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TaeoG

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Everything posted by TaeoG

  1. Whoops, missed one Unless I've completely forgotten about it (its possible), I haven't implemented the step from slurry to actual shards yet! I wanted to do some research into how crystalline stuff is typically made first. I believe the original intention was to add a "glass shard" item from grinding glass in the quern, and having you add that to the slurry as a catalyst. That may still be what I go with, I just want to find out how "believable" that actually is.
  2. Lol so many questions! ya, stuffing this in a modpack right now would be a bad idea, but when its done I won't have any problems with it. The more people enjoying it the better. I try my best not to use google products when I can. Is Mega blocked in your country or something? well, you'll need iron to make thaumium stuff, but I suppose you could get started with scanning much sooner I'll keep the first post updated with current progress as often as i can, but I'm only gonna post the download links in the comments for the time being. Reason being that people are really bad for skimming the first post to find the download link and grabbing it with no idea what they're in for. Then coming to complain. I want to avoid that scenario. When the mod reaches at least a Beta level of completeness, I'll start a thread on the actual addon forum with a proper main post with links and stuff. Haha, its not a bug but its not entirely intentional either. TFC has over 1500 items and blocks that I need to assign aspects to, I haven't done so yet. I just assigned terra as a placeholder to make sure the code worked.
  3. Well, after a bit of a snag this evening I've finally got a packaged, usable, and so far quite stable alpha 0.1 build of TerraThaumcraft! This is very exciting for me. Here is a link for people who would like to tinker with what I have set up so far. Please report bugs to me and don't bother Kitty with them. Worldgen is mostly done, as are a few other features. Keep in mind this is VERY alpha, expect issues and don't get attached to your save file. What You'll Need A copy of Thaumcraft 4.2.3.5 A copy of TerraFirmaCraft 0.79.29 Forge 1.7.10 - 1558 A copy of TerraThaumcraft alpha0.1 (link below) Download
  4. While I'm aware of the value of FOSS, I'm not ready to open the source on this. Not in the state its in. Both TFC and Thaumcraft are open source, and have similar licenses, but I'm uncertain of the legality of the mixture of the two. Until I know for sure, I'm not gonna risk it. Also, I wanna hide the hacky shit and orphaned classes before I let anyone see it. Kinda like how I pick up the underwear on the floor before I bring a girl over.
  5. Unfortunately I am a poor man, and github requires payment for private projects. I use gitgud.io to maintain my version control, and I don't want to nuke their little servers with downloads. Although I'm sure it'll only get downloaded like a dozen times, lol. I'll make a new dropbox, I think. Don't want to use my personal one, for fear of personal files showing up by accident.
  6. So, whats a good filehosting site?
  7. haha oh. Nodejars are now built with full wood plank blocks in place of the slabs that were used before
  8. How do I build a jar? By running it through the build script. Don't worry, end users won't have to do that, that's just the final step I have to do.
  9. Well, I got a lot done this weekend. All the mobs have scaled up health and damage, although currently they all do slashing damage and have no armor. The mod has updated to be compatible with the newest versions of forge, tfc and thaumcraft for 1.7.10 (apparently vanilla is at 1.10 now? Holy sh^t) this was mostly painless, although I did have to change how the thaumium tools were registered Magic trees are completely done. They spawn They cut down like TFC trees They drop saplings and sticks (Saplings are set to be as rare as normal thaumcraft saplings, although less rare if harvested by hand) They grow from saplings Greatwoods sometimes have spawners and chests under them Silverwoods sometimes have pure aura nodes in them TODO: destroying the node doesn't yield any drops yet All the dependencies have been squared away and a preliminary jar has been built! Doesn't work though, gotta fix my code injection to use obfuscated names, also gotta pull out the small handful of TFC classes I have left in the mod for debugging purposes. Its good to finally feel like I'm making progress, just gotta keep the momentum going.
  10. fixed. There are no brakes on this train.
  11. I know. It really doesn't make any sense. Here is a silverwood tree generated from the exact same code attached to an item's right click instead of a sapling. Very strange, very frustrating.
  12. that would definitely have been simpler. We will see once people playtest this whether or not the route I took works On another note, strangely the exact same code that generates Silverwood Trees and Greatwood trees normally during world creation completely flubs it when used to generate a tree from a sapling I dunno.
  13. I've scaled the thaumcraft max health and attackdamage proportional to a zombie. What this means is if a Thaumcraft mob had twice the health and did twice the damage of a vanilla zombie, it now has twice the health and twice the damage of a TFC zombie. Seems to be fairly balanced but can make for some interesting output. I'll be honest though, I have no idea what kind of armor ratings to give any of these guys.
  14. Well it works. Now I just need to figure out the Damage Type, attack damage, max health and innate armor amounts for all the monsters and bosses in Thaumcraft. This is gonna be difficult to balance I think.
  15. My approach of replacing spawning thaumcraft monsters with my own isn't working out well. Finding all the edge cases where a mob can spawn without firing off a LivingSpawnEvent is proving difficult, not to mention the bugs like mentioned before, where thaumcraft spawning tiles will continually spawn mobs. Taking a different approach now, to simply add the implementation of Terrafirmacraft armor and damage directly to the Thaumcraft mobs instead. Its a bit trickier to handle but should save me from all those other issues. Still uncertain whether a Cultist's armor actually contributes to his armor calculation or not, or if it's just his "innate" armor. Lots of stuff to figure out.
  16. So far so good. Kinda surprised to find that Eldritch Guardians will attack Crimson Cultists, but its right there in the code.
  17. Its a good idea, although I found if I create aneventhandler that looks for a LivingSpawnEvent, and use SetResult(Event.Result.DENY), it functionally does the same thing as canceling the spawn event altogether. Problem with both my approach and yours is that Dark Nodes, Eldritch Altars, Crabs Spawners, and I'm certain a few other tiles, check the immediate area for Clerics, Guards, Guardians, Crabs, Brainy Zombies, etc when deciding when to spawn more. And unfortunately he checks by seeing if the mob is an EntityEldritchGuardian.class, for example, rather than an instanceof an EntityEldritchGuardian. Since this forces me to use code injection to make his code check for my mobs instead, I might as well make it spawn the right mob in the first place while I'm at it. I wish I knew how to use TFC's Class Transformer, as all my ASM code is done manually and its very time consuming.
  18. this is what happens when you swap Thaumcraft mobs for your own implementation of them
  19. working on making the mobs spawn properly, but apparently even though all the documentation online says otherwise, I cannot Cancel a mob spawn event. Gonna have to find some other way to force the game to spawn my versions of the thaumcraft mobs
  20. Not a bad Idea, I've just been avoiding it because all the changes to the forums have broken the formatting in the OP multiple times.
  21. Well today I fixed the treasure chests. They now generate as a TFC chest, made of a random type of wood chosen from the types meant to spawn in the area the chest is found. They also generate with TFC versions of loot. I also removed a few more base edits, added quartz generation in the main world, and a handful of other things I've forgotten. As per the wikipedia article, quartz will generate in granite, shale, schist, quartzite and gneiss. Tomorrow I intend on fixing the spawners in dungeons to spawn TFC versions of the vanilla mobs, then port the whole works forward to the newest version of TFC1. After that its just a matter of packaging it up and attempting to run it (for the first time) outside my dev environment. After some testing and inevitable bug fixing, we'll be ready for alpha 0.00001 release.
  22. Whoops, almost forgot to add this stuff
  23. Its stable. Runs smoothly, no crashes, everything generates as it should. HOWEVER, going into another dimension screws up your inventory, and you can't fix it without leaving the dimension and relogging. Your inventory still works, the UIjust stops updating properly. This is a problem thats deeply rooted in how TFC is coded, and is well outside of my jurisdiction to fix. As far as things go, its a minor enough issue. Annoying, but not game breaking, so I'm going to call the Eldritch dimension functional.
  24. My cobblestone has spontaneously developed the means of collapsing on itself, even though I specifically coded it not to be able to. I haven't changed anything in the cobblestone code in a week, yet today out of nowhere it starts collapsing. I have no idea whats going on, I guess its time for bed. I'll look at it again after work tomorrow.
  25. whoops, almost forgot to fix the water rendering too. I also didn't do anything about flowers and cat-tails that appear in tainted biomes. Still not sure if I will.