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vladthemad

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About vladthemad

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    Wood Cutter
  1. World Gen Settings

    Hey All, I was messing around with the settings recently. Not sure if I'm doing something wrong or if this is an error in the mod. An area I wanted to build in had a large number of lava tubes coming up to the surface, and while I like the idea, often the execution isn't the best. I tried changing the setting is tfcconfig, and found that even when set it toI:lavaFissureRarity=0 the number of lava tubes doesn't seem to change what so ever. Am I doing something wrong?
  2. While I'm decent enough at changing some things, making new textures isn't one of them. My skills with graphics amount to cut and paste, so it's probably beyond my capacity...at least if I want them to look good.
  3. Heck, I'd use these if you made the cobble, brick, and smooth versions of them. I'd stuff them in my custom resource pack for 1.7.10, even if they didn't end up in the redo to 1.12.
  4. World Gen

    From your FAQ: " We are keeping the same worldgen. " Size and ore gen, fine great, equator covered in Acacia, not a problem, travel distancesI'm ok with, but all too often the actual terrain generation in 1.7.10 TFC is just bad...like old Minecraft. One of the biggest complaints from my friends when I try to get them into TFC isn't that it's outdated, difficult, or any of that, it's that the world is just ugly and boring. Take a look atthe old Highlands mod or Realistic Terrain Generation mod for inspiration. If that was the only that that was fixed during the upgrade, I'd be happy.
  5. I know this is an old thread and I was just looking at old mods for TFC and st uff, but that right there stopped me in my tracks.You know that's been a problem for any mod that adds wearables since basically the beginning of SmartMoving, right? Any nonstandard render of equipment like the armor in Thaumcraft, back tools, any of the multiple backpack mods, etc. do that whole staying in one place and not moving with the character model thing.If you found a solution, you might want to make that widely available!
  6. BTW, is there an older version I can install that won't cause issues and can be upgraded without a server restart when you get it updated?
  7. Yep, diff handle, but still me! Posted here, but wasn't sure you were still around so I posted at github. Tried minecraft forums but the system won't let me log in for some reason.
  8. Well, here's to hoping you still come and check this thread...I appear locked out of my minecraft forum account for some reason! With your latest version (and possibly others?) of 3.3 and Farkseek 2.0.1 I'm running into a really weird issue. I've tested this with just TFC and those two mods, oh and it looks like codechickenlib now that I check my mod folder. Basically what's happening is any blocks that fall through TFC physics like dirt and gravel that then land on TFC tall grass, don't crush the grass. They just jump back up and fall down, repeating forever.
  9. Modded Ore Generation

    For hardened clay, that was easy. I was just using it to explain that I could get other items to work just fine. The unused ores weren't usable in the same way though. In the end, I just abandoned the immersive engineering ores and replaced them with TFC ones. I replaced aluminum with tin, and did the same with the missing alloys. Close enough for government work! I'm all about making my job easier. Now I don't have to make textures, or figure out what types of stone aluminum spawns in, nor make configs to get it to spawn.
  10. Holes in the Ground & Water

    Yeah it's kind of a pain how it generates. I hate when a lava tube or hot spring generates sticking out the side of a cliff. It's not like TFC is the only one with issues though. How about when Minecraft villages spawn on a mountain side? Or mod structures doing the same? it's like it only checks the block they are spawning on at one corner...doesn't bother to see if it's on a cliff face and now this "underground structure" is hanging out the side of a mountain in midair. Same with 2x2 or larger trees. Only checks one corner...now half the tree is hanging in mid air. Doesn't really change gameplay, but it's ugly as sin!
  11. Alright, I'm a bit confused. What's the latest version?
  12. Holes in the Ground & Water

    Actually, most often I run into the water NOT flowing. It's just hanging there, against the edge of a hole, not flowing down into it. In the picture I think what happened is some of the sand collapsed, causing a block update which started the water flowing. I've even turned off ravines all together in the settings, but these holes still show up. I was hoping someone else was annoyed by them too and found a solution Maybe I'll try turning off caves too and see if that changes it. Worst part about it is they always seem to show up where I want to build a base! Hah.
  13. If float is in there and doesn't need to be, it's probably because I stole it straight off the wiki for testing in an effort to understand all the variables. I know in the real world, you have to turn bauxite into alumina via some complicated process, then turn alumina into aluminum via another process, but TFC isn't the real world. I had ultimately planned to use the arc furnace for aluminum; this was more my chasing an idea I had and using aluminum as a stand in to run some tests. I had also switched the aluminum ingot out for coal and vanilla stone too if I remember correctly. Neither of those worked either. There are about a dozen "ores" in TFC that go unused, half spawn in the world, the other half don't even do that. My point was more about avoiding the need to make a custom item block for every strata of rock that a mod ore would need to spawn in, and all the extra work that requires. I was brainstorming how to use TFC to generate an used TFC ore, and just rename the ore to whatever you need. For the most part it works pretty well. I can rename Jet to ModOre6000 with MineTweaker, maybe change it's texture with a resource pack if the color doesn't match, modify one or two variables in the TFC ore config file, and it's done. Prospector pick works perfectly for it, and mines just like a TFC ore, it looks just like a TFC ore, it generates just like a TFC ore...probably because it is! The sticking point I ran into was that converting ModOre6000 into ActualModIngotItemWhatever via TFC's heat/smelt mechanic doesn't seem to work for the unused ores. It's weird, I can get it to smelt anything else into whatever, just not those dang unused ores!
  14. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    I may have mentioned this before on a diffrent thread to you, but if I didn't, take a look at Traincraft. It's finally been updated to 1.7.10. It's been taken over by a new development team. Currently there's an issue with trains climbing slopes at high world heights (aka sea level in TFC) that I discovered, but the devs are looking into it. Otherwise everything I've tested on it works fine.
  15. Modded Ore Generation

    I went back and found out I can make things smeltable/cookable with TFC Tweaker normally. It looks like the unused ores are giving me an issue though. Are you saying because the unused ores don't have an associated liquid form and TFC expects one, there's an issue? I was just testing this out using TFC Tweaker. I already used it to make hardened clay by heating clay. When I try to do the same for Olivine, which is now named Bauxite, I get an error stated "Bauxite is invalid when melted.". This is the issue you're pointing out, correct?