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About Inf0214

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  1. TFC1 1.12+ port

    I had doubts from the start, but after reading all the topic I lost all hope. I really love TFC1 and dont like the way TFC2 is going. My main issue with TFC2 is that it doesnt allow much mod compatibility and I am someone who can not go back to minecraft unless I use at least 50 mods at once.
  2. Just Another Spawner

    Anyone willing to share some configs that I could look at? Trying to get some mobs from mods to spawn in my pack for some pve challenge.
  3. [TFC 0.79.29] Cellars Addon

    Im not sure if it is intended or not but cellar doesnt work if I place non cellar blocks inside it. Like pumpkin lantern ect. Would it be possible to add a config to allow some blocks to be placed inside? By default light sources and stoneblock/foodprep surface. Or even better, make a foodprep block that can be used inside and keeps the food in it cooled.
  4. If you read the last line I allready fixed the problem It was caused by one of the left over configs in my config folder. I am still tweaking my modpack but once done a few friends and me will do a test and if we come across any issues I will let you know.
  5. I did the above but could not get it to work, crash on startup. I guess it might be a version compatibility issue so if you could specify which version to use of Forge/TFC/IE it would be realy helpfull. EDIT: I got it to work after a fresh install!
  6. I just tryed MCA and seems to be loading just fine and you can generate villages with the crystal orb thingy. So I would like it if someone made a compability patch that changes the trade for the villagers to include some balanced trade options for TFC. Would be nice to be able to buy limited amount of seeds and stuff that is not around your area. ( Had to go 8000 blocks for sand once ) Also NPC health and dmg needs to be adjusted. Another neat feature would be a config so you can only spawn a family home on your own for servers so it isnt overpopulated with npc's. Also I seem to get a new crystal ball every time I log in, Not sure why but that can ruin any mp world. EDIT: The more I play around the more incompatibility I see. Nothing major yet but when spawning a village you get a lot of vanila grass/dirt ect. Not realy game breaking, but expect farming wont work altough it would be realy OP if it did unless corps grow the TFC way then I think it could even be a cool addition not having to tend farms if you have a few farmers
  7. New Eras, Help required

    Well there are allready modpacks that do this, to some degree. TechNodeFirmacraft has immersive engineering integrated with some not so immersive addons but you can dissable those
  8. Well then I just hope it gets included once it reaches that point Thaumcraft and Immersive engineering are my two of my top favorite mods. They might do similar things but they do it a completely different way. Thanks for the quick response!
  9. It crashes when it says "Finishing up".
  10. For a solid 10h I have been trying to get it to work in TechNodeFirmacraft modpack but no luck. I wouldnt mind to disable some mods to get this to work as long as I can keep ImmersiveEngineering and a few TFC addons. Anyone else got these working?
  11. Improved PVE

    My issue with the invasion mod was that it was only active when you started it, So you could just build a great defense and start after that. It was more like a minigame and not part of the world. A fix periodic invasion which is based on your progression is way more fitting for TFC.
  12. Improved PVE

    After some digging I found a mod called "NoShelter" which does periodic invasions. Couldnt get it to work in TFC1 but I will keed trying. EDIT: Could not get it to work but it seems another one works which has similar features called "MonsterSwarm" Testing it ATM.
  13. Boats/Rafts

    This gave me a great idea! Chest boats that can be roped and dragged with you!
  14. Millénaire for Terrafirmcraft

    Guy last visited january 15 asking if there will be villages in TFC2 wasnt online since
  15. Improved PVE

    I have played TFC for a long time and the mod in itself is great in the progression aspect. I just find it lacking in pve encounters. Yes the mobs are harder, but nothing that cant be overcome by skill and even a stone tool. Once you are in iron/steel age its just way too easy. There are two ways to solve this. We need a reason to fight these monsters and go out at night. These could be better drops or more combat related skills ( not sure if skills are still a thing in TFC2 ) The monsters need to endanger our lives, now this might seem harsh but hear me out, what if every new moon/full moon the protection you get around your base is gone and monsters come to kill you. They could have improved AI so they target torches and active structures around the player like Forge, Bloomery, Blast furnace. This way you have to defend your base or run away on these nights which hinders your progression, also gives a reason to build walls and not just have everything next to your small house. The amount/quality of monsters could depend on your progress in the ages and your experience, someone in stone/bronze will only attract zombies/skeletons while someone in steel age gets spider jokeys/armored zombies. Now I know that the second one might be better suited for a mod and that way it could include some configs that can add more enemys from other mods and even new targets that the mobs are drawn to. But the first one would not be hard to implement. Like 0,1% chance that a monster drops some seeds which might not naturaly grow on your island.