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      Server Move   09/13/18

      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.

mbolz

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About mbolz

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    Caveman
  • Birthday 10/24/95

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  • Gender Male
  • Location Toronto, ON
  1. Medical Mod [SP/MP] [1.4.6]

    Hello everyone, To anyone still interested in this mod, I have posted the source code here:http://terrafirmacraft.com/f/topic/7782-medical-mod-source-code/ Cheers, mbolz
  2. Hello everyone, A couple of years ago (early 2013) I had created a mod for Terrafirmacraft that provided a method to craft and use items such as medication and bandages (right click and the bandage heals you). It was pretty popular at the time I released it, but soon after I created it I stopped releasing updates. I had a thought a couple of weeks ago that I would upload the source code of the mod so anyone that is interested can use my ideas and update it for the public to use. I've done no research into whether or not this is completely obsolete now. The last version of minecraft this was made for was 1.4.6 and it relies solely on minecraft forge (i.e. you could use it without terrafirmacraft installed, but all of the properties were designed to work with the version of terrafirmacraft I had made it for). Here is a link to the old discussion post about the mod:http://terrafirmacraft.com/f/topic/3258-medical-mod-spmp-146/#entry52170 I have attached the source code (and any textures I could find) to this post, so feel free to download it and play around with it. I apologize for the state the code might be in, I threw this together quickly from the latest version I was working on, in January 2013, so there are probably some unfinished ideas in there. My only request for those of you that use this is that you credit my username. If you have any questions feel free to send me a message or post on this page, I'll try to check it from time to time. Cheers, mbolz mbolz medical mod source code.zip
  3. Medical Mod [SP/MP] [1.4.6]

    Hello, It's been a while since I've done anything on this mod due to me being extremely busy with school. I realize that the mod is now out of date, and I apologize for that. I will see what I can do towards updating it, but I am currently to short on time to add anything new to it. I hope that in a few days I'll have some time on my hands to update the mod. About that, it may be an issue with my dropbox, if you install the mod NEI you should be able to find the recipe that way until I can fix the problem. (I believe TMI may also have a "recipe book" but I'm not 100% sure. Sorry for the wait, mbolz
  4. What other mods do you use with TFC?

    Heres a list of mods that I have running with the 1.4.6 version of TFC Jar -Optifine -Anything required to be in the jar to run the following mods Core Mods -Code Chicken Core -Not Enough Items -Dynamic Lights Mods -Asgard's shields -Harken Scythe Mod -Backpack Mod -Custom NPC -Inventory Tweaks -Medical mod (made by me ) -Railcraft -RopesPlus -Smart Moving -Easy Crafting -TFC Universal -Thaumcraft 3 -Update Checker Mod -Xie's Mod -Rei's Mini map -Catapult Mod (structure generation is off fo course) -Dust mod - Secret Rooms Of course I needed to make some changes to many config files, I can provide them by private message if anyone is interested. One thing I would like to point out is Xie's Mod. It is unbelievably amazing. It is an API which allows people to create their own items and blocks, (and other stuff) with JSON syntax text files. It's simple to learn and it works great with TFC because you can alter values to allow the items you create to actually have an effect, unlike most other mods that tend to lack that compatibility issue with the TFC health system. Also, if you haven't seen it yet, give my mod a try, update planned for tomorrow night. It's made specifically to work with the TFC health system. Look here: http://terrafirmacraft.com/f/topic/3258-medical-mod-spmp-146/ Custom NPC's works amazingly, especially when your using multiple mods that usually you would consider incompatible. It allows you to create custom recipes. So if for example you are using thaumcraft with TFC, you wont have access to all the recipes, but you can go into the NPC settings and alter recipes. Then you'll be able to use it at any time on any crafting table. IF I was playing in survival alone, I would most likely not actually use the NPC's to trade with, but just use the recipes.
  5. Medical Mod [SP/MP] [1.4.6]

    I'll be releasing an update sometime in the next few days hopefully, all I need to do is the textures. Sadly the update will no include everything I wished it to have, but non the less, it will still add some things. I also will not be hanging the recipe for anti-poison, just because the ink sacs would make a very thick liquid already, and all the anti-poison is is mushed up ink sacs in a glass bottle, I could almost just change the recipe to be drinking the ink right out of the sac lol.
  6. The OLD Roanoke Thread

    Hey, Sorry I haven't been around too much, I've jut been a lot busier than I expected to be with my new semester. Hopefully I'll have some time this weekend to hop on ~mbolz
  7. Medical Mod [SP/MP] [1.4.6]

    I am sorry to note that the update planed for today will be postponed for a week. This is mainly due to me being very busy. I do plan to spend the majority of my friday night modding, so hopefully nothing gets in the way of that. In the meantime, you can use v7, which can be downloaded in the OP. It includes the fully customizable config file, so feel free to play around with your own balancing. If you come up with a combination that you think is better, let me know and I can test it out and possibly make it official. You can also upload your config file to mediafire or dropbox or something similar, and post the link. I will then put the link in the OP for others to download and use. You can also check out the list of things I plan to have in v8 below: - the possibility of having a wound infected when a certain amount of damage is taken, this will cause negative effects on the player - the possibility of breaking a limb when a certain amount of damage is taken, more negative effects - the ability to remide the above, along with other remide items which will hint at future virus' - 5 new tiers of bandages - balanced posions Sorry for the delay, mbolz
  8. Medical Mod [SP/MP] [1.4.6]

    Will do, I'll have it in the update planed for this weekend
  9. The OLD Roanoke Thread

    Does flans planes not work with TFC?
  10. The OLD Roanoke Thread

    there actually is a dragon mounting mod if your interested: http://www.minecraft...mounts-092-wip/ only issue with dragons is they are fairly OP. I am moving south We shall have the strongest colony ever!
  11. The OLD Roanoke Thread

    Hey! I was wondering if I could apply for a whitelist to the server. My IGN is mbolz. Also, I'm happy to see your all benefiting from my mod p.s. I can see from skimming through some of these pages that you like mods on the server, and I may be able to assit you to add more if your looking for it, as I have a long list of mods in my game currently that I have working in harmony with TFC and each other
  12. Medical Mod [SP/MP] [1.4.6]

    You can also enable recipes for the vanilla furnace in the config, which will allow you to do it. I can make a work around though in the next update.
  13. Medical Mod [SP/MP] [1.4.6]

    New Update to v7! Whats new: - Poisons (Still need to be improved, current damage is to insignificant, will be fixed in an update in near future) - Anitpoison - Fully Customizable config! To further explain, the new config file will allow you to completely edit the rates of the mod. Not only can you adjust the Id's, you can also change the length of time any tier of bandage will regenerate your health for, alter the regeneration values, and alter the instant heal values. You can also do this with the poisons to adjust how strong and how long you want the tiers of poisons to last. Also, do not change the TFC option to true yet, as it will cause non of the recipes to be created whe you load your game. The increased TFC compatibility by using ID's is still a work in progress, which I hope to have done by the fourth (if possible)! The poisons work fine, but without editing their effects int he config file you probably wont get the results you were hoping for. This will be the case until the next update, which will hopefully be soon. Recipes and download links in OP. Hope you like it p.s. if you plan on altering the config file for your server, you will need to ensure every player on that server gets the altered config file (essentially upload the altered config file to drop box or mediafire and send your community the link)
  14. Medical Mod [SP/MP] [1.4.6]

    Great! I can remove a work around then from my todo list, unless people find they are running out of flowers extremely quickly and require one.
  15. Medical Mod [SP/MP] [1.4.6]

    Sounds great glad to hear more people like my mod! I do believe that roses respawn, similar to how long grass does. It will just take a while, so maybe try to preserve your medication. If there is a large issue with the lacking of flowers, I can try to make a work around, possibly using certain mob drops to produce the dye. One work around I could think of now, is the ability to squeeze dyes out of wool, so if you died a few sheep red and farmed them, you'd be able to shear em and then squeeze the dyes out of the wool. It's a bit far fetched, but if the problem exists, and I don't get a better suggestion, I'll probably implement something like that.