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mbolz

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Posts posted by mbolz


  1. 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

    post-2382-0-06121000-1421615700_thumb.pn

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  2. 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 I realize that the mod is now out of date, and I apologize for that.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.

    I can't view the link to the recipes... :(

    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

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  3. 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 :D)

    -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/

    I'm curious about the Custom NPC's mod. It seems like it's meant more for creative or adventure maps. I could see how it could be extremely handy though. Especially the trader function. It would be great to set it up so you could trade gems for things of use.

    Those of you who use it, I'm curious how you use it. What kind of settings do you typically input? Do you use it in survival and how do you keep it balanced in survival?

    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.

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  4. 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.

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  5. 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

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  6. for now i'm using custom npcs to work around, but it would be nice if you made a cactus and mortar recipe into the mod itself since that makes more sense than cooking the color out of it

    Will do, I'll have it in the update planed for this weekend :D

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  7. maybe the person who made the horses mod can make it so we can mount dragons

    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.

    You should move south, there are only very few of us down there. The continent is very large and there's only one settlement.

    I am moving south :D We shall have the strongest colony ever!

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  8. 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 :D

    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 :D

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  9. nice work! can't wait till you balance the poisons.

    though i am confused, in tfc how do we get the green dyes? i thought we couldn't "cook" cacti for their dies?

    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.

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  10. 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 :D

    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)

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  11. They do in fact respawn, the grassy courtyard in the fort I made on my server has to be mowed daily to keep the grass at bay, and we occasionally get flowers in there along with the tall grass and saplings.

    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.

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  12. We installed this on Roanoke today. The players love it.

    I used the Custom NPC mod to make the pestle craft-able with each type of planks block.

    Now the next big question. Do roses respawn in TFC?

    Bob

    Sounds great :D 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.

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  13. Oh this is very cool! It would be even better to see it take on the existing schema of seed-randomized effects. Ideas:

    • Add in support for grinding of saplings as well?
    • Make a craft-able table that you can place down, where you can put in your mortar and pestle, then the ingredients in a crafting grid.
    • Make these combinations of ingredients be stored in glass vials. Then, when crafted with a bandage, it creates a medicated bandage (and an empty vial).
    • Add in a medicine cabinet (I imagine a wooden bookcase with shelves that can store vials and bandages.
    It seems a bit silly to need 3 mortar and pestles with the same powder to make one bandage, and that they disappear when you use them (why I suggested the glass vials). Maybe you could make the mortar and pestle more expensive (or require the crafting of a table as well). If you're having trouble with balancing the costs to make these, maybe you could look into adding in a time element like charcoal making uses. Have the bandages need to sit in the mortar and pestle for 5 hours in order to be completly soaked and concentrated with the medicine.

    It's really cool that you can use them on other people as well! Good work.

    The mortar and pestle is a container, so you should only ever need to build one. The only problem with it is it will toss it out of the crafting table after you make an item. I do wish to add a specialized table which implements the mortar and pestle into it so this does not happen.

    A medicine cabinet is a good idea, but you should have the ability to put the bandages in regular chests, so I'm not sure if I will do that. I am limited to the use of specific things found only in TFC because I cannot edit TFC code, so I don't think I will be able to implement saplings.

    Edit: I suggest using the easy crafting mod until I edit the recipes, it makes the crafting recipes a bit easier to carry out. Just google easy crafting mod.

    Can we see not just flowers and bones but also minerals, saplings, fruits and vegetables used to make medical supplies. Also, I love you forever if you acquire poisons.

    I would have done minerals and saplings and fruits and vegetables, however I am limited to the use of vanilla items that can be acquired in TFC, as I am not allowed to edit the TFC code. I may add posions at some point, possibly with the use of green dyes?

    Incredible :D an addon for TFC that doesn't require TFC to run. Awesome, you have my support.

    Thanks :D, I'm happy to be receiving so much positive support.

    I was tossing around the idea of bandages and such at one point. It's not completely ruled out yet, so I may implement a system simillar (or completely different to this) into TFC. If I do, this will become obsolete. Just a warning.

    Yea, I realize that. I mostly just made this mod because I wanted to fix the current lacking. It is just a substitute until medicine is added into TFC.

    This seems like an obvious direction for TFC considering the hazards of the world, while I don't play as actively I do give this a +1. On a side note, instead of potentially reenabling the vanilla furnace, another option would be to try to make the cactus "cookable" on a campfire. If you want to get excessively fancy you could always make your code check to see if TFC is installed or not, and enable a furnace or campfire recipe based on if it is.

    That is a good idea, I'll look into implementing something like that. Possibly add it to the future config file, so you can toggle TFC true or false.

    alright, considering there is no ''bad word' from the devs I will take a look into this rather then ignore it :)

    :D Hope you like it!

    Thanks everyone for the positive feedback! I have exams going on currently, but once they are done I will begin working on my todo list :D

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  14. Good job mbolz.

    However imo I-III bandages a little bit overpowered. Could you please add config file where we can adjust effectiveness of bandages?

    I can get to work on a config file, but I chances are I wont be able to do much modding til early February due to exams.

    I saw confirmation on spawn earlier, but this was before the ore spawning rehash, and I've never seen it myself in the world since beta1.

    Then, I think, if mod will introduce higher tier bandages and use for cacti, then lapis should be pushed for higher tier because of its rareness, or even all current bandages should be pushed higher altogether. Because cacti regrow, and flowers - don't from that I can tell.

    Yes, that would probably be a good idea to push lapis up the tiers as we get new bandages. Also, I do believe flowers regrow, but they take a long time.

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  15. One Thing you should consider:

    There are MANY issues with installing mods out there - the different boards getting nearly spammed - because people tend to unzip their downloaded mods before putting the files in the mods-folder. I'm not that long into minecraft - so I don't know if that is a relict from back in the days or not - but wherever - it leads to big confusion. (I really don't know why - but it seems that it is scorned to read such things like install-instructions)

    So could you please find a solution, that you mod haven't to be unpacked before using it? Maybe it will prevent some problems - and if it's only because you now can say: "It's simple - download the mod and put it in your mods-folder!"

    It may occur needless on first sight - but believe me; it will pay off! ;)

    I realize that would be easier to just install the zip, however I have tried countless times to determine why just dropping the zip in doesn't work. I can put it on my list of things to figure out in the future, but for now you'll just have to do the simple unzip.

    It's not nearly as bad as installing mods back in minecraft alpha and beta, when you needed to put every mod in the jar file.

    Edit: Ok so as I was writing the above, I had a realization of my problem. I will be uploading a new version which you can install by just putting the zip file in your mods folder.

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  16. This is interesting, maybe you could re-add green dyes in some way?(Dye mixing with rotten flesh.)

    Edit:Lol didn't read the install, apologies

    Maybe, although there are cacti in TFC if you find a desert, so maybe I could add a new recipe to craft it (you can also enable furnaces in the config options of the game if you want green dyes). I was thinking of possibly using green dyes in future updates if I make more tiers of bandages. Since the health value increase as you level up, the bandages will begin to have less and less of a noticeable effect on the health bar (which I am already beginning to notice at level 120), so at some point there will probably be 10 tiers of bandages to account for those who have a few hundred levels of exp.

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  17. Does this add-on modify any TFC code?

    I think that Bioxx stated that no add-ons until TFC gets out of beta (in TFCII). But don't depend on the previous sentence; I just can't seem to remember.

    Its all my code, it does not actually require TFC to run, I just made the effects at a rate where they will actually have an effect with the TFC health system (i.e really high regeneration amplitudes and such).

    If you wished to run this mod without TFC go for it, but every bandage will provide you an insta-heal due to the regeneration amplitudes.

    So to just more clearly answer your question: No, it does not modify any TFC code. (I will add this statement to the OP)

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  18. Very nice touch using dyes. Brings a hint of herbalism into the mix.

    I wonder though, can the same effect be achieved by having the correct meals? Some meals convey potion effects, but I don't think I have seen healing meals yet. So maybe not.

    Bob

    Thanks! I did use the dyes to add in a hint of herbalism :D

    hmm, it may be possible, I have not crated a meal which heals you either. It is possible that they exist, however this mod will allow you to heal yourself even when your not hungry ;)

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