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eshep

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  1. Whoa, seriously?! I haven't noticed any sluggishness with it so far. I do have some other issues with it that annoy me but I really like having a "chest-boat" for long journeys. Thanks for lookin into that Bunsan.
  2. Small Boats recipe tweaking

    I like where yall are going with this, thanks for the feedback. A single copper sheet might be enough to justify the 250HP these things have. And don't worry Djakuta, no comments are gonna hurt my feelings. We're just brainstormin here tryin to get good balanced functionality. The whole point is to see where other players stand on that balance. Now after playing around with a few different combinations of the sheet idea I think I got something. I've narrowed it down to two recipes. First is just simply adding a copper (double)sheet to the bottom row. Simple, straight forward, does the trick. Also, kinda lame compared to the other plan. # ORE DICT# Item to use for Mastvar Mast = <ore:Mast>;Mast.add(<terrafirmacraft:WoodSupportV:*>);Mast.add(<terrafirmacraft:WoodSupportV2>);# Item to use for Sailvar Sail = <ore:materialCloth>;# Boat storage containervar BoatChest = (<terrafirmacraft:Chest TFC:*>);# Hull item for the Puntvar PuntHull = <ore:plateCopper>;# Hull item for the Whitehallvar WhitehallHull = <ore:plateDoubleCopper>;# RECIPESrecipes.remove(<punt:item.punt>);recipes.addShapedMirrored(<punt:item.punt>, [[Mast, Sail, null],[Mast, Sail, BoatChest],[<minecraft:boat>, PuntHull, <minecraft:boat>]]);recipes.remove(<whitehall:item.whitehall>);recipes.addShapedMirrored(<whitehall:item.whitehall>, [[Mast, Sail, null],[Mast, Sail, BoatChest],[<punt:item.punt>, WhitehallHull, <punt:item.punt>]]);recipes.remove(<hoy:item.hoy>); The second approach has a little more TFC crafting feel to it, more involved if you will. It renames a stock boat to "Punt Hull" when combined with a copper sheet. Then three of these are needed to craft the Punt. Similarly, the Punt is used in the same manner with a double sheet to make the "Whitehall Hull". And three hulls are needed to build the Whitehall as well. # ORE DICT# Item to use for Mastvar Mast = <ore:Mast>;Mast.add(<terrafirmacraft:WoodSupportV:*>);Mast.add(<terrafirmacraft:WoodSupportV2>);# Item to use for Sailvar Sail = <ore:materialCloth>;# Boat storage containervar BoatChest = (<terrafirmacraft:Chest TFC:*>);# Hull item for the Puntval punthull = <minecraft:boat>.withTag({display: {Name: "Punt Hull", Lore: ["This hull has been reinforced to withstand the rigors of open sea travels."]}});recipes.addShaped(punthull, [[<minecraft:boat>], [<terrafirmacraft:item.Copper Sheet>]]);val onlyPuntHull = punthull.onlyWithTag({display: {Name: "Punt Hull"}});# Hull item for the Whitehallval whitehallhull = <minecraft:boat>.withTag({display: {Name: "Whitehall Hull", Lore: ["This hull has been reinforced to withstand the rigors of open sea travels."]}});recipes.addShaped(whitehallhull, [[<punt:item.punt>], [<terrafirmacraft:item.Copper Double Sheet>]]);val onlyWhitehallHull = whitehallhull.onlyWithTag({display: {Name: "Whitehall Hull"}});# BOAT RECIPESrecipes.remove(<punt:item.punt>);recipes.addShapedMirrored(<punt:item.punt>, [[Mast, Sail, null],[Mast, Sail, BoatChest],[onlyPuntHull, onlyPuntHull, onlyPuntHull]]);recipes.remove(<whitehall:item.whitehall>);recipes.addShapedMirrored(<whitehall:item.whitehall>, [[Mast, Sail, null],[Mast, Sail, BoatChest],[onlyWhitehallHull, onlyWhitehallHull, onlyWhitehallHull]]);recipes.remove(<hoy:item.hoy>);
  3. Small Boats recipe tweaking

    Ahh, I didn't understand that's how .transformDamage() worked, I like that idea better. So now it should cost the damage value of a single copper saw no matter what type is used. I'm probably doing this wrong but here's how I used the damage modifier. # Tool to build boatvar BuildTool = <ore:itemSaw>.transformDamage(600);The problem I have doing it this way though is there's no minimum durability required. Testing this definition shows that if I use a new copper saw, it consumes the whole thing and gives me the item crafted. If I use a copper saw that is almost completely destroyed, it does the exact same thing. I can only find (on the wiki) a way to require certain amounts of damage on an ingredient. Is there some way to require a minimum durability?
  4. Small Boats recipe tweaking

    Thanks, I checked that and the Acacia chest is actually <terrafirmacraft:Chest TFC:16> and not a seperate ID like the support beams. I grabbed all the chests using <terrafirmacraft:Chest TFC:*> instead of listing them outright. I did see that wool and silk cloths are both in <ore:materialCloth> but I had good reason to variablatizerate it. I wanted it to be a little easier for folks to read and edit in case they may want to use a different material. Same holds true for the other variables as well. I wanted to use format for the "BuiltTool" but I found that <terrafirmacraft:item.*Saw> is not a valid value and out of pure laziness I didn't feel like adding nine lines at the time. A for the complete saw comsumption, yes, that was the idea. I thought about making it take damage but I thought a full trade-in was fair. As I said in the new thread, these boats are quite powerful as far as TFC goes. For this reason alone I decided it should be harder to get and thus more valuable.
  5. I've been wanting to use the SmallBoats Mod by Awger with TFC because I think it blends well. Okay, the big boat may be a little much but the small one definitly fits nicely with TFC. One big problem though, the mods recipe items, like most mods, don't jive with TFC stuff. For this I thought I could use MineTweaker to fix the materials needed. Luckily Bunsan came to the rescue telling me to just use /mt hand to find the right IDs to use in the script. If not for that, I'da been banging my head on the desk for weeks. Thanks again by the way! So, without further ado... # Punt recipe fix for SmallBoats version 1.7.10-10.13.0-16.1 and TFC 0.79.20# by eshep# ORE DICT# Item to use for Mastvar Mast = <ore:Mast>;Mast.add(<terrafirmacraft:WoodSupportV:*>);Mast.add(<terrafirmacraft:WoodSupportV2>);# Item to use for Sailvar Sail = <ore:Sail>;Sail.add(<terrafirmacraft:item.WoolCloth>);Sail.add(<terrafirmacraft:item.SilkCloth>);# Boat storage containervar BoatChest = <ore:BoatChest>;BoatChest.add(<terrafirmacraft:Chest TFC:*>);# Tool to build boat#var BuildTool = <ore:BuildTool>;#BuildTool.add(<XXXXX>);# RECIPESrecipes.remove(<punt:item.punt>);recipes.addShapedMirrored(<punt:item.punt>, [[<ore:Mast>, <ore:Sail>, <ore:itemSaw>],[<ore:Mast>, <ore:Sail>, <ore:Sail>],[<minecraft:boat>, <ore:BoatChest>, <minecraft:boat>]]);My reasoning behind the recipe choices. Support Beams seemed like the right choice for a mast, cheap but fitting. Cloth was the only logical choice for a sail. And I think cloth needs more uses. One chest should also be consumed since the boat has one aboard. These boats are very handy and (for TFC) should not be as easy to get as they are for VanillaMC. For this reason I figured a saw was a reasonable "trade-in" for one. This also means that since you need three of these to make a larger boat, it makes them that much more valuable. Possible update ideas. Please let me know what yall think. I am thinking of tweaking the second boat (Whitehall) recipe as well. As it sits it requires only three Punts to make. I'm thinking maybe a metal mast of some sort, a couple more chests, and another tool or two. The largest boat (Hoy) may be a little much for TFC. I want to either disable it completely or make it insanely hard to get.
  6. Small Boats recipe tweaking

    DUDE! I wish I'd known about that /mt hand deal a week ago, that made this whole process a breeze. I think I got it as balanced as I would like now. Thank you so much for that tip Bunsan. I'll put a new topic in the Addons Forum with what I have. # ORE DICT# Item to use for Mastvar Mast = <ore:Mast>;Mast.add(<terrafirmacraft:WoodSupportV:*>);Mast.add(<terrafirmacraft:WoodSupportV2>);# Item to use for Sailvar Sail = <ore:Sail>;Sail.add(<terrafirmacraft:item.WoolCloth>);Sail.add(<terrafirmacraft:item.SilkCloth>);# Boat storage containervar BoatChest = <ore:BoatChest>;BoatChest.add(<terrafirmacraft:Chest TFC:*>);# Tool to build boat#var BuildTool = <ore:BuildTool>;#BuildTool.add(<XXXXX>);# RECIPESrecipes.remove(<punt:item.punt>);recipes.addShapedMirrored(<punt:item.punt>, [[<ore:Mast>, <ore:Sail>, <ore:itemSaw>],[<ore:Mast>, <ore:Sail>, <ore:Sail>],[<minecraft:boat>, <ore:BoatChest>, <minecraft:boat>]]);
  7. Small Boats recipe tweaking

    Well, after countless amounts of poking and prodding I finally found it! recipes.remove(<punt:item.punt>);recipes.addShapedMirrored(<punt:item.punt>, [[<terrafirmacraft:WoodSupportV>, <terrafirmacraft:item.WoolCloth>, null],[<terrafirmacraft:WoodSupportV>, <terrafirmacraft:item.WoolCloth>, <terrafirmacraft:item.WoolCloth>],[<minecraft:boat>, <minecraft:boat>, <minecraft:boat>]]);recipes.addShapedMirrored(<punt:item.punt>, [[<terrafirmacraft:WoodSupportV2>, <terrafirmacraft:item.WoolCloth>, null],[<terrafirmacraft:WoodSupportV2>, <terrafirmacraft:item.WoolCloth>, <terrafirmacraft:item.WoolCloth>],[<minecraft:boat>, <minecraft:boat>, <minecraft:boat>]]);This little bit only allows it to be built with Oak or Acacia beams. It's gonna take a little more fiddling to get it to work "right". I think I need to exchange the bottom center boat for a single chest since the boat has one. And probably have it consume a tool (chisel/axe) to make it more expensive. I assume both of those will also be a pain in the butt due to the multiple wood and metal types. Anyhow, for whomever may want it, it somewhat works now. That's a good start right?
  8. Small Boats recipe tweaking

    Awesome,thanks for the details that's exactly what I needed. I was really just shootin in the dark after reading a handful of other scripts. I'll give these new values a try later and see what happens. I recall seeing wildcards used in a script somewhere so I'll have a go at those too.
  9. I'm having problems tweaking the recipe for the Small Boats mod. I was told by Awger to use "this.setUnlocalizedName("punt");" as the item but I can't get it to work. Can someone please set me straight on how I make this happen? I've never screwed with Mine Tweaker before but the instructions seemed simple enough, guess not though. recipes.remove(<this.setUnlocalizedName("punt")>);recipes.addShapedMirrored(<this.setUnlocalizedName("punt")>, [[<terrafirmacraft:block.WoodSupportV>, <terrafirmacraft:item.WoolCloth>, null],[<terrafirmacraft:block.WoodSupportV>, <terrafirmacraft:item.WoolCloth>, <terrafirmacraft:item.WoolCloth>],[<minecraft:item.boat>, <minecraft:item.boat>, <minecraft:item.boat>]]);
  10. A slight modification to logpile block physics

    Did anything productive ever come from this idead? I understand it may not be doable now but definitely throw it in the considerations bin for TFC2. The pit kiln type log piles are a much more aesthetic system than the 2x2 GUI piles. I'm also a big fan of the "toss-it-in" feature, implement that awesomeness wherever possible.
  11. Bunsan, I originally looked at your pack and found I wanted more but not as much as kev12east has either. Kitty, Yes I do wish CraftGuide could show things like knapping, clay forms, and anvil workings, that would be sweet. In the end the interface is what really does it for me. The NEI UI, to me, looks like a box of crayons dumped on the floor. Inventory-Tweaks I never found to be a must have. I love the idea but sometimes it really bugs me so I've stopped uing it altogether.
  12. By "mix well" I mean not only work but don't break game style. Here is a list of what I feel adds to the experience and a brief explination why for each. Fully implimented and working. [1.7.10]Decorations-1.0.18.jar I really like the lanterns provided and use of alabaster as an alternate building material. I do wish the lanterns would have a finite amount of fuel though.[1.7.10]TerraFirmaCraft-0.79.20.710.jar Well.....duh~ [1.7.10]TFCUdaryMod-0.2.25.jar I really like the fruit drying mechanic and the added ore uses are quite handy too.CraftGuide-1.6.8.2-forge.jar I constantly forget recipes so I'd like something that's handy. I really dislike and refuse to use NEI for it's ability to gift yourself stuff. Plus, this has a much much nicer interface.DynamicLights-1.7.10.jar I wish this was inherent to TFC, it really adds to the feel.Farseek-1.0.8.jar Because Streams needs it.InGameInfoXML-1.7.10-2.8.1.80-universal.jar I've narrowed down the config to only show info that doesn't make it feel cheaty.JourneyMap5.0.1_Unlimited_MC1.7.10.jar I really prefer something like Antique Atlas but it's too high-tech to craft one in TFC. As far as plotable maps go, I like the feel of Journey the best.LunatriusCore-1.7.10-1.1.2.21-universal.jar IGI needs this to work.OptiFine_1.7.10_HD_U_B7.jar FastCraft didn't play well with SmartMoving.PlayerAPI-1.7.10-1.0.jar Gotta have it for the Smart Moving.RealTimeClock-1.7.10-0.2.jar It's just handy for me to see the real time.ShadersModCore-v2.3.28-mc1.7.10-f.jar I'm still not a big advocate of MC shaders but I'm coming round.SmartCore-1.7.10-1.0.jar Gotta have it for the Smart Moving.SmartMoving-1.7.10-15.2.jar The only parts I care for are the climbing and low-crawl. I did add lumber to the config as suggested in another thread.SmartRender-1.7.10-2.0.jar Gotta have it for the Smart Moving.Streams-0.1.4.jar I kinda wish something akin to this was part of TFC worldgen. Still working on implimenting. animalsPlus-1.2.jar I still can't get this working with Bletch's bridging mod. More creatures is always nice. Although I think some of the ones in this mod should not be loaded for TFC. antiqueatlas-4.2.4-1.7.10.jar I would prefer to use this over other map mods granted it could be crafted earlier in game. Maybe something like a hide and extinguished torch? Ropes+ I would like to add this but I just keep screwing it up when I try to get it working.
  13. Animal Plus working?

    That's great, I was only expecting mild discussion at best. Never figured it'd come to this. Nice work and again, thanks.
  14. Animal Plus working?

    Awesome dude, thanks for that! I just hadn't taken the few minutes to look into it any further. I'll drop the original modder a line later about possibly having it check for TFC biomes as well.
  15. Animal Plus working?

    Has anyone given Animals Plus a try with TFC? It seems to load just fine with no errors but I haven't come across any animals yet. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282011-animals-plus-1-3-chameleons-lyrebirds-and-more