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Everything posted by Emris
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Like the title says, it's a Leather Water Sac that can be made from TFC items. It has 12 uses (which is about 2 thirst bars worth) before you have to fill it up again. To clarify my view on modpacks, if you are using TFC, you are more then welcome to use the Leather Water Sac. Have fun A few pics: To make one, you need - 2 x TFC Leathers that need to be cut correctly - 2 x Wool Yarns (String can not be used anymore) - 1 x Bladder that you get by killing a sheep, cow or deer - and any kind of TFC knife (The knife gets the same damage as when you use it with crops) Recipes First you have to cut the leather Then kill a sheep, cow or deer to get the bladder. Then you can craft it in a workbench like this or Version 3.8.B79.23+ - Added Cow and Deer bladder. (!The old sheep bladder item will be deleted with this update!) Download => [1.7.10]LeatherWaterSac-3.9.B79.jar Old version Version 3.6.B79.23+ - Update for the TFC changes in version .23 - Fixed, adding TFC leather recipe causes a crash. Download => [1.7.10]LeatherWaterSac-3.8.B79.jar Version 3.6.B79.20+ - Fixed: Water Sac can be filled from flowing water Download => [1.7.10]LeatherWaterSac-3.6.B79.jar Version 3.5.B79.16+ - Update for the new TFC API changes. Download => [1.7.10]LeatherWaterSac-3.5.B79.jar Version 3.4.B79.13+ Changes: - Fixed the splash particles.- Added support for almost all TFC fluids - Can be used with TFC Barrels and Large vessels - Shift + Right Mouse Button will empty the sac - Added more language files - Is NOT usable in creative anymore, but it still works with barrels and large vessels Download => [1.7.10]LeatherWaterSac-3.4.B79.jar Version 3.3.B79+ Changes: - Added more splash particles.Download => [1.7.10]LeatherWaterSac-3.3.B79.jar Version 3.2.B78_HF7+ Changes: - A fix for the new getReach method.- Added fr_CA.lang, nl_NL.lang, ru_RU.lang, sr_SB.lang, zh_CN.lang and zh_HK.lang Download => 1.6.4_LeatherWaterSacTFC_3.2.B78_HF7+.zip Version 3.1.B78 Changes: - Fixed a derp in the language file.- Added da_DK.lang Download => 1.6.4_LeatherWaterSacTFC_3.1.B78.zip Version 3.0.B78 Changes: - Added Salt and Fresh water- Added TFC weight and size system - Localization uses the "en_US.lang" file system now. Other lang files can be added also. Download => 1.6.4_LeatherWaterSacTFC_3.0.B78.zip Version 2.1.b77 Changes: - Fixed the Item namesDownload => 1.6.2_LeatherWaterSacTFC_2.1.b77_TFC_HF14+.zip Version 2.0.b77 Changes: - Added splash sound+particles when filling the sac with water- Added a new item WaterSacLeather .. made with TFC leather working gui - Added a new item SheepBladder .. drops when sheep is killed - Changed the recipe .. can onle be made with the workbench now - Added config file for item IDs Download => 1.6.2_LeatherWaterSacTFC_2.0.b77_TFC_HF14+.zip Old Recipe Version 1.5.b77 Changes: - Added Wool Yarn to the recipe. Download => 1.6.2_LeatherWaterSacTFC_1.5.b77.zip Version 1.4.b76 Changes: - Changed the recipe to TFC leather. Download => 1.5.1_LeatherWaterSacTFC_1.4.b76.zip Version 1.3.b76 Changes: Download => 1.5.1_LeatherWaterSacTFC_1.3.b76.zip Recipe Version 1.2.b75 Changes: - Should work in creative mode properly now. Download => 1.4.6_LeatherWaterSacTFC_1.2.b75.zip Version 1.1.b75 Changes: - It's still 12 uses, but one drink gives you 1/6 of your water bar regardless of your XP level - Will not waste a drink when you are full. Download => 1.4.6_LeatherWaterSacTFC_1.1.b75.zip
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This has nothing to do with deobfuscation, your project is missing the NEI library.
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After many hours of work, i think this mod is stable enough for it's first release. I changed a lot of things to make more sense out of BuildCraft in a TFC world. There are no more wooden, cobblestone, gold or diamond gears. They make little sense. In TFC we have different metals and now we can make gears the TFC way . There are far too many things to list here so i made a recipe web page here. => http://mrzack.pc-net...BCTFCcrossover/ To clarify my view on modpacks, if you are using TFC, you are more then welcome to use BCTFCcrossover addon. Have fun ID conflicts: TFC BCI:"Lead Sheet"=19100 -- I:woodenGearItem.id=19100I:"Nickel Sheet"=19101 -- I:stoneGearItem.id=19101I:"Pig Iron Sheet"=19102 -- I:ironGearItem.id=19102I:"Platinum Sheet"=19103 -- I:goldenGearItem.id=19103I:"Silver Sheet"=19104 -- I:diamondGearItem.id=19104I:"Sterling Silver Sheet"=19105 -- I:templateItem.id=19105I:BrassSheet2x=19106 -- I:wrench.id=19106I:GoldSheet2x=19107 -- I:bucketOil.id=19107I:NickelSheet2x=19109 -- I:pipeWaterproof.id=19109I:"Pig IronSheet2x"=19110 -- I:bucketFuel.id=19110I:PlatinumSheet2x=19111 -- I:pipeGate.id=19111I:"Sterling SilverSheet2x"=19113 -- I:redPipeWire.id=19113I:GooseberryLeaf=19140 -- I:pipeGateAutarchic.id=19140I:Cloudberry=19141 -- I:pipeFacade.id=19141I:CloudberryLeaf=19142 -- I:pipePlug.id=19142My solution is to change everything in BuildCraft from 19*** to 17*** Downloads BCTFCcrossover v0.9.B78HF17+ => 1.6.4_BCTFCcrossover-0.9.B78.zip This works with: BuildCraft 4.2.2, Forge 9.1.11.965 and TFC B78.17+ Changes: + Fixed. Oil will generate between Sedimentary stone layers, starting from small that have a chance to generate a tunnel that leads to the surface, up to huge that can be found on bedrock. + Changed a few recipes that needed the crafting table. Be warned though, some things do not work with the auto crafting table, and some things may even lead to a crash, this needs more testing. Old BCTFCcrossover v0.8.B78HF17+ => 1.6.4_BCTFCcrossover-0.8.B78.zip Changes: + Update to Forge 9.1.11.965 + Update to BuildCraft 4.2.2 + Update to TFC B78 HotFix17+ - Still need to add 2 more transport pipes and test everything in detail. - Due to anvil only checking the TFC localization file, any not TFC plans will not be localized. BCTFCcrossover v0.4.B76HF18 => 1.5.1_BCTFCcrossover-0.4.B76HF18.zip Changes: + Update to Forge 7.7.2.679 + Update to BuildCraft 3.5.3 + Update to TFC B76 HotFix18 BCTFCcrossover v0.3.b76 => 1.5.1_BCTFCcrossover-0.3.b76.zip Changes: + Wrench Tool can be made from different metals and takes damage BCTFCcrossover v0.2.b76 => 1.5.1_BCTFCcrossover-0.2.b76.zip Changes: + Oil will spawn somewhere in the Sedimentary stone Layer2, and sometimes the bottom of Layer1 + All pipes are from different metals and need a plan and anvil to be made + Item IDs have been reorganized and are static now - Removed Sandstone recipe. Not needed anymore + Added a new Silver Conductive Pipe for almost perfect conductivity + New gear textures + Changed pipe names to represent more the function then the material they're made out of BCTFCcrossover v0.1.b76 => 1.5.1_BCTFCcrossover-0.1.b76.zip BuildCraft 3.5.3 TFC replaces vanilla water and lava blocks with TFC custom blocks. That's why you cant use the official release of BuildCraft from there web page. It will crash when you try to use the Tank, Refinery or the Combustion engine. And BC also updated to MC 1.5.2 and the newest forge version, so i will have to back port it until TFC gets to the same Forge and MC versions. For BC and TFC to play nice with each other, i had to make a mini fix in 2 BC classes. Changes were made to: buildcraftcorerenderLiquidRenderer.java Fromto public static Icon getLiquidTexture(LiquidStack liquid) {if (liquid == null || liquid.itemID <= 0) {return null;}LiquidStack canon = liquid.canonical();if (canon == null) {throw new LiquidCanonException(liquid);}Icon icon = canon.getRenderingIcon();if (icon == null) {throw new LiquidTextureException(liquid);}return icon;}public static Icon getLiquidTexture(LiquidStack liquid) {if (liquid == null || liquid.itemID <= 0) {return null;}LiquidStack canon = liquid.canonical();if (canon == null) {throw new LiquidCanonException(liquid);}Icon icon;if (canon.itemID == Block.waterStill.blockID) {icon = Block.blocksList[Block.waterStill.blockID].getBlockTextureFromSide(0);} else if (canon.itemID == Block.lavaStill.blockID) {icon = Block.blocksList[Block.lavaStill.blockID].getBlockTextureFromSide(0);} else {icon = canon.getRenderingIcon();}if (icon == null) {throw new LiquidTextureException(liquid);}return icon;} and buildcraftenergyguiGuiCombustionEngine.java From to private void displayGauge(int j, int k, int line, int col, int squaled, LiquidStack liquid) {if (liquid == null){return;}int start = 0;Icon liquidIcon;String textureSheet;if(liquid.canonical().getRenderingIcon() != null) {textureSheet = liquid.canonical().getTextureSheet();liquidIcon = liquid.canonical().getRenderingIcon();} else {if (liquid.itemID < Block.blocksList.length && Block.blocksList[liquid.itemID].blockID > 0) {liquidIcon = Block.blocksList[liquid.itemID].getBlockTextureFromSide(0);textureSheet = "/terrain.png";} else {liquidIcon = Item.itemsList[liquid.itemID].getIconFromDamage(liquid.itemMeta);textureSheet = "/gui/items.png";}}mc.renderEngine.bindTexture(textureSheet);......private void displayGauge(int j, int k, int line, int col, int squaled, LiquidStack liquid) {if (liquid == null){return;}int start = 0;Icon liquidIcon;String textureSheet = null;if(liquid.itemID == Block.waterStill.blockID) {textureSheet = liquid.canonical().getTextureSheet();liquidIcon = Block.blocksList[Block.waterStill.blockID].getBlockTextureFromSide(0);} else if(liquid.itemID == Block.lavaStill.blockID) {textureSheet = liquid.canonical().getTextureSheet();liquidIcon = Block.blocksList[Block.lavaStill.blockID].getBlockTextureFromSide(0);} else if(liquid.canonical().getRenderingIcon() != null) {textureSheet = liquid.canonical().getTextureSheet();liquidIcon = liquid.canonical().getRenderingIcon();} else {if (liquid.itemID < Block.blocksList.length && Block.blocksList[liquid.itemID].blockID > 0) {liquidIcon = Block.blocksList[liquid.itemID].getBlockTextureFromSide(0);textureSheet = "/terrain.png";} else {liquidIcon = Item.itemsList[liquid.itemID].getIconFromDamage(liquid.itemMeta);textureSheet = "/gui/items.png";}}mc.renderEngine.bindTexture(textureSheet);..... That way Block.waterStill and Block.lavaStill never get asked for there render information, which gets lost in TFC replacement process. Here, you can download the back-ported and up-to-date version that plays nice with TFC. => 1.5.1_BuildCraft-3.5.3_TFC-B76HF18.zip Compiled with Forge v7.7.2.679 Old (needed for BCTFCcrossover v0.3.b76 and under) => 1.5.1_BuildCraft-3.5.1_TFC-B76.zip Compiled with Forge v7.7.1.629, same as TFC. ToDo list: - Find a way for oil to spawn in a believable TFC world generating way, or(and) make a way to generate/produce it. - Make a multiblock Oil drilling rig. - Make all pipes with TFC metals. - Make TFC wooden bucket usable with BC. Water bucket works, but gets consumed.. - Make a new different kind of piston only usable for BC recipes. - Change the way pipes are made. - Change the way waterproof pipes are made. - Make vanilla items unnessesery. - Make better gear graphics. - Add damage to Wrench tool, also add wrench to be craftable with other metals - Solve the PipeWaterproof/Cactus thing -- there should be some other way to make waterproof for pipe crafting... - Add new Latex liquid - Make Latex liquid usable with pipes - Add Hevea Rubber Tree - .... If anyone has anything to add, good ideas are always welcome
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[DISCONTINUED][TFC 0.79.29][0.13.0]TerraMisc - Misc, Magic, and More!
Emris replied to Necoxus's topic in Addons & Applications
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. -
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.
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Yes, sheep are rare and have a high value in TFC, so adding cow and deer to the mix makes sense. Enjoy
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Before anyone thinks that this is my echo on the B77 plank change, he can take a look at this => http://terrafirmacraft.com/f/topic/3755-log-gathering-processing/ As far as i know, this is where this idea first came to life, and i liked it so much that i had to make it And if you are asking who had this idea, that would be our web admin spAnser. This is kind of a realistic way to make planks mod. You first prepare the chopping place with any kind of wood. (and it's a + because i like it that way ) Then you place a log in the middle and click the top of the log to chop it in 2. There is a random chance that you may not succeed, so don't click and hold, just click ones .. maybe twice .. or was it three times .. eventually the log will split in 2 Version 0.4.b77 Changes: - Added a random chance to not succeed - Changed the output from 3 to 2 planks .. makes more sense, unless you have a bad ass Y kind of axe head Download => 1.6.2_ChopALog_0.4.b77.zip And just because i mentioned the B77 plank change above, my echo would be this ..this way everything stays the same, but we have planks to play with from the start.
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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
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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
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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.
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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
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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? Socuwan
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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.
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That's a mini bug in TFC, but Kitty already fixed it in release 23, which should come out soon.
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I guess it's not what you do, but how you do it
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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.
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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.
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tree schematics and Ancient/Ruined Villages/Buildings
Emris replied to fallonsky's topic in Discussion
For tree schematics you can use any kind of vanilla wood & leaf blocks. -
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.
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Do you have java installed? What linux distro do you have? Is your PC connected to the internet? How did you execute gradle?
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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.
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Can you post a picture. All my tests are working. I have no idea why it's not working for you.
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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.
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Fixed It looks like vanilla code is not seeing TFC flowing water blocks.
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https://github.com/emris/BCTFCcrossover/blob/master/src/main/java/emris/bctfccrossover/core/Recipes.java#L55