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Mohander

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Posts posted by Mohander


  1. Yeah, you are all right guys, mine was just curiosity  :)
    I spent some time doing research and I was too tired in that moment to realize these facts
    Thanks alot for have replied btw

    @Darmo the simplified version is that one, yeah, more likely it's main function (further than ease the combination of metals) is also to prevent oxydations while working them

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  2. I'm actually tryng to create a pack centred about beliveability/realism/educational aspect  and I just discovered an interesting  thing..
    I was going to implement Fluorite and other minerals, and suddenly I discovered that apparently the rocks where you get Flux are the same rocks composed mainly by Calcite, otherwise Calcium Carbonate,  CaCO3
    Why the decision to call it just Flux without reffering to the chemical composition btw?

    *yeah, I know that Cryolite already is a sodium fluoride with traces of aluminum, but I needed pure Fluorite crystals for what I was tryng to accomplish :P*

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  3. By the way, I still have a question unresolved.. because the solution works for blocks like gravel, dirt or stone, but for grass for example we have a problem...
    With that code in fact all the grass block became covered by the texture, but we want that only the "top layer" is affected, and even in that moment, we get another problem, sometimes the top layer has to become the side layer (because of better grass connected texture in tfc).. 

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  4. Mhm, I took a look at that texturepack, and in effect one of the methods works, the tallgrass one (the planks by the way seems to not working)
    The author used this for randomize the tallgrass
     

    blockIDs=31
    method=random
    tiles=0-2
    weights=5 3 2

    but I wonder, he was using the vanilla ID for tallgrass... this may explain why it is the only block that seems to work with ctm

    I tryed the same with gravel id but it didn't worked unfortunately..

    also, the properties file was named as the vanilla unlocalized name for grass, this may not work with the unlocalized name for gravel since it has ":"
    like; <terrafirmacraft:Gravel:5>

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  5. Sorry, maybe I have not explained myself correctly, my bad
    I meant that I've already tryed with optifine/mcpatcher with no success
    I made a mcpatcher folder with ctm in both the paths (resourcepacks\better soil\assets\minecraft\mcpatcher\ctm\Gravel Rock Salt  and  resourcepacks\better soil\assets\terrafirmacraft\mcpatcher\ctm\Gravel Rock Salt too) but with no results..
    I tryed actually with the suggested format with no results too :/

    //Gravel Rock Salt
    matchBlocks=Gravel Rock Salt
    method=ctm
    tiles=0-4

    edit2: the ctm was wrong, I re-tryed using all the 47 needed tiles but no success...

    edit: I've even tryed to use
     

    //Gravel Rock Salt
    matchBlocks=Gravel Rock Salt
    method=vertical
    tiles=0-3

    (since it only require 4 tiles)
    but it doesn't seems to work anyway

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  6. Is it possible to create alternate/randomized texture for a block? (example; alternate 6 types of "GrassTop" or alternate 4 types of gravel for every terrain in tfc)
    I'm aware that you can do this in vanilla using optifine (because it has mcpatcher functionality), but, is it possible too with terrafirmacraft?
    Probably not with mcpatcher, but, maybe with some .mcmeta or json file? 
     

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  7. On 10/2/2017 at 11:26 PM, Bunsan said:

    That isn't a TFC recipe. It is a recipe added by TTC-Tech using TFCs API. TFC-Tweaker only removes TFC recipes. 

    Still, I found a way to make it work btw, because even if added from another mod, it's still an heat recipe.
    The only counterintuitive thing is that I had not to remove the output (the rubber) but the mixture

    So it changes from
     

    mods.Terrafirmacraft.ItemHeat.removeRecipe(<tfctech:item.Rubber>);

    to

    mods.Terrafirmacraft.ItemHeat.removeRecipe(<tfctech:item.Rubber Mix>);

     

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  8. 11 minutes ago, Shurgent said:

    In reply on this:

    Is that normal that i can't remove the rubber heat recipe with TFCTweaker?
    I used:   mods.Terrafirmacraft.ItemHeat.removeRecipe(<tfctech:item.Rubber>);
    in the config file of the mod there is only the option to disable the normal furnace recipe, or well, so it seems

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  9. Is that normal that i can't remove the rubber heat recipe with TFCTweaker?
    I used:   mods.Terrafirmacraft.ItemHeat.removeRecipe(<tfctech:item.Rubber>);
    in the config file of the mod there is only the option to disable the normal furnace recipe, or well, so it seems

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  10. any know solution?
    For closely myself is not really a problem anymore but all my friends often complain about "what is happening? is this a bug? I'm taking damage for no reason!"
    and I'm like "eeew", but I can't disagre with them... 
    it's a bit,, rough

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  11. Have you read, understood, and followed all of the rules listed in the blue box at the top of this form?: Yes
    Topic Title: Issue?
    TFC Version #: 0.79.29.922 updated
    Forge Version #: 10.13.4.1614-1.7.10
    SSP/SMP: SinglePlayer and Multiplayer
    Have you deleted your config files or are using default configs and are still able to reproduce this bug?: Deleted config file but I guess is not related to that
    Changed Config Options:
    Do you have any mods other than Forge and TFC installed?: No, in the moment when this have been reproduced there was no other mods installed, and when other mods have been added with tfc nothing changed as well
    Other Mods Installed: [1.7.10]TerraFirmaCraft-0.79.29.922
    If you have Optifine or a non-forge server plugin api (Examples: Bukkit, Cauldron, Thermos, etc) installed, can you still reproduce the bug after uninstalling them?: Yes
    Crash Report: not a crash-report issue, more like a question if this is a real issue or is intended
    Description: seems like that Terrafirmacraft doesn't display Heat Stroke as a player debuff; this would cause novice players being hitted "by nothing" and they don't even realize what happened sometimes. Is this intended?
    Even adding  Better HUD by NukeDuck or other mod that should display status effects the Heat Stroke is not displayed anywhere, except upon death..
    Is there any solution or workaround for this?

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  12. Woah, thanks alot man!
    And sorry for the late response, I was supposing that this thread was somewhat dead, but luckly I was wrong :)
    Thanks to you I managed to even set different layers of mob spawn, adding a second Y coordinate as for example;
     

    "Spawn Tag": "(posY>130) || (posY<100) || (obj.light>6) || (obj.light<0)",

    so, zombies may spawn between 130 and 100, then skeletons from 100 to 60,  then creepers from 60 to 10 :D

    By the way, I was wondering how to regulate the number of entities that may spawn every chunk, or the rarity of a mob,
    I guess is under this voice (as you stated in some post before) in SpawnListEntries folder:

    [for example enderman]

            "com.endermanTFC": {
              "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4"

    but still I didn't noticed what is related to 0-4-0-4, I mean, what every digit stand for in there?

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