissions from each mod maker to use their mods within an official modpackt release
    - include a few mod specific seeds with Images
    - create a mod pack banner
    - optimize all mod coding to remove duplicate Items/functions or conflicting recipes
    - Ensure each mod properly hooks data from all other mods
    - attempt to optimize the coding structure of each mod by improving their respective algorithms, layouts etc.
    - ditch all AI mods to write my own custom AI mod for all mobs/entities.

    -obtain permissions to attempt to update or assist in updating all mods (including terrafirmacraft) to 1.8.3 or the current latest version [i hold a bachelor's of computer science focusing on programming)

    and as always... - whatever else comes to mind :)

    config.zip

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  5. I bet that you could modify the light distribution algorithm abit and use half of the 16 block states to represent the actual temperatures and the second half to represent a resistance value to simulate the insulation properties of each building block. You can model the distribution properties off thermal conductivity... This would help with the "inside vs outside" dilemma and add to the realism factor of tfc2

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  6. In encountering this issue myself and being a professional programmer I have a conceptual fix which I have yet to code but may assist in both this specific issue as well as reducing overall lag with tree harvesting in general. you could simply break the tree in segments by calling each layer to break one at a time as opposed to triggering the entire tree to break simultaneously.  no matter the size of tree, each layer could be called and replaced with the item form needed. another optimization could be to allow the loop to cluster the wood into stacks allowing for less entities to be created, again reducing lag. this is just a concept at this point so please let me know if this is doable within your code as I have yet to delve into the source at all.

     

     

    The sequoia chopping crash has been in TFC in various variations for as long as sequoias have existed. The fact of the matter is that it is caused by the system not being able to handle all of the block updates all at once. All it takes is for the game to lag and not properly remove one of the leaf blocks, and this crash happens. There is honestly nothing we can really do to fix this other than remove the large sequoia trees from the game.

     

    Edit: From the crash report it appears that you have the bare minimum required amount of memory allocated, and you aren't using any JVM arguments to help with garbage collection. Changing either of those will help with performance, therefore decreasing lag and the chances of this crash happening.

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  7. I personally wonder if progressing to the Industrial age is specifically necessary as I have noticed a specific lack of Iron Age tech beyond a few minor things here and there. Iron age man had quite a wide variety of things at his disposal such as water wheel driven machines, wind driven grain mills and much more. I am off to collect a decent list to add here but I think that the individual ages could have their tech fleshed out a bit more before having to jump forward in time at all.

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