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vladthemad

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Posts posted by vladthemad


  1. Gah, don't know why I never saw you reply. Came back because I was thinking about getting back into the mod and saw your reply. Yeah, I regen'd a few times. It's as if the setting does nothing. 

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  2. 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 to I:lavaFissureRarity=0 the number of lava tubes doesn't seem to change what so ever. Am I doing something wrong?

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  3. 6 hours ago, Diego il Catanico Jr said:

    I'm busy these days, i dont think i will do that for a while, if you want you can try.

    While I'm decent enough at changing some things, making new textures isn't one of them. :D 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.

     

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  4. From your FAQ: " We are keeping the same worldgen. "

    Size and ore gen, fine great, equator covered in Acacia, not a problem, travel distances I'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 One of the biggest complaints from my friends when I try to get them into TFC isn't that it's outdated, difficult, or any of that, it's that the world is just ugly and boring.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 at the 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.

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  5. On 7/29/2015 at 0:19 PM, TaeoG said:

     

    • SmartMoving AND multiplayer capability for back items. Other players can now see the barrel on your back, and it follow you properly if you have smart moving instead of hovering

    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! :) 

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  6. On 5/23/2018 at 11:28 PM, delvr said:

    Don't worry, I still get notifications for this thread. :) I see someone - I assume you with a different handle - made an issue on GitHub so I'll update that with my findings: https://github.com/delvr/Streams/issues/63

    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.

     

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  7. 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.

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  8. On 12/3/2016 at 1:06 AM, Bunsan said:

    Yes. You need a product. In TFC the liquid metals aren't actually liquids  there is just molds filled with all possible metals with NBT. This is why I had an addon I was working on to add other ores and metals that behave like TFC. One of many reason we forked and modified TFC for our pack.

    If you want hardened clay I have an addon called TerrafirmaStuff. 

    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. :)

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  9. 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!

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  10. On 2016-12-03 at 2:33 PM, ciekma said:

    Nice to know, that this mod is revived.

    But honestly, I see not much value added - there are curved track and plethora of rolling stock, but all track and cars looks like 'Garten Bahn' toys, whereas RoW are perfectly scaled to the players size:

    <Picture Snip>

    Additionally I found some bugs - there were 'ghosts' blocking placement at the end of the track, game crashes after breaking tender with hand, some clipping issues.

    On the other hand, RoW have also some issues, especially in case of TFC, 'track hologram' is not visible and therefore curved track placement is very hard to perform.

    Meanwhile I will stick with Railcraft, which is mandatory due to many resources and machines integrated into the modpack.

    BTW, new version will be available soon, I need to finish uranium, yttrium and neodymium processing path.

    I just wanted to point Traincraft out, as I thought it might be something you were interested in. I do agree, RoW is prettier, but I haven't found any way to use the rolling stock to transport supplies. It's just a player transport system. At least the last time I checked anyway. Don't get me wrong, it's dang pretty! It just didn't seem to serve a purpose other than eye candy. A horse can do what the RoW does, move a player from point A to point B.

    Traincraft rolling stock is the size it is due to it originating as something to be used with Railcraft, and I agree I wish it was better proportioned. Of course vanilla boats and minecarts aren't much better! Basically they made it small so it would run in your standard minecart tunnel without having to widen it. Traincraft rolling stock even runs on vanilla and railcraft rails. Heck, it didn't even get it's own rails until recently, Railcraft used to be dang near mandatory to use it. Just about all the cars actually allow you to put stuff inside them based on what the car is made for. Log cars hold logs, tank cars hold fluids, etc. They change appearance too based on if they are loaded or not usually. So you could use it to transport of supplies. I haven't seen RoW doing that, yet. That's why I'm leaning towards Traincraft over RoW right meow, because it can haul more than just players. RoW has also been paaaainfully slow to update.

    I hadn't run into the 'ghost' issue, unless you mean not being able to place it due to tall grass or plants. It won't break them. You weren't using railcraft while testing it were you? Railcraft adds an invisible block that is supposed to act the same as air, that you can use their fancy pants goggles to track people with. Basically as you walk around it places an invisible block every few steps. I've had numerous issues with those. Often mods see them as solid blocks and won't let you place blocks/tracks/whatever if they are in the way. Of course because they are invisible you can't see them, and because they act like air you can't break them, so you can imagine how much of a pain they can be. There was random spots all over your base you simply couldn't place a block down. This caused me a massive amount of frustration until I figured out what was causing the issue. Of course because of this and a few other reasons I tend to not install Railcraft.

    Railcraft is definitely more useful than both the others. Sadly, it's all about minecarts and functionality. There's nothing sexy like a giant steam locomotive! Just what amounts to little more than a cart tug. Traincraft adds fancier looking cart tugs, and fancier looking carts, and a little automation. RoW adds beautiful player transports. It's all down to individual taste :)

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  11. 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.

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  12. On 12/1/2016 at 5:07 AM, ciekma said:

    @vladthemad, not sure if there is proper to use tag for input stack, especially temperature which is float and I doubt there is any chance to match accurate tag.

    And I see no need to use this tag, because forge control temperature by itself. Basically it works well for converting items, for example:

    mods.Terrafirmacraft.ItemHeat.addRecipe(tfc_powder_flux, <customitems:calcium_carbonate_caco3_powder>, 680, 1.0);

    If output item have its own heat recipe, you cans set it hot, for example to melt sand into glass and have it workable:

    mods.Terrafirmacraft.ItemHeat.addRecipe(<minecraft:stained_glass:9>.withTag({temperature: 650 as float}),<terrafirmacraft:Sand:3>, 650, 0.5);

     

    BTW, in real world it is not possible to get aluminium from bauxite by simple melting/smelting.  Therefore in my modpack I'm using arc furnace and cryolite.

    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!

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  13. On 11/22/2016 at 2:16 PM, ciekma said:

    Of course, RoW is a pending candidate to add, I mentioned it few post above, but it is still unstable and have some issues to work around.

    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.

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  14. 1 hour ago, Bunsan said:

    That is what we did for our pack. The issue is they don't have qualities and as you said aren't smeltable in TFC itself. But as our metal ores were osmium, bauxite and tungsten it didn't matter. The other ores we added were minerals, so didn't matter. 

    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?

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  15. Great addon, very helpful so far. I'm running into one issue right know though. I'm getting an error that says "...is invalid when melted."

    I'm trying to make use of one of the TFC unused ores, in this case Olivine. I've renamed it to Bauxite. I get the error while trying to add this:

    mods.Terrafirmacraft.ItemHeat.addRecipe(<minecraft:hardened_clay>,<terrafirmacraft:item.Ore:33>.withTag({temperature: 650 as float}), 650, 0.5);

    (Hardened clay, and the heat values were only for test purposes. This is a known working recipe, so I start from there and modify to help identify problems.)

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  16. 1 hour ago, ciekma said:

    Let me guess: you tried to spawn ore with metadata >0, for example IE:ore:1 is bauxite, but IE:ore:0 is copper.

    Unfortunately TFC propick cannot distinguish metadata.

    The way to avoid it is to use own ore, without metadata (and with improved graphics).

    Exactly, right down to the ore and mod! Ha. I knew I read about it always returning as copper somewhere, but wasn't sure if it could be fixed. Adding in a new ore with the Custom Items mod is doable, but seems a bit of a pain for one dang ore. Custom Items always seems to take forever to load, the first few times I thought it had locked up Minecraft.

    I was mulling something over though. There are ores that are unused in TFC, and not just the "useless" ones you run into in the game.  There's petrified wood, satinspar, serpentine, etc. I was wondering if I could use minetweaker to rename those, and have it generate like a normal TFC ore...transparent texture over TFC stone block. You could change the texture in the resource folder, or just find one that looks similar. I haven't given it a shot yet, just thought of it as you responded. I'll monkey with it a bit and let you know what I find.

    Edit: Alright, I tested it. If you use minetweaker to rename one of the unused ores (I tested on Olivine) and then used TFC ore gen it shows up in the overworld. With minetweaker, modtweaker, and the TFC addon, I don't see any way to use TFC to smelt it. As aluminum really aught not be available until you're using electricity, putting it into the smelting system of Immersive Engineering will work and be thematically correct, so that will work for me.

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  17. I have read several times on the wiki:

    " Bears currently have the code to produce offspring, but do not have an item set to trigger mating. Unless they are separated, cubs will follow their parents or other adult bears until they become adults themselves. They take 3 months to fully grow into adulthood. "

    So...any chance anyone would want to whip up a quick addon to make them breedable? I mean what's more adorable than bear cubs running all over the place mauling everything?!

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  18. Alright, after lengthy testing, I figured out that I shouldn't capitalize the name of the ore, or it causes crashes. :) I think I have it set up correctly, but the prospector pick doesn't seem to work right on mod ores. It shows them as copper ore. I know I read about this somewhere before, but my Google Fu is failing me right now. Can anyone tell me how to correct this issue so the prospector pick will register mod ores correctly?

     

    Thanks!

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  19. One thing that personally bugs the heck out of me, is every time I find one of these:

    http://images.akamai.steamusercontent.com/ugc/99473352452375942/950124E40EA63D755A9A74F9C14F33CE5CE37E4B/

    Is there anything in the settings that will prevent, or at least drastically lower the likelihood of these generating? A lot of times the water isn't even flowing. It's just standing against the open hole defying gravity. I've tried to turn off ravines, but it doesn't seem to stop holes in the ground forming next to water.

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  20. Is there anything in the world generation that would prevent a different mod from generating structures? I know vanilla villages, fortresses, and the like have been removed. I'm curious if that same change blocks other structures from generating.

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  21. 11 hours ago, ciekma said:

    I'm afraid it is not possible to have for example bucket of special liquid without modding. You can only make barrel item conversion recipe - put empty bottle, and get full one.

     

    Even with custom items? Like I said, I can put the the mod liquids (like biodiesel or creosote) into TFC barrels with vanilla buckets and bottles, I just can't put them into TFC buckets or bottles. I get that one of the main issues is that there's not a tfc item texture with said liquid in it. If I create a TFC bucket of each modded liquid with CustomItems, can I get it to interact properly? The main issue is Immersive Engineering has liquids, but there's no way to transfer and store them with TFC items. I wanted to avoid the need to activate vanilla buckets and bottles.

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  22. 8 hours ago, Bunsan said:

    Putting it in TFCOres will have it generate, but doesn't use any of the TFC code skinning the transparent portions with appropriate texture. There are some WIP addons that add in ores that do leverage TFC ore code. TFC-Tech does for Bauxite and I have a incomplete TechNodeTools addon that allows you to add ores and some other things. 

    So even if you made the textures transparent, it would just create ores on invisible blocks? I remember reading some discussion on this a few weeks back, and was hoping it was possible. Ah well, ciekma's solution is just as easy if you aren't adding too many ores. :)

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