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TaeoG

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Everything posted by TaeoG

  1. Most research is usable, at this point, I can't really feasibly alter the thaumicon in that way. As for the wand on the bookshelf, you're absolutely right. When I first started this addon, I changed the wand trigger to work on the TerraFirmaCraft bookshelf, and added a recipe to make said bookshelf since therewasn't one. I don't know if this is because of a change in the TFC code or if I just missed it at the time, but you can make the vanilla bookshelf using TFCcomponents, and its recipe conflicts with mine, meaning you get the vanilla shelf instead of the TFC one, which the wand no longer works on. I'll just remove the changes I made and things should work normally. Zombie brains still drop off of angry and furious zombies. Did they drop off of normal zombies in normal Thaumcraft? I don't remember. I hadn't considered unnatural hunger, I'll have a look at that in the future.
  2. lol, I knew it was bound to happen. Anyways, here's a small update as I continue working towards giving players a way to acquire all the nether-based stuff. This time around, nether wart! A great source of praecantatio, and a requirement for every single potion, its been sorely missed. Soulsand is produced alchemically by mixing any sand with mortuus and spiritus (provided you have the new research that stems off of alchemy manufacturing) nether wart seeds can be produced by mixing praecantatio with any seeds. again from that same research a thaumium hoe is required to till the soulsand to make it suitable for planting nether wart seeds Netherwart requires no sunlight, but it does have to be in a warm climate, similar to that of sugar cane (although I may bump it up higher than that) The best way to get praecantatio for making nether wart seedswillbe greatwood, but as I haven't finished the aspects it currently doesn't have any! Also, the bug that Mr Wolf mentioned has been fixed. A server should boot now, although I don't know what kinds of bugs you may run into (maybe none!). The only bug I'm aware of with multiplayer is if you log out of a server and back in, or into a new one, without exiting the game. You will end up with duplicate anvil recipes that will cause a crash if you click on them. Good luck! What to look for in the next update: fire rods, ghast tears and the nether star. Also a working Lamp of fertility. Fixed TerraThaumcraft a0.4.5
  3. hmm, yes that error appears to becaused because I call some code that only exists client side.Luckily it was only there for debugging purposes and I can safely remove it. Expect it to be fixed in the next release, likely later tonight
  4. I've solved the rendering bug. I'm going to write the solution here in case I come across it again and forget how I fixed it, or on the off chance somebody else stumbles across this thread while googling to fix the same issue. Nothing more annoying than searching for an answer on the internet only to find a forum post where someone says "lol fixd it" and never explains how. Anyone who's first learning how to write a custom renderer for a block is bound to come across the "multi-pass rendering" tutorial on the minecraft forge wiki. It describes a method of overriding the Block.canRenderInPass method to always return true, allowing your render code to render something in the opaque pass, AND in the transparent pass. It works, but is flawed for one simple reason, and that reason is what caused my problem Essentially minecraft rendering works like this: The loaded world is split into 16x16x16 block chunks. Also, there are 2 rendering passes that I mentioned before, the first one for full, opaque blocks, and the second for transparent blocks. If there are no blocks in the chunk, the rendering code isn't called. If there are no opaque blocks, but there are transparent ones like ice, then only the second pass is done. And, naturally, if there is nothing but full, opaque blocks in the chunk, only the first pass is done. Here's where the problem lies. Minecraft doesn't seem to use the "canRenderInPass" methodwhen determining which passes should run in a chunk, but instead uses the "getRenderBlockPass" method. So the way laid out in the wiki works only when there are both transparent and full opaque blocks in the chunk, otherwise part of the block won't get rendered. What most modders seem to do, when they want to render a transparency over their block, is just to render the whole block in the second pass, opaque and transparent parts alike, which works fine.
  5. well, I wanted to have another update out today, but after 8 hours of dealing with rendering issues with a simple block, I'm calling it a night. I don't know why this render code won't work, it's something as simple as rendering a semi transparent texture on top of the block texture on one side. Should be like 2 lines of code, but instead after fighting with it all night it still acts completely bizarre. In one chunk it will render fine, but go into the next chunk over or a few block up or down and it doesn't render at all, or maybe renders super dark for no reason. I have no idea what's going on, but I'm writing it down here in the hopes that explaining it will help me figure it out. so far, no luck
  6. That is correct. The infernal furnace is a 27 cubic meter structure made mostly of nether bricks and obsidian. Constructing one without being able to manipulate lava isn't impossible by any means, but it would be tricky.
  7. As an aside, I made the infernal furnace craftable with TFC lava, but I'm aware that leaves it as a fairly late game construction, as getting lava is quite involved in TFC. I'm happy with this, but I'm looking for feedback. As always, I'm looking for feedback on any of the other completed features as well.
  8. Update! New in this version: You will find some new items craftable with alchemical manufacturing, although the aspects required may be hard/impossible to acquire at the moment. More to come soon! The infernal furnace is complete! what does it do? Any bare ingot, unfinished armor, sheet, etc that you would need to work on an anvil will be heated up to just below melting, for easy welding and maximum hammer time Unshaped ingots, whole or in part, will be brought up to Brilliant white, or 300 degrees above its melting point, whichever is higher. For all TFC metals, Brilliant white is hot enough, but who knows what the future will bring Food will be cooked. It will come out at a random cooked level and random flavour profile, but you can't burn it! (Disclaimer: it may be a little burned, fire elementals aren't really chefs) Since metals can be thrown in continually every time they cool down, they don't give extra metal. Food will only cook once, however, so I may add a little extra food popping out in the future All normal furnace items from vanilla minecraft and other mods will still work WARNING: Do not throw completed armor, and other metal items that cannot be heated normally, in the infernal furnace. They won't come back out. This is the normal behaviour of the furnace, that will destroy items it can't do anything with. TerraThaumcraft A0.4
  9. Surprise Stat Holiday Update! Included in the stillvery alphaupdate: Craft-able shards! Grind mined rough shards into powder on the quern, mix with water in a barrel or vessel, then throw a seed crystal (of the right element) in and seal it for 8 hours! a "seed crystal" is any rough shard of any quality, or a full shard. 32 powder + 5L of fresh water + 1 seed crystal= 5 Shards Warning: Whatever crystal you use as a catalyst will be lost, so save some of those small ones to use for this Placeable Greatwood and Silverwood lumber Not a huge update, but the ability to acquire shards will make a big difference in the usability of this mod crossover. TerraThaumcraft A0.3 Download
  10. the plank blocksthemselves are actually the vanilla Thaumcraft wood planks, so at the moment no they are not chiselable. As for the wood blocks themselves (the tree trunk style ones), as far as I know even the normal TFC ones can't be chiseled. Asdittoisepic has pointed out, I haven't put much priority into making the progression of thaumcraft work, there is plenty of stuff that is simply unattainable due to crafting materials being unavailable, I think I'm gonna work on that next, but making a selection of thaumcraft blocks chiselable is on my TODO list. I don't know what it is going to take to make it work, very likely I'm going to have to implement new versions of each block, but hopefully not. We will see.
  11. getting placeable lumber working properly was easier than expected, it will be in the next release
  12. yes, a mod like NEI will be your friend here, there are plenty of missing links. Its very alpha at the moment, you will not be able to progress through the whole mod using normal crafting methods. Thaumonomicon will be the same as before, you'll need to craft a bookshelf and hit it with a wand, I do believe that is still possible in TFC. I won't be adding items from addons into this crossover, although I may do a few of the better ones in the future if they need special attention to be made compatible. Also extra cosmetic items aren't planned. My goal isto make the normal TC stuff compatible with TFC, extra stuff will be for another project in the future, by myself or others. As for when it will be considered "done", thats when all the features mentioned on the first post are at 90+% and I shift the mod into beta status. At that point people should be able to play it start to finish, and only worry about the occasional bug
  13. Alright folks, here is a0.2 of my crossover. Same requirements as last time. New in this version is all the wood stuff, aspects are partially done, and nuggets and the transmutation thereof. Greatwood and silverwood tree trunks cannot yet be smashed into sticks, and their lumber can not be placed in the world, but otherwise looms, armour stands, tool racks, barrels, planks, fences and fence gates are all craftable. please let me know of any bugs you find, but keep in mind this is an ALPHA build, which means not everything is implemented yet. TerraThaumcraft A0.2
  14. item frames don't have hit points or make a noise when they're hit. They're also an outlier in terms of inventories. Its just an observation.
  15. heh, well its not like they couldn't have added commands that work with a tile entity, but I get what you're saying. Just irks me because it is very inconsistent with how everything else is coded. Also a "block" with an inventory that can't be accessed with pipes/tubes/etc is always heartbreaking.
  16. vanilla has armor stands? thats news to me.
  17. once the loom and tool rack are done I think it will be a good place to release a new version. Thats my p;an this morning
  18. My first brush with armor stands was from either Bibliocraft or some zelda themed mod that I forget the name of. Both of them used a tile entity. Always struck me as super weird that TFC armor stands are just immobile, braindead monsters.
  19. We now have "magic barrels". Currently they work exactly like normal barrels, but seeing as I have yet to come up with a recipe for creating shards, I think these guys may come into play. And they look pretty good if I say so myself.
  20. Been working on wood items most of the day due to popular demand (read: one guy) Greatwood is weird. it has a brown/vaguely purple trunk, with a beige interior, yet its planks are purple instead of beige... I'm going to leave the planks as they are, but greatwood support beams are going to be beige i think. Some wood blocks are harder to convert than others. Wood support beams, lumber items and fences/gates are done, but armor stands, placeable lumber and looms are much much harder to add. I may leave them for a later date. Either way, we're getting there
  21. retro generation will likely spawn greatwood trees, obelisks and probably mounds, but the elemental ore and biomes would not exist. Getting Retrogen working completely is one of my last priorities, unfortunately.
  22. there is a link to the very first alpha build a page or two ago in one of my posts, and there likely will be a newer release later today :^) I would recommend strongly against running it on an established server, the release is just a teaser more than anything,
  23. Ah yes, I always mix those up.
  24. if the TFC tech addon uses the forge ore dictionary, yes. Otherwise probably not
  25. I've got the nuggets implemented, one for every type of metal, including intermediaries like weak steel or high carbon black steel or whatever, just for consistency. All the non-tool metals can be easily transmuted, like brass and gold and such, , as well as copper and the 3 bronzes.I've made it so wrought iron nuggets + metallum can be transmuted into small amounts of raw Bloom. This way players can transmute iron, but not completely sidestep the entire process of obtaining it. One of my goals with this is to avoid supplanting entire TFCgameplay elements entirely. For this reason and others, iron will be the highest transmutable tier.