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aliceingame

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Everything posted by aliceingame

  1. I think that the problem would be that the TFC cooking system use heat values. If the item you want to cook do not support the heat values, it might just be impossible. After that, you would only need support in Mod Tweaker.... I guess.
  2. Indeed, I have one lumber that is not oredict. The problem with the 600 damage, is that there is no rule to say "atleastDamageLeft", then I would say that the tool need to have at least 600 points of durability to be used in the recipe. Otherwise I have to write a new formula for every saw and specify the damage value for each of them. I know it's not the most convenient recipe for the player, but it's the easiest to write.
  3. The idea is that to use à new saw, to be sure that it have at least 600 durability in the case of a copper saw. The bibliocraft recipe use a saw made with 4 iron ingots, So my paneller recipe is not too expensing for the use of that block, it use a copper saw worth of damage.
  4. [Solved] Backpacks addon

    You can also hare what you found.
  5. Well.. it does work.... no matter if the tool is damaged or not. I usedMineTweaker RecipeMaker to help writing some stuff, and I tested the recipe... and they work well. And I am sorry but I do not understand what you say should not be working...
  6. well that is a good news! These are the 3 recipes i made TFC saw with 4 TFC lumber to get 2 Framing Sheet TFC saw with Framing Sheet to get 2 Framing Board TFC iron and saw + framing sheets and boards to get a Framed Paneler. (The saw must be new and it will damage it for a copper saw worth of damage, so it's the same price to pay with the use of any saw). // ================================================================================//#MARKER ADD SHAPELESSrecipes.addShapeless(<BiblioCraft:item.FramingSheet> * 2, [<ore:woodLumber>, <ore:woodLumber>, <ore:woodLumber>, <ore:woodLumber>, <ore:itemSaw>.transformDamage(1)]);recipes.addShapeless(<BiblioCraft:item.FramingBoard> * 2, [<BiblioCraft:item.FramingSheet>, <ore:itemSaw>.transformDamage(1)]);// ================================================================================//#MARKER ADD SHAPEDrecipes.addShaped(<BiblioCraft:BiblioPaneler:6>, [[<terrafirmacraft:item.Wrought Iron Ingot>, <ore:itemSaw>.onlyDamageAtMost(1).transformDamage(600), <ore:ingotWroughtIron>], [<BiblioCraft:item.FramingBoard>, <BiblioCraft:item.FramingBoard>, <BiblioCraft:item.FramingBoard>], [<BiblioCraft:item.FramingSheet>, <BiblioCraft:item.FramingSheet>, <BiblioCraft:item.FramingSheet>]]);
  7. I just checked, and it's possible to use TFC and Bibliocraft with Natura and Bibliowood addon. What's the point ? It would be possible to use the Natura wood and rename and retexture them in a Ressource pack to have the Bibliocraft in all the TFC wood variety. In the config you can disable the natura plants generatin to avoid having useless barley and bushes (cotton can be usefull). I'll text a bit more on actual texture and renaming and let people informed if you think it's interesting.
  8. Torches Burning Out

    Or add the decoration addon to have lanterns
  9. [Won't Fix] Ocean biomes are too big

    Would it be possible to know how to use this removearea command ? Curious about the rock biomes map in my world
  10. [TFC 0.79.27] Technofirma Mod Pack

    I would like to suggest some small tweaks There is a mod that add more physics. It's a nice addition in building (it's getting harder as things need to be supported and that's fine) but I feel that the physic is not as good on some blocks. For obvious reasons, fruit trees leaf should not be affected by physic. I would also suggest to use default TFC physic on sand and gravel. As there is a layer of gravel everywhere and there is holes and ravines, anytime you reach a ravine or hole, it will endlessly crumble and end up destroying the landscape. If it's what is intended, it's fine, but a bit disappointing as it break the nice world gen. For the sand it's the same for ravine and holes on beaches and desest. And Chisel could be a nice addition to get decorative blocks Edit: living tree should not fall, the TFC way to handle floating tree is to let them decay. And I don't know why, but leaf do not decay.
  11. Hiding through the first few nights

    The scribing table is no longer in TFC, the plans are selectable in the anvil gui. And when you have a sword an mace, the night is not as scary as you can fight back monsters and kill them without much problem.
  12. TFC rewrite suggestions

    I totally agree on that one. To come back to the original topic, I understand that the development team does not have to do what the players are expecting, but I have the feeling that some open discussion can hurt nobody. Still, I have the feeling that the answer is "bioxx have his ideas and his plan, it's his mod so he does what he want, so don't worry, let us surprise you"... still, I would be happier to see that an extension writer can add new biomes to TFC. To be honest, for me TFC does not even have biomes like we can find in vanilla (or with biomes mods), there is only altitude and climate variation, with random heat, rain level and trees... ) Anyways, everybody knows that we will still play even if we do not agree with all the dev. choices.
  13. TFC rewrite suggestions

    ... I know that suggestions should go in the suggestion subforum, you can lock or move this topic. I wont make much suggestions as they will most likely not be taken in consideration (I am sure someone already said that suggestion will most likely not be integrated in game). I am not sure how biomes and worldgen work, but would it be possible to use the idea of MC 1.7 where a snow biome should not spawn next to a desert biome. Whan I mean is, would it be possible to let the game generate the patchwork of biomes, then the selection of the biome would be made out of some "rules" like if the biome generate in latitude x, it can be biome a,b,c but not d,e,f... and biome a have average humidity and temp of h and t, and these values can change inside of the said biome could change depending on other calculation including but not limited to altitude and longitude. So instead of selecting the biome based on the temp/humidity map, the temp/humidity would be chosen by the biome. Why would I suggest that ? Well to potentially increase the number of biomes, to have more diversity in the landscape. Would be nice to have an african savanah, an asian bamboo forest, an australian jungle (and a south american one) a canadian tundra... I guess you got the idea. Mod pack makers could then use mods like mo's creature to spawn the right animals in the right biomes. I would suggest adding obsidian in some way (not vanilla obsidian generated in TFC), for the sake of mod comparibility, so we could have an obsidian equivalent in the oredict, and the possibility for modpack makers to add a vanilla obsidian recipe. It could be considered as a special stone so it could not be used to knap (I know kitty's opinion about obidian toold, even if for me they would make as much sense as a rocksalt tool). At some point I would have suggested to remove rock salt from the rock types and turn it into a mineral, but ad I can see that there is some serious salt mines it the world, i'll just say that rocksalt blocks could be a key element in a "dry lake" biome. I would suggest to scale the health on a vanilla level, for the sake of mod compatibility... thant and try to avoid breaking other dimensions. Making their access impossible within the normal circumstances is fine, but players should be able to go if they reallly want to. Maybe add some ore like cobalt, for compatibility with other mods... and maybe some new historic allloys like elctrum.... that is just some random ideas I had.... I won't lose more of my time (and your's) and I won't try to discuss and improve these idea. Have fun and see you when the new TFC is out.
  14. TFC rewrite suggestions

    Yes, the thing is that sometime ago I raised the hypothesis of "what if TFC was to be rewritten"... and as I thought Bioxx would not do it, I asked to imagine what could happen if other people where to code it based on discussions... then it caused some commotion and my post was locked and judged as insulting. (and that was not my goal and anyways, with the support I had then, I would have never happened anyways, because of my almost complete lack of coding capacities) And yes, I notices the msg in the homepage, that is why I'm asking. So the question is, would it be welcome to discuss about the ideas of how TFC will be rewritten, of should we only want and see... hoping that the the development have learned from the actual experience and do some things differently... maybe in some cases the players ideas might lead to a different way to think and to code some features.... maybe it could slightly improve the game... who know. For example I would start a discussion with general worldgen discussion, as I guess it would be the first thing to be coded.... or maybe I'm wrong... So discussion on different aspects of the world gen, ideas we have concerning how it could work, from biomes to rock, ore and mineral type... just as example of things that could be discussed to write a proper and complete suggestion based on all the players opinion... that we could send for official review by the dev tem. Of course, a coder's point of view would be welcome to point out what is possible or not to code.
  15. Brass

    One of the problem is most likely that when other mods introduce new metals, they often introduce new sets of armors and tools made of the new metals. So when you get to a mod like tfc where you get new metals, people will assume that it's like other mods and that you can make everything out of it. The wiki might need rework, but I would say that it is already clear that Brass is not a tool item. I think that the wiki already take it's precautions in the Metal tier table, where it show what you can do out of each metal. I would have added all the possible items made of each metal (like the sheets), because the original idea for me was to put all what can be made of each metal in this chart. So I think that there is already enough done to tell people that brass in not a tool item.
  16. Bibliocraft Addon

    I just had an idea. Everybody know bibliocraft and some TFC Servers use it. It could be nice to see with the mod author if there is a way to have a TFC addon. With enough popular support, I guess it would be possible. In the recipes, all the slabs could be changed for single plank and wool block for wool cloth. Of course, we would need to implement colored wool cloth to TFC, but it should not be too hard to get someone could even send a pull request on Github for it, and and if we say that it's to get a bibliocraft addon, I guess that Bioxx will say yes. Of course, we would not need a recipe for tool rack and armor stands as we already have them. If the bibliocraft developper make his own addon, I would offer to organize a better translation system for his mod (using what we do here), and maybe some of our translators could translate his mod. That would be a win-win situation.
  17. TFC translation

    in fact, me... I added the missing translations on PT, but I only updated BR, when it was already translated.
  18. Crippling lag in world

    I do think that using 32 bit is the bad idea...
  19. TFC translation

    I saw and I will most likely update it today. You probably understand more German than I do! Thanks for the translation update!
  20. [TFC 0.79.23+] Decorations Addon for TFC

    https://docs.google.com/spreadsheets/d/1cSDgnOpd0md6JrrkpLzBNU4Rjg_xMCFErnEMVSQX0v4/edit?usp=sharing In the file there is on tab for the translation and one for export, we have it for TFC and for LWS. So you translate in the right row in the translation tab, go to the export tab, select a language and copy paste to the file. You can easily add new lines in the translation tab and re-generate all the translation files.
  21. [TFC 0.79.23+] Decorations Addon for TFC

    I have a suggestion. As TFC have a lot of types of the same thing (metal, stone, wood), it quickly add up and for every new item you have a lot of new lines to add to the .lang file. It also mean a lot of work for translators who want to translate your mod. My idea would be to put all the item variation in the tooltip and keep the name of the item as generic. It would give the same result as the Sand, Gravel and Dirt in TFC right now. For your mod, if you only do it for the stone based items, you already have 63 lines in the file (so it mean 63 lines to translate). It could be reduced to the 24 (21 stones + 3 items) and every time you add a new item, you save 20 lines. And if you are able to use what is in the TFC .lang, you would even be able to cut the number of lines further, but I don't know if it is possible. For the translation it would be possible to use the "official" spreadsheet so it would be easy for people who already translate TFC to work on translation for your mod (as we are doing for Leather water sac). P.S. Line 24 of you language file you seem to have a randomtile.MudBrickRaw.Chert.Wet.name
  22. [TFC 0.79.23+] Merchants Addon for TFC

    I have not tested it, but I absolutely love the coin minting system. It is almost exactly what I described in this discussion :http://terrafirmacraft.com/f/topic/7310-coin-mod-just-an-idea-now/ With the way you explained the mod, it would even be simple to set a trading place to exchange coins of different kind. Really cool mod
  23. TFC translation

    sorry too, I think that I might have overreact a bit I saw that the last edit by kitty was touching the en_US file then I updated my fork and I started to update the spreadsheet with the latest data. It take time as I have to compare every difference in github and make my en_US file match the official one. I'ts not too complicated, it just take time, especially if there is many things to change. Almost done, but I will not do tonight.
  24. TFC translation

    There is many things that can happen as many people are involved in the process. Like Kitty said, if I do net see a change in the en_US file, I will not be able to change it in the spreadsheet. If I do not see a change done by translatores on the spreadsheet, then I can not update the files. If the translators have not updated the new or changed lines, It will not show even after the update. If I do not know that there is a new release, I can not export all the files to make sure that the latest version of the spreadsheet will be in the release. You can blame me for not updating the file, but I can blame the lack of German translators, as German have not been at 100% for a LONG time. It's at 99.67% because a Danish speaker translated many lines. Now that I know we have a German speaker who play the game, I might just wait for de_DE to be at 100% to submit it. (there is 7 missing lines, so it should be easy) and of course, you can also review the purple cells and turn iit back to white when you are done. I'll wait for 100% before I submit.
  25. TFC translation

    It have been submited and should be included in the next hotfix