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      Server Move   09/13/2018

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: https://invite.gg/terrafirmacraft. The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.
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      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.
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ciekma

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Everything posted by ciekma

  1. I would like to present my recent work - TFC Progressive Pack ver. 1.53 - extension of technology, transportation and weaponry beyond TerraFirmaCraft lifespan. Mod pack contents are /mods, /config and /scripts directories, which must to be unpacked into .minecraft directory (I recommend to purge these directories prior to unpacking) The main modpack assumptions are: no ore duplicates, TFC ores and items are a core of the modpack, other mods uses TFC resources extensively. additional tech. mods are fully unlocked on advance of TFC tech. chain (crucial items and blocks of post-TFC mods need end-game TFC materials) most of receipts are altered by Minetweaker scripts, NEI use is strongly recommended some vanilla items are unlocked, but need advance into TFC tech tree (for example vanilla furnace need iron) diverse mob strength and spawn conditions, valuable drops from rare strong mobs ingame manual/diary List of all mods included in modpack (underlined bold are mandatory mods involved in modpack crafting receipts, italics are client side mod): Wiki is hosted here Some images: Known issues: Important notes: Please do not hesitate to point me any bugs or problems. Modpack contain readme file with all mods author credits listed, hope that I met all license stuff correctly. Please note, since ver.0.4, modpack hosted by github. Download link is here: https://github.com/Wahazar/TerraFirmaProgressivePack
  2. I proudly present my first mod for TerraFirmaCraft: Primitive Technology Mod, which is attempt to fill some gaps in TFC recipes thus brings following features: Base potash liquor Alternative processing of the raw hide Ancient method of paper making Ceramic bricks Slingshot throwing stones Wooden club (primitive mace) Improved arrow recipe Source: https://github.com/Wahazar/TFCPrimitiveTech, licence: GPL Download v.1.0.x: https://github.com/Wahazar/TFCPrimitiveTech/tree/master/TFCPrimitiveTechMod/versions Modpack policy: granted. Changelog:
  3. Primitive Technology TFC add-on mod

    I have following code: GameRegistry.addRecipe(new ShapelessOreRecipe(new ItemStack(ModItems.itemWoodenPress, 1, 0), new Object[] { "logWood", "logWood", "logWood", "logWood"})); thus 4 logs, no matter how arranged, should work. If not, use minetweaker to add such recipe.
  4. Primitive Technology TFC add-on mod

    Description of paper making is in first original post (click 'reveal hidden content')
  5. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Thanks for bugs testing. I had a break in this project, but I will try to jump in again. I will discuss with IHL author, hope he would fix this bug. The worse thing is foundry mod - author is not developing it more.
  6. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Could you be more specific on problems which appeared to you? Errors, logs?
  7. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Using TFPP zs files in other modpacks is tricky, because I have many cross-recipies (some mod items used for crafting other mod items).
  8. Mod Pack Creation questions

    You need to make your own mod, to create custom structures.
  9. Yes, for example to limit IC2 rubber trees to warm and humid TFC regions. If talking about chest size, to have items from other mods not capable to fit into chest, should I make a small mod which use ChestException(findBlock("mod", "item")) ? Other questions: how climate based ore gen works? Are there any fishing drops added, or just it is prepared to?
  10. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    I created changelog.txt file, because indeed it is convenient to track changes even for myself, however it is descriptive log only, if you want to check which file was changed, you may refer to Github, everything is clearly described, for example:https://github.com/Wahazar/TerraFirmaProgressivePack/commit/1d18fdba946b0c2b4165c4416a987490da4422c9 - click on "22 changed files" would briefly reveal names of these files and what happened (edited, deleted, new one). By the way, new version is finished, I added OpenComputers mod - this powerful mod bring modular computers and programable robots, but more importantly, it is compatible with Open Modular Turrets and Starcraft - which are planned to be added in future. Of course recipes were changed accordingly to overall modpack mood, you need patterned silicon wafers to make computer devices etc. Other changes: some new items, and new locomotives (powerful and fast diesels - British and American). Dynamic Lights mod updated. EDIT: the best method to keep in touch with latest changes is to install github, clone project, and then "gt pull' will detect, download and automatically update only these files, which were affected by latest changes.
  11. What about compatibility with "Cooking with TFC" mod? Is it considered? PS. where is github page for this project?
  12. How is a state of art for TTFCAPI mod? I want to consider using this mod with my modpack. Especially ore and tree generation as well as item size registry seems to be interesting. EDIT: how to define large items registry? I see no such options in ttfcapi.ini file. I'm using ttfcapi-a0.8.9 version.
  13. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Where I can find Cooking with TFC mod? I don't see it in addons forum section.
  14. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    There was issue with this parameter, you reported time rollback: I fixed some mods causing this error, however I recommend to set this parameter to 0, because default year length for this modpack is 360 days. Without freezing time, it gives exact 5 real days for each ingame year. I noticed, that some TFC servers use similar settings, because it give better predictability: if you see late winter, you are sure that tomorrow will be spring, no matter is somebody will be logged or not.
  15. Blast Furnace is trash

    You can make it taller, up to 5 blocks, thus get more ingots per batch.
  16. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    config, scripts and mods (customitems mod, I'm packing new textures inside it). In version 1.53 I added faster and more powerful engines, for example Japan C62 class. I will add another ones in next release. The issue with Railcraft locomotives is, that they are too fast, it can cause some problems on servers due to chunk loading latency. Therefore I disabled HS rails. It is interesting to read someone else adventures, "User creations" forum is a best place for it, my single player blog is also here (temporarily abandoned due to failure of video card, spare one is too slow).
  17. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    As LightningShock mentioned, Reikka's mods policy forbid custom recipes, thus I rejected these mod at the very beginning of my work. BTW, currently there is something much more better than "usefulTNT', it is explosive material from IHL mod, it create static piles of items inside, instead of items. If talking bout PVP - this mod support PVP, for example you have following tiers of ranged weapons: bow, long bow, crossbow, pistol, musket, multi-shot riffle, flamethrower, railgun, not counting rocket launcher and mining laser - they deal small damage to living entity but can be used to break blocks. I'm not going to add Flans mod - I tried once, too much crashes and bugs. Multiple ingots can be done using Foundry - there are two kind of ingot molds, TFC one would give one hot (nearly melting point) ingot which must to be removed from slot, Foundry mold would give many cold ingots into output slot at once. Version 1.53 was downloaded, I added archbar truck item, thus some 8-whelled traincraft vans can be assembled now, liquid iron can be melted in muffle furnace to allow sand casted wheels, Russian and Japan steam locomotives are also craftable.
  18. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    No idea, please be more elaborative but this recipe seems to be more accurate: mods.foundry.AlloyFurnace.addRecipe(<minecraft:slime_ball>, <minecraft:skull:2>, <tfcm:item.CaseinGlue>);
  19. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Slimes ard hard but not impossible to found, the best spot are deep caves under ocean bed (because lack of other monsters give higher chance of slime spawn). On the other hand, I like your idea with processing zombie head loot.
  20. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    You need to find zinc, because brass is widely used later. Glowstone (something like uranite glass) can be only be cast from liquid glowstone, you need to process pitchblende.
  21. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Sorry, I misunderstood you, vinegar is for anodising bath, but battery needs brine, zinc and copper plate, always check other recipes (use arrows in NEI)
  22. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Small chance, 1.7.10 is a common thread for many mods, besides this, I'm not sure if minetweaker and NEI are available for 1.12, probably they were superseded by another tools hence all recipes must to be reworked. But my project is under GPL licence, thus anybody can reuse it for 1.12 project. For Udary baterry, you can just put vinegar. Sulphuric acid need ceramic stuff. Some low-tier armours and weapons can be recycled using IE crusher.
  23. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Well, in case of this way, it is not so bad. however melting native metals in foundry furnace would be less effective without recipe tweaks. Advanced miner is removed because is OP, same problem with Buildcraft quarry - once created it can run using power only.
  24. If not sticks as fuel, maybe thatch? I was playing on the deserted spawn biome and it was not possible to heat up piece of meat. BTW, firestarter is OP, it should have chance to fail on existing fireplace, otherwise what is a reason to make flint and steel? Other idea of fireplace improvement is to make small explosion if flushed with water, enough to broke rock beneath it. Just a ancient and ineffective method of gaining ore, but welcome alternative if you have ore vein exposed but not enough nuggets to make pick.
  25. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Backup is always recommended, but no need to reset your world, worldgen was untouched since v.1.33. Elevator parts belong to Environmine portal to other dimension and I forgot to remove it from NEI (other dimensions are not working well with TFC, AFAIK). BTW, Blazes and Ghasts are spawned in overworld. Unfortunately yes, especially native metal nuggets, which can be directly melted in induction furnace. Other issue is that poor nuggets are output of IE crusher and treated as ore grit for composing blast furnace batch. Nuggets are also used for handling overheating of small metal pieces in forge pit. I'm afraid that changing it would produce loops of infinite metal production.