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Posts posted by PhineasWynd
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WowThank you so much!
Do I need to worry about the warnings of <> is a raw type, reverences to generic type <> should be parameterized?
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Ok, I see where I'm going wrong, but I don't understand how to do it right.What folder do I set as my eclipse workspace, or how do I access the 'links to the files'? Sorry for not understanding =
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Ah ok.
Now i'm getting like 36 thousand errors of <> cannot be resolved to a type, variable etc.
I ran gradlew setupDecompWorkspace and gradlew eclipse, and then I put the files into my eclipse folder so that the src folders merged, but maybe I did something wrong...
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OK, so I have followed this tutorial, except using the TFCraft-master gradlew.I got up to the part where he says to open with eclipse, and there is no eclipse folder to open. How do I open the project in eclipse?
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If I remember correctly, main concern with the split hotkey was that it would create more items, which is difficult to manage. This would not ever create new items in your inventory, only in the vessel, so I see no problem.
Now the question is, is it worth it?I tested putting food into vessels. I had an inventory full of full stacks of food. Splitting takes up more inventory space, so I had to throw items on the ground while filling a few vessels at a time. It took me around 5 in-game hours, which is 5? RL minutes?
Putting a stack of food into a vessel requires 17 clicks: 1 to open inventory, 2 to put knife in crafting table, 2 to put food in, 2 to split and put food in inventory, 2 to take remaining food out of crafting and into inventory, 1 to close inventory (dropping knife), 1 to right click on vessel, 4 to put 2 half foods into vessel, 1 to close inventory.
Taking this down to one to four clicks, depending on how it is done, would be great.For example: 1 to open vessel, 1 to pick up food, 1 to place food in vessel (it splits, leaving half still attached to hand), 1 to place remaining half in vessel, 1 to close inventory.
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I guess no-one has any objections?
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Version #: 0.79.10.375
SSP/SMP (Single/MultiPlayer): SSP, probably SSP too
Suggested Name: White Elm has holes in branches
Suggested Category: Minor
Description:This image shows the seed and location of the tree in question. When I cut it down, there was left a canopy, which will despawn on its own i think, but it had a gap between the main trunk and the left-over branches.
Have you deleted your config files and are still able to reproduce this bug?: Yes
Do you have any mods other than Forge and TFC installed?: No0 -
^Title^Torches can be placed on the back of chiselled blocks, so hopefully it will be simple to do
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-snip-
Wait you lose skill progress when you die? Like smithing, agriculture, fishing etc.? I just died and didn't lose any skills... Is my game bugged? Can someone confirm whether or not you are supposed to lose your skills if you die? Most of my suggestion is because I'm not experiencing the game in this way, and if it's a bug, I'd like to get it fixed and experience the game how it is meant to be experienced.Also, even if I don't kill myself to get back my nutrition and not lose any skills, (in my case, if not everyone's), dying isn't a big deal to me at the moment. I'm just like 'oh I died.. k'. My whole argument is hinging on the fact that I don't lose anything... If it is indeed a bug, I'll concede that this is less important.
I'd prefer to have a penalty to nutrition than to skills anyway.
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Taken from 'Some observations of how people play':
I'd like progression not regression. So if it should be hard then lets start from 100 hp.
In context, he's talking about killing yourself to get your nutrients and health up. Which, I mean, just don't do that..But it got me thinking: It's not a good thing where you can think, 'dying is an option'. Also, people have talked about penalties for death in other threads.So my suggestion is to respawn with a penalty to your nutrients you had before you died, and a floor of, say, 20% (instead of defaulting up to 80%). Also respawn with low health, i.e. [100/975]. The max health would be unaffected by death.I'm just gonna fudge some numbers here. (-20% penalty, 20% floor)
Nutrient Before: After:
Fruit 80% 60%
Vegetable 30% 20%
Grain 10% 20%
Protein 50% 30%
Dairy 0% 20%
the post posted itself before I could name it properly - it's supposed to say 'Respawn with low health, penalty to nutrients'
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If you line the ceiling of your underground build with stone bricks(or whatever), and remove the supports, I don't think there will be cave-ins any more. Is this fact? If so, creepers can be overcome completely. Just line your ceilings. If you're making a 'build', surely you're already putting a lot of work into it, so it won't just be a raw stone hole; just do a little extra work to make it safe.
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Also, when you pick up a sealed back slot item and your back slot is empty, it should automatically go in the back slot.I know that TFC has some bugs with shift clicking, but this is just moving items around and won't be affected by the bugs, so there shouldn't be a problem with doing this. I don't think it's a big change (I could be wrong)
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Version #: 0.79.9.357
SSP/SMP (Single/MultiPlayer): Both
Suggested Name: Fire pit doesn't update
Suggested Category: Minor
Description: When the fire pit runs out of fuel, it doesn't do a block update. This means that it still emits light, and the apparent temperature around it is still high. Tiny issue at the moment, but when body temperature is in, 'twill be a more pressing issue.
Have you deleted your config files and are still able to reproduce this bug?: Yes
Do you have any mods other than Forge and TFC installed?: No0 -
Was it on a server? I've had it where the shown plan is different than the actual plan on a server.
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Just a small improvement:
So basically, shift clicking a back slot item from anywhere makes it go into the back slot, and shift clicking from the back slot makes it go to the first available slot (first in the hotbar, then in the inventory). This makes moving the back items around a little easier.
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My hut caught fire when the fire pit was far from any blocks. Do smoke particles catch blocks on fire now?
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A config setting would be nice
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The reason I made this post is because I had an island seed where there was ore exposed, but not enough nuggets to make a pickaxe. I just wanted the option to get the ore to progress, and it was frustrating having the ore right in front of me.
I forgot about panning, but still...
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Part of me dislikes this, and yet part of me likes it. I'll think about it.
What do you like/dislike? Maybe we can think about how to improve it
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Suggestion: Make it possible to mine ore blocks with a (stone) knife, with a long mining time.This is believable - a stone age dude finds some stone which has copper in it. He isn't going to just ignore it, he's going to pry the ore out of the rock however he can.It won't break the balancing - It only allows him to get the ore, and very inefficiently. The metal progression is still the same.It will also be good for the stone age - finding surface ore will be exciting, instead of disappointing (as it is now, because you don't have the tools to mine it yet).
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Lol, the reason why it happened is pretty humorous too. Should be fixed for .7
You can't just say that and then not say why! Tell us the tale!
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You could also turn the dry grass to lush grass by letting a water stream near it. May not be possible though.
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Because they're the lanterns TFC deserves, but not the ones it needs right now. So we'll hunt them. Because they can take it. Because they're not our lanterns. They're silent guardians. Watchful protectors. A Dark Light.
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Help with Modding
in Addon Discussion
Posted
Um there are 1597 warnings, in pretty much every class.