Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
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LightningShock

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Posts posted by LightningShock


  1. 20 minutes ago, MeliksahMELO said:

    Thank you for the answers.
    I have no experience in this, but this summer I will try to work with my cousin.


    Actually; my favorite feature is block (building) physics. When I was looking for physics mode for TNFC, I found TFPP.

    By the way; I watched TFC2's physics video. This is exactly what I want.

    - More discussion gives more insight. Please continue writing. :) 

    Block physics are a feature of EnviroMine, you can put that mod pretty easily.

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  2. 10 minutes ago, atheoang3l0 said:

    Seeing your port makes me as excited about TFC again as 1.13 makes me about MC again, but I am much more impressed by the interest and effort in making this port possible. I wish I could contribute, but my (very basic) Java has been rusty as hell so the best I could do is suggest some ideas. I'm looking forward to seeing more progress. I also hope there'll be a version for 1.13—the update I've been waiting (and hoping) for since Alpha. I reckon it would be a ton of work so I understand if it will never happen, but a TFC1-esque Update Aquatic would be interesting to see.

    porting from 1.12 to 1.13 will be a much much easier task

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  3. 26 minutes ago, MeliksahMELO said:

    I have a question;

    Is it possible to use TechNodeFirmaCraft and TerraFirmaProgressivePack together?

    What can I do for it?

    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

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  4. On 17.05.2018 at 9:30 PM, Dries007 said:

    In other news: I'm now an administrator, Bunsan will be an additional moderator!

    Bioxx has officially approved of our use of the EUPL license, so the project will be made open source ASAP.

    Nice XD. Will you setup a Discord server to help with development?

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  5. 17 minutes ago, ciekma said:

    Where I can find Cooking with TFC mod? I don't see it in addons forum section.

    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).

     

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  6. 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.

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  7. On 20.04.2018 at 5:55 PM, alex0575 said:

    Totally agree with you. Thank you so much! I added this recipe to my server's recipes. Created a file add.zs (specially for augmented recipes). If you include this recipe in your assembly, tell me to remove it from my file (in order to avoid repetition).

    There is still a very good mod with additions. Here is the list of mods, in my opinion, corresponding to the development in this modification (the rest are not in the subject):  ( In my opinion, this may be the next round of development in your build.)

      Hide contents

    RotaryCraft

    ReactorCraft

    ElectriCraft

    Useful TNT

    I hope, in the future, you can include these modifications in your assembly

    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.

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  8. 12 hours ago, Mathias Ademar said:

    *cant decide whether or not to get Vintage Story, or wait for this to be released* XD

    I think you should wait to see where this is going first. Vintage story doesn't have modding possibilities.

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  9. 1 minute ago, Xamllew said:

    Would anyone know why I'd be getting a totally pitch black sky after installing Optifine? Would assume it's to do with 'Too Much Time Mod'?

    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.

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  10. 1 hour ago, Dries007 said:
    • No ETA yet, work is a lot slower now with school etc.
    • This does not override world types, you have to set it, much like Biomes O Plenty, but it does change the default to be TFC on single player.
      But I am not going to code in special things to account for the lack of data that TFC needs. So many features may not work. This may change at a later stage.
    • For now it'll be just a straight port (with minimal changes, as previously mentioned). I'm sure over time such things can/will be added.

    TFC is composed of a ton of ASM injections, right?

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  11. 4 hours ago, Dries007 said:

    I don't think I'll be porting the food system for the time being, I think I'm just going to work with stacks that will decay over time (decreasing the stacksize). This is because of both compatibility and because it's a lot to port, for something I've always considered one of the less functional design choices of TFC. But I'm open to changing this in the future, should people want it.

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

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  12. 17 hours ago, Dries007 said:

    Thanks for the confidence,

    Once school starts again (monday) things will slow down (a lot). So I'm steaming along for now, getting as much of a good framework up as possible, so I can welcome contributions.

    Some statistics:

    • 1232 blockstate json files
    • 776 item models
    • 1260 textures files (not all used)
    • 2000+ language file entries (and probably some typo's)
    • 30 commits 4109 files changed, 11377 additions and 2382 deletions (thanks git), since first commit 13 days ago.

     

    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.

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  13. 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.

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  14. 10 hours ago, Dries007 said:

    Oh look, we are at that point where there is more of TFC than vanilla:

    Todays work:

    Along with some more invisible changes, like a stripworld command (I got tired of vanilla's commands.), worldgen tweaks, peat & clay generation (With flowers, although the flowers are now yellow wool blocks.), and by far the most important thing: Pumpkins & boulders.

    Oh, and ore gen works.

    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?

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  15. On 04.04.2018 at 9:57 PM, Dries007 said:

    Hi all, long time no see. I'd just like to post this one image.

    Teaser

    As you can see, it's a long way to go, but I'm pretty proud of it already.

    There might be more in the future, who knows.

    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.

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  16. 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.

    On 04.12.2017 at 3:44 AM, Will said:

    I have some suggestions for you ciekma:
    can you make a way to get more metal out of ore using high level machines? in the wurmcraft pack i played awhile ago, you could use the crusher to get double or triple the amount of metal from ore. currently, there isn't any real bonus to crushing ore to make metal, so it would be nice to have that bonus as you level up in tech.
    speaking of the wurmcraft pack, would you want to add the ae2 mod to this pack? it might not fit the theme you are going for, but maybe you could make it extremely expensive or something.

    that's it for now. thanks

    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.

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