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ciekma

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Everything posted by ciekma

  1. Mod Liquids in TFC Containers

    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.
  2. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    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. Currently I'm busy with integration my modpack with IC2 mod and IC2 addon 'IHL tools and machines', which bring advanced chemistry needed for modern tools/materials and extra ores processing. I'm also reworking recipes because I added some new items, for example construction beams instead of ordinary ingots. Meanwhile I'm testing it on my private server before official release.
  3. I found following issue: when heat recipe is defined, for example mods.Terrafirmacraft.ItemHeat.addRecipe(<terrafirmacraft:item.Gold Unshaped:90>, <minecraft:gold_nugget>, 1060, 0.5); it will produce liquid metal in mold spawned from thin air, instead of pouring it to existing mold (it will spawn mold even if there is no mold in forge).
  4. [TFC 0.79.24+] Animal Crate

    This mod works fine. I will include it in my modpack, instead of udary backpack, which are crashing server.
  5. Just Another Spawner

    These numbers are explained in the same row. Some further explanation needs to be taken about weight: if zero, creature would not spawn here, if greater, it works as relative spawn probability (it is meaningless, if only one type of creatures can be spawned, for example in case of bats 1 or 100 give same results). If I understand correctly, PassivePack is number per chunk spawned after chunk loading, while ChunkPack is related with chunk generation spawning.
  6. Just Another Spawner

    Of course it is possible, there is example: "com.caveSpiderTFC": { "Type-Enabled": "UNDERGROUND-true", "Spawn Operand": "OR", "Spawn Tag": "(posY>110) || (obj.light>5) || (obj.light<1)", "Contents": [ "com.caveSpiderTFC" ] }, from Entityhandlers/com.cfg file. It will spawn poisonous spider below 110, in dark (but not totally dark) caves (additionally Spawnlist entries must to be enabled for such creature, but if you want to modify existing creatures, they are already enabled).
  7. huge ore veins but rare

    I also played with TFCOre.cfg rarity/density for same reason (to get rare but huge deposits - reason for providing transport) and got similar crash - probably there is vulnerability in ore generation code, which is not affected with default settings. As Bunsan stated, the better idea is to increase density and size of veins but restrict its occurence to the specific rock formations. In result you would get rare but large basin of such ore. For example, you can restrict limonite ore to chert rock, instead of all 8 sedimentary rocks.
  8. huge ore veins but rare

    Some commands, like /debugmode and /stripchunk, are helpful for testing ore generation. I noticed, that 'veins' are rather vertical, and 'default' is a horizontal cloud along some chunks.
  9. [TFC 0.79.29] TFC Engineer

    In my opinion, powered quern is a most important improvement. Many non-TFC mods are supporting grinders or macerators, but they doesn't work well with TFC food. Electric oven which automatically eject food before it incinerate, would be also welcome. Is it possible to add negative temperature to frozen food, to prevent eating before food is heated up after picked from freezer? It would help for better fridge/freezer balance.
  10. Actually of course modern pewter doesn't contain lead, but in TFC timeframe lead was used. In my opinion these pewter wares are somewhat overpowered. Historic accurate pewter recipe with lead would help to balance it. Poison potion is a bad idea, but any use of pewter should for example decrease point from fruit nutrition bar.
  11. Is it possible to add (configurable) option for breaking possibility of pewter dishes? Of course much smaller than pottery?
  12. Just edit TFCOre.cfg text file. It will affect new chunk, if used in existing game. Note: higher rarity number = less probability finding ore.
  13. Is it possible to change all TFC seed production rate during harvesting? It would be welcome to have it configurable (I mean all TFC crops).
  14. Thank you, it is working now fine.
  15. I got error 4 methods available but none matches the parameters (minetweaker.item.IItemStack, minetweaker.item.IItemStack, minetweaker.item.IIngredient, string, int, int) when either .reuse() or .transformDamage(1) method is used on anvil input item, for example <terrafirmacraft:item.Copper Tuyere>.transformDamage(1) - not working.
  16. Can fruit press hopper be used for olive production? And new quiver can hold standard arrows? In such case vanilla TFC hopper and quiver are obsolete, why not disable receipts of these vanilla TFC items, and assign these receipts to these new one?
  17. How do i make slabs and stairs?

    Use M key to cycle mode from detailed chisel mode to stairs or slabs mode.
  18. Fruit juice is from berries, and can be converted to sugar or vine. But what for is apple juice, lemon juice etc?
  19. Change of comp makes server crash

    Seems that you have different path to database, or SQL server is not installed/not working.
  20. What are the latitude of trees in TFC

    Temperature depend not only on latitude, but also on height, so it is not possible to give exact data (however moderate climate between 9k and 12k would be fine). Trees spawning depend also on rainfall/EVP, therefore you can spot for example aspen instead of birch. Just press F3 and check data.
  21. [TFC 0.79.23+] Merchants Addon for TFC

    Seems that there is a bug - client is crashing, when I tried to place pickled cabbage into stall. When pickled cabbage is placed in barrel inside warehouse area, whole server is crashing whenever any player attempt to open stall. Didn't tried with other food, but probably similar issue. There is server crash log:
  22. I encountered server crash, when I accidentally right-clicked at pig with tucker bag. I cannot reproduce it in single player mode (with same config/settings, but it is clearly reproducible on server, where I'm playing. I'm not server admin, but got a log from crash, maybe it would be helpful for tracking problem:
  23. [TFC 0.79.29] Cellars Addon

    They persists if stored in chest/inventory. It should thaw depending on temperature, otherwise you can dig lot of snow with shovel and store it in normal chest, therefore making ice saw obsolete. With snow thaw depending on temperature, you may store it inside cellar rack, like a food.
  24. [TFC 0.79.29] Cellars Addon

    There was asterisks, I meant snow balls and snow block items are permanent, unlike food, crafted snow block also is not affected by temperature.
  25. [TFC 0.79.29] Cellars Addon

    The main problem is also, that snowballs and snow block are 'immortal'. Is it possible to thaw them if stored or (blocks) placed?