Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.
-
Announcements
-
ATTENTION Forum Database Breach 03/04/2019
There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again. -
This forum is now READ ONLY! 01/20/2020
As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.
Any questions or comments can be directed to Claycorp on either platform.
-
-
Content count
643 -
Joined
-
Last visited
Posts posted by Peffern
-
-
7 hours ago, wormzjl said:Using rcplants, canola that found in the wild does not have textures
Do you have RotaryCraft installed?
0 -
39 minutes ago, wormzjl said:Got a crash while trying to use ieplants on a server:
Whoops I forgot how servers work. Try the newest download.
0 -
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.0 -
On 4/10/2017 at 1:27 AM, itsthatbobguy said:Will this crop index mod allow someone to add RotaryCraft's canola to TFC?
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.0 -
Shouldn't the blue steel one hold lava not the red one?
0 -
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.34 minutes ago, UltimateCatTree said:So about wells. I've noticed in TFC, that sometimes deep, somewhat straight springs will spawn. Is there a way for wells to pull water out of these springs one block at a time until eventually the whole thing is drained? I've not used the mod yet so I thought I'd ask about that first, as I'm looking to use those springs somehow. (swimming down them is kinda fun w/ smartmoving)
As of right now the wells simply produce water - they don't interact with the TFC world.
0 -
2 minutes ago, Baleyg said:Oh I'm dumb I forgot to rebuild the build directory when I copied the build environment for the Deployer Fix.
0 -
3 hours ago, OneSharpAce said:Yes I am having an issues running the latest version of your pumpkins mod, crops core, and iecrops mod together. The issues appears to be that when iecrops is installed it causes the pumpkins to not properly load the classes they need therefore the default pumpkins spawn. I have tried it both in the TNFC pack and as just individual mods with tfc default.
I was hoping you could look into this.
Damn I was hoping I fixed that. Okay, will look into it.
0 -
On 3/13/2017 at 6:38 PM, ShannaraSK said:[23:24:09] [Client thread/ERROR] [FML/]: The mod tfccrops (TFC Crop Index) requires mods [Waila] to be available
Hmm, long time I use Smart Cursor mod, because is better like waila, and now have question- stay on this that I like, or try something new and goes step back?
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.On 3/11/2017 at 9:24 AM, ciekma said:Seems, that pewter metal mod is responsible for mess with forge pit:
This is now fixed. I missed a reobfuscation in the ASM.
On 3/14/2017 at 3:41 AM, Baleyg said:As a update/clarification to my issue of pumpkins/crops not generating. After further testing (on singleplayer) pumpkins (and presumably melons) don't spawn, however vanilla TFC crops do. I will do some more testing as I updated the pack from 3.1 to 3.3 at the same time as updating from tfcpumpkins 1.3 to 2.1.
Edit. Can confirm that 1.3 generates as normal (singleplayer) on the latest technodefirmacraft pack
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: http://imgur.com/a/6PZjF
0 -
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.
0 -
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.
0 -
Yes - I reworked it. Will update the OP
0 -
16 hours ago, Bassifer said:The TerraFirmaPumpkins not working properly. When I launch minecraf show me this message and the game I can not have mushrooms, pumpkins and melons edible
Coremod PumpkinsLoadingPlugin: Unable to class load the plugin com.peffern.pumpkins.asm.PumpkinsLoadingPlugin
java.lang.ClassNotFoundException: com.peffern.pumpkins.asm.PumpkinsLoadingPlugin
at java.net.URLClassLoader.findClass(Unknown Source) ~[?:1.8.0_121]
What could be the problem? Java?
PMd you with questions
0 -
Sorry - this is fixed in a later version which I guess I forgot to deploy - they're made on a Bronze or higher anvil. Sheet => Bowl, Double Sheet => Jug
0 -
Well, as long as its working then I guess you're good to go.
0 -
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.
0 -
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.
0 -
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()0 -
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:http://www.mediafire.com/file/t4dcd1ltnk150ka/%5B1.7.10%5Dtfccrops-1.0.jar
EDIT: Im finding some bugs – remember this is still experimental.0 -
Okay I have a trial version available on GitHub: https://github.com/Peffern
It seems to work reasonably well, let me know if it does what you want.0 -
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.0 -
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.
0 -
TFC Wells 1.0 is now available!
0 -
A "first draft" of the wells addon is available on my mod post in the main Addon Forum! I probably won't work on this until after midterm exams are over, so consider this a finished draft unless there are major bugs.
1
Do you check the forum everyday?
in Discussion
Posted
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?