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Everything posted by Peffern

  1. This is a collection of all of my mods. I will continually update it as I perfect these and make some new ones.If you want to use any of these mods in your modpack, feel free. Just make sure you credit me somewhere :). My mods are on GitHub here: To download mods, look in the.jar repository API Mods (Dependencies): Content mods (uses my API): Compatibility with Other Mods: Other Stuff I Made:
  2. Do you check the forum everyday?

    This semester was extremely rough. I've tried to stay up-to-date on TFC but I haven't had time. Anyone want to fill me on what happened? I'll probably run through my addons in the next few weeks, but anything new on TFC2 or anything?
  3. Whoops I forgot how servers work. Try the newest download.
  4. Alright I think I got it working. As they're now TFC plants, they always drop one seed (more with agriculture skill) but since RotaryCraft is balanced around you getting more of them, I made the principal drop of the crop (I.E. the item you get when it's fully harvested) a stack of 7 additional seeds, so you get 8 per plant. If you put the seeds into the RotaryCraft Grinder you get out lubricant and Canola Seed Husks. I believe that's everything. If this is weird for balance, I can add an item that you get from the canola plants instead of the seeds, and then grind that, it's up to you. The mod will be up on my GitHub in a sec. Also, RotaryCraft is amazingly impossible to set up. Just, ugh. I had to do some terrible hacks.
  5. Yes. I haven't looked at RotaryCraft, but it should definitely be possible to write a mod similar to IEPlants that incorporates the canola plant. I will take a look shortly. EDIT: Ugh incorporating RotaryCraft into my dev env is going to be a pain. Will let you know once I've done that.
  6. [0.79.28+] TerraFirmaStuff

    Shouldn't the blue steel one hold lava not the red one?
  7. So apparently the problem that I thought was the problem with Deployer Fix was actually a problem with all of the projects - thank you OneSharpAce for catching that - all the mods were pretending to be TerraFirmaPumpkins and that was messing with the class loading. This should solve the issues Baleyg, OneSharpAce, and Bassifer were having. EDIT: Fix is up. As of right now the wells simply produce water - they don't interact with the TFC world.
  8. Oh I'm dumb I forgot to rebuild the build directory when I copied the build environment for the Deployer Fix.
  9. Damn I was hoping I fixed that. Okay, will look into it.
  10. my mistake - i'll fix this in the next release. EDIT: will now work without WAILA. No idea if it Smart Cursor will do what you want, but at least it will let you play the game. Note that it will still work with WAILA, it's just optional now. This applies to crops and metals. This is now fixed. I missed a reobfuscation in the ASM. EDIT: I still can't reproduce this. I loaded my newest TerraFirmaPumpkins and tfccrops build into a fresh TechNodeFirmaCraft 3.3 build and melons generated totally fine. You can check - the seed is-7727959077861285794 and the coordinates are (8196,-10076). Screenshot is here:
  11. I've been testing on technodefirmacraft 2.21 - no promises for 3.3. I'll check it out as soon as I can and get back to you.
  12. Information request: Adding new ores to TFC

    You still need to create the block as part of your mod just like you normally would with any mod block. It's just that you don't have to write the world generator and can just put the block into TFCOres.cfg and TFC will generate it for you.
  13. Yes - I reworked it. Will update the OP
  14. TFC Crop System Expansion

    So, as part of TerraFirmaPumpkins, I had to use ASM to alter some parts of the TFC crop code which were hardcoded to only work with the 18 built-in TFC crops. I realized the other day that an extensible system for adding crops might be a good thing to have so that a) multiple people can add crops without worrying about ASM conflicts, and b ) people don't have to worry about crop IDs. I figure this will mostly be useful for other addon developers who want to add crops without worrying about compatibility – I'm adding another layer of abstraction over the TFC crop system so people can just call into the registry to add crops without bothering with ASM at all. Does anybody have any other ideas I should include / criticism / questions? I'm currently testing it and it will probably be available some time in the next week or so.
  15. Sorry - this is fixed in a later version which I guess I forgot to deploy - they're made on a Bronze or higheranvil. Sheet => Bowl, Double Sheet => Jug
  16. TFC Crop System Expansion

    Well, as long as its working then I guess you're good to go.
  17. TFC Crop System Expansion

    Oops - this one's on me. You should be using the deobf jar, not the regular jar, for development. I have added deobf jars to the Mod-Jars repository.
  18. TFC Crop System Expansion

    No problem – if you're still confused, look at TFC with IE Hemp Plants, it's a simple one-class mod that demos how to use the Crops Registry.
  19. TFC Crop System Expansion

    You should do it in the same file where you set up your items so you should have a bunch of calls to GameRegistry.registerItem() IN the same general area, you should call the CropsRegistry.addCrop()
  20. TFC Crop System Expansion

    First of all, you probably shouldn't post code in the forums. Use pastebin or something for the formatting. Secondly, I apologize for being unclear. You don't need to download or edit my code (unless you want to) – instead you should just be able to use my .jar file (the mod itself). Here's how I would do it: 1. Download the compiled jar (tfccrops.jar). 2. Import it into your mod project (into the libs folder). 3. Make sure you configure gradle to know about the tfccrops.jar or your code won't compile when you go to export your mod. 4. Add the jar to your project as a dependency jar. 5. In your item setup area, execute the following code: String[] icons = new String[]{tfcs:plants/crops/Nrustica (1),//and all other growth}; ICrop crop = new BaseCrop("ItemNRusticaPlant",2,36,icons,8,0.9F,2,new ItemStack(ItemNRleaf,5),"NRseeds","tfcs:plants/seeds/NRSeeds","Mapacho"); Item seeds = CropsRegistry.addCrop(crop); Then make sure the seeds item gets saved to somewhere. If you look at my code in TerraFirmaPumpkins and TFC with IE Hemp, you can see how I did this. The point of this system that I made is that you don't need to worry about the IDs or rendering at all – the subsystem handles it for you. You don't need to look at the internals of BaseCrop or CropsRegistry at all. If you *do* want to change how BaseCrop works, you should subclass it instead of editing the original. Also, I forgot to provide the link to the compiled jar: here it is: EDIT: Im finding some bugs – remember this is still experimental.
  21. TFC Crop System Expansion

    Okay I have a trial version available on GitHub: It seems to work reasonably well, let me know if it does what you want.
  22. Mod suggestion: Barrel saddle

    It's usually not too hard to modify the TFC code without causing too many compatibility issues if you're careful and do the inheritance properly.