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LightningShock

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Everything posted by LightningShock

  1. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Disable it in config, this is what TFPP does too.
  2. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Block physics are a feature of EnviroMine, you can put that mod pretty easily.
  3. TFC1 1.12+ port

    porting from 1.12 to 1.13 will be a much much easier task
  4. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    you need to make a third pack with all of the mods and minetweaker scripts from both added together and tweak them to work properly
  5. TFC1 1.12+ port

    Nice XD. Will you setup a Discord server to help with development?
  6. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    EDIT: I also added Jackofix which is a mod that makes jack-o-lanters burn up(as I've thought having them burning indefinitely is OP).
  7. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Oh, and I forgot to mention: I played your modpack while having Cooking with TFC mod installed as well, and I can say it is nice and bug free, you should check it out. The only issue is that is adding some new trees and melons but the lack of them isn't blocking progress and you easily find them once you explore further.
  8. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    I should also suggest a nice client side mod. It is called Sound Filters and it's adding cools effects to sound like muffling(when behind walls) and reverb(in caves).
  9. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    It makes sense to be similar during autumn and spring, you should see the effect mid-winter and summer. I could swear I noticed it, but either I am under Mandela effect or I didn't remember clearly.
  10. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Are you in autumn or spring?
  11. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    look in the github's commits
  12. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    While I do admit that the mods look cool, I am afraid that there are some issues with them, like many of their features are mimicked in a way or another by already present mods, and modpack permission is very, very strict, to the point that the mod maker hates the recipes being changed, these mods disable themselves if MineTweaker is detected, on which this modpack is relying.
  13. TFC1 1.12+ port

    I think you should wait to see where this is going first. Vintage story doesn't have modding possibilities.
  14. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    I think it does. I once had a TFC modpack w/ optifine, dynamic lights(sound useless but I can explain) and hardcore darkness, but not too much time and it worked fine. Try creating a new map and disable that mod on it.
  15. TFC1 1.12+ port

    TFC is composed of a ton of ASM injections, right?
  16. TFC1 1.12+ port

    Hmm, maybe I will try to get that to work once you publish your work. And perhaps even make it better.
  17. TFC1 1.12+ port

    Looks like you need some sort of program to ease your work at least on JSON files. Do you need such a program? I can at least make simple command based tools for you. I've already got a MineTweaker program to make recipes, perhaps I can adapt it for something.
  18. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    There are some people who work on a 1.12 port of TFC. IF(a big if) one of them manages to do it, will you consider porting your modpack to 1.12? Of course there are a lot of mods that haven't been updated to 1.12, those are: TFC addons(but I bet those will be updated as well with ease, once actual TFC is figured out), Carpenter's blocks(it's experimental for now) custom items enviromine, FSP IHL just another spawner mob properties(it is 1.10 tho, so close) traincraft ships mod(there is a much cooler mod for 1.12 called Valkyrien Warfare, although it is not yet finished and it is steampunk themed, but I'm working on a realistic addon for it). Yeah, this list is big but I think with a little bit of effort and replacing outdated mods with new ones might do it. I know, it's not easy, but I might help. Maybe I will try to port IHL. Till then, we will see that time will get for us if TFC 1.12 will be out. I just wanted to tell you now because I was thinking it is good to bring this idea early.
  19. TFC1 1.12+ port

    Asking out of curiosity: is terrain gen the same as in the original TFC, meaning that if you input the same seed, it is going to output a similar world as in 1.7.10?
  20. TFC1 1.12+ port

    Cool, do you need any help with that? Maybe if you have a team you are going to make this a reality even faster. Oh, and something I must request. Please don't add fresh water, use vanilla water instead, and you can re-texture it to look like fresh water. This will ensure compatibility.
  21. TFC1 1.12+ port

    Guys, there is another guy who is trying to port TFC to 1.12, and he claims he got world generation to work. He seems active and I see actual coding on his GitHub. https://minecraft.curseforge.com/projects/sadnut
  22. [Request] Nomadic tents compatibility

    Try this:
  23. I've checked the actual pack and I saw TFCTech, there are mods that just don't show up in your online mod list.
  24. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    While I was playing I noticed cellar addon requires snow blocks as coolant, but the recipe for them is a compressor one, which I think is a bummer for early game, as you require an anvil to craft a saw. I do agree with an ore processing bonus, but not to the extent of double yield, that's OP(assuming this modpack is hardcore-ish themed). Something like +5 units per TFC ore should be fine, or maybe a little higher for higher tier ore processing methods. Also, a more realistic approach to AE2 is Logistics Pipes. In regular modpacks that mod is made obsolete by other storage mods, but I still think it's a cool mod, and it might fit with this modpack's theme. OpenComputers is going to be added, so I think maybe I will come up with a storage solution operating system for helping with storage and offer auto-crafting, as OC is capable of a lot of stuff, it just needs to be coded to do so.