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TaeoG

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Everything posted by TaeoG

  1. I should mention that ore generation may not be what you expect. Infused ores are linked to the climate in the area, so you could set water infused ore to be 100% and still never see it if you're not in a climate that allows water infused ore
  2. UPDATE: Version a0.8 of TerraThaumcraft is available. This includes more granular control over ore generation, as well as a functional Axe of the Stream Warnings: this will likely break your config file, so generate a new one and make sure the values are what you want Bows may act strangely, as a half-finished arrow handler is present in this version.
  3. hahaha holy crap. Yes, I set a limit to how many chunks were allowed to fail the random roll for magic ore generation, just to make it a bit less RNG, but clearly I set the limit too low. The maps I was testing on were very scarce for some reason. I could have sworn I made it a config option, but maybe not. I'll check it out when I get home from work
  4. ah yes, the goggles are often mentioned. I can't make up my mind if I should just use anvil recipes that already exist, or if I should add a "Thaumometer frame" recipe.
  5. no worries. Please let me know if you have any more issues or if my fix didn't actually work
  6. UPDATE: Version a0.8.7 of TTFCAPI is now available, this should solve the strange incompatibility with cuchaz's Ships Mod, as well as fix the time desync error in other dimensions on long running servers, which Wormzjl mentioned a few pages ago. There are likely other fixes as well.
  7. alright, well I've had a look and I have a better idea of what is causing this. Don't have a fix yet but I'm working on it. If you want an idea, its that the ships mod inserted some code in the code for items that drop when you break a block, so that it can determine if the item collides with the ship or not. But for some reason its not looking at the actual World, but the fake one I use to manipulate the world generation, which doesn't have the list of ships its looking for, causing the crash. Weird bug, but this stuff happens when you use code injection.
  8. do you get the same crash in singleplayer WITH the ships mod, or does it only happen on a server?
  9. well if you can recreate the issue, it must be an incompatibility. I'll see what I can find out. I don't believe the ships mod is open source, but I should be able to dig a bit sometimes these bugs can be really weird.
  10. erm, are you sure thats the right error log? Its not out of the question, but this log seems to be a crash caused by the ships mod
  11. lol please please post pastebins of your crashlogs for something like that. The greatwood trees use a different algorithm for cutting them down that is a little more efficient (I think) in an effort to make it easier on low end servers. If there is a bug that's causing it to crash I'd really like to track it down. The other projects are WIP like this one, although I haven't posted them yet. Witchery is the furthest along of all of them. I'm also working on my own original addon to Terrafirmacraft, which I'll debut soon. I've recovered from my eye surgery and finally have my vision back, so I'm excited to get back to it. thats exactly why there is an API, good call. Its used pretty extensively in all my mods, for adding ores and woodtypes and replacing world generation. For example the witch huts in witchery are generated with Terrafirmacraft materials from the area they spawn in.
  12. I don't, you may use this thread to report issues for the time being haha good to know, thank you, I'll admit this project tends to become a higher priority the more interest it gets. right now I'm on a short hiatus while recovering from eye surgery, but Terrathaumcraft is still on my short list of projects to finish
  13. I assume you're referring to the dimension inventory fix. For sure, just make sure you handle the Illegal argument exception just in case someone uses multiple mods with the same fix, haha
  14. you had the right idea, although no packet is needed. This is what I have done What I'm struggling with is finding a means of testing the time-skip issue in other dimensions. Using commands to advance time doesn't seem to be effective.
  15. also, how did you test the issue? I tried forwarding time by a few years and jumping into the eldritch dimension, but had no problems
  16. good job, I didn't get a chance to dig deep enough yesterday Do you mind if I use your code?
  17. They definitely should be generating, all the world generation has been finished for a while. Silverwoods only generate in magic forests and that thick acacia jungle near the equator. Obelisks are usually all over the place.
  18. I'll admit I fixed the symptom and not the cause, but for some reason the Container object passed to the player on changing dimensions isn't set to notify the player when it updates. I tried to figure out why, but got frustrated and just added an event handler that fixes that whenever someone changes dimensions. If it works it works! I didn't know about this time issue, I'll look into it later today, that's definitely a problem As for my modpack policy, you'll find it in the downloads spoiler under "Permissions" Edit: I should mention that that changes I've talked about on the last few pages aren't in the released alpha version. I'm still working through some bugs before I can release it. I'll mention the version number in any update post that actually corresponds with a release
  19. lol, well I hope TFC2 doesn't have the same problem.
  20. UPDATE: I'm pretty happy with myself, I've solved TerraFirmaCraft's inter-dimensional inventory issue in both singleplayer and multiplayer. Now players can travel between all kinds of mod dimensions while retaining their inventory and also having it respond to them as normal. The craziest thing is it only took a single line of code.
  21. Minor Update: I've managed to fix the TFC inventory desync issue when changing dimensions, but so far only in single player. Still trying to find a solution for multiplayer Heh, I'd consider working on 1.8+ if TFC was compatible with it. Project red is a poor man's Redpower, many times I've considered porting RP forward so I can stop cobbling together modpacks just to recreate its functionality... But in the meantime I need my bundled wires and integrated circuits I wasn't aware of the existence of "deviating lilies" but I'm currently working on a system for dealing with flower generation based on climate. Once that's sorted out they would be easy enough to add to TTFCMat. Specific recipes and functionality for the mod itself would likely go in a separate addon dedicated to PR
  22. okay that was easier to do than I was expecting. Back items are now visible in multiplayer, AND are smart moving compatible.
  23. All the 3D armors now have Smart Moving Support As well, I've gotten back items to work in multiplayer, but they're not SmartMoving compatible quite yet.
  24. Currently I'm working on the elemental weapons. The Axe of the Stream now acts like a normal axe, cutting down an entire tree at once, but it will give you lumber instead of logs unless you're crouching. It can also be used as a saw in most recipes. I'm also working on this... For anyone who's ever tried to mix Smart Moving with any mod that adds 3D armor, you may understand how excited this makes me. I also intend on making this work with barrels/anvils on the player's back