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wormzjl

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Posts posted by wormzjl


  1. On 2017/12/4 at 9:05 PM, LightningShock said:

    Very interesting, looks really promising. But how you managed mods like advanced rocketry to work? From what I know food in other dimensions doesn't decay, you managed to overcome this?

    I also recommend Hardcore Darkness and Dynamic Lights duo as it pumps up the level. They are client-side mods that makes darkness actual darkness and hand-held torches lit. They require little configuration.

    Btw, where's TFCTech? I see it in the screenshots but I don't see it in the mod list.

    I can add them as optional mods I think.

    TFCtech shoud be in the list?

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  2. perfabricaadastra.png

    Project Per Fabrica ad Astra (through crafting, to the stars) is a hardcore technical-terrafirmacraft pack designed for experienced players.

    This pack aims at providing a complete, believable and smooth experience from stone age to interstellar travel, with heavy engineering content in mind.
    Survive, mine, craft, design your base and your automation, manage your power generation and consumption, shape the world with your hands and in the end create the massive factory you have ever dreamed of.
    This pack provides many unique challenges in automation, as there are no magic block which can solve every problem. You will need to use all available tools: transport belts, trains, servos, redstone and gates, or even computers to reach your objective.

    The gameplay can be identified with a few “ages”:

    • Stone age to Bronze age provided by vanilla TFC.
    • Steel age – Basic industry with Immersive Engineering and Industrialcraft 2, unmanned resource extraction and great increase in resource processing efficiency.
    • Petrochem age – Enhanced industry featuring chemistry and oil refining, powered by Magneticraft, Pneumaticcraft, IE and IHL. Have you ever seen a real oil refinery?
    • Aluminium age – Starting advanced rocketry, making advanced components and extracting minor elements from minerals.
    • Titanium age – Basic space flight, moon landing, UUM production by the particle accelerator, experimental fusion devices.
    • Tungsten age – Top-tier-insanely-complex material production, interstellar travel, ultimate productivity enhancement.
    • Endgame – Mekanism self-sustainable fusion as the ultimate goal.

    This pack is intended for group playing due to its complexity, and is guided with quests and manuals with a storyline.
    Join us on discord for discussions: https://discord.gg/AtupnpG
     

    The modpack can be downloaded on ATLauncher:
    https://www.atlauncher.com/pack/PerFabricaadAstra
    If you already have ATL installed, just search for "Per Fabrica ad Astra" in the packs list, if not, you can get ATLauncher here:
    https://www.atlauncher.com/downloads?

    Some screenshots and flowcharts:

    Spoiler

    5a23177a53801.jpg

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    uBZLZxv.jpg

    PeTsfuF.jpg

    t9tS4GK.jpg

    zf3UOdI.png

    hdBIP4V.png

    b3Fesx1.png

    9ffYagg.png

    ZPUos9e.png

     

     

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  3. Did you happens to modify the inventory index of TFC?

    Seems my inventory got a bit messed up

     

    Edit: seems that the method of patching you have used have interfered with my fix for inventory index in InventoryPlayerTFC.class

    In vanilla TFC, if you wear a full set of armor and opens a gui like MFSU in IC2, there is a chance that you'll get a second boot in your backpack slot.

    You might want to take a look at my fix: 

    https://github.com/wormzjl/TFCraft/commit/d31b3276f92bcfb8912717df44a39aee11c2e64a

    https://github.com/wormzjl/TFCraft/commit/af47d71cfc10b9b4c2da6d83c3e05f8b8603a12b

     

     

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  4. 4 hours ago, TaeoG said:

    hahaha holy crap. Yes, I set a limit to how many chunks were allowed to fail the random roll for magic ore generation, just to make it a bit less RNG, but clearly I set the limit too low. The maps I was testing on were very scarce for some reason.

    I could have sworn I made it a config option, but maybe not. I'll check it out when I get home from work

    There is a global option, but stuffs like quartz does not have such

     

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  5. 13 minutes ago, TaeoG said:

    you had the right idea, although no packet is needed. This is what I have done

      Hide contents
    
    
    	@SubscribeEvent
    	public void onPlayerChangedDimension(cpw.mods.fml.common.gameevent.PlayerEvent.PlayerChangedDimensionEvent event)  {
    		try
    		{
    			event.player.inventoryContainer.addCraftingToCrafters((ICrafting)event.player);
    		}
    		catch (IllegalArgumentException exception)
    		{
    			LogHelper.error(ReferenceTAPI.MOD_NAME, "Inventory has already be resync'd");
    		}
    	}

     

    What I'm struggling with is finding a means of testing the time-skip issue in other dimensions. Using commands to advance time doesn't seem to be effective.

    You might try deleting dim other than the overworld and advance a few days, get in that dim, and get back (in survival mode)

     

    Also can I use this code in my version? It works really great

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  6. 59 minutes ago, TaeoG said:

    also, how did you test the issue? I tried forwarding time by a few years and jumping into the eldritch dimension, but had no problems

    I got a server that is currently experiencing this issue (which has been running for a couple of months), so I simply test it on my server.

     

    This code is not mine either, I think you can just use it (or perhaps find a smarter solution?)

     

    for inventory syncing, I tried to listen to onDimensionChange event and add a sync packet, but had no chance 

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  7. On 2017-6-29 at 6:16 AM, TaeoG said:

    UPDATE:

    I'm pretty happy with myself, I've solved TerraFirmaCraft's inter-dimensional inventory issue in both singleplayer and multiplayer. Now players can travel between all kinds of mod dimensions while retaining their inventory and also having it respond to them as normal.

    The craziest thing is it only took a single line of code.

    Wow this is really great, what did you actually change?

     

    Also desync is not the only problem with multi-dimensions. One serious issue I got so far is that the implementation of TFC time does not take multi-dim into account at all.

    If you have a overworld that 10 years has passed, and you jumps in another dim where time has just begun, you health will become 50 instantly due to that vast time difference.

    This does not show up initially so it's very difficult to test, but if you have a server running for a while...

     

    Also, could you please add a modpack policy to the OP? Thank you!

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  8. Hello, I've encountered a food dupe bug here.

    Just cut the food into pieces less than 5 oz and put them inside a salad bow, if you take them out by rightclick again you will get a 5 oz piece.

    Also stewed food does not seem to give any nutrition, possible bug too?

    Confirmed on singleplayer with B:DiminishingReturns=false

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