Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.
-
Announcements
-
ATTENTION Forum Database Breach 03/04/2019
There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again. -
This forum is now READ ONLY! 01/20/2020
As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.
Any questions or comments can be directed to Claycorp on either platform.
-
-
Content count
546 -
Joined
-
Last visited
Posts posted by Emris
-
-
The LeatherWaterSac is just adding the bladder to the list of items that are already being dropped, nothing gets deleted. Must be something else why tendons don't drop.
1 -
I had a closer look at the code and even though a few things have changed in TFC animal code, it shouldn't be that hard to upgrade... i'm already about 50% done
It would be much simpler to just add the features into TFC though .. adding other animals to the mix would also be very cool.
0 -
Yes, sheep are rare and have a high value in TFC, so adding cow and deer to the mix makes sense. Enjoy
2 -
I had a quick look, and it could be implemented into TFC, but a few classes would need to be changed, maybe even rewritten.
But i'm not sure this will ever happen considering in what state TFC is in right now. With "state" i mean only fixing bugs and doing miner changes.
Another possibility is making an addon, but for that to work you would need to disable and replace all TFC doors, and that's kind of a "don't do that" gray area
0 -
Kitty stop it, you can't be making valid suggestions in a Ridiculous Suggestions forum topic
Lets try to fix this.
TFC has a nice sandwich making system, so lets add "bread+vegetable+rotten flesh+vegetable+bread=Rotten Burger" which will give you a few effects.
- 100% Skin color change
- Will make you sick and you will loose up to 80% health
- Your body may reject any type of food except raw meat
- Zombies will hunt you down because you ate there friend
- Spiders will run away in fear because, who knows, maybe you want to try the "Bug Burger" next
1 -
I had a closer look at his GitHub repo and i have to say his code looks much different then TFC.
And even though many in game things look very similar, or even same, the game play is totally different.
His project is GPL just like TFC, so you can't call it intellectual theft, he also has a few direct links to TFC stating that his project is based off of many things that can be found in TFC, which satisfies the GPL license. Besides, as far as i can see, there is no copy/paste TFC code in his project, which even if he did have, would be ok because his mod is also licensed under GPL.
Correct me if i'm wrong, but as far as the ideas on this forum go, that "anyone" can find and read, like his 3D fire pit(which looks great imo) , are public domain. That's how Minecraft was born, from Dwarf Fortress, right?
And when it comes to GPL license, i am allowed to fork(copy) the TFC project, add anything i like, delete anything i don't like, name it CraftFirmaTerra, and release it as a new project. As long as my new project is also GPL, and i do not hide any information how this project came to life, so anyone can do the same with my new project and go with, e.g. FirmaCraftTerra, it's all good
That's how XviD was born from DivX, and many many other open source projects out there that we like and use.
3 -
The reason for the crash is a last minute commit/change from dries007.
I'm not really sure why it happens though, but it's fixed now
1 -
The KickStarter project started yesterday, so for only one day it's looking pretty good i would say
And like i said, for me it's not all about the game itself, i support his hard work, dedication and all of the great tutorials that he made, and if the kickstarter is successful, all the tutorials that he will still make.
0 -
Aloha,
i'm following ThinMatrix on YouTube for about 5 months now and i had a ton of fun with his java game tutorials.
He really invests a lot of time to make his videos the best he possibly can, so even though his game idea is not 100% what i would play, i just had to support him
What do you think?
1 -
That's a mini bug in TFC, but Kitty already fixed it in release 23, which should come out soon.
0 -
I guess it's not what you do, but how you do it
0 -
With all the resources(infos, demos, open source code, ...) that we have today, i think it would be possible, but it would be very time consuming. Making a game from scratch instead of "just" a mod is a whole new kind of beast. A few months ago, i thought "whats the big deal, you just sit down and code your own game engine, add stuff you need/want and game done", so i started to make one... lets just say, now i think differently
So, would Kickstarter work? Sure, but only if you already did the hard work and can present a playable demo, imho.
After you have that, you can polish and add new stuff to keep the player community happy.
1 -
A while back i had some fun and made a small mod that is based on a similar idea -- http://terrafirmacraft.com/f/topic/4696-tfc-07715-chopalog-04b77
I also like the idea of moving stuff away from the crafting grid, making things in a 3D environment and not in a GUI, is more realistic and fun, imho.
2 -
For tree schematics you can use any kind of vanilla wood & leaf blocks.
1 -
Instead of using a world load event and network packets i used this:
@EventHandlerpublic void serverStarted(FMLServerStartedEvent e){ Recipes.loadAnvilRecipes();}
The problem is timing.
The anvil manager needs the world super-seed to randomize the recipes, so using this code in the main mod class seems to work.
0 -
Do you have java installed?
What linux distro do you have?
Is your PC connected to the internet?
How did you execute gradle?
0 -
It doesn't look like TFC is the problem here, at least the crash report is not pointing in that direction.
But there are a few things that i would do in this case.
- Update Java. If i remember correctly there were some issues with version 1.8 _25
- You are only using 1G of RAM, i would use -Xmx2G
- You may have installed forge version 10.13.4.1448-1.7.10 but in your crash report you are still using forge-1.7.10-10.13.2.1230.jar. You can fix that in your MC profile.
0 -
Can you post a picture.
All my tests are working.
I have no idea why it's not working for you.
0 -
That's strange, it works fine in all my tests.
Are you sure that you are using the version 3.6.B79?
Is the water sac empty when you try to fill it?
You can only fill the same fluid that is already in the water sac. To empty press shift(sneak) + right-mouse-button.
0 -
Fixed
It looks like vanilla code is not seeing TFC flowing water blocks.
0 -
-
My Run Configuration looks like this:
Main class:
net.minecraft.launchwrapper.Launch
Program argumants:
--version 1.7 --tweakClass cpw.mods.fml.common.launcher.FMLTweaker --username=YourMCName --accessToken FML --userProperties={} --assetIndex 1.7.10 --assetsDir C:UsersYourName.gradlecachesminecraftassets
VM argumants:
-Xincgc -Xmx2G -Xms1G -Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.coreMods.load=com.bioxx.tfc.TFCASMLoadingPlugin
Working directory:
${workspace_loc:AddOnPath/run/Client}
0 -
After you have a working TFC project you can make your own addon project in almost the same way.
You can take a look at my simple project here -> https://github.com/emris/LeatherWaterSacTFC
The only difference is that after adding your addon project to the workspace, you have to do a bit of cleaning up in your Referenced Libraries and add the TFC project in the Projects tab in Java Build Path. I never tried it but it should even work if you delete all of the libraries because they are all a part of the TFC project, and by adding the TFC project as a dependency all the needed libraries can be found there.
Add a new Run Configuration... for your addon and all should work for the development part.
I also define different "Working directories"(which i name "runClent" and "runServer") in the "Run Configuration" for every project, that way nothing gets mixed up
Building your addon with "gradle build" will not work, because gradle cant find TFC. For that to work just build the TFC project and copy the *deobf*.jar into the "libs" directory where your addon is. You may need to create the libs directory first. Gradle looks in the libs directory for any dependencies it needs to build your addon project successfully.
You may also need to copy the "dirtyArtifacts" from the TFC project to your addon build directory, not sure if gradle needs it for building or not.
I hope this gives you an idea of at least one way of how you can setup a TFC addon project dev env.
0 -
My server was down for a few hours.
It goes all crazy in the summer, i guess it doesn't like the heat
1
Running TFC from eclipse workspace
in Addon Discussion
Posted
This has nothing to do with deobfuscation, your project is missing the NEI library.