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Omicron

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Everything posted by Omicron

  1. [B76] Latest version bugs & FAQ.

    I built two fence gates today, worked perfectly fine. Used ash plank blocks for them.
  2. Serious frame rate issues

    Have you placed any barrels? Some other threads suggest that they totally kill FPS and memory in the current build.
  3. Serious frame rate issues

    What CPU and video card do you have, out of interest?
  4. Memory Leaks

    Can't be the fire pit since it didn't leak for me. I played for a couple days and the only thing that consumed memory was the act of loading new chunks. Here's the rundown: Total system memory used at start: 1.75 GB / 6 GB Launched a completely fresh installation (just copied my saved world over) with args: java -jar TFCLauncher.jar -Xms256M -Xmx768M -Xss2M -XX:MaxPermSize=128m -XX:UseSSE=3 -XX:+AggressiveOpts -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode Memory assigned to java process: 56 MB Logging in, launching game to main menu Memory assigned to java process: up to 775 MB, after a while of sitting idle it gets cleaned to 622 MB Loading my singleplayer world, which was created with Hotfix 7 and continued with Hotfix 8 "ID 106 is mismatched between world and game" "ID 31 is mismatched between world and game" Welp... guess I'm making a new world instead. But, on selecting "No" to not continue, the game freezes on "shutting down internal server" and I need to kill it via task manager. Re-launched client, created new world. Rhyolite, ash wood, chicken and cows - lucky! Instantly the world starts throwing native copper and cassiterite at me. I have to cut down trees to have enough logs to mark the positions since I can't possibly get enough cobblestone. Loading into world: Memory assigned to java process: 1,575 MB Total system memory used: 3.40 GB / 6 GB Spent day 1 punching grass and rocks and leaves, cutting down trees and digging a 3x3x3 hole in the ground in the evening. Memory assigned to java process: 1,605 MB Total system memory used: 3.43 GB / 6 GB Night 1: Firepit GUI still exhibits annoying tendency to throw every item the player touches to the ground. Observation: although you need two rocks to start knapping, you can consume your last rock by using the new 'place fresh rock into the knapping interface' mechanic. Day 2: God dammit game, stop giving me ore, I need rocks! Night 2: Sitting around with nothing to do since I'm out of wood and stone. I guess I could count my stacks of cassiterite and native copper... Memory use isn't changing so far. Day 3, Night 3: More of the same; finally making some headway on the resource gathering front. Memory use is up to 1,800 MB on the java process. Day 4: Ranging a little further, maybe a 5 - 10 chunk circle around my 'base'. Looking for clay and flux stone. No such look, but found sheep. Still hitting rocks, grass and trees and marking ore spots with logs and cobblestone. Memory assigned to java process: 1,996 MB Total system memory used: 4.12 GB / 6 GB Memory use is not going down during night 4, although I spend it all sitting in my little hobbit hole. Which is now 4x3x3 and roofed with logs. Day 5: Setting out for a bigger expedition. Promptly it starts to rain. Found clay, also pumpkins. Made my way back home. Memory assigned to java process: 2,361 MB Total system memory used: 4.43 GB / 6 GB Night 5: Unfortunately I need to quit now. It seems the main memory consumer is generating/loading new chunks (I have view distance Far set), and it doesn't seem to unload them at all.
  5. Memory Leaks

    (And people should remember to do their tests only with the base TFC installation, no additional mods. Not even a texture pack. If you don't get any leaks that way, slowly start enabling extra stuff and check for when it starts happening.)
  6. Mobs in Vanilla armor

    Was the armored mob you encountered a skeleton? I have to ask because your screenshot is way too small and dark to see anything. I also encountered an armored skeleton, playing in Hotfix 7. Full gold armor to boot! It took like 12 javelins to off it. Good thing that in Hotfix 7, skeletons were doing vanilla damage, which doesn't even register against the player's base 500 HP in TFC But I think the problems might be related. Maybe the wrong kind of skeleton was spawning. Maybe TFC has its own skeleton mob that cannot be armored and does TFC damage, but instead we accidentally got the vanilla skeleton which can be armrored but only does vanilla damage. The skeleton issue should be fixed in Hotfix 9, so try and see if you still get armored mobs then. As for the villager zombie - I got those back in Build 75 as well. Nothing wrong with them.
  7. Wool Comb as a stone-age alternative to Shears

    But then the wool-to-yarn recipe needs to be adjusted. Right now one wool translates into 8 yarn which makes 2 fabric. Fun fact: You actually need to kill less sheep than in vanilla to make a bed. Two dead sheep make you a bed, three dead sheep make you two beds. In light of that, I don't think there's much of a need for rooing yet. Wool fabric isn't even used for anything other than beds yet, IIRC. Of course, if clothing is ever implemented (and made necessary), then having a reliable early-game way to procure at least small amounts of wool without genociding sheep populations might be good to have.
  8. [B76] Latest version bugs & FAQ.

    Just had a crash on Hotfix 8 when breaking an empty kapok tool rack with a stone axe: ---- Minecraft Crash Report ---- // Don't be sad, have a hug! <3 Time: 06.04.13 15:19 Description: Ticking memory connection java.lang.NullPointerException at net.minecraft.item.ItemStack.<init>(ItemStack.java:77) at TFC.Blocks.BlockToolRack.func_71893_a(BlockToolRack.java:182) at net.minecraft.item.ItemInWorldManager.func_73084_b(ItemInWorldManager.java:334) at net.minecraft.item.ItemInWorldManager.func_73082_a(ItemInWorldManager.java:238) at net.minecraft.network.NetServerHandler.func_72510_a(NetServerHandler.java:500) at net.minecraft.network.packet.Packet14BlockDig.func_73279_a(SourceFile:46) at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89) at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134) at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53) at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:674) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- System Details -- Details: Minecraft Version: 1.5.1 Operating System: Windows 7 (amd64) version 6.1 Java Version: 1.6.0_24, Sun Microsystems Inc. Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc. Memory: 101697992 bytes (96 MB) / 995426304 bytes (949 MB) up to 1431699456 bytes (1365 MB) JVM Flags: 0 total; AABB Pool Size: 2841 (159096 bytes; 0 MB) allocated, 2601 (145656 bytes; 0 MB) used Suspicious classes: FML and Forge are installed IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63 FML: MCP v7.44 FML v5.1.13.629 Minecraft Forge 7.7.1.629 4 mods loaded, 4 mods active mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available TerraFirmaCraft [TerraFirmaCraft] (TFCraft-Universal-Core-B2-Build76Hotfix8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Profiler Position: N/A (disabled) Vec3 Pool Size: 1838 (102928 bytes; 0 MB) allocated, 1360 (76160 bytes; 0 MB) used Player Count: 1 / 8; [EntityPlayerMP['Streetwind'/43, l='1.5.1.Test', x=11693,24, y=151,00, z=-4626,49]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge' I can reproduce it at will. Upon relogging into the world, there is no tool rack item on the ground or in my inventory.
  9. [B76] Latest version bugs & FAQ.

    "Should" is sometimes a long way from "does" Screenshot of a launched FTB instance Screenshot of starting up the TFC launcher Screenshot of the launched TFC instance I mean, unless the snooper stopped recording those args entirely for some reason, there's absolutely no indication that they're present.
  10. Peat blocks are flammable

    The problem with making peat blocks flammable is the fact that fire ticks are very performance heavy. And with peat occupying whole stretches of landscape several layers deep, you'd totally kill the world simulation with an unchecked fire. I mean, it's a common thing on multiplayer servers that forest fires randomly disconnect nearby players, effectively locking down an entire area and making it unusable for days (because the fire won't even burn itself out when nobody is near to load the chunks). Vanilla Minecraft already nerfed fire spread four times, to the point where it's borderline impossible to intentionally burn something down without leaving random blocks floating in midair. And even so, some servers still disable fire simulation entirely just to be safe. Having another such problem source isn't going to be popular...
  11. [B76] Latest version bugs & FAQ.

    Well, yes, and it's not even a problem per se It's more or less just a feature request - something "nice to have". I'm not experiencing actual performance issues during play.
  12. [B76] Latest version bugs & FAQ.

    I do. The launcher is taking the args - to run itself, of course. But it's not handing them over to the Minecraft.jar process. How can you tell? Look under snooper settings ingame. All the java args Minecraft started with are explicitly listed there. And I'm just getting a big ol' "0".
  13. [B76] Latest version bugs & FAQ.

    Okay, after waiting a bit for build stability, I decided to check B76 out today. Here's some observations I made: - Downloaded the launcher fresh, no prior presence of the launcher on my system. Installed B76 Hotfix 7 fresh, no prior B76 installation on my system. I did not upgrade my B75 installation. No issues detected. - i did not install any extra mods. - Launcher does not hand any java arguments to the Minecraft process. I usually run Minecraft with a string of custom args that has proven to work well with my slightly aging computer, especially when large modpacks more than halve performance even without having anything built yet. Thankfully, TFC isn't nearly that performance hungry, but ultimately I'd prefer being able to specifiy custom args. The FTB launcher for example has an extra field in the advanced options for this. - Created a new world. No issues detected. - Rocks craft into the correct cobblestone (tested siltstone, gabbro, rhyolite) - Both hostile and neutral mobs spawn normally - I love the goldenrod flower feature! - [sERIOUS ISSUE] Skeletons deal vanilla damage... tee hee, that tickles! - [MINOR ISSUE] Red bell pepper seeds texture has an errant pixel at the bottom border that does not belong. - Doors being classified as medium/tiny amuses me. They should probably be heavy/large, no? They don't stack anyway. - [sERIOUS ISSUE] While in the interface of the firepit, most of the time when I try to place an item into the inventory or the hotbar, it drops on the ground instead. It doesn't matter whether it's a stack of wood I picked up to refill the firepit and then attempt to place it back exactly where it was, or whether I want to rearrange items in my inventory and/or hotbar, or whether I try to take the finished product out of the firepit and put it in my inventory: anything I touch, three out of four times, my character just throws the item away. Back in B75, I used to be unable to stack items when inside a GUI, but this here is ten times worse. Incredibly annoying. - I did not notice any misnamed items or ID conflicts. - My chest flickers in and out of view randomly (already fixed in Hotfix 8, I see). Chest worked properly in conjunction with item size tags. - So far, the game seems very stable. I had one singluar 5-second freeze/lagspike for no apparent reason after roughly five minutes of play, but the game continued afterwards and the issue did not reappear. No crashes at all. Nothing that doesn't work as it should, aside from the firepit. Of course, I haven't tested any advanced features yet, as I'm not using creative mode to spawn items in (it's not recommended to do so in TFC, I hear).
  14. [B76] Latest version bugs & FAQ.

    hahaha, that screenshot is awesome. So many arrows. I love it!
  15. Wool Clothes! / discussion about warmth.

    Well, body temperature was just introduced two days ago with Build 76. It doesn't do anything yet, but it wouldn't be too farfetched to imagine something to do with clothing
  16. Friendly Mobs Are Gone!

    Did you delete the config file when you updated, on both the server and all the clients? It is strictly recommended to do this for TFC, and if you didn't, that might be where your item ID mismatches come from. Unsure if that has anything to do with your mobs disappearing though.
  17. Multiple tool heads from the same knap

    This was suggested before and denied; getting one tool head out of one stone is the intended mechanic. After all, you're literally beating one stone into shape with another.
  18. Ticker-Tape and Adulation...

    Well in that case, let me also thank both Dunk and Bioxx for their hard work! Six bugfix builds in 2 days, that's faster than GregTech
  19. Newcomer Questions

    Actually, I bug reported this back then, and just today in B76 H6, this bug was fixed
  20. Newcomer Questions

    Hello all, I've long been interested in TFC and finally decided to give it a whirl once build 76 drops. I'm fairly experienced with both vanilla and modded Minecraft, and I've looked at a few guides and tutorials to prepare myself so I don't stand there flailing helplessly at a tree and wondering why it can't be mined by hand, but there were some questions that occured to me while browsing. - I've seen it mentioned that the world is segmented into geographical regions and that in order to find things like deserts or artic zones you have to travel to certain coordinates. Is this just a "neat thing", or does it have actual gameplay impact? As in, am I required to travel to these other regions, or is it purely for the flavor of finding different plants and landscapes? - In the same vein (ba-dum-tsh), I wonder about ore distribution. Is it more or less random where I can find what, or do high-end ores intentionally spawn well away from my starting point? I don't mind exploration at all, you see, but I know I would be frustrated if I spent ages obliviously digging in areas that have no chance whatsoever to hold what I'm looking for... - Since so many blocks in TFC adhere to gravity, aren't Endermen randomly stealing blocks a huge issue? - Apparently animals and crops mature after a certain number of days, or so the wiki suggests. But does that go by the calendar, or by time spent playing? In vanilla Minecraft for example, if I use a bed, it just skips the night and crops don't grow any faster. But in TFC it marks a new day in the calendar, so crops or pregnant animals might track their time using that instead, meaning that sleeping through the night advances the maturing process just the same as if the player had not slept. (Anyone else wishing that Somnia was available for current Minecraft versions? ) - Has anyone tried using DynMap for their server? Is it compatible out of the box, or does it require tweaking, or does it not work at all? - When looking at food, I notice that around 5 stars on the filling value is enough to get your food bar instantly maxed from pretty much any state. But there are also hot meals that have up to 10 stars. Does that mean that I could "overfill" my food meter to well over 200% if I consumed such meals? - Since there's also a water meter, how does it affect health generation? Will my health regenerate solely based on food level, like in vanilla, or do I need to have a high water level as well? And, is it binary like in vanilla (i.e. both bars >90% means full regeneration, else zero regeneration), or does healing speed scale in some way (i.e. half speed if only one meter is >90%, or maybe even dependant on each bar's precise status)? Apologies if those questions might seem to poke at silly details, but I'm the kind of person who gets enjoyment out of obscure knowledge And, figuring these things out for myself ingame would require systematic testing on a large time scale, and I'd rather just play.
  21. Found the first TFC-exclusive song

    It's not:
  22. [B76] Latest version bugs & FAQ.

    Did you delete your config file after the update from Hotfix 5 to 6?
  23. TFC Build 76 Bugs

    Try updating to Hotfix 6, that supposedly fixes the pick block crash.
  24. Ticker-Tape and Adulation...

    Not to shoot down this well deserved thread, but wasn't it mostly Bioxx himself who did the 1.5.1 conversion and bugfixing...?
  25. Not able to Knapp???

    Reading changelogs on big updates is recommended, folks! I mean, the entry about the knapping change is even bolded for emphasis...