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TaeoG

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Everything posted by TaeoG

  1. Spent my free time today pulling my more generic, less thaumcraft related code out into a separate mod, so that I can use it as a base for a few other ports I have in mind. Hopefully I'll end up with a fairly useful API when all is said and done.
  2. well, here's hoping I can just override them like I did the status effects
  3. Currently 100% non-configurable, but that will change before Beta release. I can add a configuration to disable the world-gen if you want, but that is honestly the bulk of this port. What fluid would you want to use in the crucible? It would have to be a Forge Fluid, and you would have to fill it with a Forge Fluid Container item at the minimum. I'd have to redo the render code if it was going to be anything other than water Arcane furnace is completely unchanged, and will remain that way I imagine. I don't see any potential incompatibility between it and TFC, and the changes I've made to the aspect system are universal across all devices, ie thaumometer, crucible, etc.
  4. good to know. I'm not surprised the special crafting handlers for stuff like chisels and saws would break enchantments, they had no plans of including enchantments! I can probably fix it, and will likely have to. Enchantments are a pretty low priority for me, so I haven't even looked into what hurdles I'll have to cross. Getting the old enchanting back will be as simple as adding a recipe to craft the table, but as for fixing enchantments... well that depends on whether they even need it, and how hardcoded they are. We will see.
  5. the problem with the armors is that Thaumcraft, when handling its rendering and handling things like the masks that you can build in, will only work with Fortress armor, while terrafirmacrafts damage reduction system and armor stand will only work with TFCArmor. And the armor I make can be one or the other, but not both. What I've done is change the Armor stand to work with anything that uses TFC's largely useless clothing interface, which I can easily add to my version of the fortress armor. I'm just gonna have to write my own damage handler. Fortress Armor also uses special damage reduction code thats built into forge, so I'm going to figure out how that works and see if I can use it instead. As for infusion enchanting, it should work out of the box, I imagine. Haven't even tried testing it, tbh. TFC items may have been explicitly set to be unenchantable though, which will make thaumium tools in extra high demand. If that's the case I'll likely add thaumium steel as well.
  6. [Solved] Player API no longer compatible?

    I honestly don't remember where this particular jar came from, its not out of the question that I compiled it myself, It works perfectly fine except for this one issue. But I figured I'd try a new copy off the site, and now it works. False alarm I guess, we can call this one solved. Strange that this jar worked at all *shrug*
  7. This post has been automatically generated from a form submission. Have you read, understood, and followed all of the rules listed in the blue box at the top of this form?: Yes Topic Title: Player API no longer compatible? TFC Version #: 0.79.29 Forge Version #: 1.7.10 1558 SSP/SMP: Single Player Have you deleted your config files or are using default configs and are still able to reproduce this bug?: Yes Changed Config Options: Do you have any mods other than Forge and TFC installed?: Yes Other Mods Installed: Player API If you have Optifine or a non-forge server plugin api (Examples: Bukkit, Cauldron, Thermos, etc) installed, can you still reproduce the bug after uninstalling them?: I do not have Optifine or a non-forge server plugin api installed. Crash Report: http://pastebin.com/kJCrdXmA Description: I've tried installing Smart moving on a TFC install, only to have it crash at the ASM stage. After removing all my configs and mods, leaving only Player API (smart moving's prereq) and TFC, it will still crash immediately. Anymore indepth debugging I've found to be impossible, as it runs fine in my IDE :S This mod used to be quite compatible, aside from the barrel not staying in the same spot on your back.
  8. [Solved] Player API no longer compatible?

    hmm, I'm running a slightly older revision, I'll try updating java, although I don't hold out much hope.
  9. [Solved] Player API no longer compatible?

    yes, I'm able to run it in my IDE as well, but not in a clean install. What version of java are you running?
  10. [Solved] Player API no longer compatible?

    I tried both the version I used to run on an old TFC server, as well as a new version (there has only been one revision since then).
  11. No more skipping time, and a day lasts 20 minutes. Thats a good sign. TerraThaumcraft a0.5.5 Download
  12. Trying to debug the time issue. Looks like something is causing a desync between what time the server thinks it is, and what time the client thinks it is, with an average difference of about 30 seconds. Bizarre. It must have something to do with my world wrapper that I use to trick the thaumcraft world generator. I'll see if I can fix it, if not I may just have to manually change every thaumcraft generator class instead of trying to use a world wrapper as a catchall. EDIT: Yep, my world generation is to blame. Thanks for bringing this to my attention, I'll hack away at this some more tomorrow. Top priority.
  13. Hereis a link to an updated build that won't have that particular console spam. This build has considerable changes, so if you run it on your test server be prepared for that error that warns you of tonnes of missing blocks and items.
  14. whoops, thats a debug line I forgot to remove I too have noticed the day/night cycle issue, I'm bummed to find out its my fault. I'll have a look but honestly I have no idea what code of mine would cause that problem. As you noticed it's not a lag/overburden issue, as everything else works normally.
  15. working on getting fortress armor working. Unfortunately both thaumcraft and terrafirmacraft check to see if the armor you're wearing is theirs, and java doesn't allow me to make an item that is both TFCarmor and fortress armor at the same time. I can still get this to work, but I was really hoping TFCarmor just had an interface I could implement, no such luck so this is gonna take more time. EDIT: if you put fortress armor on an armor stand, the arms still have an idle animation. Should I just make it that it can't be put on stands?
  16. felt like messing with something else today, so I balanced runic shielding and hungry nodes
  17. honestly I haven't looked too closely into it, but I don't see why that would be the case. The code even has to disallow both manually. Doesn't matter really. My choices as I see it are Revamp potion system, as you've suggested Pros: more flexible Cons: major overkill just to solve the issue of a single ingredient. I don't want to add more potions or change any of the other recipes, after all. Possible compatiblility issues. Implement a new Melon plant Pros: fun and relatively simple to implement and test. Cons: adds to an already lengthy list of fruit types and if done incorrectly may supplant other fruit production altogether Change "Glistering Melon"'s name and icon, give it a crafting recipe from TFC fruit ridiculously simple and quick to implement, requires next to no testing ?? players still don't get melons, which are a neat plant. Name change will only work for english speakers. Leaning heavily towards 3, although I still kinda want to do 2 just for the fun of it.
  18. lol, all that code and hours and hours of workI did adding all those wood items and blocks. replaced by 10 lines of code. Crazy. EDIT: due to this, my logs now work in every instance. Fireplaces, kilns, logpiles etc. For a bit of trivia, they taste exactly like Aspen.
  19. heh? Jack o lanterns aren't made of melons The potion system is fairly hardcoded, I already tried something like that with netherwart and it just isn't worth the hassle.
  20. just did some busywork today. Reimplemented and refactored some features for consistency and ease, compiled a more in depth TODO list, and got the code to figure out for itself whether or not its in a dev environment. Part of the beta release will be the source code, so I want to get it in a more readable and logical state. There is a lot of code sitting around doing nothing anymore, lots of code that is unreadable, and lots of code that uses old methods I abandoned for simpler solutions further down the road on other items. I'll probably spend a while cleaning all this up. Also added to my TODO list; finding a way to get Melon. Its a potion ingredient I completely forgot about, and you cannot grow in TFC. Kitty made it so things like potato and carrot will grow, but melon and pumpkin are explicitly left out. Not sure why but I'm sure there is a good reason. Likely I'll have to implement a new melon plant.
  21. tsk, looks like some weapons have acquired the mortuus aspect since there is an alternate recipe that uses a bone for a handle, Gonna have to tweak these values still I guesss
  22. honestly, I'm fine with that, the difference between a stone sword and a diamond sword in vanilla is 2 telum.
  23. Here's a new build for those brave enough to mess with Alpha builds. Biggest additions to this build are aspects for everythingcurrently implemented Weapon aspects have been rebalanced. 1 Weapon aspect for every 50 damage instead of every 1, a revamped aspectsystem that can handle food, and partial ingots in the ingot mold. status effects/potions have all been rebalanced and/or reimplemented. Things to look out for if you're testing inconsistent, missing, or incorrect aspects random large heals on yourself or an enemy TerraThaumcraft A0.5 download
  24. Haven't found the code for runic shielding yet. But yes the intention is to just boost the damage absorption to compensate for the increased damage. You can see current progress in the original post of this thread.
  25. Fames is on almost all food, and victus is on meat before its cooked. I modeled that after the vanilla aspects of pork fish beef and chicken, which is why I wasn't eager to use either for fruit. I will have to mull it over. EDIT: All the TFC items and blocks now have aspects, as well as a few more changes. Updated the OP to reflect current progress. Once I add aspects to my stuff I'll release an updated build. We're getting very close to Beta.