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aliceingame

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Posts posted by aliceingame


  1. First you will also want any.Damage() or it won't take damaged tools.The scripts given will not work. You cannot, unless recent change I don't know about, apply .anyDamage() or .transformDamage() with ore dictionary name. The way you do it is by iterating with a for loop. 

    for item in <ore:itemSaw>.items {recipes.addShapeless(<BiblioCraft:item.FramingSheet> * 2, [<ore:woodLumber>, <ore:woodLumber>, <ore:woodLumber>, <terrafirmacraft:item.SinglePlank:15>, item.anyDamage().transformDamage()]);recipes.addShapeless(<BiblioCraft:item.FramingBoard> * 2, [<BiblioCraft:item.FramingSheet>, item.anyDamage().transformDamage()]);}
    Note you don't need a 1 in the () it assumes 1, however you can specify more than 1.

     

     

    Well.. it does work.... no matter if the tool is damaged or not. I used MineTweaker 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... 

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  2. 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 SHAPELESS
    recipes.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 SHAPED
    recipes.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>]]);
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  3. 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.

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  4. People keep bringing up the size of rock layers, so I decided to do an experiment. Using a modified version of our "removearea" command, I opened up a new world with a random seed, and removed everything from the surface that wasn't a stone block, to show the size and shapes of layers on the surface. I then mapped the area using journeymap, and came up with the following 4096x4096 image, where each pixel represents 1 block.

     

     

     

     

    Would it be possible to know how to use this removearea command ? Curious about the rock biomes map in my world

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  5. 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.

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  6. Personally, I would like it if the TFC rewrite allowed the player to access other dimensions; I think that this needs to happen because it would improve mod compatibility between TFC & dimension mods such as Aether II, Twilight Forest, & Nevermine. Perhaps TFC could even add a new dimension (probably not, but one can dream… :P ).

     

    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.

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  7. ... 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.

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  8. 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.

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  9. I want to know, is it still considered as "highly insulting" to propose to have some discussions about the rewrite of TFC ?

     

    If the game is rewritten, I think it would be the best time to talk about the good and bad points of TFC and how we can improve the game in general. I do not say that the developers have to do whatever the players want, but at least in could start a reflection and maybe make the game overall better.

     

     

    I guess that people will still say that it would not work.. but I am still curious to see if we can have a discussion with logic arguments on some changes we would bring to the game.

     

    My goal is not to destroy TFC, but to improve it.... Anobody would like to try on a basic starting topic ?

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  10. 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.

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  11. no problem, only 150 lines... I've seen it on GitHub.and thank you for managing all the translations!!I was going to attack pt_BR next, but seems like it is already being handled by al-myr, right?(he is doing better than I could)

    in fact, me...

    I added the missing translations on PT, but I only updated BR, when it was already translated.

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  12. Well I remember a few weeks ago updating java and of course I installed 32 bit instead of 64 bit. I suspect things will run much better now. Good catch Kitty.

     

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

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  13. Hi Alice,

    Just to let you know (and others maybe), I have updated the Dutch part.

     

    I saw and I will most likely update it today.

     

    100% done, only 1 purple cell left*, but changed a little more than 7 lines... also touched one or two es_ES lines.

    and, BTW, I never attended a German school (only as parent) [:-)

    * line 2055: "Meads Milkweed" - "Meads Seidenpflanze" - not sure if that is correct, but found a reference here (probably just a translation)

     

    You probably understand more German than I do! Thanks for the translation update!

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  14. 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.

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  15. 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 random tile.MudBrickRaw.Chert.Wet.name

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  16. sorry, I am not blaming anyone - there's a lot of work being done and (probably) all done in freetime and for free - I am thankfull for that and just wanted to help...I missed the output text for the barrel since it was empty in the en_US file but the key was missing at all in the spreadsheet. Since this wasn't the only discrepancy, I was not sure if the spreadsheet was still being used or if the en_US file should be fixed directly (already done by Kitty).

     

    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.

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  17. seems like the translation sheet is missing some keys like "gui.Output" (or/and I do not understand how it works)Also would be nice to have a version number as a comment or so...Edit:also found some 'synchornization' problems like gui.cancel not being translated for "de_DE" in the properties file despite being translated in the sheet - is the translation spreedsheet being used anymore?

     

     

    The spreadsheet and localisation is handled completely separate from the rest of the mod. Likely the reason that the sheet is missing gui.Output is that Alice hasn't seen the commit for .15 yet where I changed gui.Bloomery.Output to be gui.Output instead, since it was being used in a bunch of different places, like barrels. When we make localisation changes in the code, the only thing we update is en_US. Everything else is handled by Alice.

     

    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.

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  18. I know that the actual version (0.13) does not include the new food prep gui. As there is not much discussion on this tread, I would like to know if people are interested to get an update (I did made the new food prep gui), I do not want to waste time updating the file on download if nobody is interested.

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